Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

”I’m not one for overland travel. So take this like an untapped vein. But let’s get a cart or wagon or whatnot. Can make good time as we ride. Nay have to walk the entire way. And if we find orcs we fight on our feet like the ancestors intended. Sound good lads?”


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius nods. "Aye. No need to hoof it the whole way. But I'll probably see if I can't find a good mount for the journey." His love for strong and wild creatures has the dwarf wondering if he can find something wild in the woods to tame...


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Thank you for your support with the council. I'm good with walking." Durnim is polite with his new companions.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

"By the Forgefathers, nay", spoke Thurgrom after patting Durnim's shoulders. "Have The Efendi walk like a common goblin?! Nonsense! Surely we can at least procure a coach to take us, especially if we pull our resources!"
Thurgrom is willing to put forth at least 35gp for a coach. Can anyboidy else add to that?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Carriage is 100 gold, plus you need 6 medium or 2 large creatures, so 150 for two light horses at a minimum- you could, of course, always spend more on horses or carriages for higher quality or ornamentation.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Can we rent transportation?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yes, presumably you could. . . Let's say 30 gold for the 20ish days you'd need.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim hires a coach and four for his crew of dwarves and pays the 30 gp. He would sit next to the driver, in order to get used to his Wind Sight.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Chenna Cirrus:

After the council, Durnim requests an audience with the leader of House Cirrus. "Lady Chenna, I hope the results of the council were expected. House Cirrus has added another title. Is there anything of which I need to be aware?"


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

With the council meeting done, Kragg retired to his clan residence. He examined the medal earned happily. He hadn’t embarrassed himself or his house. And he had made the best of a bad situation. While he’d be stuck on the surface (ancestors protect!) he at least spun it in a way where Oldstone could earn prestige. A ruined fortress could be fixed, and if done right, he could do it in a way which would earn fame for his clan. Unlike the Hornblowers, he was completely uninterested in titles. Oldstone had no chance in the game of thrones. It wasn’t a game worth playing. No, it was better to make the clan indespensible. A force which the city needed. And he felt as if though he was going that. Maybe he could name the fortress when it was done? Fort Kragg had a nice ring to it.

But now...now it was time to find missing caravan. More time on the surface. He wondered, miserably, if he’d be the first Oldstone in centuries to get a tan. But he owed a debt of honor to Rubius. The hilldwarf was a remarkable craftsman, and for making the belt Kragg would do whatever he could to repay him in gold as well as deed.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

On his way to the party, Thurgrom and the others are enjoying a small keg of ale, laughing, telling jokes, and other dwarven comradery.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas decided it was best to never head into the unknown if it could be helped. Time to talk to people at Taverns near the traders and maybe also find what the Dawnstones were thinking on the different Passes. He could always try to get some sleep on the carriage ride. Maybe even the geographers on the lay of the land and the patrols for those areas.

Diplomacy to gather information: 1d20 + 13 ⇒ (18) + 13 = 31
Spycraft to find contacts with useful information: 1d20 + 8 ⇒ (1) + 8 = 9


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius purchases a fine horse and food for it and Tawny, getting ready for travel through the wilderness. He smiles and whistles to himself all day, happy to head back to the countryside.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Vargas: You find the same story everywhere you turn- the war has been bleeding Dawnstone profits; they started looking for ways to save around the edges, taking more chances. There are rumors that they took out insurance policies through a bank in the Old Empire, specifically in the Marches which are run by a council of conglomerates/guilds. You also find out, unfortunately, that this particular caravan, bound from Riverport was the final one for the season, stocked full of vital grains and food stuffs that are sorely needed within Gold Peak, especially with the damage done to the outlying farmlands in the war. Additionally- this was all planned and undertaken by Sylvio (Countess Cheryl's husband, and the official leader of Clan Dawnstone) before he went missing in the war.

Durnim: Chenna Cirrus does not have any specific warnings or advice, save to move carefully and deliberately in all that you do.

Rubius: You easily find supplies for the ordinary cost, including a horse (light, heavy, or warhorse as desired).


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Diplomacy to gather information: 1d20 + 12 ⇒ (7) + 12 = 19

Kragg works the contacts in Oldstone to see if there are any tunnels (with entrances) along their route that they could retreat to if needed


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Date: 28 Attrianna
Location: Roads outside Gold Peak
Situation: A caravan vital to both the Dawnstone House and the winter survival of Gold Peak itself missing some five days ride from the Peak, our heroes set off to find the caravan, hoping they make it in time to save the missing dwarves, or at least salvage the vital grains. . .

The sun rides high in the mid-morning as you depart, leaving Gold Peak behind, some of you perhaps for the first time traveling so far afield. The winter chill winds blow, and you realize why so little travel is done in these months, and thank the gods for the respite from marching armies for the time being. What dangers await you in the wilderness? And what befell the caravan, that risked traveling so close to Bogswaddle's Swamp? Only time would tell. . .

The journey to your end point is five days easy riding, or you can save up to two days (making it three days journey out) with successful checks to build incremental advantage as you go Each of the first three days, each character (including the driver) can make one check, and if 4/7 are successful, the group succeeds and you reduce the trip by 1 day.

You can attempt to aid the journey in any of the following ways:
DC 20 Perception to spot obstacles

DC 17 Survival or Knowledge (Geography) to find a better path and save time

Or DC 16 Handle Animal or Knowledge (Nature) to push the animals harder

DC 15 Profession Driver to help steer the cart or DC 15 Ride if you are personally mounted

DC 14 Fortitude save to push yourselves harder

Driver's Profession (Driver): 1d20 + 7 ⇒ (14) + 7 = 21

Random Encounter Check Day 1: 1d100 ⇒ 77

Go ahead an make your first day rolls now.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Kargg: There are a few tunnels along the route, but only very close to Gold Peak. If Clan Oldstone ever knew of hideouts further away, they are lost to time. .


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Perception DC 20: 1d1 + 10 ⇒ (1) + 10 = 11 +10 to range penalties from Wind Sight
Know (geography) DC 17: 1d20 + 4 ⇒ (11) + 4 = 15
Fort DC 14: 1d20 + 7 ⇒ (15) + 7 = 22

Durnim struggles with his new Wind Sight. He only sees the horizon and cannot focus on the immediate surroundings.

Like a noble Cloud dwarf, he chants to encourage the crew.

If it helps, War chant: (Su) Once per day, a cloud dwarf with ranks in Perform (sing, chant, or drum) may perform a war chant. This is a Supernatural ability that does not provoke attacks of opportunity. The effect lasts as long as the Dwarf continues to chant, and two rounds thereafter. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

Knowledge Geography: 1d20 + 2 ⇒ (16) + 2 = 18

Khazuk sat beside Kragg, chatting away about the history of Gold Peak and the lands around it. As the cart moved the Thrush berated the dwarves, pointing out ways to save time in their journey.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Perception: 1d20 + 12 ⇒ (1) + 12 = 13

For his part, Kragg remained quiet. The furthest out of the hold he had ever been was the gates of Gold Peak. He had thought that the mountains would be both his cradle and grave. Now, out in the wind and under the sky he felt out of place. It felt like he would fall into the sky, it was so large and open. He couldn’t understand how anyone could stand it.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Since you presumably can't sing all day, the war chant ability will apply a bonus- +1 to Fort saves and +2 to ride or drive checks. Right now we have 3 successes, need one more from Ungebrochen/Rubius/Thurgrom to succeed in total on day 1.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

After resting from his information gathering Vargas joined Kragg in observing for obstacles or threats. He also kept an eye out for sign of other travellers who could perhaps supply more up to date information of the area and threats. But sitting out in the sun soon lost its luster, Vargas keeping his hood up to shade his flesh. Finding the incessant chatter of the small bird an interesting distraction for his mind as his eyes worked over the vista.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19 or +11 if stone cunning applies.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

We will say stonecunning can apply since we are in contain terrain.

Tired at the end of the first day, the Dwarves laid down into defensive positions and took their watches. . . The moons hung low in the sky, the week moon nearing full, and the month moon sliding towards half, the year moon slowly evaporating night by night, but still very near full. A night under the stars, and out of the confines of the Peak left an eerie feeling in your bones, nonetheless, the next morning, the sun rose in the West, as it always did . . .

Random encounter chance day 2: 1d100 - 5 ⇒ (21) - 5 = 16

Encounter table: 1d100 ⇒ 68

time factor: 1d24 ⇒ 5

The sun was barely in the sky when you hear a sound, snorting, and hooves. . . A creature is attacking, sure as can be!

Initiative:

Durnim Initiative: 1d20 ⇒ 15
Kragg Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Rubius Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Thurgrom Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Ungebrochen Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Vargas Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Monster Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

Round 1

Turn order:
1. Kragg
2. Vargas
3. Thurgrom
4. Ungebrochen
5. Durnim
6. Rubius
7. Monster

Knowledge Nature DC 18:
This is a Gorgon, a magical beast with a nasty breath weapon of petrifying gas and a trample attack.

The entire party will go before them monster, we are going to be on slide 6, just have to find a map first.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Ominous!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Ok, map set up on slide 6- feel free to reposition yourselves on the far left section before combat starts- this was right when you'd just started preparing to depart/break camp.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Seeing the creature looking like it might charge Vargas paused and readied a spell to cause a fall before his companions.

Ready action Grease spell (DC14) on the creature so that it will fall a square short of the nearest dwarf in front of it.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Kragg woke from the rock formation he had been sleeping on. The dwarf had shaped the top of it into a bed to sleep on. Waking from his sleep he began forming a weapon in his hand, ready to strike.

Entangling Strike vs flat footed: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 3d6 + 9 ⇒ (4, 5, 2) + 9 = 20

If Hit then DC20 Ref Save or entangled for 1 min


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

Knowledge Nature: 1d20 + 6 ⇒ (10) + 6 = 16

”That’s a...I don’t know! Kill it!” The bird took flight, away from the beast.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim moves behind a large rock by the side of the road to prevent from being trampled by the creature. He pulls out his giant sticker and readies for it to charge down the road.

"Spiryth, protect me." he prays for protection.

Move
AC 22 - Shield of Faith 1 of 50 rounds


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom follows the new Effendi's lead and finds cover behind some rocks, drawing his waraxe and readying his shield.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius eyes the new creature warily, not knowing what it is but seeing it is likely to attack. He summons a giant spider to block the creature's path and entangle it.

# spiders from SM III: 1d3 ⇒ 1

It spits web at the creature.

Ranged touch against FF: 1d20 + 5 ⇒ (10) + 5 = 15

Web will entangle him too, though sounds like Kragg will have him entangled as well. Mostly the spider is an obstacle.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Kragg's shot fails to damage or entangle the creature, it's hardy natural armor protecting it!

Vargas prepare to cast grease, while Thurgrom and Durnim take cover and prepare their defenses.

Rubius summons a spider, and the spider easily entangles the creature, slowing it.

Turn order:
1. Kragg
2. Vargas
3. Thurgrom
4. Ungebrochen
5. Durnim
6. Rubius
7. Monster

Just waiting on Ungebrochen before the monster acts.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1

The creature moves forward and attacks the spider.

Gore: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21

Damage: 2d8 + 7 ⇒ (2, 1) + 7 = 10

Turn order:
1. Kragg
2. Vargas
3. Thurgrom
4. Ungebrochen
5. Durnim
6. Rubius
7. Monster

Status: Spider- 6/16 HP
Monster- entangled with web

That will bring up the rest of the party for round 2


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

The spider bites at the creature

Bite: 1d20 + 2 ⇒ (8) + 2 = 10

but can't penetrate it's thick hide. Rubius fires his bow twice at the creature.

Risky, rapid, attack: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Risky, rapid, attack: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Dam: 1d8 + 2 + 4 ⇒ (8) + 2 + 4 = 14
Dam: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Tawny stays in position, waiting for it to get closer.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Kragg furrowed his brow. What to best penetrate the hide? A hammer to break? A spear to pierce? He made a spear, and threw it at the beast.

Hit: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 3d6 + 9 ⇒ (4, 5, 1) + 9 = 19


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

With the creature held up as his companions continued range attacks, Vargas moved to backup Rubius' play and began chanting.

Begin casting Summon Monster II. It will appear at the start of Vargas' next round.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Steady. Steady, brothers. Let it come to us." Durnim advises.

Move action : Martial Flexibility = Dodge 1 of 10 rounds
Standard action : Brace

AC 23 - Shield of Faith 1 of 50 rounds


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Kragg scores a hit and damages the beast.

Vargas begins to chant to create his summons.

Durnim concentrates on changing his fighting style, then sets for a brace.

One of Rubius' arrows strikes true, but the other clatters uselessly against the beast's thick hide.

Turn order:
1. Kragg
2. Vargas
3. Thurgrom
4. Ungebrochen
5. Durnim
6. Rubius
7. Monster

Status: Spider- 6/16 HP
Monster- entangled with web, 33 damage taken

Waiting a few more hours to give Thurgrom and Ungebrochen a chance to act before I move the monster again.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom heeds the advice of The Effendi and waits until the creature is closer. Holding action


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2

The creature gores the spider again!
Gore: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
Damage: 2d8 + 7 ⇒ (2, 4) + 7 = 13

The spider squashed it moves ahead at the reduced speed.

That'll bring up the party again in round 3.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius grins broadly. "Let's drop 'im now, lads!"

Attack 1: 1d20 + 7 - 2 + 1 ⇒ (12) + 7 - 2 + 1 = 18
Dam: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Attack 2: 1d20 + 7 - 2 + 1 ⇒ (9) + 7 - 2 + 1 = 15
Dam: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Hit: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 3d6 + 8 ⇒ (6, 1, 1) + 8 = 16

Kragg made another spear, but he did it...wrong. Warped and bent in his haste, his throw was far off target.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas finished his summoning chant with a flourish towards the ground. A small creature made of stone and dirt rising from the earth to then charge at the forward at a gesture from Vargas. Dust and pebbles flying as it crashed forward. The dwarf then chanted again quickly to summon forth a cloud of small shimmering crystals around their foe.

Summoned an augmented small earth elemental to then charge the creature with glitter dust also landing upon it (save DC15) or be blinded.

Charging elemental power attack: 1d20 + 10 ⇒ (9) + 10 = 19 for damage: 1d6 + 11 ⇒ (5) + 11 = 16


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Steady. Steady, brothers. Let it come to us." Durnim repeats and regrips his giant sticker.

Ready action : Rage & Attack

ready an attack: 1d20 + 10 ⇒ (18) + 10 = 28
if hit, brace damage: 4d6 + 18 ⇒ (4, 2, 4, 3) + 18 = 31

Martial Flexibility = Dodge 2 of 10 rounds
AC 23 - Shield of Faith 3 of 50 rounds


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 3
Kragg misses, striking the ground beside the beast.

Vargas elemental appears and charges- provoking an attack of opportunity from the creature-
Gore: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
Damage: 2d8 + 7 ⇒ (3, 1) + 7 = 11

A miss! The elemental's strike hits the creature, damaging it.

With the webs entangling it, one of Rubius' shots strikes true, and the beast roars as it is damaged further, but still very hearty!

Glitterdust save: 1d20 + 7 ⇒ (18) + 7 = 25

In it's rage, the creature breathes in deeply and exhales in a 60 foot cone, a mass a gross green gas!

DC 21 fortitude saves or become temporarily petrified.

Turn order:
1. Kragg
2. Vargas
3. Thurgrom
4. Ungebrochen
5. Durnim
6. Rubius
7. Monster

Status: Spider- 6/16 HP
Monster- entangled with web, 60 damage taken
Whole party- pending DC 21 fortitude saves

Everyone needs to make their initial fortitude save- if you fail, you can make another save on your turn to end the effect.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Poison effect? If so, +2 to this save.

Fort: 1d20 + 6 ⇒ (15) + 6 = 21

Rubius coughs and chokes at the creature's gas. "Ok then! This fellow isn't messing around! So neither will I!" He holds his bow up to the sky and shouts then aims it at the creature.

Making my bow have bane (magical beast) as a swift action. Unfortunately, we haven't actually IDed this guy so I hope that's correct.

Attack: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27
Attack: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27
Dam: 1d8 + 2 + 2d6 ⇒ (1) + 2 + (3, 5) = 11
Dam: 1d8 + 2 + 2d6 ⇒ (7) + 2 + (3, 3) = 15

Tawny Fort: 1d20 + 5 ⇒ (3) + 5 = 8

Tawny stands stock still and Rubius shouts with anger. "I'll get ya for that you rascally critter!"


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Fort: 1d20 + 8 ⇒ (17) + 8 = 25 Hardy apply?

Hit: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 3d6 + 8 ⇒ (1, 1, 6) + 8 = 16

The petrifying attack rolled over Kragg. He responded by forming a perfectly balanced throwing axe, which was sent spinning into the beast.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Breath weapons are supernatural so yes the +2 that the Dwarf types get applies.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Fort DC 21: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

Cough. Cough. Ack.

Martial Flexibility = Dodge 3 of 10 rounds
AC 23 - Shield of Faith 4 of 50 rounds

@GM Entangled creatures can move half speed.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Fortitude Save (with racial bonus): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Thurgrom coughs up the caustic fumes of the beasts.
I suppose that's my cue.
The mynrughdaer charges the great beast wielding his mighty waraxe.
Dwarven Waraxe (charging): 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Dmg.: 1d10 + 2 ⇒ (1) + 2 = 3

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