Strength and Fear: An Ustalavic Kingmaker Campaign (Inactive)

Game Master vayelan

Kingdom Building Rules
Rulership Tracker
Map: Canterwall and Neighbors

Map: The Town of Ravengro
Map: Harrowstone Grounds

Current Encounter: Koldukar - The Great Hall


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Whispering to Valeska:

"Perhaps this is not our place to investigate, being a political envoy, but, might we not ask if there is a known entrance to the undercity that most certainly exists here? I feel that with our abilities, station notwithstanding, we might be able to seek out a cause of these quakes, and at least be able to report that cause back. As a gesture of goodwill, of course."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Excellent idea, Valeska offers Leta a curt nod.

Ardax. Please call me Valeska.

Perhaps, after pleasantries... it will take some discussion amongst ourselves. But, what if... we were to offer you a small service?

What if we investigated these tremors? Our collective skills are both varied and have some depth. She smiles, letting the pun settle.

Happy to have one or two of your people come along as witness, but they must agree to follow my lead. For their own safety.

Would this please the Chieftain?


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Distracted by the Countess’s offer to Ardax and straining to catch the old orc’s answer, Bashuk can only manage a shrug at Nadiya’s query.


Ardax nods sagely at the Countess' offer.

"Acceptable. A feat of bravery and strength, both in deference to our Great Chieftain and as a gesture of cooperation...that would be most acceptable.

"I will send my son, Nirdosh, to accompany you and act as witness to your deeds."

Meanwhile, the mention of the old man who visited the orc leaders does not spark any familiarity among even the longest serving of Canterwall's leaders. Of the notable visitors you've hosted, such as famed writer Ailson Kindler and the prince's herald, you can't think of anyone who even comes close to the description.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Excellent.

If you wouldn't mind catching us up on what is already known? Also, pointing is to a market or quarter where we might purchase provisions.

Our thanks in advance.


"You'll find the Market District just inside the Great Western Gate. We have invited many non-orc merchants to settle there and do business as part of our aim to invigorate trade in our lands. I only wish more of our own brothers and sisters would heed lessons from these outsiders. We do not need to become just like them, but it is foolish to throw away everything they have to offer just because they lack our strength."

Ardax offers what he knows about the levels beneath Urgir.

"We first discovered the tunnels when the Great Chieftain bid us clear out and excavate the palace so that it might be used again. We quickly had it sealed up again, though, once we discovered that it was infested with giant bugs that devour metal. We dared not sacrifice the mighty heirloom weapons we have collected simply to squash some bugs.

"Some warriors who still go below to test their bravery, only to come running and screaming back, also report that the bones and spirits of ancient dwarves wander the tunnels below. The continue to fight a war long since lost."

Finally, Ardax confides his suspicions about the cause of the earthquakes.

"Some months ago, an explorer from your lands - a Pathfinder, I believe he called himself - managed to reopen some manner of sealed doorway down there. This apparently connected to a settlement of Hryngar in the Darklands. Here and there, bands of them will visit to trade.

"The Great Chieftain has even asked them about experts who might show us how to repair the damage to our city, but I believe this is foolish. I have been commanded to silence my suspicions, but I believe they are the ones secretly sabotaging our city. If you are truly brave enough to venture down below, you must be especially wary of them."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Valeska seems most appreciative, Thank you for confiding in us. But the word or name, hryngar... is not known to me.

She looks around to see if any among her group have knowledge of this thing or these people.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Nadiya shakes her head at Valeska's inquiring look. "The Darklands is one place my travels have not yet taken me." She turns her head to address Ardax. "I am curious though... did the quakes begin after the Pathfinder opened the door? Or were they also happening prior?"


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30
Valeska wrote:
"Thank you for confiding in us. But the word or name, hryngar... is not known to me."

"Dwarves." Bashuk answer, then glances at Vreya and clears her throat. "Umm...bad dwarves? Different culture, different gods. Lots of bad blood I think. I never learned any details."


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta shrugs.

"Dwarves don't live in forests, I don't know..."

No Bardic Knowledge for my archtype...


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min
Nadiya wrote:
Nadiya shakes her head at Valeska's inquiring look. "The Darklands is one place my travels have not yet taken me." She turns her head to address Ardax. "I am curious though... did the quakes begin after the Pathfinder opened the door? Or were they also happening prior?"

Just bumping the second question for Ardax


"Hryngar? That means 'gray-faced' in our language," Vreya says quizzically, unsure of the context.

Knowledge (History or Dungeoneering) DC 15 or (Local or Religion) DC 20:
Hryngar are a race of dwarves who still dwell in the Darklands, rather than on the surface.

They are descended from the ancient dwarves who refused the Quest for Sky and opted to remain in their deep, subterranean homes. The fight for survival against the myriad dangers of the Darklands, including the other races that dwell down there, has greatly affected their society, leaving them very grim, bitter, and callous.

The major deity of the Hryngar is Droskar, the dwarven god of toil and slavery. Thus, it may come as little surprise that one of the Hryngar's chief industries is slaving.

Ardax explains the Hryngar as best as he can, saying that humans tend to call them gray dwarves or deep dwarves. They are a separate race or culture from surface dwarves, and whatever split came between them has left them bitter enemies.

"The quakes began well before the Pathfinder arrived," Ardax answers, "but they seem to have grown in frequency since then. He insists that he had nothing to do with them, and the Great Chieftain believed him enough to let him return home safely. As for the Hryngar...they may not have caused the original quakes, but their presence seems to be worsening the situation."


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Knowledge History: 1d20 + 13 ⇒ (19) + 13 = 32
Knowledge Local: 1d20 + 17 ⇒ (3) + 17 = 20

"As I said, I am no expert on the Darklands, but piecing together different stories together, including that of our dwarf allies, it would be reasonable to think the Hyrngar rejected the Quest for Sky and remained below. Some tales say the servants of the god Droskar stayed below... " She looks to Vreya to perhaps explain who Droskar is.

She thinks a bit. "Perhaps there is something below that had always triggered the ground, but the Pathfinder or the Hyrngar disturbed whatever it is. Accidentally or otherwise we shall have to see... if that is indeed what it is."

She nods to Valeska. "I'd like to be sure I have time to prepare some spells suited for underground travel. I'm still kicking myself for not having air bubble ready when we fought those ghouls down in the crypt."


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"The tricks I have are pretty good, but I don't have a lot of them. Let's hit the markets and see what we can find, then be on our way. Impressing Ardax could be a huge win for us."

Do we have much spending money at the moment?


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

history: 1d20 + 7 ⇒ (16) + 7 = 23
Kain nods along with Nadiya as she explains.

When the topic moves towards preparation,

My tricks are limited to what strength of skill alone can give. Though, if ever the caverns open up some, Valere here may be of some use. Also, we may need to spend more than one day in the caves, so, having a way to safely rest will be needed. And of course, I nor Valere can see in the dark. Perhaps a couple of everburning stones? Or a potion or two to help remedy that.

As I said in discussion, IDK about other peoples finances, but Kain has *some* money once he sells his plate armor that was replaced with the nice equestrian plate. But not a lot. Around 2.5k only. Enough for some things though.


Nadiya and Kain have heard plenty about the Hryngar's extensive, literally underground slave trade. This means that venturing down into the sky citadel's ancient, abandoned levels presents an entirely unforeseen danger. You aren't sure whether they target the local orc population for fear of drawing the wrath of the great chieftain of Urgir, but you suspect that they would have no compunctions about targeting a group of outsiders or random adventurers they encounter in the light-less halls.

On a more positive note, traveling to the Market District under the aegis of Ardax the White-Hair means that none of the merchants, whether visiting from afar or homegrown from among the orc populace, attempt to cheat or gouge you. The gear and tricks you browse for can be found at fair market prices.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Wandering the markets to keep an eye on things, Bashuk murmurs her surprise at how extensive the trading is--sure, the Flood Truce is on, but this has the look of something permanent, and she wonders how many of these stalls will still be here for the rest of the year.

Ardax's favor clearly carries weight, and as the surprisingly smooth provisioning work concludes she inquires about how and where their party might access the undercity.

Anything else we need before setting out?


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Satisfied that arrangements are in order, Valeska asks Adrax' son to lead them to the starting point of the sortie.

Don't think so... besides improv is the best part of adventuring!


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Nadiya makes sure Mishka has eaten and is nestled securely in her basket after going through their morning of spell preparation.

She casts mage armor on herself (7 hours) and message on the party so they can communicate quietly and/or if they get somewhat separated. The latter she will renew regularly if it is about to wear off.

She is as ready as she can be.


Once you have purchased your gear and supplies for the expedition, you return to the Great Palace where Ardax and a contingent of honor guard escort you and Nirdosh into the throne room.

"I'm sure this great hall must appear starkly empty right now," Ardax says. "The Great Chieftain is currently mediating disputes among the visiting tribes, so there is little need for anyone of importance to be lingering here."

You are guided into an antechamber at the rear of the throne room that has been converted into a barbican and armory, seemingly designed to guard the heavily barred and locked stone door set at the back.

"When the Great Chieftain first became ruler of Urgir, one of our first tasks was to clear the Grand Palace of the trash and rubble that had accumulated," Ardax explains as he gestures for the guards posted here to stand down. "While digging out the throne room, we discovered this tunnel leading down. We expected to find merely a basement, but instead it led to the vast underground city the dwarves left behind.

"The Great Chieftain ordered this tunnel sealed and guarded. However, I believe that whatever has been plaguing our city with tremors will likely be found down below."


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"Will there be a signal or code we should give, to be allowed back in?"


Bashuk Cinderhand wrote:
"Will there be a signal or code we should give, to be allowed back in?"

"My son's voice will be enough of a signal to announce your return," Ardax says, looking to Nirdosh. "But if, for some reason, you should return without Nirdosh, or he is incapable, then you can use the phrase 'Nine rings for the Empty Hand' to be allowed back."

Ardax also cautions that this is the only known route into the underground levels of the city.

"Any others that may survive remain hidden and sealed to us."


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Whispering the passcode to herself to memorize it, Bashuk nods and gives the rest of the party a questioning look.

"Nothing for it now, down we go."


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Nadiya is ready and follows the party in.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Valeska looks to Nirdosh, I am certain you are strong of will and possessed of a warrior spirit. But, we get through the most dangerous situations by working together, as a team.

Please be mindful of our instructions... orders. It will keep us all safe. She flashes a winning smile.

Clapping the Orc upon the shoulder, We'll be back in no time at all.

With Valeska's motioning to Sasha, the otherworldly feline stalks into the opening.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta, bow in hand, begins humming an inspiring tune as they approach.


The stairs down from the antechamber behind the throneroom descends into a guard house that maintains its ancient vigil over the route into the subterranean lower half of the city. The shelves in the bunkhall and the racks in the armory have been emptied out by the warriors in service to Grask Uldeth who ventured down here before the way was sealed up. Thick layers of dust and intricate veils of cobwebs are all you find here.

From the open windows and broken doorways, you can see the abandoned streets of the first underground level of Koldukar stretching out into the darkness.

Knowledge (Engineering) DC 12 or Knowledge (History) DC 15:
There is an emphasis on symmetry in dwarven architecture, and this was especially prominent during the dwarven golden age that followed the completion of the Quest for Sky.

Just as there are three successive, rising tiers of the city above ground, you deduce that the underground half of the city almost certainly mirrors this layout - meaning that there are three underground levels of Koldukar, growing smaller as they reach deeper.

Do you need skill suggestions as you begin your investigation, or would you like to try some things yourselves first?


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Not much help here, but I'll look around, see if I can find anything that stands out, disturbed dust and the like.

1d20 + 11 ⇒ (6) + 11 = 17


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Knowledge History: 1d20 + 13 ⇒ (6) + 13 = 19

"I have heard dwarves speak of the way they use symmetry in their designs... all the more so historically. Since the city above ground had three rising levels... this underground side probably has three levels mirroring it, going deeper."

She looks around, and Misha hops out of her basket, sniffing the ground tentatively, whiskers perked as she takes in the new surroundings.

"I doubt whatever is causing the earthquakes will be up here, but we should keep an eye out for murals or things that might give us hints as we find the way deeper."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Valeska seems a bit awestruck as she takes a few steps forward, Sasha's head swiveling to and fro as he closely follows her.

As good a time as any. Smoothly, her starknife finds it's way into her hand and pushes back at the darkness.

Hmm... I'm nearly offended there is no greeting party, I mean... who will we parley with? She herself wonders how much of what she said was a joke.

I believe her starknife sheds light.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"I'm no expert, but I think we should move down until we find some sort of earthquake damage--or run into some locals. Nothing fancy."

The only skill Bashuk might have that's relevant to a skill challenge is Religion, and I can't think of any relevant uses for it right now.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min
"Nadiya wrote:


She looks around, and Misha hops out of her basket, sniffing the ground tentatively, whiskers perked as she takes in the new surroundings.

Should have added this

Mishka Perception, Scent: 1d20 + 7 ⇒ (10) + 7 = 17


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Waving a hand to ward off the dust, Bashuk points down the street. "We don't have any maps or guideposts yet, so one direction is as good as another to start off with. I'll bring up the rear."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Leta, please take point... Kain will be right at your shoulder no more than a step or two behind. Trust your instincts.

Sasha stays near Valeska, to her right or left at any given moment. Anxiously pacing even as the group advances.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

"Yes, Countess," Leta says nervously. She stows her bow and draws her magical shortsword, in case something jumps out at her.

Perception take 10 is 21. Leta has both Darkvision and Low Light.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta heads off into the gloom, waiting until she hears the others following before going far.

Don't know which directions I have available to choose from, so just assume Leta picks the most likely direction or main avenue of travel.


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

survival: 1d20 + 10 ⇒ (15) + 10 = 25

Kain will look for any signs of travel, preferably, any recent travel, and the least amount of travel. Like less or more dust, dust prints, scuffs, nicks or other marks from equipment etc.

I wonder...

Also, how tall is the ceiling? Kain will be riding Valere when its possible. If it is, he'd hop off to look around for the above.


Stepping outside, you find that the guard house is built into a massive column of stone. This grand column, thicker than all but the mightiest of trees, supports the ceiling some forty feet above you.

Its octagonal faces are adorned with bands of bas reliefs. Arranged in ascending layers, they seem to recount the epic story of the Quest for Sky, culminating with the first dwarves walking upon the surface of Golarion where modern Urgir now sits above.

You stand upon a paved street that runs betwixt the column and the stone doors of a great festhall. A few magic lanterns still glow faintly here and there along the streets and avenues of this district of the lost city, providing a low-light level of illumination, while many more such lanterns sit dead, their magic long since faded.

Those of you whose eyes fare well in low light, or those with eyes that pierce the dark itself, see no movement nearby. Your companions who sniff the air do not detect any immediate threats in the vicinity.

Hopping down from Valere's back, Kain does find tracks that disturb the layers of dust upon the broad flagstones of the street. They are not humanoid in nature and look to have been made by some kind of four-legged creature with a wide gait. He estimates the size to be comparable to a boar or large ram.

As best as Kain can gauge, these tracks are a few days old, suggesting that something yet lives down here to make such impressions.


I should have mentioned this, but I also updated the encounter map to help with exploration.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Nadiya stares at length at the depictions of the Quest for Sky, both to take in the information and notice oddities.

She is so engrossed you might need to nudge her along, as the cat wending around her legs is not adequate.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta will move back and examine the door to area 21, checking for any traps or instabilities that might trigger on opening it.

1d20 + 11 ⇒ (16) + 11 = 27


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Sasha lopes not too far behind, in the lookout. Valeska several paved behind them, her head planning left and right.


"This was some kind of festhall," Nirdosh explains as Leta examines the ornate, lacquered doors. They do not appear to be locked, trapped, or bear any sort of hazards. "I cannot recall fully, but I believe the one expedition sent by the Great Chieftain passed through this hall."

Once the doors are confirmed safe, you push them open with a grind borne from the age of the stone hinges.

Like the doors, the lacquered wood of long tables and many chairs has endured the passage of time, although they remain scattered and partially disassembled. The inner cask storage, shaped like a chapel, is filled with the broken remains of the many barrels that once lined the walls.

"See those rounded indentations along the wall art?" Nirdosh asks, pointing towards the murals and mosaics that adorn the grand festhall. "Those divots used to house many gems and precious stones. Our expedition pried them out and returned with the rich haul."

This boast from your orcish guide and witness also inadvertently draws your attention to another observation. There are no iron bands among the remains of the ancient barrels and casks in the central storage. Similarly, all the furnishings in the festhall are missing their iron nails and fittings.


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

Kain frowns momentarily a thought entering his head.
How like orcs. Destroy anything they come across and scavenge the remains. He gives a quick glance to Bashuk before shaking the thought away and corrects himself.

Most anyone would have taken the gems.

He waits a moment before calling out.

Has anyone been this way in the past few days Nirdosh? Kain asks, pointing out the tracks. And do you know what type of creature would leave a print like this? Like a large Ram?


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

"What a shame," Nadiya says aloud what Kain doesn't. "So cynical, to see only value in a mere stone and not what it serves as a part of a greater work." She is trailing the group well behind, and her eyes have yet to leave all the details she is taking in, and she looks like she is talking to herself or to the wall she gazes upon. "Of course we have mortal needs and require materials to fill them... life is meaningless without the stories that teach us, inform us, and that we will tell others. How much meaning have we lost, how much history is gone, how many souls have been erased because a greedy heart tore something apart for its raw components, failing to see the greater value? What are we if our stories are only about destroying things? Does that make us empty vessels of destruction? What stories will those who come after tell about us?"


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"Um...Nirdosh. Did the expedition pry up the nails too?" She points to the rotting pile of wood that was once a barrel. "The iron's gone. All of it. Did your people take it to reforge?"


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

"I was just wondering that myself. I do not know your culture; it seems a lot of effort for such small amounts of base metal."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Valeska walks about, taking in the architecture... hey upbringing having been more rural.

Someone resentful, with disregard or... contempt for the original crafters. Perhaps?

The barrels preserve. The metal is perhaps being repurposed to destroy.


"Don't think so little of us," Nirdosh replies. "Our expedition returned with riches and armaments made from dwarven steel. They didn't waste their time with something so paltry as prying up nails or pulling apart barrels. This was the work of someone else."


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Nadiya looks away from the walls as "Barrels are very useful things, but not exactly art. Whoever did it, needed it more desperately than they needed a barrel. Or something destroyed the metal, but not the wood..."

Turning her thoughts to more practical analyses, she kneels by one of the ravaged containers, and tries to figure out who did this, how, and when... signs of tools pulling out the nails, or something else extracting them? Are there signs this was recent activity, of people who dwell here now, things snagged on the wood or tracks in the debris?

Survival, analyze signs of activity/determine what did it: 1d20 + 10 ⇒ (8) + 10 = 18

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