Rise of the Dwarven Kingdom

Game Master Critzible

The Godforge Dwarves of Hammerfast Hold have finally rallied and plan to take control of the Nentir Vale. The seek to clean it up of slavers, monsters and dark denizens while bringing the vale and its inhabitants under Dwarven Rule.


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Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

Ienmar joins Baldrek in focused silence, and he marches with hammer in hand and shield raised to his chest.

Survival: 1d20 + 1 ⇒ (1) + 1 = 2


Hommlet

You find the trail of these frog men. It is getting harder, as the swamp and bog are getting deeper. taking the path they traveled you begin to drop to knee level.

You can easily if you choose can capture frogs and fish here. No real thought footprints are leading you to the Frog Men, more the subtle breaks of plants and more aggravated silt.

Another two hours pass, and it is now close to mid-morning (about 8 AM). Your two dwarven companions look to you guys and ask.

"Stop and eat or continue on?"

Another Survival DC15 to keep the trail, and another precentile roll


Survival: 1d20 + 7 ⇒ (11) + 7 = 18

"It depends. Who needs to rest?"

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6

Survival: 1d20 + 6 ⇒ (6) + 6 = 12

"Rest? Bah! We ain't done nuthin' yet! Tally ho!"


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

"Four 'ours o' marchin won't diminish our combat strength," Ienmar says as he lowers his hood, now that the rain ended. Mud coats his cloak and nearly seeps into his boots, had they not been made by excellent dwarven cobblers. "We 'ave people ta save and frogmen ta kill."


Hommlet

Still need a d100 roll...for reasons


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

1d100 ⇒ 80


Inner monologue: "A bog? Bugs? This is awful. Why am I here? I was in a good mood yesterday..."

Survival: 1d20 + 3 ⇒ (7) + 3 = 10


Hommlet

The path is still clear and no real threats have been seen. Another hour turns and you begin to note things moving in the water. and the water is now getting to your waist.

ANother Survival check DC15 and another D100 roll


F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet

survival: 1d20 + 2 ⇒ (16) + 2 = 18
mystery percentile?: 1d100 ⇒ 60

"Rest? Now? What d'you think we are? Halflings? We'd be giving the froggers time to rest and regroup besides, if they're not already cooking our kin. I say we press on."


Survival: 1d20 + 7 ⇒ (1) + 7 = 8

Baldrek is still not convinced that fighting the frogmen is the best idea, though who is he to question anything? Just a miner, that's who he is.

Distracted as he is, he fails to notice done important signs...


Survival (or Doom): 1d20 + 3 ⇒ (11) + 3 = 14

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6
Krystid wrote:
Inner monologue: "A bog? Bugs? This is awful. Why am I here? I was in a good mood yesterday..."

Hey Krystid, just FYI, the {ooc} is usually used for when one player wants to talk to another, but not in character. For internal thoughts usually Italics, {i} are used.

'Oh this will make a right fine story,' Johnny thinks to himself, anxious to rescue his kin. 'Assuming we ever do catch them, I guess.'

Survival!: 1d20 + 6 ⇒ (3) + 6 = 9

So newly come to his life of being an outdoorsman, the dreary bog starts to look monotonous.


Hommlet

You find the evidence still, and seemingly it looks like you are closing in on the frog men.

Perception DC15:
Their are two dead frog men.(If you want you can exaime the body with Medicine or Investigation) sign of a struggle seemed to have slowed them down.


Male Dwarf (Mark of Warding) Artificer 2; Profile: Morkam Steelfist

Morkam is trying to just keep going... putting one foot in front of the other. I've really got to start working out. I'm so out of shape.

1d20 + 2 ⇒ (17) + 2 = 19 Survival

Then from somewhere he gets a second wind. Maybe thinking about eating some of the frog legs they have gathered. "Say did anyone think that they might be leading us back to their lair... and we might come upon a fully rested camp with us being exhausted and all"?

1d20 + 4 ⇒ (7) + 4 = 11 Perception


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Ienmar tells the party of the dead bodies, and tries to investigate.

Investigation: 1d20 + 3 ⇒ (4) + 3 = 7

I think not, we may not be the only frog-hunters aroudn,” Ienmar says darkly, readying himself as he surged forwards.

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6

John stares at the pair of corpses. "Aye. I think ye have the right of it, Hearthfire. No peaceable and restful march leaves such spoor. Methinks if we press on we'll find the wee beasties in a frightful state."


Male Dwarf (Mark of Warding) Artificer 2; Profile: Morkam Steelfist

1d20 + 6 ⇒ (11) + 6 = 17 Investigation

Morkam feeling a second wind for some reason goes to investigate the corpses.


Hommlet

I am taking it as you are moving on. SO...

As you continue on for another hour you all note visible signs of travel, not only fresh but old as you find a raised patch of earth that the denizens of this swamp seem to use.

Perception or INvestigation 15:
You notice no fresh prints on the far sie of the road, but fresh prints heading up the road eastward back into forested hills

Nature DC15:
This swamp is not natural, it is magically made in some way. The water is also kinda salty

Precentil Roll as another couple hours have passed and its Mid day


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

Percentage: 1d100 ⇒ 23

Ienmar becomes restless. He relays his worries that the kidnapped people might not be recovered.


Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Nature: 1d20 + 2 ⇒ (1) + 2 = 3

Double Ones?!?

Krystid hops up on the dry area and starts stomping the muck off of her boots, completely oblivious to everything around her.


F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet

Holy CRAP, Krys...here's hoping you've used up your ones for awhile, aye?

nature: 1d20 + 2 ⇒ (4) + 2 = 6
perception: 1d20 + 2 ⇒ (4) + 2 = 6 Well damn, if the next person rolls doubles, do we go directly to jail?

On second thought, don't answer that.

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6

Way to use up all your bad luck now, Krystid! You're bound to have good luck for the next month! Bank on it!

Perception!: 1d20 + 6 ⇒ (17) + 6 = 23

I'm not going to roll anything else in case I do get doubles. I don't wanna find out what PbP jail consists of. ^_^

"There are fresh prints heading up the road eastward back into forested hills. I say we go that way."


Hommlet

Once on the road on the northern side, four Dwarven miners spring from the road, tattered and torn clothes. Mushrooms and other fungi cover the body and have war picks in their hands. They are moving slowly towards you ready to strike and stop you.

Everyone rolls Initative then I will copy and paste them under a tag.

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6

Initiative!: 1d20 + 3 ⇒ (2) + 3 = 5

"Oh by Moradin's giant swinging hammer I've always wanted more dwarves to get closer to nature but this is a bit much, even by my standards!

Just remember they're not our brethern anymore. The cordyceps fungus has taken them over.

We need to take them out or the camp behind us will be the last of us left!"


<gasp!> "Brothers! What have they DONE to you?"

Krystid begins singing a battle hymn which will someday inspire courage, but not today.
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

Ienmar stops at the front of the party, and raises his shield.

"Stop!" he shouts authoritatively. "I do not wish to harm ye! Remember who ye are!"

Persuasion: 1d20 + 3 ⇒ (18) + 3 = 21

Are these from our party or from a previous expedition or hold?


F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet

I feel like as a spore sorceress I should know a thing or two about fungus but I've only got a +2 in nature, XD

initiative: 1d20 + 2 ⇒ (13) + 2 = 15


Male Dwarf (Mark of Warding) Artificer 2; Profile: Morkam Steelfist

1d20 + 3 ⇒ (7) + 3 = 10 Initiative

"Well. That's a hell of a thing".


Hommlet

Kyrstid and Ienmar go ahead and react, then the Fungus dwarves, then the rest of you lot

Intelligence checks from those who have any nature or fungus base flavor, and add in proficiency bonus


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

Ienmar moves up, and disarms the first fungus dwarf, not wanting to spill the blood of a possibly-sick victim. If the weapon drops, he steps on it and shield-pushes the dwarf away, repeating the command to stop.

Attack to disarm vs. athletics/acrobatics: 1d20 + 6 ⇒ (5) + 6 = 11


Hommlet

Athletics: 1d20 + 2 ⇒ (12) + 2 = 14

The fungus-covered dwarf stares blankly from cataract's lifeless eyes trying to pull its War pick back awkwardly.


I'll act last since I forgot to roll initiative.

Baldrek's inner rage grows as he witnesses what has happened to the fellow miners.


Thanks for the support, brothers and sister!

Krystid thinks, "ZOMBIES!" and fires an arrow at one that isn't yet in melee. If she is closer than her brave wall of shields, she will then step behind them.
Bo the Bow: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 3 ⇒ (8) + 3 = 11

The name is Damage...Max Damage.


Hommlet

The arrow hits, but barely seems to get through the armor and flesh of these dwarves.

It stumbles a bit but continues moving forward.

John=1 Ienmar=2 Krystid=3 Baldrek=4 Amber=5 Morkam=5

DM rolls:

Dwarf one: 1d6 ⇒ 1
Dwarf two: 1d6 ⇒ 1
Dwarf three: 1d6 ⇒ 3
Dwarf four: 1d6 ⇒ 5

Dwarf 2 is wounded

Dwarf 1 and 2 move to attack John, while Dwarf 3 moves to go after Krystid and the last seems drawn to Amber

Dwarf one: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Dwarf two: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

three: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

four: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Out of the four shambling fungus dwarves the one who moved to Krystid seemed to get its Warpick in and stab hard.

Another one seeing Amber strikes home as well. Both are weak and hints of rust can be seen on the Picks.


F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet

damn. beat my AC by one.

intelligence: 1d20 + 4 ⇒ (14) + 4 = 18

Would like to see the results of that roll before I make my next move, if that's alright.


Hommlet
Amber Brewbane wrote:

damn. beat my AC by one.

[dice=intelligence]1d20+4

Would like to see the results of that roll before I make my next move, if that's alright.

18 gets you to know that this is a sentient parasitic fungus that has some sort of hive mind-like intelligence.


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

After learning that the dwarves are controlled by the spore, Ienmar goes all-out, moving to intercept and block the path of the dwarves to his allies, swinging with great might!

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


Male Dwarf (Mark of Warding) Artificer 2; Profile: Morkam Steelfist

Morkham is happy he is not yet targeted by the beasts, so he steps back a few paces and lets fly with his crossbow.

1d20 + 5 ⇒ (11) + 5 = 16 X-bow

1d8 + 3 ⇒ (8) + 3 = 11 Bolt

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6

"Time to weed the garden!" John yells as his trusty Shillelagh glows green and he smashes it into one of the two on him.

Attack!: 1d20 + 6 ⇒ (5) + 6 = 11
Damage!: 1d8 + 4 ⇒ (6) + 4 = 10


Baldrek goes to help Johnny Boy, whom he thinks had more enemies than he deserves, sand tries to even the odds. Touching one of the infected miners, he extends some acid over her body which burns and dissolve tissues.

Touch of the Earth: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 ⇒ 7


F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet

Studying her ambling kinsmen as they engage, Amber sighs in resignation. The empty eyes, the shambling, jerky movements... it all tells the tale.
"Aye, they're gone, lads. Nothing we can do from here but put 'em to rest." With the worst confirmed, she exhales, drawing her axe and aiming for a quick end.

handaxe: 1d20 + 7 ⇒ (13) + 7 = 20 Was forgetting proficiency before, LOL
damage: 1d6 + 5 ⇒ (4) + 5 = 9

"Be mindful though! There's a single will controlling the lot of them!"


Hommlet

The one with the Arrow in it, Goes down Morkam's Bolt and Ienmars' weapon felling it.

The one on Amber takes another swipe as Baldrek slaps it with a spell. It still stands but seems to wonder about the two assailants.

The ones on Johnny seem to swing and miss, which seemingly makes the Druid miss with his one stout stick. Strange how this exchange seemed futile.

ROUND TWO


Please tell me if I'm doing this correctly. I don't have my PH here.

Bonus action to disengage, step back to fire at the one attacking Krystid.
Bo the Bow: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 3 ⇒ (3) + 3 = 6


Disengage is usually an action, not a bonus action, unless you're a Rogue or have other means to tweak it. After a rather long search I think I found your sheet and you seen to be a fighter; if that's true, then In afraid disengaging eats up your action.

Note: Yes, you should definitely have your stats in your alias. At the very minimum, a link to your character sheet. I had to search through the recruitment thread to find it.

Wayfinders

Init:+3 | Perc: +6| Insp = | +6/d8+4| Shillelagh Hill Dwarf Druid 1 {Circle of the M00n}| AC 16 | HP 14/14 | 1st: 1/2 | GB: 6

"Ha!" John shouts in triumph as he deftly parries the fungi-dwarf's cudgels with his trusty shield. "I am as strong as the mighty redwood! I am as hard as the ever-living rock upon which the tide breaks! And my vengeance is as hard and swift as the thundercrack from an angry storm. Like this!" he says, striking down with his glowing emerald Shillelagh.

Attack!: 1d20 + 6 ⇒ (17) + 6 = 23
Damage!: 1d8 + 4 ⇒ (5) + 4 = 9


Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet

Ienmar’s hammer strike follows.

1d20 + 6 ⇒ (2) + 6 = 8
1d8 + 6 ⇒ (6) + 6 = 12


F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet

"Less yakkin', more whackin', lad!" Amber presses the advantage as the enemy ranks dwindle, her axe blade biting into her foe once again.

AXE!: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 5 ⇒ (3) + 5 = 8


Hommlet

Two on Johnny take swings with they picks.

War Pick: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

War Pick: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The one on Amber falls gore, bile and fungus unloading onto the ground.


Baldrek once more users his fists against the fungus controlled miner. Drops of acid splash as they corrode the poor dwarf's flesh.

Touch of the Earth: 1d20 + 7 ⇒ (11) + 7 = 18
Acid Damage: 1d8 ⇒ 7

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