DM Brainiac's Sky King's Tomb

Game Master Brainiac


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If enemies at the border of their Darklands home of Nar-Voth wasn’t enough, tension and uncertainty had led the dwarven clans to infighting rather than unity. In this time of trouble for the dwarves, the priests delivered a prophecy from Torag, god of dwarves and Father of Creation: When the earth trembles around you and your people, you must lead them upward. Find the surface and salvation will come.

Above, a destructive bombardment from the depths of space came crashing down upon Golarion. The dwarves felt the rumble of this impact deep within the earth, and the clans came together. They would follow the command of their god and embark on a Quest for Sky.

It was a long and difficult endeavor filled with danger and relentless conflict, but a strong and fair general among them united the clans, and the dwarves crowned General Taargick their king and named their new kingdom in his name: Tar Taargadth.

But as he felt the end of his life approaching, he politely declined the magnificent tomb his people had built for him. He departed alone to carve his own tomb, hidden in the depths of the Darklands. The location of the tomb has been lost in the intervening millenia.

But it will soon be found again...

SKY KING'S TOMB

Part 1: Mantle of Gold

Chapter 1: Highhelm Heroes

Tradition shapes dwarven culture, and no family in Highhelm embraces their cultural heritage quite like Clan Tolorr. Considered the historians of the Five Kings Mountains, Clan Tolorr preserves and studies the past with an eye for how it comes alive in the present. Clan performers recreate legends through puppetry shows and immortalize prior ages’ artifacts in public museums as well as share resources with non-dwarven societies. Members regularly sponsor scholars, ancient beings, and anyone hoping to uncover their lost heritage.

You are some of these sponsored guests, whether you're studying the clan’s museum techniques, presenting your own historical traditions, learning about the Darklands’ legends, understanding you own past to make amends, or pursuing some other cultural insight. You might already be Highhelm residents, and some of you might even be members of Clan Tolorr who have yet to prove yourselves through word and deed. Whatever the case, each of you has a contact or sponsor who has invited you to the clan’s upcoming Family Festival, a celebration for strengthening bonds between one’s family—both of blood and of choice.

You have arrived earlier than expected, however. The Family Festival is scheduled several weeks from now, and your sponsors are busy enough with their typical obligations and festival preparations that they can’t begin their collaborations ahead of schedule. Thus, you find yourselves lodging at Zelgin's, a venerable inn in the King's Heart district. You've all checked in within the past day or two, and this morning, you all sit together at the breakfast table as the innkeeper Epna serves you a hearty meal...


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

Brijetta looks around, a bit wide-eyed. She glances up occasionally at the stone roof, hunching down for a few moment each time she does.

"No, I don't think it will fall on us," she murmurs, perhaps to herself, glancing down at her clan dagger, where a small oval white diamond glitters in the hilt. "Yes, the food does look good."


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

"It will not." Answers the old dwarf sitting on a nearby bench. "Zelgin's has been around since ever, as I remember my great-grandfather talking about it when I was a kid. We'd sit around our small fireplace and talk about these juicy blood sausages..." he continues, as he cuts one large piece and then picks it up between a piece of hard crusted bread. "... it was a dark time, back then, and I honestly think the sweet memory of these sausages was what kept him going."

The old man smiles of his own memory, showing a fair amount of gold teeth, nothing uncommon at his age. "The ale is also good, and since you are still young and can enjoy it, I do advise you trying." The venerably old dwarf has impeccably white beard and hair. His beard is pretty short, considering dwarven standards, and unbraided, while his hair is a bit longer, forming a short ponytail on the back. Despite having some receding lines on the sides, he isn't balding. His eyes are a mixture of dark blue and grey, and remarkably perceptive. He isn't specially high, but is remarkably thin... A visibly humble man, his possessions are simple yet well kept. He wears a grey gambeson that is probably decades old, as well as a good pair of sturdy boots and a heavy cloak. By his side, there is an old crossbow, probably designed during the dark Collapsed Era.


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Excuse me, Madam. I believe that you purposefully dropped this gentleman's purse inside your bosom.

The clarity of the dapper dwarf's voice makes it certain that his assessment of the situation seems to be spot on.

As the woman in question (not to mention the astonished expression on the mark's face) immediately coughs, gags, and begins to sputter out words that seem to be running together.
WhyIamnottooentirely...mybosom?...howdareyou?....whywhatisyourhanddoingther e?

Tipping his hat in response to their obvious gratitude for his assistance, the smiling dwarf returns to his meandering around the common room of Zelgin's.

Having had offered a few quips of advice to three more grateful patrons, the dwarf stands in front of the table occupied by his potential spelunkers.
Greeting fellow adventurers! I am Uhe Stonethorn. I have been recruited by our curator, Ria. My specialties include noticing those things which most fail to notice.

The truth of that statement seems to be present behind the smiling dwarf in those residents of the tables he briefly visited....


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"Oh! Are you talking to me?!" Brijetta seems startled that Cricket -- or anyone! -- has noticed her, much less addressed her.

She glances up again as he speaks, flinches ever so slightly, then looks down at the ale, as if surprised to even realize it's there. She sips and smiles in appreciation. "A wonderful quench."


HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

When Cricket mentions his great-grandfather's stories, he obvious capture's Gig's full attention. The rest of the inn's common room seems to fall away as the young dwarf swivels to face the old campaigner.

"What would you say his favorite sausage was? Was that common during the time? Did he has an outfit he typically wore?" Catching himself, the dwarf abruptly stops. "Oh, I beg your pardon! I've been working on a small piece about the era." He blushes deeply and just manages to squeak out an introduction.

"Giggikam Runstone, but everyone calls me Gig. I'm...a performer."


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Blue eyes peering at those gathered at the table, the Investigator doesn't blink for a full minute before continuing as if he hadn't paused.
My good provider of poetry, prose and proper placement of pronunciation, Giggikam Rumstone! I only just read your treatises on the Collapsed Era's relationship with our current financial foibles, follies, and Felicitousness will facilitate a revolutionary festival!

The dapper dwarf turns to face Brijetta Slatehound.
My dear, Brijetta Slatehound. The music made by your silversmithing sing sweetly.

Without a pause, Uhe turns his expressive blue eyes to Cricket.
The Ranger to lead our merry crew deep into the Darklands to discover dark and disturbing treasures. Your Dwarven Doughtiness proceeds you, sir!

The gentleman dwarf then pauses.
I seem to have misplaced my beverage....


Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

Mal finishes her swig of Uhe's tankard, and returns it to the table without the slightest hint of sheepishness. "'Pologies. Thought it was abandoned. Salvage rights an' all." The wipes her mouth across a sleeve that's clearly been used as a cleaning rag more than once. The uneven brown of her tunic only makes her bright eyes and blazing hair pop even more as she quizzically looks at the rest of the group. "D'you really know everyone already? I only know Cricket on account a he's another caver, an' he's never done anything more than creak his old knees about the shallows of the darklands and then wag his chin about it I guess, so I figure the rest of you can't be too storied or nothin' either. So why d'you know 'em? What's the point of learnin' a story that hasn't got fun yet?"


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe's blue eyes brighten at the sudden appearance of...(he pauses as he looks her over)...the druidess.
My Natural inclination is to grant you a bear hug!

The sophisticated dwarf grins sheepishly.
My memory returns as does my expertly quaffed beverage. Mal Hazkazi, I presume.

He did that thing that Investigator's do to know to whom they are speaking, hence the pauses. Hehe. I absolutely adore RDJr. Sherlock movies.

Uhe's blue eyes shine with humor and delight as to the prospective partnerships.
Be aware of a young lass pilfering purses passing by.

The dwarf holds tightly to his purse.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

"Recruited? Me?" Cricket asks the newcomer, finding the idea funny. "There must be a misunderstanding, because I think Miss Ria hired me as an instructor. I'm just too old for this... recruiting thing."

"Yes I am, miss." He answers to Brijetta. "It is good, right? I know the brewer, a wonderful lad, who has hired me more than once to bring him some ingredients from the land bellow." He tells, taking another bite of his sausage. "He is a little older than you, I think, but is a working man, responsible."

"His favorite sausage?" Cricket repeats Gig's question, as if to give him time to think. "I don't really know, but he did like some spice. Yes he did, even if he'd curse tremendously when it was the time for him to say his goodby to it, if you know what I mean." He then grows a bit somber about the last question. "You, see, young man, the time I've spent with my great grampa, we were fugitives from the priests of Droskar who were ruling Highhelm... it wasn't called the Collapsed Era for nothing. It was a time of suffering and sadness, hunger and fear. We had only what we could bring with us."

As Gig introduces himself, Cricket finds himself embarrassed. "Oh, sorry for my manners. I'm Rukk from the Vanderholl clan, but I've not hear my own name in years... everyone calls me Cricket."

Mal, as usual, annoys Cricket. He feels she takes pleasure in it. "Oh oh oh, Miss Mal, you know that is not true! I've have delved deeply into the dangerous lands from below. I've once spent more than a decade in the dark without seeing the light of the sun."

"...king ol' 'nees in 'hallow..." He mumbles as he bites a piece of a hard cheese and points at Mal with a spicy sausage. "One day you'll see, missy."

Cricket was old and probably had more years in his back than the combined amount of the other four around him.


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"You've heard it too?" Brijetta asks, as astonished by Uhe's comment as she was by someone speaking to her at all. "It's like drums and violins..."


As you are conversing and enjoying your breakfast, the innkeeper Epna calls out to welcome a new arrival, a gnome who appears to be of an oread heritage. The gnome’s crystalline hair shimmers in the common room’s light and practically quivers with her excitement as she makes her way to your table, running her hands over walls and tables appreciatively as she moves.

“It’s so old!” pipes the gnome as she pulls a taller chair to the table and takes a seat. “That’s what I love about Highhelm: the history isn’t just in the books. It’s in the stone!” Her eyes shimmer with awe before she remembers to introduce herself. “Oh, I’m Ria—a curator, preservationist, and resident scholar of the occult for Clan Tolorr. It’s a delight to see new faces, especially those taking in this sky citadel for the first time.”

She smiles. "Well, ah, perhaps you’ll have an opportunity to take in Highhelm a second, third, and fourth time. As I understand it, you’re all here for important celebration, collaboration, and camaraderie with the fine folks of Clan Tolorr. But that’s all scheduled for after the Family Festival, which isn’t for a few weeks yet. Might be for the best because…” she takes several curious sniffs before nodding to herself. “As I thought. Clan Tolorr’s about history, right? You can’t just bring a bottle of wine as a gift for the host; no, you need to bring stories! There’s barely a whiff of narrative between you." She looks at Cricket and gives him a wink. "Except you, of course.

“Not to worry, though,” continues Ria. “Highhelm’s swimming with stories to be written and rediscovered. Clan Tolorr’s got your room and board covered, so that leaves you free to get into some trouble.” She grins impishly and wiggles in her seat. “Trust me, it’s fun.”

As if to illustrate her point, Ria grabs a spare fork and tries to steal a leftover bit of your breakfasts.


HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

Fascinated by the gnome, Gig just stares as she spears one of his breakfast sausages.

"What do you mean, get into trouble? I came here to find some stories--not be in one!" He timidly adds.


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"Now she's trying to steal our food too," Brijetta says a little forlornly as she casts a glance at Mal and then Ria.

"Be like Uncle Royken: 'Don't take any shit. If you have to, you take their shit before they take yours!' " she says to herself, her voice falling into a quiet growl at the profane quote.

She seems to steel herself and then looks at Ria.

"That's ours!" she chirps.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

Cricket winks back, even if it requires him to make a funny face... for some reason he always had trouble blinking with a single eye. "Thank you, Miss Ria." He replies, not really thinking too much about the meaning of that wink. "And thank you again for the arrangements in helping with the lodging as my own home has been infested with an unsettling amount of bats..."

"...but I'm too old to get into trouble. But I could spend the time buying another pair of socks perhaps, some smoking herbs and tea as well." He trails off for a moment, before Brijetta bringing him back. He misses Gig's comment, otherwise he'd question how he can write stories without having some personal experiences to weave into it.

"Technically, miss, she is paying for the whole thing, so..."


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe watches Ria enter the common room of Zelgin's. The Investigator's blue eyes crinkle in laughter as she partakes of Gig's sausages.
Much better with a spot of honey, my dear Ria. Nice to see you again. This is a splendid affair.

Uhe then punctuated that statement by using a folk on another of Gig's sausages.
Delicious!


Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

"Salvage!" Mal corrects Brijetta, but her own knit brow makes her consternation plain to see.

Mal tilts her head towards Gig, hard enough for a shock of hair to escape her braid. "An' I came out here to be in the stories, not just to tell 'em. That mean we're the both of us down a crevice? Or is this us bein' scared up as a posse? Didn't quite get that sorta sense o' things from the offer, but I can't say as I'dve turned it down if I'd known I needed to get into trouble in Highhelm so..." Her look of concentration melts into a broad, uneven smile. "...I guess I'm in!"


Ria laughs. "Oh gosh! If you all want to make a good impression at the Family Festival, you've got to make friends and influence people! Everyone has their stories and misfortunes. Share a smile and open your ears, and you’ll hear all sorts of opportunities." She gestures with the fork at the half-full common room. “Helps that you’re friends of Tolorr, which should open some doors. Far better if you build your own reputations, though, as that’ll open even more."

The gnome steals a bit of unclaimed waffle. "I can point you in the right direction, then it's more of a self-guided tour from there. If you want to get started in this district, there's Torag's Shield, a massive fortifications project that occupies many craftspeople and has strained workshops' ability to fulfill other orders. Anyone willing to endure the heat could make friends and profit by working in Burntown for a day."


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"Oh, we have to make friends? We haven't done that before," Brijetta again says in her small voice, seemingly talking to herself, rather than any of the other dwarves at the table. "I'm sure we won't make a good impression at all. I think you're the only one who really likes me and talks to me."

Still, when the other dwarves get up to go, she rises too, following along uncertainly. "I don't mind the heat. We were made for the forge," she announces.


HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

"Oh, Torag's Shield! That project is sure to feature in every tale of Highhelm, once it's complete." Gig replies with genuine excitement.

"And wouldn't it be fun to be mentioned in those stories?"


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe's smiles freezes at the mention of spending tomorrow in a Blistering hot forge, tossing hot metal and flinging even hotter metal all day.

The Investigator begins to open his mouth (perhaps to offer an alternative) when both Brijetta and Gig reply both affirmatively and enthusiastically.

Forming a forced smile, Uhe just nods (is that a tear?), following along.

The dour dwarf snags a few shots of spirits on the way out....


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Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

Mal gives a transparently forced smile. "Forging, huh? An' working on the Shield? Well, how could I say no to that. Actually, if you had'n example of how to say no, how would that go?"


Ria shrugs. "Uh, just say 'no.' It's pretty straightforward, yeah? I'm sure there are other opportunities to be had if you really don't want to go there!"

Nevertheless, you all resolve to head out to Burntown, leaving the inn and stepping into the streets of the vast city of Highhelm.

Geography of Highhelm:
Highhelm sits within the imposing spires of Emperor's Peak in the forbidding, craggy Five Kings Mountains. Highhelm is divided into three main layers. King’s Crown is its highest layer and holds the largest number of people. Home to the upper levels of dwarven society, King’s Crown includes the High King, government administrators, and the wealthiest merchants among its residents. Many artisans and skilled professionals who enjoy close proximity to the seat of power also live in this district. A small strip of King’s Crown runs along the outside of the mountain, but the majority is underground—though its opulent gardens might suggest otherwise. The architecture of King’s Crown is Highhelm’s finest, its ancient buildings continually updated in the most luxurious fashion.

King’s Heart occupies the center of Highhelm, both physically and metaphorically. A bustling hub of industry and craftsmanship, its residents maintain that “the Heart” is where the real work is done, and the streets somehow manage to be always noisy and crowded. As the industrial center of Highhelm, King’s Heart is home to countless blacksmiths, metallurgists, gemologists, and stonemasons as well as bakers, brewers, and alchemists. The largest temple in Highhelm, the Forge of the Nine, holds a place of prominence, and its priests and theologians have considerable sway among the populace. The Endless Reservoir, a lake at the mountain’s heart augmented by excavation and planar magic, is perhaps the brightest spot here, its waters magnifying light from crystals both above and within its waters.

The lowest district, Stonebreach, is named for the only entrance to the city via outside road. A haven for artists and hotheads, its residents see their level as an ever-changing blend of innovations from the surface and Highhelm traditions. More than the city’s other districts, those in Stonebreach welcome outsiders and so have a greater population of non-dwarves than other parts of the city. Stonebreach is also home to many who work in humble yet necessary professions, residents who take pride in their work but are defined by their interests. After work hours, Stonebreach laborers become performers, and Stonebreach cleaners lead forays into the mountain’s tunnels.

Outside of the three main layers of Highhelm, The Depths consist of a smattering of different tunnels and chambers scattered throughout Emperor’s Peak. Some of these tunnels form connections between the three main districts, but others are merely dead ends. The power structure of The Depths is a complex and ever-changing web. In parts of The Depths, an official presence makes them safe for travelers and tourists, including those looking to indulge in the area’s unique culture. Others are entirely outside the reach of law enforcement, and unwary visitors might suffer serious losses or injuries. The district’s proximity to natural caverns makes it a base for certain industries, including mining and various types of farming and raising livestock. These businesses tend to ignore any nearby criminal enterprises—a departure from the die-hard lawful orientation of the majority of the city. Beyond the protective arms of Highhelm’s settled regions and tunnels, The Depths can be a dangerous place. Criminals pose the least of a traveler’s worries where the strange denizens of the Emperor’s Peak or the occasional creature from the Darklands freely roam the mountain’s winding passages.

For several years, Highhelm has poured resources into its Torag’s Shield project, a massive upgrade the city’s fortifications. The initiative keeps local artisans busy—too busy. Perpetually understaffed as a result, local businesses struggle to fulfill their other obligations and rely on short-term contractors to catch up.

Following Ria's suggestion, you head to the Burntown neighborhood of King's Heart. As the name implies, Burntown swelters from its proximity to a Plane of Fire rift established millennia ago to heat Highhelm and power its forges. Burntown primarily houses heat-resistant folk, ranging from salamanders, elementals, and the occasional efreeti to a sizable population of dwarven ifrits.

Asking around leads you to an accomplished smith named Elga Sfarhaggn. In Highhelm, mornings are traditionally for getting work done, afternoons are for more social labor, and evenings are for fun. Elga cleaves to this schedule, too, so she insists on meeting interested assistants the afternoon before they begin work, not the morning of the job. You catch the ifrit as she takes a break to snack on a spicy cup of roasted grindlegrubs. She dresses practically, wearing a heavy leather apron and always keeping elbow-length gloves tucked in her belt for handling her hottest projects. She keeps her faintly incandescent hair braided out of practicality, and her eyes occasionally flare with light when she’s excited.

After expressing interest in helping out in Burntown, Elga gives each of you a critical look as she assesses your abilities, periodically asking
each of you a few questions about your training in blacksmithing, heavy labor, math, and enchanting, nodding and grunting thoughtfully with each answer. Once she has taken your measure, she explains what she needs.

“You’re new in the craft,” admits Elga, “but we all start with imperfections, and you don’t know a bar’s mettle till you’ve stuck it in the fire. What’s important is that you’ll be ready to work early tomorrow. Very early,” she stresses. “Mornings are for labor, afternoons are for chatter, so you’ll be coming in before dawn and not bothering me with a word more than you need to get our jobs done. Things get livelier after lunch, and we’ll use that to see how you’re doing. Right, the tasks!” Elga starts counting objectives with her fingers.

“First one is building fences. Got a wrought iron job that’s overdue, and shaping pickets is simple work. Second one is repairing a crossbow. The weapon’s arm got busted, so I’ll need to make a new one—or I will if you can get my hot-forge’s elemental to wake up and cooperate. You’ll be assembling and testing things once I’ve made the new piece. Third task is an abandoned shield project that needs some finishing touches on its magic and design. Come the afternoon, there will be some administrative jobs you can help with, too, but I’m contracting you primarily for these three projects. Should take a day. Might take you longer. If it takes less, I’ve plenty more you can do! So ask any questions now, ’cause I’ll not want to hear it tomorrow.”


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe looks sheepishly down at his attire. The dwarf looks about at the soot covered equipment, floor and Smith.
You got an extra apron?


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"هل نارك تتكلم تشتعل؟ هل هي ودية؟" Brijetta asks. Though still casting concerned glances upward, she seems the most at ease as she has since you met her. Working with fire and metal is something she's very confident in herself.

Pyric (or Ignan):

Does your fire speak Pyric? Is he friendly?


”Plenty,” Elga says to Uhe before addressing Brijetta.

Pyric:
”Yes, they’re friendly enough. Just stubborn sometimes. Maybe you can sweet-talk them into getting up and going tomorrow.”


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe smiles at Elga's answer. The Investigator then begins purusung the shop for a minute.
Pursue A Lead

The dwarf whistles while he works....


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HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

Gig sighs, but quickly covers it with a cough.

I thought I got out of the smelting business. But they keep pulling me back in!


Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

Some of the tension in Mal's shoulders eases as it becomes clear that she won't have to swing a hammer. "Elementals're one of th' only spirits I was any good at chattin' with. Lemme at that hot forge and I'll see if I can rile 'em up."


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"I'll try," Brijetta says, but again, her voice seems more confident at the idea of working with the force than it did working with other people.


The next morning, the ventilation shafts draw in just enough of the predawn chill to bring Burntown’s temperature down to “balmy” instead of “sweltering.” As you arrive for work, Elga merely glances at you, acknowledging you with a nod and grunt before shoving a half-made shovel blade back into the coals. Elga has already laid out the various items needed for your projects; all the necessary gear for the jobs is neatly organized and accessible as well, including aprons. The task list is written out on a chalkboard, with diagrams in an easily accessible cabinet.

A Hard Day's Work:
This quest breaks the workday into five phases, with three morning phases and two afternoon phases. During each phase, a PC can attempt a skill check to contribute to one of the projects, and a project is completed once PCs have fulfilled each step. Steps must be performed in the listed order, though a few projects have steps that can be performed interchangeably or even simultaneously, like the second and third steps for building fences.

Skill checks use the basic Victory Point mechanic, and each step requires 1 or 2 Victory Points to complete. If a PC earns more points than are necessary to complete a step, they can either attempt a second skill check to perform the project’s next step during that phase, or they can Rehydrate.

As with most skill-based challenges, consider allowing creative uses of alternate skills or even saving throws to complete a project, especially if the PCs aren’t trained in any of the required skills.

Morning Tasks:

The PCs begin with the three previously mentioned projects. Multiple PCs can work on the same projects simultaneously, yet it’s likely most efficient if they split their attention somewhat.

BUILDING FENCES

Step 1: Stoking Fires DC 14 Survival, DC 15 Athletics, or DC 16 Fortitude; Threshold 1
Step 2a: Hammering Iron DC 14 Crafting or DC 17 Athletics; Threshold 2
Step 2b: Quality Control DC 14 Crafting or DC 16 Perception; Threshold 1

A new home finished and inhabited months ago still hasn’t received the decorative wrought iron fence around its tiny yard. The PCs aren’t assembling the fence or creating the scrollwork; they’re just needed to create the pickets, posts, and crossbars that comprise the fence. This requires consistent heat, steady labor, and careful measurement so that each piece is uniform.

CROSSBOW REPAIR

Step 1: Elemental Encouragement DC 14 Intimidation, DC 15 Deception, DC 16 Diplomacy, DC 16 Nature, DC 17 Stealth, or DC 17 Thievery; Threshold 1
Step 2 Reassembly DC 14 Crafting, DC 15 Thievery, DC 16 Perception, or DC 17 Reflex save; Threshold 1
Step 3: Fine-Tuning ranged attack against AC 14; Threshold 1

Although the stock of this heavy crossbow survived being hit by a giant’s boulder, the steel bow arm didn’t. Forging a replacement requires considerable skill, which Elga will handle. Unfortunately, the elemental spirits that fuel the forge she needs for the task are being stubborn, so she needs someone to encourage their cooperation. Once she forges the replacement piece, she needs someone to reassemble the crossbow and ensure that it’s calibrated for maximum accuracy.

The elementals resemble a pair of fiery house cats. They understand pantomiming and some Dwarven phrases. Addressing them in Pyric grants a PC a +1 circumstance bonus to perform Step 1. The elementals insist they can’t burn properly without a breakfast of rare oils (a lie—they’ve already been fed), though a PC can try to steal those from Elga’s storeroom with the Stealth or Thievery check above.

SHIELD’S FINISHING TOUCHES

Step 1a: Creating Designs DC 13 Art Lore, DC 13 Dwarf Lore, DC 13 Genealogy Lore, DC 14 Crafting, DC 15 Religion, DC 16 Society; Threshold 1
Step 1b: Stabilizing Enchantments DC 15 Arcana, DC 15 Occultism, DC 15 Religion; Threshold 2

Elga’s apprentice left to work on Torag’s Shield before finishing work on this commissioned item. Unfortunately, the original artisan never finished the protective enchantment, and the magic has unraveled slightly. In addition, the contract requires “a decorative element celebrating dwarven achievement,” with no notes about what this should be. The PCs have considerable latitude in inventing and painting a suitable design.

Everybody may make their rolls for the first morning phase!


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Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

Cricket wakes up early as usual, since the amount of time he needs on the bathroom each morning is not insignificant. He misses the time when he could easily take a piss without extreme concentration. Nevertheless, he reaches the facilities in his usual good mood.

As he arrives and says his helloes, he takes a look at the crossbow, but realizes that he can't work without the elementals being encouraged. While he thinks he could do it, Mel mentioned she would like to try the former day, so he lets her do so. Instead, he kneels before the fires, thanks the kind Gods for his knees are still not cracking, and works on them.

Building Fances. Step 1: Stoking Fires

Survival: 1d20 + 5 ⇒ (13) + 5 = 18 1 of 1 success required. This step is cleared!

As the flames are stoked, Cricket smiles to himself and turns to Mal. "How are you doing with the elementals, Miss Mal? I'd like to take a look on that fine crossbow as soon as possible. But no rush."


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

Brijetta seems to relax as she enters the forge, standing upright to her full (but still diminutive) height, and forgetting to cast nervous glances regularly at the stone above.

She starts as Cricket gets to the flames before she can, and is about to talk to the elementals when she realizes that Mal is doing that. She extinguishes the small flame in her hands that she intended to use for one or both tasks and moves on.

"Sorry, friends," she murmurs in Pyric as she walks past them. "I'll talk to you later. I have to work over here."

She moves to the shield, hands moving with a steady confidence as she looks over the designs. In a few moments, she's sketching out an emblem for the shield, one that celebrates dwarves' place in the world. In it, a dwarf emerges from the mountain, her fist raised in triumph as she looks up in proud wonderment at the sky and a tree spreading its branches in a protective canopy that somehow mirrors that shape of the mountain below.

Lore (dwarven) (trained): 1d20 + 4 ⇒ (19) + 4 = 23
Step 1a: Creating Designs DC 13 Dwarf Lore; 1 of 1 success required, so this step is cleared.


HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

Gig is fascinated by the enchantments on the shield that Bri has decorated so beautifully.

"Fascinating work! And the perfectly historically accurate. Is that a larch tree?"

Arcana: 1d20 + 4 ⇒ (3) + 4 = 7

His concentration on the artistry distracts him from the task at hand...something that has definitely not happened before!


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"Oh," Brijetta exclaims, startled from her work. "Are you talking to me?"

She cocks her head, as if listening to something -- possibly Gig, but possibly something else -- and continues working, her brow furrowed in concentration. Unfortunately, this part is more difficult for her, and she isn't able to do much more than the design.

Religion (trained): 1d20 + 4 ⇒ (3) + 4 = 7 Step 1b (if the crit success did in fact give 2 Victory Points, which would mean she could roll for the next step; though doesn't really matter with that roll)


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Ihe enters the forge looking as if he were giving instructions in a classroom. Blue eyes immediately finding the clean aprons, the dandy dwarf begins putting one on over his outfit.
Can't be getting soot on my clothing.

Uhe then glances at the proffered tools, directions, duties for a few minutes before picking up a hammer and a bucket of nails.

Whistling while he works, the Investigator begins Step 2a.

BUILDING FENCES

Step 1: Stoking Fires DC 14 Survival, DC 15 Athletics, or DC 16 Fortitude; Threshold 1
Step 2a: Hammering Iron DC 14 Crafting or DC 17 Athletics; Threshold 2

Craft(T) DC 14, pal: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Hero Point! Craft(T) DC 14, pal: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

The smiling dwarf even offers someone else a Clue as to their assignment.
Clue In
someone may take a +1 bonus to a check


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

Cricket watches Uhe work on the fence. "You need to work on those muscles while you are still young, Mister Uhe." He chimes is, after assessing Uhe is not stronger than him, even considering the remarkable age difference. "Otherwise you'll be nothing but aches and ouches when you get to my age!"


Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

Mal's eyes roll nearly all the way back in her head as she walks over to the forge."Guide us, O spirits who don't want anything right now." I'll take the 10 seconds or so to Guidance the party

"Talkin' to 'em always seems stupider when they don't have a face'r nothin'..." Mal leans in closer to the hot-forge. "Oh, umm, spirit, spirits? Slag!" She jerks her head back from the flames and quickly reties her hair with a strip of rawhide. "Uh, not you, just the- Well kinda you. Why you tryin' to burn me and not the metal anyways? Heatin' the metal, not burnin' it. I know that that's bad..." Why did I ever go back to a forge.

Nature: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Looks like a Clue will help get there.

"Look, the point is forgin' an' smithin' is all teamwork. You know that an' I do to, the best of it anyhow. So if you're not helpin' to your best, then you're just in the way of someone else'd do it better. That what you all want? Or you gonna make this forge work like you already gave your oath to?"


Mal is able to convince the elementals in the forge to begrudgingly get to work, burning hot enough to get it going. Meanwhile, Cricket stokes the fire for the fence repair, allowing Uhe to start hammering iron. Brijetta crafts designs on the shield.

You may all make your second skill checks now.

Work Progress:
BUILDING FENCES

Step 1: Stoking Fires DC 14 Survival, DC 15 Athletics, or DC 16 Fortitude; Threshold 1
Step 2a: Hammering Iron DC 14 Crafting or DC 17 Athletics; Threshold 1/2
Step 2b: Quality Control DC 14 Crafting or DC 16 Perception; Threshold 1

CROSSBOW REPAIR

Step 1: Elemental Encouragement DC 14 Intimidation, DC 15 Deception, DC 16 Diplomacy, DC 16 Nature, DC 17 Stealth, or DC 17 Thievery; Threshold 1
Step 2 Reassembly DC 14 Crafting, DC 15 Thievery, DC 16 Perception, or DC 17 Reflex save; Threshold 1
Step 3: Fine-Tuning ranged attack against AC 14; Threshold 1

SHIELD’S FINISHING TOUCHES

Step 1a: Creating Designs DC 13 Art Lore, DC 13 Dwarf Lore, DC 13 Genealogy Lore, DC 14 Crafting, DC 15 Religion, DC 16 Society; Threshold 1
Step 1b: Stabilizing Enchantments DC 15 Arcana, DC 15 Occultism, DC 15 Religion; Threshold 2

As you continue your work, the temperature in the smithy continues to increase. This is Burntown, after all!

After the second phase and each subsequent phase, each PC is exposed to the Burntown burnout affliction. In place of attempting a skill check during a phase, a PC can choose to Rehydrate.

BURNTOWN BURNOUT (FIRE):
Physical exertion and sweltering heat sap your strength. If you have fire resistance or treat environmental heat effects as if they were one step less severe, use the outcome for one degree of success better than the result of your save. The fatigued condition ends immediately once you recover from the affliction, rather than requiring a full night’s rest.

Saving Throw DC 13 Fortitude; Stage 1 fatigued (1 phase); Stage 2 fatigued and –1 to all skill checks (1 phase); Stage 3 1d6 fire damage, fatigued, and –1 to all skill checks (1 phase).

REHYDRATE (HEALING, WATER):
You take a lengthy break to drink fluids, cool down, and rest. Attempt a DC 14 Fortitude saving throw, Medicine check, or Survival check.

Critical Success: You reduce your stage of Burntown burnout by 1 and gain a +5 circumstance bonus to your Fortitude save against the affliction at the end of this phase.
Success: You gain a +5 circumstance bonus to your Fortitude save against Burntown burnout at the end of this phase.
Failure: You gain a +2 circumstance bonus to your Fortitude save against Burntown burnout at the end of this phase.
Critical Failure: No effect.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

With the elementals encouraged, Cricket leaves Uhe behind as he takes a look on the crossbow while Elga forges the replacement bow. He sits and waits patiently.

Crossbow Repair. Step 2: Reassembly

Reflex, Guidance: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 Crit!

His practiced fingers move as if they had a will of their own while Cricket whistles and talks to himself to the crossbow. "What we have here, uhn... oh, you took quite a hit... and what if we do this, uh?... good, good, you are doing great missy..."

In no time, the beautiful crossbow is once again reassembled, so Cricket swiftly knocks a bolt in it.

Crossbow Repair. Step 3: Fine-Tuning

Ranged Attack: 1d20 + 7 ⇒ (9) + 7 = 16

Cricket shoots a nearby target, realizing that it was slightly off aim, so he fine tunes it once before trying again and hitting the bull's eye. With a smile, he sets the piece on the table.

Fortitude: 1d20 + 7 ⇒ (20) + 7 = 27

The heat building up, and figuring he had contributed significantly, Cricket takes a small break. In truth, he could feel his balls sweating and getting glued to his tight so he took the moment to discreetly move them to in a more comfortable position.


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

A dreamy look in her eyes, Brijetta heads to the forge to work on the fence posts. This isn't the work she's used to, but it's still metalwork. And even if the iron's language is different than silver or gold's, she can still talk to it and, more importantly, hear it talk back.

"Yes," she murmurs in Pyric, "you're doing very good. I agree, you're very strong..."

She doesn't even seem aware of the heat, even though sparks seem to fly from bit of metal around her, moreso than around anyone else in the forge gathered elements.

Crafting (trained), fire art or durable metal goods: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 Almost a crit...
Fortitude (expert): 1d20 + 9 ⇒ (13) + 9 = 22


HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

Gig looks over Bri's shoulder at the work on the fenceposts, taking careful note of how the metal seems to just flow into place for her.

"Oh, how interesting!"

Quality Control (Crafting): 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12

It begins to become plain why Gig left the family smelting business.

Fortitude: 1d20 + 6 ⇒ (7) + 6 = 13

The dwarf does manage to keep his sweating under control as he bumbles around the workshop.


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

As the posts continue to speak to her, Brijetta murmurs quietly in Pyric, checking them over. Unfortunately, she's so engrossed in what she's doing, she's not able to fully check their quality.

Crafting (trained), fire art or durable metal goods: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe seemingly looking like he is getting into the swing of things makes another attempt.

BUILDING FENCES

Step 1: Stoking Fires DC 14 Survival, DC 15 Athletics, or DC 16 Fortitude; Threshold 1
Step 2a: Hammering Iron DC 14 Crafting or DC 17 Athletics; Threshold 2

Craft(T) DC 14, pal: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

The Investigator's talents are offered to whomever needs a Clue.
+1 circumstance to whomever needs it.

Sweet sweat swells sauce-like so simply showing.
DC 13 Fortitude; Stage 1 fatigued (1 phase); Stage 2 fatigued and –1 to all skill checks (1 phase); Stage 3 1d6 fire damage, fatigued, and –1 to all skill checks (1 phase): 1d20 + 5 ⇒ (6) + 5 = 11

Uhe seems to be breaking a sweat....


Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

"Aiight. Now's just the enchantments to go." A bead of sweat trickles down Mal's face. "Really hot in here, right?"

"Okay. Okay. I trained for this. Was trained for this. Was sposed to be trained for this. [smaller]Played with a badger during a lesson for this."

Religion: 1d20 + 4 ⇒ (10) + 4 = 14 Alas for the loss of Guidance!

Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Hero Point: 1d20 + 5 ⇒ (17) + 5 = 22


You make decent progress, finishing up the crossbow repair project. The fences still need some quality control, and the shield's enchantments still need to be stabilized.

Work Progress:
BUILDING FENCES

Step 1: Stoking Fires DC 14 Survival, DC 15 Athletics, or DC 16 Fortitude; Threshold 1
Step 2a: Hammering Iron DC 14 Crafting or DC 17 Athletics; Threshold 2

Step 2b: Quality Control DC 14 Crafting or DC 16 Perception; Threshold 1

CROSSBOW REPAIR

Step 1: Elemental Encouragement DC 14 Intimidation, DC 15 Deception, DC 16 Diplomacy, DC 16 Nature, DC 17 Stealth, or DC 17 Thievery; Threshold 1
Step 2 Reassembly DC 14 Crafting, DC 15 Thievery, DC 16 Perception, or DC 17 Reflex save; Threshold 1
Step 3: Fine-Tuning ranged attack against AC 14; Threshold 1

SHIELD’S FINISHING TOUCHES

Step 1a: Creating Designs DC 13 Art Lore, DC 13 Dwarf Lore, DC 13 Genealogy Lore, DC 14 Crafting, DC 15 Religion, DC 16 Society; Threshold 1
Step 1b: Stabilizing Enchantments DC 15 Arcana, DC 15 Occultism, DC 15 Religion; Threshold 2

Everybody may make their checks for the third round and their next saves against Burntown Burnout.


HP 70/70 | AC 18 | F +11 R +9 W +11 | Perc +11 | 3rd: 0/2, 2nd: 3/3, 1st: 2/3 DC 21 speed 20 ft | focus 2/2| Hero 0 | Active Conditions:

Gig takes another crack at quality control on the fences.

Crafting: 1d20 + 4 ⇒ (3) + 4 = 7

He's perfectly useless at this, though!

Fortitude: 1d20 + 6 ⇒ (16) + 6 = 22


HP 72, AC 22, F+13, R+12, W+11 | Female dwarf kineticist 5

"You're doing just fine with this," Brijetta murmurs to the fence posts. "You feel OK? No weak spots?"

She continues to be oblivious to the heat.

Crafting (trained), fire art or durable metal goods: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Fortitude (expert): 1d20 + 9 ⇒ (7) + 9 = 16


Female Female Dwarf Druid Delver 5 - HP 70/70| AC 22(24) | F +12 R +12 W +13 | Perception +13 | Focus 1/2 |Hero Points 1|

"Anrak Wanad Barazar? ... Wanaz- Slag, slag, slag! You know this chant!"

Mal yanks on her braid, worrying it between her blunt fingers as she thinks.

"I can do this, okay. I just need more time!"

Religion: 1d20 + 4 ⇒ (4) + 4 = 8
Fort: 1d20 + 5 ⇒ (10) + 5 = 15


Male Dwarf Hero Points: 3/1 Investigator 5 AC 22 (+2 Traps)| hp 20/70| Saves F+10 R+12 W+11 (+2 Traps) | Percep(E) +11 (+1 Traps) | | Status: Antitoxin, Antiplague, Numbing Tonic Exploration mode Investigate, Search

Uhe runs to a barrel of water and dunks his head in it!

REHYDRATE (HEALING, WATER):

You take a lengthy break to drink fluids, cool down, and rest. Attempt a DC 14 Fortitude saving throw, Medicine check, or Survival check.
Critical Success: You reduce your stage of Burntown burnout by 1 and gain a +5 circumstance bonus to your Fortitude save against the affliction at the end of this phase.
Success: You gain a +5 circumstance bonus to your Fortitude save against Burntown burnout at the end of this phase.
Failure: You gain a +2 circumstance bonus to your Fortitude save against Burntown burnout at the end of this phase.
Critical Failure: No effect.

Fortitude DC 14: 1d20 + 5 ⇒ (14) + 5 = 19

Lifting his now water pouring like a broken fire hydrant head up, Uhe begins to sweat again.
Is it a bit warm in here?

Fortitude DC 13 Burnout! Rehydrate!: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26

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