Harsk

Kragmyr Grudgekeeper's page

362 posts. Alias of Grumbaki.


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The ghost of Kragmyr approves this message


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Ingrahild took the time meditate. She now had several arrows designed to kill orcs, and a fortress likely full of them. She prayed for her arrows to fly true.

Ive never valued the perfect shot feat so much...


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Just when you thought you were safe from Kragmyr's singing!


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As the ghost of Kragmyr fought, a ethereal song could be heard...

Quote:

Fifteen dwarves on a dead thane's chest
Yo ho ho and a bottle of rum
Drink and the devil be done for the rest
Yo ho ho and a bottle of rum
The thane was fixed by the elven pike
The clansman brained with a orcish spike and
Kinsman's throat was marked belike It
Had been gripped by fingers ten and
There they lay all good dead men like
Break o' day in a boozing ken__
Yo Ho Ho and a bottle of rum

Quote:


Fifteen dwarves of a whole clan's list
Yo Ho Ho and a bottle of rum
Dead and be damned and the rest gone whist!
Yo ho ho and a bottle of rum
The runesmith lay with his nob in gore where the
Giant's axe his cheek had shore
And the Giant he was stabbed times four and
There he lay and the soggy skies
Dripped all day in up-staring eyes at
Murk sunset and at foul sur-prise
Yo ho ho and a bottle of rum
Quote:


Fifteen dwarves of 'em stiff and stark
Yo ho ho and a bottle of rum
All of the clan had the murder mark
Yo ho ho and a bottle of rum
'Twas a cutlass swipe or and ounce of steel or a
Yawning hole in a battered head
And the beardlings glut with a yawning red and
There they lay aye damn my eyes
All dwarves clapped on par - a - dise all
Souls bound just con - tra - ri - wise
Yo ho ho and a bottle of rum

Quote:

Fifteen dwarves of 'em good and true
Yo ho ho and a bottle of rum
Every dwarf could ha' fought with you
Yo ho ho and a bottle of rum
There was chest on chest of mountain gold with a
Ton of plate in the clan hold
And the halls riot with stuff un told As
They lay there that had took our lives
With a sightless glare and their lips struck dumb
While we shared all by the rule of thumb

Quote:


Yo ho ho and a bottle of rum
Fifteen dwarves of a dead thane's chest
Yo ho ho and a bottle of rum
Drink and the devil had done for the rest
Yo ho ho and a bottle of rum
We wrapped 'em all in the stone tight with
Twice ten turns by the ancestors right
And we buried 'em under and out of sight with a
Yo and cry of fare ye well
And a sullen plunge to a sullen bell
Ten miles deep on the road to hell
Yo ho ho and a bottle of rum!


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Kragmyr approves!


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Great, I’ll get her worked up.

I spent a lot of time trying to figure out a good guided hand build, but I just couldn’t make it work. At the end of the day zen archer just seemed to be the best way to make a dwarven archer.


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https://m.youtube.com/watch?v=uxfoa23skHg&start_radio=1&list=RDuxfo a23skHg

This is the most dwarven song I have ever heard. Please take a look. I’ve had this playing on endless repeat


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What I’m thinking right now is this...zen archer monk.

Str (15+1=16) Dex (14) Con (16) Int (8) Wis (18) Cha (8)

Wisdom to hit, Str to damage. Can’t flurry with fists, but with weapon familiarity can use a dwarven waraxe.

Feats:
Lvl 1 (Precise Shot) (Perfect Strike) (Steel Soul)
Lvl 2 (Weapon Focus Longbow)
Lvl 3 (Point Blank Master) (Deadly Aim)

Traits:
Glory of Old
Roll with it

Equipment
* Wand of CLW (given to party)
* Kragmyr’s wayfinder (paid for with WBL starting gold)
* Adaptive Longbow +1
* Ring of Protection +1

If all of that sounds alright I’ll get a profile built


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Put a lot of thought into this. On one hand, I like Kragmyr. He is a lot of fun to play.

On the other hand, I’m finding it hard to be at a computer to reliably move on the map. Being ranged would make things easier. That, and I’m running out of good sagas. And finally, I think that a story is better with danger. The best way to show this? Not all good guys making it.

With all that in mind, I’ll have Kragmyr die off here. It’s good for the story, and it’ll make things easier.

I’m still thinking of the best archer choice.

Ranger with favored enemy giants/orcs?
A slayer?
An Arsenal Champion archer warpriest?

Just not sure yet.


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Attack, 15' reach: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16

Attack, 15' reach: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16

AC18+4=22.

Next round the giant will need a 6+ to Hit with his first attack and a 11+ with his second. 10HP left. Does 14-24 damage per Hit.

So the first attack will very likely take Kragmyr out of the fight, possibly killing him. If both hit again, he’ll be splattered.

——

So...if Kragmyr does become a pile of goo, mind if I take over the dwarven lass we rescued as a PC? I figure that it would make the most sense for adding in a replacement from a story point of view.

And if so, would it be alright to make her into a ranged damage dealer? I often have trouble editing the maps in a quick enough manner, so shooting at a distance would make life easier.


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No magic. Losing blood. Retreat not an option. So Kragmyr did the only thing he could do. He got to his feet, spat out crimson spit, and pointed at the giant. What came out was a tirade of insults that would have made the most battle hardened orc blush. A mixture of dwarven and giant, he insulted everything from the giant’s lineage to it’s deity to it’s fashion sense.

Inspired Rage activated. My last PC death happened at the hands of a giant...wonder if Kragmyr will make it?


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”Close the distance lads!” Kragmyr broke into a full sprint.

Double move


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Here! Sorry, my computer isn’t working and was hoping to post when I could move on the map.

”Fookin’ giants, make everything worse.” He kept pace with Ulark, moving with the dwarven paladin. Kragmyr’s abilities were almost tapped out..he’d need to be judicious in their use.


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CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

33 healed. 5 charges, brings me up to 42/43. Thank you!


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Assist: 1d20 + 2 ⇒ (15) + 2 = 17

Not one for the outdoors, Kragmyr did what he could to help. But he couldn’t help but mutter about how the wisp would have made a better hat.


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It’s been awhile... :(


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Still sizzling, Kragmyr bent down to examine the wisp. His arcane power was totally spent; as was his physical stamina. The creature had been slippery, but against all hope he had managed to consistently apply his axes to it. He was proud of his efforts, and wanted to show it.

”I wonder if I can do something with this...” he muttered.

Knowledge on wisp physiology: 1d20 + 9 ⇒ (20) + 9 = 29

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

He looked around to see if there were any other dangers around before going to work. The last thing he wanted was to be surprised by the wisp having kin around, or their struggle attracting more mundane predators. Or...hags.

When satisfied...

Craft Trophy: 1d20 + 3 ⇒ (20) + 3 = 23

Looking to incorporate the wisp into Kragmyr’s helm. Any way I can have him make it glow when he uses inspired rage? I like the image


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Hit: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Hit: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Twitching as electricity courses through him, his beard likewise jutting out with static, Kragmyr managed to growl ”...Jarl Broadbeam was carried home on his shield, his wounds to the fore...”. He forced himself to continue chanting, though even seeing straight was becoming difficult. His vision blurred, with only the wisp being clear. He brought his axe down on it once more, determined to make his ancestors proud.


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Checking in


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”Ach! Fookin’ beastie!” With glowing axes, Kragmyr struck back...

Hit: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Hit: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

His first blow went wide, but the second found it’s mark.

Primary natural attacks time! We all need a 16-18 to Hit. So let’s surround it and double our attacks. Throw enough and we’ll take it down.


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With a 25 missing I think that this is going to be quite a tricky encounter. Anyone able to attack without AC?


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Wielding his falchion, Kragmyr ran forward and attempted to cut the wisp down.

Hit flank: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage: 2d4 + 6 ⇒ (1, 1) + 6 = 8

If a 25 missed I figure that I’ll need every bonus I can get


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Sorry late on last question. For Green Hags, how are they likely to attack?

Dungeoneering: 1d20 + 9 ⇒ (2) + 9 = 11

”A wisp! Get it lads!” Immediatley Kragmyr began chanting.

Rage! Everyone gets +2 Str and 2x primary natural attacks, 1d6 slashing

Please move him up 20ft


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Knowledge ??? What could he tell of the bodyguard from its description?: 1d20 + 9 ⇒ (2) + 9 = 11

Knoweldge ??? What does he know of Hags?: 1d20 + 9 ⇒ (9) + 9 = 18

Kragmyr thought about what he knew of hags and what their ally might be. He kept his peace for the moment, content to let the others speak.


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Kragmyr smiled and slapped Thozar on the back. He made a mental note to give Thozar a good part in the inevitable saga that he’d write when this was all over. But like his kinsman, he remained silent. The lass was likely still confused, and too many dwarves talking would just make the situation worse.


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Kragmyr shrugged. ”One for me, one for you.”

He first chugged down the first one, as payment for his wound. CLW: 1d8 + 1 ⇒ (2) + 1 = 3
And then as they didn’t have any healing Magic’s of his own, he said ”Hold her still. This potion removes curses. Might as well see if it restores her mind.” And he then poured it down her throat.


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Identify Potion: 1d20 + 9 ⇒ (13) + 9 = 22
Identify Axe: 1d20 + 9 ⇒ (2) + 9 = 11

As the others answered, Kragmyr looked for a healing potion. He figured that she owed him one at this point.


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Kragmyr leapt back, grunting in pain. That blow was a solid one! When Belir went in, Kragmyr sighed in relief. It looked like he had her. ”Good! Hold her still. I’ll get my rope out.”


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Grapple, provokes: 1d20 + 6 ⇒ (12) + 6 = 18

”Bloody hell! Get the axe away from her, and try not to hurt the poor lass.”


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Sad, but fair.


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Sense Motive: 1d20 + 10 ⇒ (19) + 10 = 29

A high roll! Anything else he notices?

”Oi, lads. Hold up. That lass there.” He pointed at the dwarf. ”She’s suffering from some kind of mental affliction. I dunnae think reasoning with her is going to go well. And I’ve nay got any magic which cures the mind. How do we approach this? We can’t leave her here...”


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After counting the loot, Kragmyr announced ”One hundred and seventy one gold each! Haha! A good haul. And this shield is well made to survive so long. It’ll fetch a good price. Don’t ye love it lads, when a day works out so well?”


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”Ach! Well fought lads. Before we go, let’s check it’s lair. Mayhaps it ate some other travelers, let’s see if there be anything left behind.”

Take 20 Perception


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Ouch. I advise a good IC post where Gundar prays to the gods to break this curse. Perhaps perform Torag’s divine obedience? Maybe it will help those rolls


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Kragmyr grunted in pain as the hydra lashed out, ripping into him. Sharp teeth tore into his leg, and if he didn’t do something, they would soon pull him away.

Attack body: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14

He couldn’t get close enough for axe work...but he could hammer it into the ground so the others could do it!


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5ft step to avoid AOO

Longhammer: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14

Stepping forward, Kragmyr swung his hammer at one of the heads, chanting as he did so. He’d have to get close for his axes to get some work in, but until then a hammer would do.


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Kragmyr ran up behind Gundar, chanting as he did so.

"Your blood shall redden | Gundar's blade,
And his oaths shall bind | you both in chains."

Before hydra Gundar, | Angradd's son,
Hear now the speech | that first shall spake:
"Here is Gundar now, | the noble ranger,
That kinsmen see | shield up high."

Only this | shall all answer:
"Gundar will | with red axe slay;
The sea turns crimson | by dwarven hand."

Lvl 2 spell cast: Herosim. Gundar now has +2 morale bonus to hit, saves and skill checks. Everyone has +2 morale bonus to Strength, and everyone can have 2x primary natural attacks, 1d6 damage.

For Gundar, with inspire rage and heroism, his attacks look like this now: Dwarven Waraxe +11 (1d10+5/19-20/x2)


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Skald magic isn’t as important as the spells of others...so...

CLW: 1d8 + 4 ⇒ (8) + 4 = 12
CLW: 1d8 + 4 ⇒ (2) + 4 = 6
CLW: 1d8 + 4 ⇒ (4) + 4 = 8
CLW: 1d8 + 4 ⇒ (6) + 4 = 10

Ulark is at full wounds

Knowledge Arcana: 1d20 + 9 ⇒ (17) + 9 = 26

”A hydra! Lads, use ______ to kill it! It’s resistant to ______!”

GM, please fill in the blanks. Also inspire rage. +2 Str and 2x ghostly axes for everyone!


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With Belir and Thozar both leaving, Kragmyr shrugged. Thozar certainly had a point. And while he might once had wanted to be civil himself, the captain hadn't treated them with any degree of kindness. He certainly felt no warmth towards the half-orc.

"I've heard tell that a ship's crew is like a family. Given that all aboard are orc-touched, this is likely true here. As such, a traitor in their midst is a clan issue, and such problems should be dealt with internally. Let us be on our way and let them deal with their own."


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In that case I humbly take back my claim to the item. Indeed, it would be great for your character. :)


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Knowledge Will-o-Wisps: 1d20 + 9 ⇒ (14) + 9 = 23

"Bah! We need to find a will-o-wisp?" Kragmyr complained to the dwarven band, in general. "At least orcs will give ye the decency of a fight straight to your face. But a wisp? Faint balls of light, bobbing in the air, they be. The little blighters are pure evil. They're immune to magic! They can become invisible whenever they want! And the worst part? The absolute bloody worst? They feed on fear. That's what they live on. They lead travelers on into danger, and then hover nearby eating their terror as the poor sods die. And now we have to and bloody find one.I really hope that someone here can see through invisibility. Otherwise we're probably going to end up dying in a bog or somesuch while the little blighters eat up our last moments."


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Loot

potions of cure light wounds (2)
fire ward gel
mwk chain shirt
falchion
javelins (4)
belt of incredible dexterity +2
a letter from Melira, the saboteur on the boat (see Handout #1 in Notes, and text here as well)
21 gp

----

Does anyone really want that belt of dexterity? If not, I'd gladly take it. Push my dex up to 16: the max dex bonus when using a breastplate.

Plus it'd push my stats up to Str (16) Dex (16) Con (16) Int (16), which I think would be pretty cool. :)


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To Ulark, Kragmyr said ”A dorn dergar? A good traditional weapon, not used much nowadays. But our ancestors made it for that exact issue.”


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Letting his bloody hammer high, Kragmyr yelled out ”Good shooting! We need to find a way to bring that ballista with us!” Then turning to Ulark, whose ethereal hammers were already fading, he said with a grin ”The way ye swung those axes makes our ancestors proud. Well fought.” As he said that he was already mentally composing the continued saga for the group. Axes, ballistas, stone commanded with but the mind! Truly, the stuff of legend.


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Hit vs Tark with cover penalty: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

Taking careful aim, Kragmyr swung his hammer at the raging orc. ”This hammer has drank a river of orc blood, your’s shall make it an ocean!”


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Unable to reach the raging orc with his axes, Kragmyr swung his longhammer instead.

Hit with heroism and hatred: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19


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Double move towards yellow, end of turn. If yellow is still up next round, will use longhammer to attack for reach


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Sadly no...won’t load up here. Everything is slow in the field.


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Hit: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Hit: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Kragmyr grinned as he saw Thozar fighting with the spectral armaments of their ancestors. Stepping forward, he put his own axes to use against the foe. He chanted as he did so. ”...and thus did the gates of Koldukar fall...” one of his axes found purchase, drawing blood.


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Ulark, rage no loner lowers AC

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