Master Historian

Quint Bonechisel's page

195 posts. Alias of Peanuts.


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M Dwarf Bard (Archaeologist) 2 (20hp)

Aww, bummer man. Curse workplaces making their employees actually work! *ragefist*

All joking aside that's perfectly understandable Rob, I too will be sad to see this go, you're an awesome GM and I hope if you do manage to start something new in the future you'll let me know :) You still going to be playing in Crusty's Shattered Star game? If so will see you there! and maybe whatever Dwunder's up to.


M Dwarf Bard (Archaeologist) 2 (20hp)

Huzzah! Though sorry to hear you didn't win, top 4 is still pretty damn good :)


M Dwarf Bard (Archaeologist) 2 (20hp)

Well he's already managed to make his way onto writing for an adventure path, which is a pretty big thing all by itself, but yeah it'd be pretty awesome :) Means we'd get another adventure out of him next year :p


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint simply gives Rogath a sour nod. He was still somewhat skeptical of Harrow cards--he'd known enough scammers in his youth to know they could be manipulated--but he knew Rogath had to much respect for them to attempt such a deception.


M Dwarf Bard (Archaeologist) 2 (20hp)

"Nor where the mine is or if either exist, a road would indicate a destination however." Quint observes sourly " As conjecture and assumptions are all that we have to support either course then I see little worth in continued debate. If the consensuses is to continue backtracking the cart then so be it, but we should be ready for a less than hospitable reception, and hope that we may be pleasantly surprised."


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint frowns as Rogath offers his opinion. "I understand your reasoning Rogath, but I see little benefit in a diplomatic mission to a mine. Even if these Duergar do not remember ancient disagreements and choose not to attack us it is doubtful there is anyone in authority there. We could perhaps obtain some information about their society, but..." he trails off with a shrug "If I cannot convince you however, then I will travel north without complaint."


M Dwarf Bard (Archaeologist) 2 (20hp)

Dakun hasn't indicated his preference yet either.


M Dwarf Bard (Archaeologist) 2 (20hp)

Grats Rob :) No worries, we understand.


M Dwarf Bard (Archaeologist) 2 (20hp)

Sure thing, though I assume you're american? trying to coordinate us both being on at the same time to play might be a bit hard though :p (I'm Australian)


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint remains quiet for most of the afternoon, not well pleased at having been maneuvered into coming along. He doubted anyone else saw it that way, there was no malicious intent certainly, but he could hardly refuse when it was observed that they were journeying into the territory of the Strix after he'd earlier observed his ability to potentially communicate. Still he nursed his discontent for the afternoon, speaking only to point out something Dakun seemed to have missed along the trail.

When they stumble upon the road he waddles closer to peer at the wagon rutts. He glances at Dakun as he offers his opinion, giving him a slow nod. "Knowing where the mine is would be useful, but not as valuable as knowing if there's a Duergar settlement nearby where we intend to start our own." He half-mutters, though he seems more... distant than annoyed now. "As sore as my feet are from two days of traveling we should push on to the south..." reluctance enters his tone now, followed by a sigh as he stretches his legs and feet, casting his gaze around for anything that might suggest why their dark kin had suddenly left the road at this point. He stoops after a moment to dig his fingers into the road, rubbing the dirt between his fingers before allowing it to fall back to the ground.

_________________________
Survival (aid Dakun, tracking): 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (dungeoneering): 1d20 + 7 ⇒ (7) + 7 = 14
Anything special about the road? You said it's dirt but anything about it's composition (has it been treated with anything, etc.)
Knowledge (engineering): 1d20 + 7 ⇒ (11) + 7 = 18


M Dwarf Bard (Archaeologist) 2 (20hp)

Have we got that updated map yet? Also when we do, can we get a link to it in the campaign tab or up top (the campaign description) where the link to the beach map is please? Understand if you're busy with superstar, just get to it when ya can.


M Dwarf Bard (Archaeologist) 2 (20hp)

yeah sorry, been playing too many games and rewatching Community the last week or so :p Trying to resist the call of hammerwatch to make some posts today.


M Dwarf Bard (Archaeologist) 2 (20hp)

phew!


M Dwarf Bard (Archaeologist) 2 (20hp)

So the goods for salvage north of our previous camp had washed away in the intervening time? Or am I confused as to what salvage has been exhausted?


M Dwarf Bard (Archaeologist) 2 (20hp)

Nice rolls. That middle one might cause some trouble though


M Dwarf Bard (Archaeologist) 2 (20hp)

Survival (assist Dakun): 1d20 + 2 ⇒ (9) + 2 = 11
Survival (assist Dakun): 1d20 + 2 ⇒ (20) + 2 = 22
Survival (assist Dakun): 1d20 + 2 ⇒ (8) + 2 = 10
Survival (assist Dakun): 1d20 + 2 ⇒ (10) + 2 = 12
Survival (assist Dakun): 1d20 + 2 ⇒ (10) + 2 = 12
D'oh! I always seem to waste my nat 20s... Anyway, Quint assists every roll.


M Dwarf Bard (Archaeologist) 2 (20hp)

Heh, no worries Rob, another day or two's wait won't hurt :) Not having Survival I'll roll to assist. Looks like Dakun has the best Survival.


M Dwarf Bard (Archaeologist) 2 (20hp)

Grats!


M Dwarf Bard (Archaeologist) 2 (20hp)

Hurrah! :p


M Dwarf Bard (Archaeologist) 2 (20hp)

So Logem, Quint, Rogath and Dakun are going on the away team to track down the creatures/duergar, Maven and Dwunder are staying to fix the wagon, and Mineko will lead the settlers to the proposed settlement location.

Lets go!


M Dwarf Bard (Archaeologist) 2 (20hp)

Coerced is a bit strong, someone else just has to bring it up first. I'm assuming that he will in fact be accompanying them someone just has to give him a bit of a prod in that direction.


M Dwarf Bard (Archaeologist) 2 (20hp)

"Excellent! Maven and Dwunder will remain here to repair the wagon. I'll see about getting some labourers and a few more dwarves to stay and escort the wagon."

"Now. What about tracking the uh...creature." he frowns at Dakun's description of a creature as large as and heavier than an ogre "and these duergar."


M Dwarf Bard (Archaeologist) 2 (20hp)

Well someone else needs to remind Quint what he said about possibly being able to talk to the Strix and suggest it would be a good idea to have him tag along. Unless it's an expedition to some strange ruins (or some other interesting or personally beneficial purpose) he's very unlikely to ever volunteer to leave camp :p


M Dwarf Bard (Archaeologist) 2 (20hp)

I guess Quint might be convinced to tag along in case the trail does lead into the strix territory. He's certainly not going to suggest it though :p


M Dwarf Bard (Archaeologist) 2 (20hp)

Well my/Quints suggestion is to split the council into the home and away teams, have the away team follow the tracks and then rendezvous with the caravan closer to or at our destination. As to the wagon I suggested leaving a small group of craftswarves, guards and labourers lead bymaven to repair and then haul it to catch up with the main caravan. I imagine they should be able to do so by nightfall or else early the next morning.

Does this sound feasible to everyone? (GM included)


M Dwarf Bard (Archaeologist) 2 (20hp)

"Yes, that should be fine Maven. Do you think it would take long? We could leave a group of guards and labourers to assist and protect you on the journey back if you think it will take some time. I don't think we should delay the whole expedition just for this however."

He looks to Dr. Logem as he gives his findings, nodding slowly. "Perhaps their motive was hunter-prey. I note that there is no sign of whatever the duergar were using to pull the wagon. Or were they their own beasts of burden?" he hadn't been able to make much sense of the tracks around the region, but Dakun had. He looks to the sand-dwarf with a question in his eyes.


M Dwarf Bard (Archaeologist) 2 (20hp)

Aww, well I hope things go well on your trip!


M Dwarf Bard (Archaeologist) 2 (20hp)

So Quint was trying to suggest there that Dwunder, Rogath, Angrin, and Dakun try and track the wagon's origin and/or destination and rendezvous with the main group while they continue on. It's that or we break a group of NPCs off and send them on the same task, or else finish travelling and then come back and follow it (when it'll be even colder than it already is).


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint approaches with the others but hangs back a ways, taking in the scene as a whole while the others begin more detailed examinations. He is actually glad of the sulfurous stench as it serves to mask the stench of decay.

Duergar. He is glad to have his assumption proven correct about the nature of the dwarven brethren Halsiig had discovered. The fact that the Hammer belonged to their dark brethren and not a stray group involved in the Quest for Sky would make retrieving the Hammer a much simpler task. The quality of the wagon however suggested a more established position however. They would have to be cautious in their dealings.

He nods in agreement to Mineko's assessment. "Not to mention whatever felled them." he turns to the other council members. "Perhaps those who explored this region before would be willing to pursue this lead? It would be useful, perhaps even vital to know where they are mining and where they were taking it... If possible we should avoid detection by them as long as possible, although..." he looks back over the crowd of dwarven settlers trudging their way across the land. If they found the wreck they would undoubtedly be able to follow the trail of their passage...

"Dr. Logem. Do you know what may have felled these beings? Maven? Is the wagon salvagable? I don't know that we have much use for Sulfur right now, but we should always look to future need if we are to survive here."

The stout dwarf finally approaches the wagon himself, gesturing and intoning softly under his breath. By the time he has reached it he has finished the spell and slowly casts his gaze over the area, searching for anything the others may have missed.
_________________________
Knowledge (dungeoneering): 1d20 + 7 ⇒ (10) + 7 = 17
Anything Quint might be able to deduce from the sulfur? Where it might have come from, any additional uses, quality, etc. etc.
Detect Magic and look around the area.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
and just for the heck of it invoking Worldly for a survival roll.
Survival: 1d20 + 2 ⇒ (2) + 2 = 4
Survival: 1d20 + 2 ⇒ (3) + 2 = 5
*facepalm*


M Dwarf Bard (Archaeologist) 2 (20hp)

Mannn I don't knoooow. :p Too much good stuff. Kind of a bummer I can't increase my int, so I'm going to stick with Intense Training and even out my skills a bit with the Prodigy feat. +2 to Craft (Locks) and Perform (Percussion). It was either that or Skill Focus: Spellcraft.

Sorry about not getting a gameplay post up earlier Rob. Quint is definitely interested by this discovery, but ya know... christmas


M Dwarf Bard (Archaeologist) 2 (20hp)

Hmm. I want to say I'll take intense training, but I don't remember what type of bonus the +1 from the kraken was, and whether it'll stack with this one or not (as I'd like to increase my Int again)


M Dwarf Bard (Archaeologist) 2 (20hp)

No problem Rob, this time of year is busy for most people I think :) I shall work on a post.


M Dwarf Bard (Archaeologist) 2 (20hp)

no worries Rob :)


M Dwarf Bard (Archaeologist) 2 (20hp)
Quint Bonechisel wrote:

Day 1

1. Travelling (to Western hill Hex)
2. Defend
3. Salvage (Northern Beach Hex)
4. Scout
5.

Day 2
1. Travelling (to Western hill Hex)
2. Defend
3. Salvage (Northern Beach Hex)
4. Explore (Hex North of Hills)
5.

Day 3
1. Craft (Buildings-large dorm/barracks/communal housing?)
2. Defend
3. Salvage (Northern Beach Hex)
4. Explore (Hex North of Hills)
5.

Quint's suggested actions from upthread. To elaborate and answer your questions...

Day 1

Action 3 - A group of approx 50 dwarves are to be sent north from the current hex to begin scavenging the beach there with enough guard-dwarves to protect them while they do so.

Action 4 - A small group of the stealthiest and most wilderness savvy dwarves (led by some of the PCs I would suggest, but I don't think this was discussed) is to travel northwest ahead of the dwarven caravan and circle around the explored hex in order to locate additional resources (primarily food and lumber), and see if they can obtain any intelligence on the Strix location, numbers, etc without being spotted and/or engaging.

Action 1 - The remainder of the expedition will be packing up camp and hauling all the salvaged goods and supplies to the western explored hex with the aim of establishing some shelters and a defensible location in the granite-rich hills.

Day 2
Action 1 - finish travelling to the hills
Action 3 - Continue salvaging the beach

Action 4 - Assuming the success of the scouting mission we should have a better idea of what is available nearby and what sort of a threat the Strix pose. Quint's preliminary suggestion is that the scouting group head to the hex north of the hills hex and begin exploring that location as there was previously reports of plentiful game in the area. If a more promising location is revealed however then we may move the group there instead, but either way, the scouting group will change to an exploring group.

Day 3
Action 1 - Begin construction of large shelters to provide mass housing for the dwarves with the stone provided at the location. (Still need to crunch numbers for this, which I had forgotten).

The following days should follow much the same plan with the salvage and exploration teams moving to different hexes as appropriate. once we are situation in the hills hex we can send groups to ferry whatever the beach teams manage to salvage on the sleds.


M Dwarf Bard (Archaeologist) 2 (20hp)

Well I think Quint's suggested actions for the espedition for tomorrow (and at least part of the next few days) will stand. For Quint's personal actions he can't really study the book while the expedition is travelling, so he will go back to earning influence and labour so he can put his team of bureaucrats together.


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint taps his thumb against his lips as he thinks, nodding to Rogath's reasoning of the spell. "I think I may be able to help... If the creatures speak the same tongue as their kin it's a mix of an ancient tongue spoken by the inhabitants of Azlant, and the language of the devils. I don't know their foul tongue, but I do have more than a passing familiarity of Azlanti. It's not much but it could perhaps smooth the initial talks. I might even be able to tease some more meaning from that warnin' if you were able to repeat it ta me." he looks at the away team expectantly, but doesn't seem surprised or disappointed if they are unable to do so.

"I realize there is a danger in spreading ourselves too thin, but I think it should be safe to leave a few strong dwarves here to protect the salvage teams. The only thing that's given us trouble here so far is that crab, and there only seemed to be the one of them. We'll just make sure that the groups have someone watching over them in case there's any more wildlife along those stretches of beach, and no what to do should they have any trouble."

He turns his focus to deciphering Dwunder's rambling speech then and a few moments after the sailor finishes he gives a hesitant nod. It didn't do much to improve Quint's opinion of him but it seemed Dwunderbran was supporting his plan.


M Dwarf Bard (Archaeologist) 2 (20hp)

But then if we find a hex with a lumber/forest resource same deal for making things out of wood? Sounds fair :)


M Dwarf Bard (Archaeologist) 2 (20hp)

Hmm alrighty, sounds interesting. I shall have to crunch some numbers and figure out what sort of buildings will be the most effective. I'm thinking we mainly want to construct several large, communal shelters to start with and then can look at some of the more important pieces of infrastructure.

You say we'll be using the downtime rules to earn resources, but normally that only halves the cost, you still have to purchase them. Will that not be the case here? Otherwise that 24 goods per day would use up 12 goods of other supplies to obtain.


M Dwarf Bard (Archaeologist) 2 (20hp)

I think we should be safe enough to scout the hex at least. Otherwise we'd be sitting there for probably a couple weeks while we build fortifications with no knowledge of the mountains, which doesn't seem ideal either. I get your point though :) I put exploration down as pending the results from scouting.


M Dwarf Bard (Archaeologist) 2 (20hp)

Huzzah! So will this be enough to transition into kingdom making somewhat, or how is it likely to work?


M Dwarf Bard (Archaeologist) 2 (20hp)

_________________________
Knowledge (local): 1d20 + 7 ⇒ (10) + 7 = 17
Linguistics: 1d20 + 7 ⇒ (19) + 7 = 26
Ahh cool. I know one of those :) I'll wait until someone else posts before bringing it up in character.


M Dwarf Bard (Archaeologist) 2 (20hp)

:) I figure this initial settlement he's suggesting will end up becoming a mining/quarry town and we'll establish the actual capital under the mountain what with all the people afraid of the sky :p


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint's suggested course of action for the current weeks (decoded from his longwinded IC lecture for your convenience)

Day 1
1. Travelling (to Western hill Hex)
2. Defend
3. Salvage (Northern Beach Hex)
4. Scout
5.

Day 3
1. Travelling (to Western hill Hex)
2. Defend
3. Salvage (Northern Beach Hex)
4. Explore (Hex North of Hills)
5.

Day 4
1. Craft (Buildings-large dorm/barracks/communal housing?)
2. Defend
3. Salvage (Northern Beach Hex)
4. Explore (Hex North of Hills)
5.

Day 5-7
1. Craft (Buildings-large dorm/barracks/communal housing?)
2. Defend
3. Salvage (Northern Beach Hex, move on to South Beach Hex when North expended)
4. Explore (Mountain Hex?-Decision pending Day 1 Scout action)
5. Live off the Land (Hex North of Hills?-Pending Day 1 Scout action)

I would suggest at least one PC accompany the Scout mission and if the away team is not part of the Explore action for days 3 and 4 then I suspect the away team will be heading into the western mountains hex to start exploring there and/or diplomatic relations, Strix abduction, initiating war or what have you :p

For ease of discussion would it be possible to add some sort of grid reference system to the hex map? Would be easier to say Hex G9 than the Hex north of the hills hex.


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint is forced to wonder why the others thought Dwunderbran having a voice in this assembly was a good idea. Even putting aside his offensive presence he continued to prove that he could not fit more than the basest of ideas into his thick skull.

As Logem speaks up Quint's opinion of the fellow only continues to descend. He had seemed a reasonable enough fellow on the journey over, but since they had crawled away from the grip of the ocean he had been showing a different side all together.

"I fear your priorities may be somewhat skewed there Doctor. I suggest that we make a more formal attempt at diplomacy prior to any aggressive actions. At the least we need a better idea of what territory they claim and if we even need concern ourselves with them. From what I recall theChelaxian Strix possessed their own language. We’ll likely need magical aid to help us communicate." he reasons, adding the last part more to himself, his brow furrowing as he tries to recall the right spells. The knowledge evades him however, and he looks to the clerics expectantly.

"I believe even that is getting ahead of ourselves however. Doctor Logem is correct, we need to move our camp, we are too exposed to the elements and anything else that cares to take an interest in us, and with the salvage from the ship having dried up there is little left to keep us here. " Quint reasons

"I still advocate a cautious approach however. I believe in the mornign that we should begin to move west and establish a small, semi-permanent camp. From the reports shared by the expedition it sounds like there is some good stone that can be quaried, and plentiful fresh water. If a suitable location can be found providing access to these, then from there we will only need to secure lumber, and a more permanent food source."

"To that end, and to address the earlier topic, we send a small, stealthy group of scouts out to the surrounding area again, while sending a larger group north to more thoroughly evaluate the herd animals spotted by our initial survey. I still believe that we need to secure as much of the salvage from the ships as possible, and suggest leaving a group of 40 to 50 of our number to head north or south and begin securing those supplies."
"What I believe to be the most pertinent information to our immediate survival from Halsiig’s journal is some of the most badly damaged. I will continue to attempt to decipher it, but any extra pairs of eyes, or aid anyone else may have will speed those efforts along."
_________________________
To determine Quint's knowledge of spells to aid communication.
Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15 err, so that would be enough to identify a 0 level spell as it's being cast, so Quint probably has no idea :p


M Dwarf Bard (Archaeologist) 2 (20hp)

Knowledge (Dungeoneering): 1d20 + 7 ⇒ (16) + 7 = 23
Worldly trait 1/day roll twice for untrained skill and take better
Knowledge (Geography): 1d20 + 3 ⇒ (8) + 3 = 11
Knowledge (Geography): 1d20 + 3 ⇒ (14) + 3 = 17

Knowledge (Nature): 1d20 + 3 ⇒ (11) + 3 = 14


M Dwarf Bard (Archaeologist) 2 (20hp)

Hmm, for some reason I thought comprehend languages duration was 24 hours... Anyway, that's enough so that he can reliably get a 20 on his own.


M Dwarf Bard (Archaeologist) 2 (20hp)

Alright, so my absence has been delayed/cancelled until Dec 5, giving me another couple weeks until I need to worry about that.

Rob if you don't want to get rid of the skill challenge completely perhaps just allow comprehend languages to give say... a +5 or +10 on the roll. He'd still need someone to aid another for the hardest bits and put in the hours to make sense of what he's reading.


M Dwarf Bard (Archaeologist) 2 (20hp)

I believe we had learned that there was scavenge/refuse on the other coastal hexes north and south of us. Judging by the condition of people's mental states we need to establish something more solid that a tent town so I believe we were planning to go to the west. If anyone needs Quint's particular talents and it seems interesting or beneficial for the expedition and/or his and Mineko's position in it then he will help, otherwise he will continue to plug away at the book and/or try to recruit a team of bureaucrats. Once/If he discovers Logem's misappropriation of funds he will inform Mineko at the least and see what she thinks they should do about it.

After that, well... I hadn't planned that far ahead so whatever seems appropriate :)


M Dwarf Bard (Archaeologist) 2 (20hp)

I will be away from computers after the coming Monday. This will hopefully only be for a few weeks but could be significantly longer. Please bot and/or replace Quint as you feel necessary.


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint directs a sharp gaze towards their eavesdropper, only softening marginally when he recognizes Maven. "We have discovered references to such a thing in Halsiig's journal. Oral legends and ancient stories... There is much still to be deciphered however." he says, seeming reluctant to share the information.

He gladly accepts the change of topic. "I'd have to check the latest reports for what's been brought in today, but we have enough to arm the defenders of the camp, but not much more. It would certainly be beneficial to obtain some more."

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