Male Equine Donkey 10 / Mule 10 / Epic Ass 10
I'm sorry guys, but it is no longer fair to you guys for me to keep missing and not being able to post. I thought my schedule had calmed down and would stay that way, but apparently it's right back to the way it was a few months ago. My once a week over-time has turned into multiple times per week, so that when I am home, I don't have time to prepare material, and post as much as I should. I hate having to quit on you guys like this and apologize for the work you had to put in with little return. I would like to say, that if you are able to find another DM to take this over, or if one of you are willing to DM, or DM as a joint venture, by all means do... most of the ideas came from the Dwarves of Galorion book. Once again I apologize and promise I had full intentions of playing this all the way through... sometimes life just has different plans. Good luck in all that you do. -TTD
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Rahkeg gives directions to the party regarding how to reach their destination. And even a brief history of how it was founded, run, the politics behind it, the nobility, the battles the fall, and other bits of information. Honestly, there was nothing brief about the history. It was more of a lecture. There are limited was to proceed. Slowly, cautiously, at night, sneaking and staying to the shadows. Traveling at night at a normal pace, dispatching any foes as your encounter them, or blades a swingin' There are many campfires to the West.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
For the next week and a half dozens upon dozens of dark dwarfs feel before the party of their lighter skinned kin. Blades darkened with blood and bolts fired, recovered and fired again, the Dwarven party continued its progress through the tunnels that once belonged to their ancestors. Pushing through wave after wave of Duergar the party finally break past the Duergar into mines that are completely abandoned. Within two days however, the parties progress is halted by an older cave in of the tunnels. Had the Dwarves of Highhelm been able to properly care for the tunnels, this would never had happened. It's took several hours but the Dwarven companions were finally able to find an exit to the surface world. It's dark when the six of you take to the surface, the region is mountainous and cold. You are due East of your goal. Even to the untrained, unobservant eye, there a numerous campfires in the valleys to the South as well in some of the forest surrounding the area. The fires are certain to belong to your lovely orc friends.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
And now for a very important question. There are two ways we can proceed. One, we can continue, much as I have already, fightin' through the tunnels, every step of the way, with numerous small combats. This will slow things down and make this drag out for a while, but it offers a bit of realism and chance for long conversations (mostly urged on by you the players) and role-play. Two, I can some up what happened, based on your decisions, sumising what you encountered and how you faired, and then when something important comes up, ie' where to go things of importance, ie; junctions and important places, I'll present it to you and combat can start their, with more important, decisive battles. The RP will be less during travel times but can be just as in depth when things actually matter. Please voice your opinions here. I am fine with either way. I just want to keep you guys happy and having fun.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
A few more bolts are loosed towards the group but none find their mark. The equipment is of little value and is easily destroyed. Bolts can be found. Upon setting out, the group finds that they are free of the Grotto and able to make good time. After a few days of travel the Dwarven companions find that they must make a decision, continue underground further, or take to the surface. A tunnel to your left lets in a bit of light, while the tunnel to your right will take you further into the underground. As of now, you figure you are probably somewhere to the west of Kykar
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
The Dwarven band, reveling in slaying the foul beasts the Duergar throw at them, continues to slay hound after hound. Two more of the creatures fall under Feldspar's assault, one falls to Rhen, and another previously injured hound falls to the combined efforts of Thoradin and Durgrin. The last few hounds, realizing their plight, turn and high tail it back down the cavernous tunnels, completely avoiding the Duergar who released them. (Feel free to fire at the fleeing hounds or let them go.) A few crossbow bolts fly through slits in the massive iron door to your right. While they are flying harmless around you, it might be a good idea to move on. Unless of course you are trying to enter. Feldspar they didn't take you down. Don't worry. For the mixed encounter, and getting up to speed, and being patient with my absence, as well as some superb roleplaying (which will net you a lot of xp.) I award all six of you 2500xp. Great job!.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
And back. Wow, not having internet for nearly a week is almost completely unbearable. Thanks for the patience and being so understanding. That was the one time a year I get to see my side of the family. And shortly a new IC post will be up. You guys rock!
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Just want to let everyone know I will be out of state until next Wednesday. My internet connectivity will be somewhere between limited and non-existent. If you can just bare with me through the next week we I will have better availability next week. Sorry all.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Just got home from work. The party feels the warmth of Torag, surrounding them, guiding their hands in battle. Feldspar wades into battle, his ball and chain swinging. He catches one hound in the side before the ball swung around crushing its skull. With a deft strike he is able to get a solid hit into another hound before they are on him. Rhen's bolt plunges into the chest of the hound that was struck by Rhen's bolt, the hound continues to come on, oblivious to the damage. Three dogs bear down on Feldspar attempting to bring him to the ground. Attack: 1d20 + 9 ⇒ (7) + 9 = 16 +2 from Charge
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
The next line of hounds jump over and around the first, but are unable to reach anyone else.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Pressing the assault, our intrepid adventurers are able to drop a few more stragglers during the course of about a quarter mile chase through the underground tunnels. As your round the last corner, you see the last Duergar run into a room and begin hearing then seeing a massive metal door close. You then hear the booming voice of a Duergar behind the wall. "Hehehe, this'll teachum! Loose the Hounds... go get'em boys!" You hear metal grating against stone and all of a sudden the baying of hounds fills the cavern as at least a dozen mutated hounds begin charging down the tunnel towards you. Perception and Knowledge: Dungeoneering checks. DC 15 Perception:
Spoiler:
These dogs don't appear to have eyes or hair. Their skin appears like a rubbery leather. The skins seems to have just grown over where eyes once were. They have two rows of vicious looking teeth. They have powerful necks, a broad chest, narrow legs and large paws. The look rather deadly. DC 20 Dungeoneering: (only if you got the Perception check)
Spoiler:
The dogs seem to have been bred as underground attack dogs. They must have some kind of tremorsense, or blindsense or at the least a very improved sense of smell. It's obvious these hounds have been bred for a purpose, and are probably very good at it. The dogs are running very fast and are currently 50ft away.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
In a matter of about 10 seconds there are 8 dead Duergar on the ground. The others have retreated, to where you are not sure. They Duergar were carrying little of value aside from their mundane equipment, although if the bodies are looted a total of 86gp 137sp and 316cp can be found. You can try to chase them down, or proceed on your route as before. Freakin awesome rolls guys!
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
The first wave of attackers falls before the might of our band of intrepid dwarven warriors. Feldspar wades in begins pummeling the foul Duergar with his ball and chain. By the time the realize they are doomed and begin trying to get away it's too late and three of them have been slain. Two others realizing the err of their ways turn to flee, but catch a bolt in the back each. The bolts, being the bane of Duergar, send pulses of electricity into the wounds traveling through the blood and stopping the Duergar's hearts. Just then, three more round the corner (the first wave having already been decimated.) Seeing their fallen allies, they yell back. "Fall back, let'em come to us." Just as he says that, Duergin's bolt catches the Duergar in the chest sending him reeling. You have 1 round to take shots at the two fleeing Duergar. Also you have two rounds to finish of the one who has a bolt in him. The rest sound like they are retreating.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Around the corner, the first wave of attackers come, Duergar for sure, but they are much larger than expected, almost twice their normal size. They all charge towards you and make it to within 15-20 feet of the party. Now that they have closed the gap, it is your turn.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
The expectations of the company was not unwarranted, however, as bolt is loosed in the general direction of the group. After a quick ducking of the head and taking cover it is obvious where the bolt came from, for up ahead running back to what you can only assume is a mass of friends, is a lone Duergar Scout. He is around a corner and out of site before you have time fire get a shot off at him. A few moments later you hear yelling and and the sounds of footprints running back down the passageway. Initiative Order for Combat will be:
[ooc]You have two rounds until what sounds like 10 to 20 Duergar barrel down on you. Oh, and roll me a Perception AND Knowledge: Dungeoneering please. And sorry about the delay in posting but in the past 36 hours I have worked 28 hours. And no internet at work.[/ooc
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Still trying to put a few final touches on your... um... next post we'll say. I won't get it up tonight because of work in the AM. I'll try and post it tomorrow before I go in for overtime. Fridays are typically long days for me, just FYI. At absolute latest I will get a good, quality post (or three) up on Saturday. Please bear with me, as I am required to do OT at a minimum of once per week. I could just through up a post or two to keep things going, but I'm going for quantity. The post should be well worth it when it makes it's way up. Feel free to continuing talking, joking, and RPing amongst yourselves until I get that post up. Thanks for understanding.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
The first day passes uneventfully. Much ground is covered, and pleasantries are exchanged with the dwarfs you do meet, letting them know to make their way topside as soon as possible. The second day passes much the same as the first with tales from the past being traded. War stories, some from just the past few days are trade, with tales of exploits getting bigger and bigger. Not that any of you would ever embellish... even a little. By the beginning of the third day what hostilities may have been from the groups meeting are gone now, and morale amongst the troops is strong. The morning of the third day puts you at the fabled Harrowed Grotto after just a few hours of walking. Knowledge History, Geography, or Dungeoneering check of DC 15 reveals the following.
Spoiler:
The Harrowed Grotto is the site of one of the deadliest underground battles fought by the Stout Folk. This also represents the end of the land claimed by the Dwarves and thus begins the area claimed by the Duergar. Tens of thousands of Dwarves have given their life in this cavernous grotto. Sounds echo through the cavern and reverberate off of the water to give the place a hauntingly eerie quality. Some even say it's haunted by the dead of both sides, but most swear its just the echo. Also, I need a marching order of sorts.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Bah, post just got eat. Short version. Make a meaningful IC post in the IC thread with your primary alias. Denote it's your character by doing something like. High King Bruagh
Honestly I'm just trying to eliminate all of the clutter. You guys are off to a good start so far. Edit: Nah, italics are fine. I'm not the posting police really. Just the real police lol.
IC thead is up here. Please don't just dot it. Wait until you make an actual IC post.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
IC thead is up here. Please don't just dot it. Wait until you make an actual IC post.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Even the stink of orcs and the refuse they left behind can not lessen the splendor of Highhelm. Once the capitol of the Five Kings Mountains with over 40,000 dwarves calling it home, Highhelm is still an impressive sight to behold. Nearly everything in the Sky Citadel, quite possibly the only one currently in Dwarven hands, has a hue of gold. Even the water from the Great Goldpan river, which runs right beneath Highhelm sparkles with gold dust. The craftsmanship, architecture and engineering of those dwarves who built the Sky Citadel some thousands of years ago is still evident to this day. Today is the first morning that one of the Stout Folk have woke to see the morning sun in Highhelm in over 200 years. Of equal importance, this is the first morning in over 200 years that any of the clans, once under the rule of Ordrik the Vile, have woken above ground. Were that this were the end of the story as opposed to the beginning, but alas, it is not meant to be. High King Bruagh the Tenacious, of Clan Fellhammer, having been crowned less than two weeks already, has watched his army dwindle from over 5,000 proud warriors, to just under 2,000. Besieged on all sides by an Orc Empire rumored to number at just over 1 Million. The odds not quite fair... even by the Stout Folks standards. But, Alas, there is still hope, though just a glimpse and fleeting at that. For the Sky Citadel is a truly remarkable, and defensible stronghold. Food is plentiful enough, with the pigs and goats from bellow ground, used for waste management as well as meat, milk and cheese. They are also used to fertilize the Ironbloom Mushrooms, which makes up the bulk of the Stout Folks diet as Ironblooms can be made into porridge, mash, and other filling meals. Although rarely cooked and eaten, chickens are also found below ground as a source of eggs. And of course their is ale enough to keep everyone hydrated for years. And finally their are the Legends. Passed down from generation to generation, are stories of weapons and armor, once wielded by Paragons of Dwarven Might. Of Dwarves, who were the epitome of what the Stout Folk strive to become themselves. The Legends as they were passed down, usually mentioned not the location of said Artifact. But one Legend was different. One Legend, told of Risca the Stalwart, of Clan Stormbringer, and his Waraxe. Legend says that when the Orc horde invaded the first Sky Citadel, Koldukar, Risca and his axe Heimelron slew over 1000 Orcs before being mortally wounded. Before he fell, Risca caused the Orcs to falter, long enough to escort many of his comrades out of Koldukar. However, it seems that the reason Heimelron has yet to be found, is because it lies in the ruins of Droskar's Crag. Today the six of you set forth, setting out on your mission given to you by your King. First, find Heimelron where the others have failed and return it to it's people. Second, find any surface dwarfs possible and tell them that Highhelm is occupied once again, yet under siege. Third, kill as many orcs possible without endangering the success of your first two objectives. Although High King Bruagh spoke to each of you individually last night, one thing he mentioned to each of your remained the same. "Stone Endures." ------------------------------------- The six of you, as well as Ulfen, Captain of the Home Guard are bent around a small table looking at a map of the area. "Seems to be ya's only gots two options. Wun. Go out of the Citadel and overland, and hopes ya's stay hidden enough to not get kilt by them stinkin' orcs." Ulfen spits as he says the last word, his face wrinkled in disgust. "Tuu, ya take the tunnels we fought our way out've, then go into the deep road, fightin' ya's ways through them Duergar, then come out into da surface, and hopes ya dun run inta to many of them stinkin' orcs." This time Ulfen spits as he says both orc and Duergar. It's obvious neither option sounds too promising. But hell, Bruagh never said it would be easy.
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Well character concept was a HUGE reason for picking each of you... but posting habits were another I looked into. (Hope you all don't mind but I perused your recent posts tab.) That being said, I'll post this map and if there is a problem, I'll simply take it down. Link is in the spoiler. As I said, map comes from Paizo Publishing, Dwarves of Golarion. Spoiler: I did not create it. http://www.flickr.com/photos/53334076@N03/492
Male Equine Donkey 10 / Mule 10 / Epic Ass 10
Spoiler:
I want to link the map of the area but it is from the Dwarves of Golarion PDF. That would probably be frowned up on eh? Feel free to start up friendly banter, ask questions, etc. here. All traffic should be here as opposed to the IC or Recruiting thread. As a note, when posting in the IC thread. Please make sure it is nice and neat and easy to read. A good example would be: Bruagh walked into his throne room, an aura of confidence exuding from him. The times might have been uncertain but the Dwarf King was not. Scanning the room, his eyes met the stare of every dwarf gathered before speaking. "The road to this point has been long and hard. Friends and family have given their lives to get us to here. I make no promises that it will get easier. Nay, for I say we will surely have a difficult road before us... but we shall not let the sacrifices that our brethren so willing made be for naught." The King waited a few moments, giving his words time to set in before continuing. The tension in the room palpable as if it were a living, breathing thing. "We will take back these mountains!!!" As the cheers of his people surrounded him in a thunderous roar, the king thought to himself. "Or we will die trying." Sound good?
You know how they say all good things must come to and end... so must this recruiting thread. And while it's bittersweet. Some of you will be able to start playing while others must go seek other PbP's: It is nonetheless time for me to pick the Dwarven Envoy in its entirety. So without further ado I shall present you with the of of Heroic Dwarven adventurers who shall venture out of their cavernous homes for the first time in over 200 years, braving hordes of orc and other threats of an untimely demise, in an effort to recover a lost artifact for a newly crowned king. Let's hope they have what it takes, for if not... the stout folk of Five Kings Mountains will never reclaim that which is rightfully theirs. Elyk Spangelhelm - Lawful Good Male Dwarf Cleric (Subdomain) of Torag
I will create a discussion thread in a few moments. Those selected should feel free to start posting. Finish linking any backstory's, iron out any last minute details, and ask any questions you have. Later tonight I will post and IC thread and get this thing underway. The links to the threads will be posted here as they come available. To those who were not selected. Thank you for your time and interest. Maybe we can game together next time. And thus closes The Talking Donkey's curtain call. -Fin
Just to let it be known. There are now only three slots left available. The Spangelhelms are in. So that is a Cleric of Torag and a Paladin of Torag. The backstory that both of you individually submitted fits perfectly into the world... And that's what is most important. Also, there is nothing to say you can't have two Paladins of Holy Light. I am not one who thinks that you should have the perfect party make up. Also, a few errors I noticed. Someones backstory doesn't really fit, mostly because of the goblins and timeline. Someone made a level 4 character. Another a level 1 character. A few peoples profiles are really hard to read and will get a better look once it is cleaned up a bit. Aside from that keep the submissions. Can't wait to see the Earth Mage and the Monk submission. Also, I really like Rahkeg's background. It's very unique. Unique is good as well!
Sorry for double post but wanted to add this in. Feel free to link some of your background posts. Have the same clans etc. Won't improved your chances for getting in, so don't think if you put a sub par character background in with someone with an awesome background that it will get you selected. Aside from that, I like what I am seeing thus far. Keep in mind RP will be a heavy portion of this with some hack'n'slash mixed in.
So far the character concepts sound great. As far as timelines go, I would say it depends. I am shooting for at least 2-3 months, however I will wait on a natural conclusion or stopping point. I don't want to force it to end before the story is done, yet I don't want to drag it out after is is starting to die. And as a few have done, feel free to use the archtypes from the APG.
Greetings fellow gamers. For months now I have waited on a chance to run this, and thought my IRL gaming group would enjoy it when it became my turn to DM recently. However they chose to have my run Kingmaker (which is a blast btw) so now I've decided to run this as a PbP. Below, I will have a brief overview as well as what I am looking for in potential players. Character creation rules will also be found. The Five Kings Mountains was once the domain of the stout folk, with few others challenging their claim on the area. Things changed however, when Ordrik murdered his cousin Garbold, the rightful King of Highhelm. As the newly appointed King, Ordrik's first act was to establish a Theocracy, not to Torag, but to Droskar, the God of Toil. Those loyal to Ordrik went on the offensive and put a swift end to any who opposed his rule. Spouting edicts of isolationism, Ordrik forced all under his rule to abandon their homes on the surface of the Five Kings Mountains and forced them back into the underground, sealing up the entrance to their cities and cutting off all trade and relations with the outside world. This proved to be a dark time for not only the stout folk, who were forced to work for the sake of working, forsaking all pursuits of working for aesthetic purposes, but also for the other races living near the Five Kings Mountains. With the Dwarves no longer around to "cull the herd" so to speak, of the orcs that called the Five Kings Mountains home. Their population now going unchecked they quickly overran neighboring cities and kingdoms. In the 200 years the dwarves have been gone, the orcs have bolstered their empire to well over 1 Million souls. After the death of Ordrik, the Council came together to choose the next heir for the stout folk, someone to lead the dwarves back to the surface and help them regain their glory. The council deliberated for less than two days, choosing the greatest warrior among them. And so it was that Bruagh came to power. His first act as king was to retake Highhelm from underneath the orcs. It was a daring move, that payed off, The Dwarven nation had their Capitol back. But the daring move proved costly. The dwarves of Highhelm, barely have enough soldiers to hold the captial city, which is easily the single greatest bastion of defense in all of Golarion. Knowing his kingdom is in perilous straits, Bruagh has hand selected a small warband to retrive a powerful dwarven artifact thought to be in the ruins of a an ancient keep to the south of Highhelm. Aside from recovering this artifact you have two other objectives. Send any surviving surface dwarves to Highhelm, and to kill as many of the enemy as possible. Character Creation-
PrC's are fine but NO multiclassing!!! This will not be first come first serve, but rather, after a few days I will look at all applicants and accept the 4-5 that I think will work best. Your Dwarf should be a real dwarf, one who puts his clan first and foremost. Once who wants to return Highhelms to it's previous glory. No Evil Alignments. Chaotic is allowed, but probably not the best choice. |