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About This Game

Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orc kind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.

Game System

D&D 3.5e

Detailed Description

The legend of the smith Durgeddin the Black is well known in this region. In each of the small scattered towns you've passed though, you've heard stories of wondrous treasure hidden in the long-lost dwarven vaults and a pitiless war of vengeance between dwarf and orc a hundred years past.

Durgeddin was a master smith who forged blades of surprising quality and power. Centuries ago, Durgeddin's home was sacked by orcs. Durgeddin led the remnants of his clan to a new stronghold in the mountains north of Blasingdell and established a small, secret stronghold somewhere in the trackless wilderness.

From his hidden redoubt, he waged a decades-long vendetta against all orc-kind, until one day his enemies discovered his fortress and attacked it. Durgeddin and his followers perished, and much wealth was carried away by the conquering hordes. But it's said that the deepest and best-hidden vaults and armories escaped the looting, and that some of Durgeddin's extraordinary blades still wait in the darkness for a hand bold enough to claim one.
 

Community

OSR
  1. What's new in this game
  2. Seeing as Daurant jumps into the fray, including his summoned rats, Gerbimble dismisses the magic and the swarm disappears as quickly as they emerged. The gnome instead channels eldritch energy and lanuches it at the standing orc. Mechanics Move=5 ft Swarm ceases to exist as long as he doesn't concentrate on maintaining it. Standard action=Eldritch blast (+1 from point blank shot, +1 from knowledge devotion)(No penalty from shooting into melee) Stat block [URL=/sheets/?id=2733635][B][SIZE=+1]Gerbimble Rampulart[/SIZE][/B][/URL] Male CN Whisper Gnome Cloistered cleric2/Warlock1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 18/18, [B]Speed[/B] 30 ft. [B]AC[/B] 21, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 1 [B] Eldritch Blast (ranged touch) [/B] +5 (1d6, x2) [B] Dagger [/B] -2 (1d3, 19-20/x2) [B] Mithral chain shirt[/B], [B] Battle cloak, gnome[/B] (+4 Armor, +1 Shield, +3 Dex, +1 Size) [B]Abilities[/B] Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10 [B]Condition[/B] None Male CN Whisper Gnome Cloistered cleric2/Warlock1, Level 3, Init 3, HP 18/18, Speed 30 ft. AC 21, Touch 14, Flat-footed 16, Fort 2, Ref 5, Will 5, Base Attack Bonus 1 Eldritch Blast (ranged touch) +5 (1d6, x2) Dagger -2 (1d3, 19-20/x2) Mithral chain shirt, Battle cloak, gnome (+4 Armor, +1 Shield, +3 Dex, +1 Size) Abilities Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10 Condition None
  3. Daurant, Holy Warrior of Moradin Shaking off the rather sickening scent and sight of the filthy rats but still somewhat shaken, Daurant ignores the now fallen witch and turns on the orc beside him, laying into him with righteous fury, even if somewhat diminished, with both his axes even as he stand tall upon his fellow orc's dying body. "Ere, ave a slice, or two!" Show Mechanics Actions Free Action: Swift Action: Move Action: Standard Action: Attack Skill Checks Stat Block Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen. [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20 AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3 Masterwork Waraxe, Dwarven +5 (1d10+2, x3) Masterwork Waraxe, Dwarven +5 (1d10+1, x3) Hammer, throwing (3) +3 (1d6+2, x2) Full plate (+8 Armor, +1 Dex) Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 Condition None
  4. Okey dokey, nevermind then!
  5. I don’t think so… The rats were done gnawing for the round when Daurant rushed in. They can provoke AoOs, but not make them.
  6. The evil shaman's enrage screeching is cut short when Urd plants a bolt right between her eyes. She's dead before she even hits the ground! Christo's arrow misses the lone standing orc.
  7. Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ After casting his only helpful spell moments ago ableit with only limited success, Brother Vanleaf moves forward into the room toward the Orcs with his bow already in hand. Drawing his bow string taunt, the Elven holy man launches a razor-sharp arrow at the Orc Witch from point blank range in an effort to interrupt her machinations. Show Mechanics Move: 25 ft. as shown on map Standard Action: Attach Shaman with Bow using Point Blank Shot Feat Free Action: Swift Action: Move Action: Continuing Effects: None
  8. An enemy spellcaster. Urd's eyes narrowed in a steely gaze as she entered into the chamber and let an arrow fly towards the so-called "shaman". She hoped Daurant could endure whatever evil she had in store (not to mention those rats) while the rest of them finished her and her bodyguards off. Dumathoin, guide my arrow! Actions Moved 10ft to activate Skirmish (made move on Roll20). Is not near the rats. ;) Shooting the shaman w/shortbow (Favored Enemy: Arcanists is in play) Statblock [URL=/sheets/?id=2730594][B][SIZE=+1]Urd Dóttir til Manngi [/SIZE][/B][/URL] F N Deep Dwarf Scout2/Ranger1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 1, [B]Base Attack Bonus[/B] 2 [B] MW Shortbow (40) [/B] +5 (1d6, x3) [B] MW Dwarven Waraxe [/B] +5 (1d10+2, x3) [B] Mithril shirt[/B] (+4 Armor, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 [B]Condition[/B] Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. F N Deep Dwarf Scout2/Ranger1, Level 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 16, Fort 5, Ref 7, Will 1, Base Attack Bonus 2 MW Shortbow (40) +5 (1d6, x3) MW Dwarven Waraxe +5 (1d10+2, x3) Mithril shirt (+4 Armor, +2 Dex, +2 Misc) Abilities Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 Condition Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it.
  9. I guess so. :) On Gerbimble's turn, that is. They act on his turn, and Gerbimble had a higher init than Daruant.
  10. WILLARD!!!!!!!!!!!!!!!!
  11. I'm assuming you're dropping the swarm as Daurant charges into battle?
  12. That's good because the save was 14. 😆
  13. Forgot dwarf bonus vs. spells, so that’s a 15!
  14. Right! Added a Will Save to my last post. Rolled a 13.
  15. , if the orc is casting beside me, do I get an AoO against it?
  16. The robed one, the one directly in his path of charging…
  17. In the instant after Sugrin blasts the orcs with his color spray spell, Christo steps forward and casts another spell. The orc seems stunned for a moment! The trio is suddenly engulfed by a swarm of rats that nibble their flesh. Daurant deals the robed orc a grievous wound. "How DARE you strike me!" The orc shifts away and begins to cast a spell on Daurant. His blood runs cold and the hairs on his neck stand up at her fury! The standing orc swings his weapon at Daurant, though he's shaking like a leaf in terror and he misses! Round 1 Daurant is SHAKEN for one round ( –2 penalty on attack rolls, saving throws, skill checks, and ability checks) Round 1 actions please. May take their Round 2 Actions Initiative Order Sugrin Christo Gerbimble Daurant (SHAKEN for 1/1 rounds) Burdug Orc Warrior Red Orc Warrior Blue UNCONSCIOUS DYING Urd
  18. Sooooo close to making that epic..! Where's improved critical when you need it... (FYI: Token is behind the blue orc because I can't change the order.)
  19. Daurant, Holy Warrior of Moradin Daurant's eyes narrow and he shouts out as he rushes at the, now exposed, robed orc and leaps into the air (about as high as one might expect a heavily armored dwarf could), ignoring the rats and brining the axe in his left hand down hard on the orc, leaving himself slightly exposed as he does so. "Tusker witch, feel my axe's smite with the All-Father's might!" Show Mechanics Actions Free Action: Smite evil (+1 to attack, +2 to damage vs. evil) Swift Action: Move Action: Charge (+2 to attack, -2 to AC for round) Standard Action: Attack Skill Checks Stat Block Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen. [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20 AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3 Masterwork Waraxe, Dwarven +5 (1d10+2, x3) Masterwork Waraxe, Dwarven +5 (1d10+1, x3) Hammer, throwing (3) +3 (1d6+2, x2) Full plate (+8 Armor, +1 Dex) Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 Condition None
  20. Right after Sugrin has unleashed his magical might, Gerbimble quickly goes through his available options in his head, landing on a strategy he hopes will distract the orcs enough to reduce their offenses. Once again, he channels his inner divinity and produces an invisible field around himself, protecting his allies. Taking a few strides ahead and around the corner, he focuses on the orcs and a swarm of rats materialize out of thin air and starts biting at the orc trio. Mechanics Move=30 ft around the corner Immediate action=use Protection devotion feat for a +2 sacred bonus to AC to himself and all allies within 30 ft Standard action=SLA Summon Swarm, as the spell except the casting time is standard, and it only lasts as long as Gerbimble concentrates (and not +2 rounds) DC 12 Fortitude save or be Nauseated for 1 round. Stat block [URL=/sheets/?id=2733635][B][SIZE=+1]Gerbimble Rampulart[/SIZE][/B][/URL] Male CN Whisper Gnome Cloistered cleric2/Warlock1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 18/18, [B]Speed[/B] 30 ft. [B]AC[/B] 21, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 1 [B] Eldritch Blast (ranged touch) [/B] +5 (1d6, x2) [B] Dagger [/B] -2 (1d3, 19-20/x2) [B] Mithral chain shirt[/B], [B] Battle cloak, gnome[/B] (+4 Armor, +1 Shield, +3 Dex, +1 Size) [B]Abilities[/B] Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10 [B]Condition[/B] None Male CN Whisper Gnome Cloistered cleric2/Warlock1, Level 3, Init 3, HP 18/18, Speed 30 ft. AC 21, Touch 14, Flat-footed 16, Fort 2, Ref 5, Will 5, Base Attack Bonus 1 Eldritch Blast (ranged touch) +5 (1d6, x2) Dagger -2 (1d3, 19-20/x2) Mithral chain shirt, Battle cloak, gnome (+4 Armor, +1 Shield, +3 Dex, +1 Size) Abilities Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10 Condition None
  21. Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ When Sugrin moves into the room with the trio of Orcs in order to hit them with a colorful illusion, Brother Christo understands that the maneuver is both brave and risky at the same time. Realizing that his little buddy was possibly in peril and needed some relief from the Orcs after only one of the huge brutes succumbed to the tiny Gnome's magical tricks, the Grey Elf takes a single step forward. Once Father Christo can clearly see the remaining two huge, tall Orcs in the room, the holy man points his right index finger at the warrior who is accompanying the Shaman and utters the ancient word of power, "Panic-ia," which gives rise to a level of intense fear inundating and overpowering the brute! If the mind-affecting magic is effective and the Orc warrior is noticeably frightened, then Christo calls out to his companions, "Both warriors are temporarily disabled! The Shaman is the most powerful. TAKE HER DOWN QUICK!" Show Mechanics Move: 5 ft. step as shown on map Standard Action: Cast Cause Fear on Non-Shaman Orc who remains upright - Will Save DC 14 or Frightened for 4 rounds. If Orc makes the Will save, then the Foe Shaken for 1 round Contingent Free Action: Speak if Orc if Frightened instead of Shaken Swift Action: Move Action: Cause Fear Spell CAUSE FEAR Necromancy [Fear, Mind-Affecting] Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with 5 or fewer HD Duration: 1d4 rounds or 1 round; see text Saving Throw: Will partial Spell Resistance: Yes The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear. Continuing Effects: None
  22. Sugrin rushes to the front line to pop off a spell. One of them is knocked flat on his butt by the blast of colors, and is UNCONSCIOUS! "GET UP YOU IDIOT!" shaman screams. Round 1 are up. Initiative Order Christo Gerbimble Daurant Sugrin Burdug Orc Warrior Red Orc Warrior Blue UNCONSCIOUS Urd
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