13th Giant Slayer (Inactive)

Game Master Pirate Rob

13th Giantslayer Map


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Male Human Paladin 8 | HP 176/176 | AC 29 | PD 20 | MD 21 | Recoveries 6/6 | Init 8

Missed the temp hit points, thanks for that Hrarsk.

Doug groans as he regains consciousness and applies his divine healing power on himself.

swift action.

LoH: 5d8 + 6 + 1 ⇒ (5, 3, 8, 5, 8) + 6 + 1 = 36

Belt recharge: 1d20 ⇒ 2


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Kill 'em, Doug!


Q-14 | Iron Battle

Doug also steps up to the green wraith and tries to help free Beth from it's attacks.

attack!: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 5d8 + 8 ⇒ (5, 6, 7, 6, 7) + 8 = 39
5 on a miss, halved to 2

in init order: 1d5 ⇒ 3

The animated Hammer lumbers towards Bethany and tries to slam down on her, before flipping around and trying to slam down again.
hammer time: 1d20 + 12 ⇒ (1) + 12 = 13
hammer time: 1d20 + 12 ⇒ (1) + 12 = 13

But it completely misses both time!
I don't even get my on miss effects :(

Initiative - ESCALATION 0

Lokmorr
Wraiths( G 44/66) (R 52/66) (U 30/66 Staggered)
Hrarsk
Doug 46/80 & Betrayer
Bethany 58/64 T20
Khellirin
Hammer Golem
Fortuna 56/70 T20 Weakened(SE) Free Disengage Check

Fortuna is up!


Q-14 | Iron Battle

Monsters:

Stone Golem - AC 25 | PD 23 | MD 18 | HP 280
Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Lokmorrr, the Betrayer - AC 24 | PD 19 | MD 23 | HP 340

Wraiths - AC 19 | PD 14 | MD 27 | HP 66
Vulnerability: holy
Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally.


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Hurray! Keep rolling like that!


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Taking free disengage.

Fortuna scoots over near Khel and uses the time she's unmenaced to sketch a bow of smoke with her wand, then fire dark, writhing arrows at each of the opponents.

Force Salvo.

Atk vs red's PD: 1d20 + 4 + 5 + 1 - 4 ⇒ (8) + 4 + 5 + 1 - 4 = 14
dmg: 4d10 + 1 ⇒ (5, 4, 1, 3) + 1 = 14
Atk vs yellow's PD: 1d20 + 4 + 5 + 1 - 4 ⇒ (16) + 4 + 5 + 1 - 4 = 22
dmg: 4d10 + 1 ⇒ (4, 1, 3, 1) + 1 = 10
Atk vs green's PD: 1d20 + 4 + 5 + 1 - 4 ⇒ (15) + 4 + 5 + 1 - 4 = 21
dmg: 4d10 + 1 ⇒ (3, 6, 9, 10) + 1 = 29
Atk vs blue's PD: 1d20 + 4 + 5 + 1 - 4 ⇒ (16) + 4 + 5 + 1 - 4 = 22
dmg: 4d10 + 1 ⇒ (6, 3, 8, 6) + 1 = 24

save to end: 1d20 ⇒ 14


Q-14 | Iron Battle

Fortuna, having popped free fires off force arrows at all the foes.

I think you can also target Lokmorr. Also, "If the attack targets multiple enemies, you make a separate attack roll for each one, but only roll damage once." So we'll use the first damage roll of 14.

LokmorrPD: 1d20 + 4 + 5 + 1 - 4 ⇒ (3) + 4 + 5 + 1 - 4 = 9

Wraith Resistance is of no help against force effects.

All 3 wraiths take the full brunt of Fortuna's force bolts, staggering the green one.

The Hammer Golem gets hit by a force bolt as well. Lokmorr on the other hand is unaffected.

ESCALATION increases to 1!

1d5 ⇒ 5

Lokmorr's aura of betrayal shifts to Fortuna
Cannot be targeted as an ally for 1 round.

Lokmorr then whispers at Fortuna in Abyssal
vsMD: 1d20 + 14 ⇒ (15) + 14 = 29
40 psychic damage and confused, save ends or take 10d10 to clear confusion.

Lokmorr also smiles at Hrarsk and fires off a quickened magic missile. 10 force damage to Hrarsk.

The wraiths assault their nearby victims.
vsKhelPD: 1d20 + 10 ⇒ (4) + 10 = 14
vsHrarskPD: 1d20 + 10 ⇒ (5) + 10 = 15
vsBethPD: 1d20 + 10 ⇒ (12) + 10 = 22

Only Bethany is affected, and just from her temp HP.
No weakened this time.

Initiative - ESCALATION 1

Lokmorr
Wraiths( G 30/66 Staggered) (R 38/66) (U 16/66 Staggered)
Hrarsk 65/75
Doug 46/80
Bethany 58/64 T6
Khellirin

Hammer Golem 266/280
Fortuna 26/70 Betrayer / Confused SE / Staggered

Hrarsk, Doug, Bethany and Khellirin are up!

Monsters:

Stone Golem - AC 25 | PD 23 | MD 18 | HP 280
Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Lokmorrr, the Betrayer - AC 24 | PD 19 | MD 23 | HP 340

Wraiths - AC 19 | PD 14 | MD 27 | HP 66
Vulnerability: holy
Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally.


Male Wood Elf Ranger 8 | HP 160 | AC 27 | PD 22 MD 18 | Recoveries 6

Elven Grace Check: 1d4 ⇒ 4

Frustrated at how little he's able to hurt it, Khel nevertheless keeps up his attacks on the red-eyed wraith.

Full attack on red.

Argrimmosh, Double Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 5d6 + 9 ⇒ (3, 4, 2, 3, 3) + 9 = 24

Longsword, Double Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Longsword damage: 5d6 + 8 ⇒ (5, 2, 1, 4, 1) + 8 = 21


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

"How little he's able to hurt it", he says, as he kills the thing...

Disengage (2 foes): 1d20 - 1 ⇒ (16) - 1 = 15

Bethany swings clumsily at the hammer. Just as it's about to retaliate, she steps cleanly out of the way and lets the swing smack into the wraith instead. "Oh no!" she calls, with the voice of one used to being heard, "looks like one of your allies has turned against you!" Disengage, then cast Blarrrrgh!

Targets: 1d6 ⇒ 2
We'll go with Lokmorr and Green Wraith.

Attack vs PD: 1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16
Blarrrrgh indeed...

Damage to Green: 6d10 + 4 + 1 ⇒ (10, 7, 4, 6, 8, 9) + 4 + 1 = 49 I assume untyped damage is still halved?
Effect: 1d4 ⇒ 3
Green wraith is hampered until the end of my next turn.

Lokmorr takes 6 damage. Wounded pride.


Male Wood Elf Ranger 8 | HP 160 | AC 27 | PD 22 MD 18 | Recoveries 6
Bethany Filnamorth wrote:
"How little he's able to hurt it", he says, as he kills the thing...

I appear not to have understood the way damage resistance works in this game - now I get it, and Khel is not so frustrated.


Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

Hrarsk prays for help under his breath while swinging his sword at the wraith once again.

Adding 1 to escalation die (making it 2) and casting bless on Khellirin, Doug, and Fortuna (add +1 to attacks and get 2d10 temporary hit points). Once again, it doesn't say "ally."

To regain spell: 1d6 ⇒ 1 regained

Attack: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Damage: 5

+1 to anyone attacking the wraith


Q-14 | Iron Battle

Ya, Resistance is a little strange in this game, wraiths doubly so. Most creatures with resistance are only 11+ and just a specific element.

Khel spins and dissipates the red wraith.

Bethany lets out a foul sound.

Remember, multi targets are damage once, but separate attack rolls.
LokPD: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23
1d4 ⇒ 4

Not only hampering and almost taking out the green wraith but also injuring and confusing Lokmorr.

HrarskTHP: 2d10 ⇒ (6, 1) = 7

Initiative - ESCALATION 2

Lokmorr 291/340 Confused
Wraiths( G 6/66 Staggered/Hampered) (U 14/66 Staggered/+1 to hit this)
Hrarsk 65/75
Doug 46/80 T7 +1 to Hit
Bethany 58/64 T6
Khellirin T7 +1 to Hit
Hammer Golem 266/280
Fortuna 26/70 T7 +1 to Hit Betrayer / Confused SE / Staggered

Doug is up!

Monsters:

Stone Golem - AC 25 | PD 23 | MD 18 | HP 280
Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Lokmorrr, the Betrayer - AC 24 | PD 19 | MD 23 | HP 340

Wraiths - AC 19 | PD 14 | MD 27 | HP 66
Vulnerability: holy
Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally.


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

DM: Ah, right you are! Thanks for catching that and rolling like that — a confused (and damaged) Lokmorr is a good Lokmorr!


Male Human Paladin 8 | HP 176/176 | AC 29 | PD 20 | MD 21 | Recoveries 6/6 | Init 8

Clearing his head, Doug takes a swing at the wraith he finds himself face to face with.

Melee: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 5d8 + 8 ⇒ (1, 8, 1, 2, 6) + 8 = 26

Doug points at Lokmoor, "you might want to keep your distance from that one. Pretty sure he is our poop monster."


Q-14 | Iron Battle

Doug finishes off the wraith with the green tint with a powerful blow.

This time the Hammer drops on Doug.

DougAC: 1d20 + 12 ⇒ (2) + 12 = 14
DougAC: 1d20 + 12 ⇒ (17) + 12 = 29

Doug gets clipped by the first swing and gets clobbered by the second one.
15 damage from the miss + 35 damage from the hit. Leaves Doug with 3hp by my math.

Initiative - ESCALATION 2

Lokmorr 291/340 Confused
Wraith (U 14/66 Staggered/+1 to hit this)
Hrarsk 65/75
Doug 3/80 Staggered/+1 to Hit
Bethany 58/64 T6
Khellirin T7 +1 to Hit
Hammer Golem 266/280
Fortuna 26/70 T7 +1 to Hit / Betrayer / Confused SE / Staggered

Fortuna is up! (and is confused)

Monsters:

Stone Golem - AC 25 | PD 23 | MD 18 | HP 280
Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Lokmorrr, the Betrayer - AC 24 | PD 19 | MD 23 | HP 340

Wraiths - AC 19 | PD 14 | MD 27 | HP 66
Vulnerability: holy
Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally.


Q-14 | Iron Battle

Confused:
Confused

You can’t make opportunity attacks or use your limited powers. Your next attack action will be a basic or at-will attack against any nearby ally, determined randomly.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Even confused, she's got to understand that she's hurt, right? Can I use this turn to take a recovery and attempt a save?


Q-14 | Iron Battle

Unfortunately you're required to use your standard to attack an ally and can't use any limited powers. Pretty much you're stuck wacking a random ally and then get to make your end of turn save.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

I am trying to figure out what "limited powers" are. I searched the PDF for the phrase, and the only place it occurs is in the definition of confused. So are my spells that are not At-Will considered "limited powers" because they can only be cast once per day or once per battle? Proceeding with that assumption.

spell: 1=mm, 2=rof: 1d2 ⇒ 2 Ray of Frost
ally in alpha order: 1d4 ⇒ 3 Hrarsk

Fortuna staggers, holding her head. "My allies have turned against me?" she cries in dismay, "Gods, you're right!"

She fires a line of icy smoke at the man who just benefited her.

RoF atk vs Hrarsk PD: 1d20 + 4 + 5 + 1 + 1 ⇒ (11) + 4 + 5 + 1 + 1 = 22
Rof 3rd lvl dmg: 4d8 ⇒ (6, 2, 5, 3) = 16

save: 1d20 ⇒ 5


Q-14 | Iron Battle

That's correct, anything not at will is a limited use power, sorry for any confusion, I don't think the book defines it anywhere easier, just expects you to figure it out.

Fortuna fires off her chilling ray, chilling the friendly cleric.

W/H: 1d2 ⇒ 1
spear flurry: 1d20 + 12 ⇒ (16) + 12 = 28
spear flurry: 1d20 + 12 ⇒ (13) + 12 = 25

Lokmorr's evil fades from his eyes for a moment and he whispers "End my suffering."

as he slams into the wrath with his spear, dissipating the foul undead.

The evil quickly refills in Lokmorr's eyes though as he turns back to you.

Initiative - ESCALATION 3

Lokmorr 291/340
Hrarsk 49/75
Doug 3/80 Staggered/+1 to Hit
Bethany 58/64 T6
Khellirin T7 +1 to Hit

Hammer Golem 266/280
Fortuna 26/70 T7 +1 to Hit / Confused SE / Staggered

Hrarsk, Doug, Bethany & Khellirin are up! ESCALATION 3!


Male Wood Elf Ranger 8 | HP 160 | AC 27 | PD 22 MD 18 | Recoveries 6

With the wraith before him vanquished, Khel steps closer to the massive hammer, attempting to smash it with his hammer and blade! Sadly, his attacks, while numerous, are not overly effective.

Elven Grace Check: 1d4 ⇒ 1 Extra standard action!

Argrimmosh, Double Attack: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage + Boots: 5d6 + 9 + 2d6 ⇒ (1, 4, 5, 4, 2) + 9 + (2, 5) = 32

Longsword, Double Attack: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Longsword damage: 5d6 + 8 ⇒ (3, 3, 2, 5, 3) + 8 = 24

Argrimmosh, Double Attack: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage: 5d6 + 9 ⇒ (1, 3, 4, 4, 6) + 9 = 27

Longsword, Double Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Longsword damage: 5d6 + 8 ⇒ (6, 1, 4, 5, 4) + 8 = 28

With the Adventurer Feat of Two-Weapon Mastery, my miss damage is 10. With the +2d6 from my boots, that puts total damage from four misses at 47 hp.


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Q-14 | Iron Battle

With the Escalation at 3 I think those 2 21s hit. Which gives us 32+10+27+10= 79 Let me know if I'm wrong.


Male Wood Elf Ranger 8 | HP 160 | AC 27 | PD 22 MD 18 | Recoveries 6

Completely forgot to add escalation! Yep, that's 79 damage, thanks for catching that.


Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

Hrarsk frowns upon being hit by Fortuna's ice, but he had no time to discuss it with her. He mumbles yet another prayer for healing on behalf of Doug (heal with recovery from heal as well as free heal from Sphere of Radiance... it looks as if both are necessary) and fires a flaming sphere at both Lokmorr and the hammer.

Sphere of Radiance vs. Lokmorr: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22
Sphere of Radiance vs. Hammer: 1d20 + 8 + 3 ⇒ (19) + 8 + 3 = 30
Damage: 7d8 + 2 ⇒ (4, 8, 3, 2, 5, 7, 3) + 2 = 34 Miss for half damage (17) on Lokmorr, hit for full damage (34) on hammer.


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Bethany begins humming softly, the tune's volume growing as she swings her scimitar back and forth in front of Lokmorr to keep time. At a particularly appropriate moment in her song, she waves the scimitar wildly for a moment, sending a blast of air straight toward the enemies' ears (or, in the case of the hammer, the spot where its ears would be if it had ears). Song of Thunder!

vs Lokmorr PD: 1d20 + 9 + 3 ⇒ (13) + 9 + 3 = 25
vs Hammer PD: 1d20 + 9 + 3 ⇒ (3) + 9 + 3 = 15

Damage to Lokmorr: 5d6 + 4 ⇒ (1, 2, 2, 5, 3) + 4 = 17

No damage to hammer... probly 'cause it doesn't have ears.


Q-14 | Iron Battle

Doug smites the hammer and lays into it.

smite: 1d20 + 9 + 1 + 3 + 4 ⇒ (15) + 9 + 1 + 3 + 4 = 32
damage: 5d8 + 8 + 2d12 ⇒ (7, 2, 2, 7, 5) + 8 + (9, 6) = 46

with a striking blow!

With Hrarsk's healing
recovery: 5d10 + 1 ⇒ (10, 3, 7, 9, 2) + 1 = 32
recovery: 5d10 + 1 ⇒ (6, 2, 6, 10, 7) + 1 = 32
Doug becomes no longer staggered.

Meanwhile Khel proves that the blender if more powerful than the stone and whittles down the hammer.

Hrarsk's spell also staggers the hammer, and does a bit of work on the surprisingly resilient Lokmorr.

Bethany's cacophony causes Lokmorr some pain but is less effective on the golem.

The hammer crushes down once on each side this time.
Crush Khel: 1d20 + 12 ⇒ (2) + 12 = 14
crushDoug: 1d20 + 12 ⇒ (3) + 12 = 15

It turns out it's hard to miss when you're that big though.
15 damage on a miss to both Khel and Doug

Initiative - ESCALATION 3

Lokmorr 257/340
Hrarsk 49/75
Doug 52/80 /+1 to Hit
Bethany 58/64 T6
Khellirin 64/72 +1 to Hit
Hammer Golem 107/280
Fortuna 26/70 T7 +1 to Hit / Confused SE / Staggered

Fortuna is up and still confused. ESCALATION 3!

Monsters:

Stone Golem - AC 25 | PD 23 | MD 18 | HP 280
Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Lokmorrr, the Betrayer - AC 24 | PD 19 | MD 23 | HP 340


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Still in the Land of Confusion. Sorry, guys.

spell: 1=mm, 2=rof: 1d2 ⇒ 1 Magic Missile at 5th level.
Allies in alpha order: 1d4 ⇒ 2 Doug. :(

The mage whirls on the paladin in confusion, sending a bolt of force in his direction.

autohit dmg: 4d6 ⇒ (2, 3, 2, 2) = 9

save: 1d20 ⇒ 9


Q-14 | Iron Battle

Even with Doug's +1 you are still just short of the needed 11+ :(

Fortuna continues to babble and fires off a missile at Doug.

ESCALATION increases to 4!

1d5 ⇒ 2

Doug once again hears the whispers as he tries to shake off Fortuna's missile.

vsDougMD: 1d20 + 14 ⇒ (8) + 14 = 22
40 damage to Doug and confused, save ends.

Seeing Doug still not quite fall Lokmorr decides to finish him off with a simple quickened magic missile.
10 damage and doug is unconcious

Initiative - ESCALATION 4

Lokmorr 257/340
Hrarsk 49/75
Doug -7/80 /+1 to Hit / Betrayer / Confused
Bethany 58/64 T6
Khellirin 64/72 +1 to Hit
Hammer Golem 107/280
Fortuna 26/70 T7 +1 to Hit / Confused SE / Staggered

Hrarsk, Doug, Bethany and Khel are up! ESCALATION 4!


Male Wood Elf Ranger 8 | HP 160 | AC 27 | PD 22 MD 18 | Recoveries 6

Elven Grace Check: 1d6 ⇒ 6

Rather than his usual whirlwind style, Khel goes for straight power this time. He raises his hammer and brings it smashing down on the hammer golem, following up with a devastating blow from his blade!

Argrimmosh, Double Attack: 1d20 + 10 + 4 + 1 ⇒ (20) + 10 + 4 + 1 = 35
Damage: 5d6 + 9 ⇒ (1, 1, 6, 1, 4) + 9 = 22

Longsword, Double Attack: 1d20 + 9 + 4 + 1 ⇒ (20) + 9 + 4 + 1 = 34
Longsword damage: 5d6 + 8 ⇒ (1, 3, 5, 1, 6) + 8 = 24

92 damage! Not great damage rolls, but those 20’s help.


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Maintain 11+: 1d20 ⇒ 2

Bethany's song ends abruptly in a roar of outrage as the hammer fells the valiant Doug. The roar, however, is loud enough to damage all but the most resilient nearby ears. Song ends, allowing me to make the attack one more time. Hey DM, I don't suppose I can use the Helm of the Undaunted Hero to roll someone else's save (when your turn starts, roll a save against one ongoing save ends effect)? :P

vs Lokmorr PD: 1d20 + 9 + 4 + 1 ⇒ (16) + 9 + 4 + 1 = 30
vs Hammer PD: 1d20 + 9 + 4 + 1 ⇒ (14) + 9 + 4 + 1 = 28

Damage: 5d6 + 4 + 1 ⇒ (2, 1, 6, 1, 2) + 4 + 1 = 17


Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

Hrarsk sighs seeing Doug fall, but knowing his prayers would be unable to help him. He charges the hammer with his sword.

Combat Boon: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29
Damage: 5d10 + 8 + 2d8 ⇒ (10, 10, 6, 8, 3) + 8 + (5, 5) = 55

Someone can roll a save. I think Fortuna is the only one who can use this right now.
Also, +1 to anyone attacking the hammer.

Edit: Changing this to Lokmorr, see below.


Male Human Paladin 8 | HP 176/176 | AC 29 | PD 20 | MD 21 | Recoveries 6/6 | Init 8

Doug lies on the floor unconscious and drooling.


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Hammer should be dead; I booped it.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Hrarsk kind additional save: 1d20 ⇒ 8


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

*headdesk*


Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

Oops, I didn't catch that. Let's say I did that to Lokmorr then?


Q-14 | Iron Battle

The helm is only going to help you save unfortunately.

Doug Death Save: 1d20 + 1 ⇒ (19) + 1 = 20

Death and Dying:

When you drop to 0 hp or below, you fall unconscious and can’t take any actions (except to make death saves).

To make a death save, roll a d20 at the start of your turn. If you roll 16+, use a recovery to return to consciousness and heal up to the number of hit points you rolled with your recovery. If you roll a natural 20, you get to take actions normally that turn. If you roll 15 or less, you take one step toward the grave. After the fourth failed death save in a single battle, you die.

You also die when you reach negative hit points equal to half your maximum hit points.

If you’re able to use one of your recoveries (or otherwise get healed) while you are dying, ignore your current negative hit points. Start from 0 and add the hit points you’ve regained.

Doug struggles and his heroic nature allows him to regain consciousness on his own!

Doug Recovery: 5d10 + 1 ⇒ (5, 6, 8, 5, 3) + 1 = 28
Does take your whole turn though.

confusion save: 1d20 + 1 ⇒ (8) + 1 = 9

Doug also tries to wipe his eyes but is a bit confused after standing up.

Khelrin finally goes for the weak spots on the hammer, almost taking it out before Bethany is able to finish it off with a thunderous roar that also harms Lokmorr, the Betrayer.

Hrarsk then charges Lokmorr, dealing a serious blow.

Initiative - ESCALATION 4

Lokmorr 185/340 (+1 to hit this)
Hrarsk 49/75
Doug 28/80 /+1 to Hit / Betrayer / Confused SE
Bethany 58/64 T6
Khellirin 64/72 +1 to Hit
Fortuna 26/70 T7 +1 to Hit / Confused SE / Staggered

Fortuna is up (and still confused) ESCALATION 4!


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

spell;1mm, 2rof: 1d2 ⇒ 2
rof attack vs PD: 1d20 + 4 + 5 + 1 ⇒ (8) + 4 + 5 + 1 = 18
rof dmg if hits: 4d8 + 1 ⇒ (5, 1, 3, 5) + 1 = 15

victim: 1d4 ⇒ 3 Hrarsk

Fortuna continues to whirl wildly, firing off spells at the people who are killing her enemies.

"Leave me alone! Traitors! Backstabbers!"

save: 1d20 ⇒ 11


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Yay, you made it!


Q-14 | Iron Battle

Fortuna misses and then finally snaps out of it!

1d5 ⇒ 2

Doug still hears the whispers and is not target-able as an ally.

Lokmorr goes after Hrarsk with a flurry from his spear.

vs AC: 1d20 + 12 ⇒ (13) + 12 = 25
vs AC: 1d20 + 12 ⇒ (14) + 12 = 26

Hitting twice!
40 total damage to Hrarsk, staggering him.

Initiative - ESCALATION 5

Lokmorr 185/340 (+1 to hit this)
Hrarsk 9/75
Doug 28/80 /+1 to Hit / Betrayer / Confused SE
Bethany 58/64 T6
Khellirin 64/72 +1 to Hit
Fortuna 26/70 T7 +1 to Hit / Staggered

Everybody is up! ESCALATION 5


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

"Alright, you..." growls Bethany, whirling on the evil monster. Taking a swig from her ever-full mug, the barkeep pauses, then pronounces:

"Doom to you, and all your kin,"
"May they rot in ruin,"
"Death to you, you'll never win,"
"That's just not what you're doin'!"

Bethany punctuates the final line with a finger pointed directly at Lokmorr, conveying all the guilt and shame the gesture can. Arrow of Verse.

vs Lokmorr MD (mug, Hrarsk): 1d20 + 9 + 5 + 1 + 1 ⇒ (7) + 9 + 5 + 1 + 1 = 23
Damage: 8d8 + 4 + 5d6 + 1 ⇒ (8, 1, 1, 2, 1, 8, 3, 8) + 4 + (6, 5, 3, 4, 4) + 1 = 59


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"O, gods, what have I done?" Fortuna wails, seeing Doug on the floor and slowly getting to his feet. She whirls on Lokmorr. "You bastard! You made me do that!"

She grasps a ball of flame from the air and hurls it at the giant figure. "Eat a Fury's Fiendish Flame, you undead jerk!"

atk vs PD: 1d20 + 4 + 5 + 1 ⇒ (3) + 4 + 5 + 1 = 13
fireball dmg, half on miss: 10d10 ⇒ (3, 5, 1, 7, 8, 7, 8, 5, 8, 10) = 62

Not throwing recklessly, so shouldn't be damage to engaged, friendlies, right?


Q-14 | Iron Battle

Correct Fortuna, you can always get 1d3 targets in a group, You can just get more by risking your teammates. Looks like you'll be getting half damage on a miss for Lokmorr at least.


Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

Hrarsk strikes back angrily at Lokmorr, starting to feel weak.

Attack: 1d20 + 9 + 5 ⇒ (10) + 9 + 5 = 24

Damage: 5d10 + 8 + 2d8 ⇒ (7, 7, 1, 9, 9) + 8 + (2, 2) = 45

With his stab, he begins to feel stronger.

+25 temporary hit points from magic item

Recharge: 1d20 ⇒ 3 Not recharged

+1 to anyone attacking him


Male Wood Elf Ranger 8 | HP 160 | AC 27 | PD 22 MD 18 | Recoveries 6

As the massive hammer drops to the stone floor, Khel turns his attention to Lokmorr. His new magical boots move him adroitly across the floor, Khel grinning as he savors the fight to come. With hammer and blade in hand, he smashes and slices with blinding speed at the mad dwarf!

Elven Grace Check: 1d6 ⇒ 2 Extra standard action!

Argrimmosh, Double Attack: 1d20 + 10 + 4 + 1 ⇒ (18) + 10 + 4 + 1 = 33
Damage, Boots: 5d6 + 9 + 2d8 ⇒ (3, 3, 5, 2, 6) + 9 + (6, 7) = 41

Longsword, Double Attack: 1d20 + 9 + 4 + 1 ⇒ (17) + 9 + 4 + 1 = 31
Longsword damage: 5d6 + 8 ⇒ (3, 3, 4, 4, 6) + 8 = 28

Argrimmosh, Double Attack: 1d20 + 10 + 4 + 1 ⇒ (14) + 10 + 4 + 1 = 29
Damage: 5d6 + 9 ⇒ (3, 5, 6, 5, 4) + 9 = 32

Longsword, Double Attack: 1d20 + 9 + 4 + 1 ⇒ (12) + 9 + 4 + 1 = 26
Longsword damage: 5d6 + 8 ⇒ (3, 3, 3, 3, 4) + 8 = 24

I do believe that’s 125 points of damage! Of course, it looks like I only had to do about 25 to put him down...


Q-14 | Iron Battle

About 50 by my napkin math.

With the Hammer and wraiths finally out of the way the party descends en masse upon Lokmorr and take him out before he can cause any more trouble.

Out of combat! More loots and story later today, probably not until late.


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F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Bethany frowns at Fortuna's dangerous use of alliteration, yet can't help but be impressed by the results. Maybe she's learned to control it somehow... or maybe it controls her, and she just likes to blame handy undead. Worth keeping an eye on.


Q-14 | Iron Battle

After escaping from his cage and desecrating Nargrym’s corpse, Lokmorr looted the rest of the tomb...

Once he discovered himself still trapped, he dragged his treasures back to this room and stashed them in the brazier alcoves. For easy transport, Lokmorr rolled a number of the items up in a rug.

Including...

Nargrym’s Steel Hand - Champion’s fist (recharge 11+): As a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery.

Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.

If the escalation die is 3+ when you use this, the recovery is free.

Quirk: Alternately paranoid that people are looking too closely at your precious stone hand and upset that people aren’t paying enough attention to your amazing stone hand.

Yes, you have to replace your hand with this if you want it.

Champion's Hammer of Mighty Stunning (+2) (Can be either 1 or 2 handed) When you roll a natural even hit with this weapon and have more hit points than the target, that creature is also stunned until the end of its next turn.

Quirk: Warns of impending doom.

Champion's Cloak of Adroit Avoidance +2 PD, (recharge 6+): When an attack or effect deals ongoing damage to you that a save ends, you can roll an immediate save against it.
Quirk: Doesn’t notice social slights or insults.

Champion's Helm of Psychic Armor +2 MD (recharge 16+): When an attack that targets Mental Defense hits you, cancel the attack’s nondamage effects against you.
Quirk: Won’t stop going on about “the amazing dream I had last night.”

Champion's Sash of Suppleness +2 Recoveries (recharge 6+): A silky sash worn as a belt. When an attack hits your AC and deals 16 damage or less, change that hit into a miss.
Quirk: Always stretching, even when it would be more polite or sensible to not be doing so.

Beyond Lokmorr’s looted treasures, the most valuable item in the room can be found in Nargrym’s sarcophagus, still worn by the giantslayer’s corpse: Nargrym’s giant’s nail scale mail, a coat of scale armor crafted from the fingernails of slain hill giants.

Epic Giant’s Nail Scale Mail : +3 Heavy Armor (Enemies engaged with you take a –2 attack penalty against your allies, if they are giants they get -4)

Quirk: Has trouble maintaining an indoor voice.


Q-14 | Iron Battle

These surely must be the treasures that you've come seeking to aid you in your fight against the giants.

In addition to all those treasures Lokmorr has a key which you are able to use to unlock the secret door and make your egress when ready.

Hrarsk 9/75
Doug 28/80
Bethany 58/64
Khellirin 64/72
Fortuna 26/70

Also don't forget to heal up using recoveries or other means.

Also if you could let me know how many recoveries you have left when the process is done, that would be appreciated.


Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

Hrarsk pauses for a long rest after Lokmorr falls down. "That was difficult. Little wonder that he was in a cage. I wonder how he got out..."

Recovery: 5d8 + 4 ⇒ (5, 5, 3, 3, 6) + 4 = 26
Recovery: 5d8 + 4 ⇒ (6, 2, 5, 8, 2) + 4 = 27

62 hp and one recovery left

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