13th Giant Slayer (Inactive)

Game Master Pirate Rob

13th Giantslayer Map


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

Elven Grace check: 1d8 ⇒ 1 Yes! Extra standard action, Elven Grace die goes to d10.

Enraged that the troll is back on its feet, Khel whirls and spins, his blades flashing in a scarcely perceptible web of steel!

Full attack on troll until it goes down (and maybe one more whack for good measure), then switch to spiders on Bethany. If I can whack some more spiders too, I will!

Longsword, Double Attack, Escalation: 1d20 + 6 + 5 ⇒ (12) + 6 + 5 = 23 Get an extra attack due to even number on die.
Longsword damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6

Longsword, Double Attack, Escalation: 1d20 + 6 + 5 ⇒ (20) + 6 + 5 = 31 Crit!
Longsword damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Longsword, Double Attack, Escalation: 1d20 + 6 + 5 ⇒ (10) + 6 + 5 = 21 Extra std action, get another extra attack due to even number on die.
Longsword damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11

Longsword, Double Attack, Escalation: 1d20 + 6 + 5 ⇒ (11) + 6 + 5 = 22
Longsword damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Well, that should clear the field a bit.


Q-14 | Iron Battle

Fortuna hits the troll with a missile, and Khellirin goes full blender against the troll, not only finishing it off, but catching all the spiders in his whirlwind of death as well!

When the dust clears, no enemies remain.

Combat Over


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

"Well that was a little touch and go there for moment. Everyone still with us?" Doug says as he tries to make sense of the chaos from the last battle.

Sorry all, was planning to have a nice relaxing weekend with time for posting. Did not turn out like that at all.


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

"I'm still here, but just barely," Hrarsk pants as he recovers from the battle.

Recovery: 2d8 + 2 ⇒ (7, 2) + 2 = 11

Edit: Using another recovery. 2d8 + 2 ⇒ (8, 7) + 2 = 17


Q-14 | Iron Battle

You've all earned a long rest and a level-up. I'll be explaining some more stuff down here with plot and stuff and in the next day or so I'll explain the leveling process, do chronicle sheets for chapter 1 and get us set up to move on to chapter 2. In the mean time enjoy your respite from danger, mourn the loss of the imp, speculate on further danger etc.


Q-14 | Iron Battle

Although there is no body to examine among the alchemist's belongings you find numerous empty potion vials, acidic burn drops and most interestingly, a note.

Investigating further into the cave...

Ledges and stairs are carved into the stone walls of this wide-open, high-ceilinged natural cavern. Embedded in a fifteen-foot-tall spire of centuries-old bones stands the skeleton of a massive armored warrior. Though its flesh has long since rotted off its frame, the skeleton still stands proud and regal amid the trappings of battle and mounds of gleaming treasure. The skeleton’s battered halfplate and scarred helmet hint at its many battles, and the warlord’s hands are clenched around a massive stone hammer. Beneath the helmet, a thick, round rock has been embedded in one of the skeleton’s otherwise empty eye sockets.

When further examined the armor and hammer magically resize to the appropriate size to fit their wearers, picking up the hammer, the word Agrimmosh rings in your head.

Uskroth's Armor (+1 AC) Heavy Armor - AC Bonus also applies to Physical Defense - Quirk: Extremely stubborn.

Agrimmosh (+1 Hit/Dmg) 1H Heavy Weapon - Deal +2d6 damage with your first attack each battle (hit or miss)

I've got a fun surprise for Fortuna later.

There don't appear to be any other exits from the tomb. What's your next plan of action?


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

Bethany takes a few deep breaths and a few deep draughts, watching the troll wearily and warily, as if it might get back up and attack her again. "That was... the worst brawl I've ever been in," she states, pausing afterward to continue catching her breath.

Edit: gah, ninja'd by the DM! I'm going to have to level tomorrow evening... busy week.


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

Doug takes a look at the note. "Looks like they were after this hammer and possibly that rock in the eye socket there." Doug says as he points to the round stone inside the skull.

I already have a magic helmet. Perhaps Hrarsk would like the hammer? Anyone else wear heavy armor?


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

If no one else needs it, I could probably make use of the hammer.


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

No heavy armor here... take 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

As the troll finally falls, Fortuna pokes at the pieces of the flaming imp with a toe, then touches her sword with a murmur. The sword bursts into flame bright enough to finish the exploration of the cavern.

The joy on Fortuna's face is unmistakable, as is the joy in her laughter. "He's gone! He's dead! And I can still do magic! I'm freeeeeeeeeeee!" The last word waxes and wanes as the dizzy mage spins in a circle, waving her martial torch. It is a while before she gets her glee under control enough to be useful in the search of the chamber.

The huge skeleton leaves her standing awestruck before it. "That's amazing. What... what was it, do you think? The only thing I've seen that was that big was an Advodaza." She shudders at the memory.

Fortuna shrugs at the helm and hammer. "I can't use 'em. But keep close track of the hammer and the rock. Sounds like that 'Grenseldek' person wants them. He may come looking for them again. Maybe we should go take HIS rock - or HERS, maybe - and find the Giantkiller's tomb. There's usually good loot in famous tombs... sometimes magic! I'll hold on to the rock, if you like."

I was going to detect magic but it doesn't look like that exists in 13th Age.

"Let's make sure the walls are solid and there's no way the nasties can come into the city through here." She takes the light on a circuit of the room to be sure there are no holes in the rock walls or passages leading on.


Q-14 | Iron Battle

Fortuna is certain that there's no secrets through the cave walls.

Yup, no detect magic, generally magical thingies are fairly obvious, unless for story reasons they aren't of course.


Q-14 | Iron Battle

In my imagination, the heavy armor went to Hrarsk and the hammer to Khell, but don't let that stop you from doing other things with them.


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

Doug watches Fortuna's reaction to the dead imp. "Looks like that was a good thing for you. Makes me feel a bit better not having it around either."

I like that idea with the armor to Hrarsk and the hammer to Khell. It spreads the magic around.


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

"Shyeah. Imagine having that thing on your shoulder all the time, making highly inappropriate remarks at times. Great way to get into a bar fight you don't want. Or worse." Fortuna blows a stray lock of hair out of her eyes. "I'm well rid of him. Of course, I thought I needed him to do magic, so this is a very pleasant surprise." She grins at Doug.

"I'm glad to see you all on your feet. Shall we make our triumphal return?" She waves the sword/torch so the shadows flicker and dance.


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

Bethany turns her gaze on Fortuna speculatively. "I'm a barkeep, which means I'm allowed to ask questions 'bout people. What I'd like to know is just how you got stuck with that thing following you around in the first place."


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

Fortuna scrunches up her face and scratches her head. "Let's see... there was my teacher - a new teacher - and a contract and a pen... then there was Temero and a spellbook. And he said he was there so I could do magic. And I could. So... yeah, it all makes sense."

She tries not to look worried.


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

Hrarsk lifts up the armor, and finding that it fit his size, says, "This could be useful for me, if no one else needs it."

"Apparently, there's another rock in Grenseldeck's possession. Does anyone recognize his name? Or that of the 'Twisted Hearts'?"


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

Khel cleans his blades of troll ichor and spider guts, then joins the others in exploring the cavern. He picks up the massive hammer in two hands, grunting a bit even with his great strength, and is pleasantly surprised when its weight seems to shift, perhaps even its size changing a little, and it suddenly feels right in his hand. Giving it couple of experimental swings, he says, "This could come in handy. I'll hang onto it, if no one objects."

I'm happy to have the hammer, thanks gang! Hrarsk is welcome to take the armor.

He reads the note, then says, "None of it means anything to me. What I wonder about is where the goblin went who came down here, since we haven't found any other way out. Maybe the troll ate him."

Rob - did we find any indication of his tracks disappearing, gnawed gobber bones, or anything else that might tell us where he went or what happened to him?


Q-14 | Iron Battle

The goblin appears to have been devoured by spiders. There is the remains of a desiccated corpse in the webs on the ceiling. How the spiders later got inside the alchemist is a mystery for now, but at least the danger seems to have passed.

The Twisted Hearts is an orcish tribe, not super local but in Belzkin. As you discuss the tribe each of you recalls an interesting fact about them.

Another chance to add exciting detail to the world...


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 wrote:
"Apparently, there's another rock in Grenseldeck's possession. Does anyone recognize his name? Or that of the 'Twisted Hearts'?"

"If the attack on the village was mounted just to get to this tomb, the items must be important. I haven't heard of Grenseldeck, but isn't the Twisted Heart tribe the one that keeps a goblin village penned up in a quarry so they can use them as slaves? Or maybe as shock troops, to judge from the attack."


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

"I heard rumors about the Twisted Heart tribe while I was recently dealing with some orcish bandits. Apparently they get their name from the way they drink blood from the hearts of their enemies. They twist them like you would get water out of a rag."


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

"Yikes. All I know is that it's said that they subsist on the flesh of humanoids, save those who dare to make an alliance with them."


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]
Doug Sherwood wrote:
"I heard rumors about the Twisted Heart tribe while I was recently dealing with some orcish bandits. Apparently they get their name from the way they drink blood from the hearts of their enemies. They twist them like you would get water out of a rag."

Bethany makes a face. "Gah! Is that why their ale tastes so foul? Had a fellow come down a few months back carrying a barrel of the nastiest brew I've ever tried, said it was from the Twisted Hearts. Had the nerve to try an' sell it to me!"


Q-14 | Iron Battle

With the immediate threats to the town dealt with the party takes some much needed rest, enjoying the newly rebuilt tavern as well as admiration from various townsfolk for their heroics.

Rest is not so easy however for Fortuna...

Her dreams are haunted by infernal nightmares however...

Eventually these nightmares coalesce into a swirling mass of choking
pollutant, supplemented by a compact pair of curved horns.

Fortuna hears in her mind I see our last servant was not up for the task. I assure you I will not fall to some piddly little troll.

In addition to its ominous message it does provide you with a wand made of pure shadow...

Shadow Wand: +1 hit/dmg with Arcane spells,
As you use this wand during a battle, it builds up a reservoir of arcane energy that crackles and flashes eventually igniting, allowing you to cast a quick, half-cocked spell with it.

(Quick Action - Recharge 11+) When the escalation die is 5+, cast one of your arcane spells. That spell will miss on any natural odd roll.
Quirk: Frequently needs to clear throat.

---

On to the Foul-Ale Making, Goblin enslaving, cannibal, mountainous Orc tribe!

---

Hearing of your quest, the townsfolk give you some of their famous blessed water from a small off-shoot of the spring that feeds the town.

Everybody is given 2 adventurer tier healing potions. Standard action to drink, uses a recovery and heals that +1d8, maxes at 30hp healed.

Additionally Bethany is given the Tavern Founder's belt. Bethany has seen it up on the wall and perpahs even oohed over it. Receiving it is a great honor.

It increases your maximum recoveries by 1 and you can...
(recharge 16+) Drink a potion stored on this belt as a quick action instead of a standard action. (It also provides stylish flaps for up to six potions.) Quirk: Constantly attempts to refill everyone else’s drinks. Or potions. Or ration bags.

The path into the mountains is cold, although not snowed in enough to block your path. It might have been more sensible to wait until Spring, but then you would have had to deal with the fire-giants, who thankfully stay put in their castles during winter.

Traveling is however still dangerous and many things could go wrong...

Such as...

Surrounding the next hill is what you at first take to be a lake or moat but as you get closer you see that the hill is blocked by an ever-moving river of large biting insects. It would easily take a month to go around. The smell of millions of insects is strong in the air. It is obvious to you that anybody attempting to cross the insect river will be picked to the bone by the bugs. Your destination is of course on the other side.

I'll need one player to describe how their character is going to contribute to the party's success. Normally we'd go back and forth with you describing your action and then me calling for the check but in the interest of pbp, go ahead and make an appropriate skill check with your post. You're looking for a 15+. If you fail you should let me know if it's going to be really bad for one other person or just normally bad for everybody. Then I'll let you know what happens next.


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

My plane is taking off in a moment, so have to be brief.

Khel has encountered his share of biting bugs and boring beetles in the course of his travels, and he's always found a nice thick coating of mud on the skin can really deter them, or at least make their stings hurt less. He scoops a little hole in the dirt at his feet, pours in some water from his water skin, and stirs it up, then layers it on any exposed skin before offering it to others.

Background Tracker/General Nature Guy : 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

I still haven't finished spending my background points, only thing left to do in leveling up.


Q-14 | Iron Battle

Unfortunately, you all quickly find out that these bugs love the cool feeling of mud between their little insect toes, and can't get enough of it and can't get enough of you!

We'll choose for Khellirin bad for everybody. Everybody rolls an easy save (6+) or loses a recovery from insect bites. Also somebody is up next for your next attempt to bypass the bugs.


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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 ]

Save: 1d20 ⇒ 10

Bethany shakes her head and frowns thoughtfully as the mud fails to keep the insects off. After a few seconds, she steps away from the group and begins to sing in an off-key, barroom cant.

"Stinging is like singing if you take away the t,"
"Just try it and you'll love it... or... else go and sting a tree!"
"If you try it and don't like it then I hope you won't blame me, foooor..."
"Stinging is like singing if you take away the t!"

Cha + Tavernkeeper for singing... power?

Cha + Tavernkeeper: 1d20 + 4 + 3 + 3 ⇒ (10) + 4 + 3 + 3 = 20


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

Fortuna drags along with the group looking sleepless and slightly haunted. She goes gamely along with the elf's suggestion, though.

Easy save: 1d20 ⇒ 15

Skipping nimbly back from the stream of insects - perhaps she had never fully committed to the muddiness - she waits to see what the lusty half-orc's song does to the crowd.

Maybe these things are barflies.


Q-14 | Iron Battle

I'm suitably amused.

Bethany's song seems to keep the bugs from biting you. Those of you not familiar in bardic ways aren't entirely sure why... but don't knock it if it works.

That's 1 success, somebody who hasn't gone yet should make the next one. Also those of you that haven't attempted your saves yet should do so.


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

Fortuna muses on the river of bugs for a while, squatting to watch the ebb and flow closely, then springs to her feet. "Maybe this will work. It's not exactly what's intended with the spell, but there are some elements of commonality with what we need."

She searches the area until she finds a large fallen branch with a huge fork and frowns at it. "Well, maybe this will do. Like to like, you know? The essence of sympathetic magic."

She scribes mysterious figures in the branch with the tip of her dagger, listening with amusement to Bethany's song and muttering arcane words all the while. When the bugs seem calmer because of Bethany's action - perhaps she had made them magically drunk and they were mellow drunks? - she holds the branch before her and loudly proclaims:

"Fork of tree a doorway be, protecting us from sting of bee! Branch, now become FORTUNA'S PERAMBULATING IMPERVIOUS PORTAL!"

INT + infernal mage: 1d20 + 3 + 4 + 4 ⇒ (2) + 3 + 4 + 4 = 13

Holding the branch around her waist, she moves forward into the stream of bugs to test the repulsive properties of her work.

Attempting to on the fly modify the spell hold portal to create a bug-blocking barrier the party can use as a wedge to move through the mass, hoping the bugs won't pass because of the impervious nature modified hold portal gives to the wood.

Apparently Fortuna's not good at on-the-fly magical modification. Couldn't have given me a 4 or above, RNG? This had an 85% chance of working, dammit!


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

"No worries, everyone. I recognize these bees; these are bees of Knihst's wrath. The awe of Knihst will put them in their place."

Hrarsk stares at them intensely in order to banish them.

Wis + Church Beadle: 1d20 + 3 + 3 + 5 ⇒ (1) + 3 + 3 + 5 = 12

"Wait, no, it seems that these are blasphemous bees," Hrarsk corrects himself. "Prepare to be blasphemed, people," he says, running away as the bees begin to chase after him and his partners.

Forgot to add save from Khellirin: 1d20 ⇒ 9


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

Don't forget Doug's amazing +1 to saves.

Save verse bug bites: 1d20 + 1 ⇒ (11) + 1 = 12

Doug looks at the river of insects clearly perplexed as everyone else tries different methods.


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

This is gonna hurt. Out of the 4 d20's rolled to bypass the bugs, we've had 1, 2, 2, 10. A requirement for adventuring should be the ability to roll a d20 in double digits reliably.


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

Save: 1d20 + 1 ⇒ (15) + 1 = 16

Khel hums Bethany's tune quietly to himself as he scratches off dried mud and watches the others attempt with little success to figure out a way past the bugs.

Agreed, Fortuna. We may not be qualified for this.


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

Bethany narrows her eyes worriedly as Fortuna's anti-bug-stick doesn't seem to work.

Well, at least everyone's made their saves... so far...


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

Since he can't seem to think of anything else, Doug finds a few large stones and throws them into the river of insects, hoping the insects go around the rock instead of over.

Str: 1d20 + 3 ⇒ (20) + 3 = 23


Q-14 | Iron Battle

Alright, I'm back!

Review of the action so far:

Khel tried a mud concoction which was less than effective. Everybody makes the easy save at least.

Then Bethany's song put some bugs to sleep. 1 success!

Fortuna's improvised stick of bug holding turns out to be a little harder to cast than a simple hold portal.

Need an easy save for everybody here to avoid losing a recovery.

Seeing Fortuna's arcane power failing tries a holy word, and also gets people eaten by bugs.

Another easy save for everybody.

Doug's rock plan works surprisingly well and there are now a few big rocks to jump between. Success #2!

Only 1 more success needed. Don't forget if you fail the DC 15 check you can choose to make it bad for everybody (easy save or lose a recovery), or really bad for 1 person (They go next with DC +5 and have hard save or lose a recovery).

I think everybody has gone once, so whomever wishes to go next...


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

Save: 1d20 + 1 ⇒ (17) + 1 = 18

After seeing Doug's marvelous showing, Hrarsk joins in with the brute force method, felling the bees with his own broad arms. "I learn from my mistakes. What works works."

Strength + Street Wanderer: 1d20 + 3 + 4 + 3 ⇒ (6) + 3 + 4 + 3 = 16


Q-14 | Iron Battle

And with Hrarsk's efforts he's able to smite enough of the bees that jump up at you to get you through!

Don't forget there's another save Hrarsk, and 2 more saves for everybody else. All Easy (6+ and don't forget Doug's +1)


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

Oops, here it is. 1d20 + 1 ⇒ (12) + 1 = 13


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

Easy saves: 2d20 ⇒ (12, 17) = 29


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

Save: 1d20 ⇒ 4
Save: 1d20 ⇒ 18


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

Easy save: 1d20 + 1 ⇒ (19) + 1 = 20
Easy save: 1d20 + 1 ⇒ (9) + 1 = 10

Khel grimaces in embarrassment that he wasn't able to help more with the bugs, but fortunately it's hard to see that his face is red through the mud and insect bites. "Nice work, everyone," he comments, "let's get away from these things!"


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

Easy Save: 1d20 + 1 ⇒ (11) + 1 = 12
Easy Save: 1d20 + 1 ⇒ (9) + 1 = 10

Bethany nods in agreement, privately thankful that she had stepped away from the group during the least-successful of the attempts.


Q-14 | Iron Battle

Looks like Doug is the only one to have suffered notably from the insect bites although the party's confidence in their ability may be somewhat shaken...

Past the bugs leads you into the Ghostblight Marsh, a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall runs through the swamp.

Sensible orcs and humans avoid the marsh due to countless tales of strange, floating lights.

Bethany recalls a tale she once heard from Silvermane, an old Elf from Trunau who died in the recent attack:

Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land.

The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground. While the druids’ fight was valiant, the
Council of Thorns was eventually driven back to the swamp and defeated by the orcs.

Faced with sure defeat at the hands of the conquering orcs, the druids of the Council of Thorns made a final stand in the swamp, sacrificing themselves in a bloody ritual. As the druids’ dying bodies slumped into the muck, vengeful willo’- wisps rose from the marsh and drove the orc army out of the swamp.

Deep in the marsh is the Vault of Thorns, where the druids' spirits live on. In time of need surely they can be called on again.

Of course you could also skirt around the edges of the marsh instead of going into the heart of it and head straight for Redlake Fort and the Orcish tribe.


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

"Well that's rather, um, horribly heroic," Fortuna observes with a shudder, "Sounds great, but how do we know the will-o-the-wisps can distinguish friend from foe?" She eyes Bethany's tusks with some uneasy.


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

"As defenders of nature, I'm sure we can rely on them to aid us," Khel says, though he glances about uncertainly for any suspicious flickers of light in the marsh.


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

Bethany bites her lower lip, her tongue sliding out to run along one tusk dubiously. "Maybe Hrarsk and I should wait out here?" she wonders, eying the marshy marshland speculatively.


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

"The help of the will-o'-wisps would be appreciated if we were able to get it, but I'm afraid of backfire. Maybe we could lure the orcs into the swamp, and let the will-o'-wisps judge for themselves?"

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