DM Darkblade Giantslayer Campaign (Inactive)

Game Master GM Darkblade

The Giantslayer Adventure Path begins in the fortified town of Trunau in the southern part of the Hold of Belkzen. A series of strange events trouble the beleaguered town. At the town’s request, the PCs must uncover the source behind these events and step in to save the town from forces which seek an end to Trunau and it's peoples.


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Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin begins the healing process.
wand of CLW: 5d8 + 5 ⇒ (5, 4, 7, 3, 4) + 5 = 28
After five charges he is almost healed.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
6 charges used on the wand - 47-6=41left

Dundin looks at those that arrive at the barricade and check them to see if they are injured. He is concerned for Omast too.
"Omast, are you hurt??"


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton does a quick search of Bronk's body for potions and grabs his fallen axe.
He moves over the barricade to check the other two dead orcs for potions.

"What is the situation here Sergent Omast? Do you have a plan?"

Not doing a complete strip-down of the body but just looking for any vials or bottles that I could easily grab.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

I'll update the # of charges on the wand in my sheet. Also, how long will it take for Delia to return to the barricade?


Omast is indeed hurt, he has been holding the line for a bit, and has taken a few hits while dealing out his own. Roughly at half strength

The normal orcs have no masterwork weapons or armor, no potions, and no unusual gear beyond the description given during their battle texts. There were two tanglefoot bags recoverable from the fallen orcs.

On Kragak's body Adir and Songan find an unidentified potion(m), three divine scrolls(m), five arcane scrolls(m), a bleached radius bone wand carved with orcish symbols of blood and glory(m), a thunderstone, a suit of masterwork chainmail, a masterwork light steel shield, a masterwork battleaxe, five throwing axes, a smelly jar of greasy ointment, and a large carved wooden war drum covered with a stretched hide of human skin, tattooed with orcish runes.

Also, the heroes spy off in the distance can make out the forms of mounted Trunauan guards, most likely Kurst and his companions, charging into and past a group of orcs outside the city to the north who are accompanying a monstrous giant hurling boulders at Trunau’s palisade.

We can handwave Delia's return to the group and everyone gathering together at the barricades. You will have a few rounds, maybe a minute or two if not abused, to do what you wish before the next post "officially" occurs.


Omast gathers with everyone at the barricade, accepting any healing which may be offered. He is tired, haggard, and very much sober. He relates to you the story of what has transpired at the gate since the attack began.

When the orc raid began, your half-orc saboteurs sabotaged the outer and western gates to Trunau, allowing the orcs’ vanguard into the city. Kurst and his troops disrupted the orcs holding the main gate, allowing the militia to close them once more, trapping a sizeable force inside while the bulk of the army yet remains outside the walls. He points to the gate before you, leading down to the Lower Quarter. My militia team managed to close one of the gate’s two portcullises following the initial attack, and were able to construct these two barricades behind the gates in preparation for another assault, but now all of the guards in the gate towers, the streets and at the barricades have either fled or been killed by these bastich raiders.

Beyond the gate, you can see more orc raiders gathering, now in the process of breaking through the portcullis, about to pour through the gate, not a matter of if, but of when. The other gate remains raised from sabotage, undamaged, yet stuck in place, unable to prevent the rush soon to occur.

Observing the fallen tower to the west, you notice the impressive tower once connected Trunau’s western inner wall to the side of Bloodmarch Hill, but smoldering wreckage is all that remains of the fallen tower. The tower fell when it was struck by one of the raiders’ flaming boulders. With at least one of the gates here closed, the fallen wreckage may be one of the only ways out of the inner quarter. If you were to take this route, you might be able of scaling the rubble to reach the lower section of Trunau and move off for the Hopespring beacon.

Omast has managed to stockpile an arsenal of weapons and supplies at the two barricades facing the gate. He offers you anything you can utilize to lay waste to the orc hordes soon coming through the gate. The sergeant has gathered a glaive, a guisarme, a halberd, two longspears, and a ranseur. The weapons are standing upright in a barrel near the westernmost barricade.


Barricades:
Two barricades have been set up on the hill leading toward the western gate. The barricades are approximately 3 feet high and 5 feet wide. A barricade has an AC of 5, hardness 5, hp20 per 5-foot square, and a break DC20. It costs 2 squares of movement to cross a barricade. A barricade provides cover, but only to creatures within 30 feet of it. An attacker can ignore the cover if he’s closer to the obstacle than his target. Cover Rules

Fallen Orcs:
Individual orcs fall as they are dispatched. While bodies and prone allies don’t normally impede movement, the barricades and the craggy nature of the inner quarter’s hill create a special exception. A square containing a single fallen orc does not require additional movement, but it cannot be charged through; a square containing two fallen orcs costs 2 squares of movement to cross; a square containing three or more fallen orcs costs 3 squares of movement to cross. If the PCs can cause orcs to fall in particular spaces (such as by taking readied actions that trigger when an orc enters a specific square), the number of fallen enemies can quickly pile up, in effect strengthening the barricades.

Flaming Boulder:
A large boulder that came crashing into Trunau not long after the raid began sits in the middle of the hill between the two barricades. The boulder is nearly 10 feet across, and the PCs can roll the stone down the hill (toward the gates) at almost any angle. Additionally, the boulder picked up some of the same alchemical reagent that set fire to the trees, and can be ignited with a torch. Starting the boulder on its journey downhill requires a move action and a successful DC13 Strength check. The boulder travels in a 10-foot-wide line, attacking all creatures in its path. The boulder has a melee attack bonus of +10; on a successful hit, it deals 3d6 points of bludgeoning damage (plus 1d6 points of fire damage if it’s on fire). In addition, any creature struck by the boulder must succeed at a DC10 Reflex save or be knocked prone. The boulder crashes through any barricades in its path, but comes to a halt when it hits a sturdy solid object such as the inner quarter’s wall.

Rolling Logs:
Two bundles of logs have been lashed to the western side of the westernmost barricade, one on each side of the road. This timber can be cut loose to roll downhill with devastating effect. Releasing the lashings of one of the log bundles requires two full-round actions (thus, releasing a bundle takes one character two rounds, and two characters one round; four characters could release both bundles in one round). Alternatively, a bundle can be released as a standard action by dealing at least 2 points of damage to the lashings with a slashing weapon. When unleashed, a bundle of logs tumbles down the hill in a 20-foot-wide line, attacking all creatures in its path. A bundle of rolling logs has a melee attack bonus of +15; on a successful hit, it deals 3d6 points of bludgeoning damage. In addition, any creature struck by the logs must succeed at a DC15 Reflex save or be knocked prone. The rolling logs stop when they reach the western curtain wall.

Sharpened Stakes:
The easternmost barricade is equipped with sharpened and splintered wooden fences that Omast salvaged from the wreckage of nearby homes. A PC can ready an action to impale an incoming attacker on the fence posts as though readying a brace weapon against a charge. If readied in this way, the fence posts deal 2d8 points of damage to an orc that ends its movement on the barricade in a square threatened by the PC.

Paizo wants you to have fun and enjoy the next several waves of orcish entertainment they have hired. These additional rules are the staff's way of saying, Hello. Our name is Paizo. You killed our orcs. Prepare to die.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton looks at the gate and says, "We need to get the other gate closed before they break through. I will try to keep them busy if someone can fix it."

He climbs over the barricade and heads for the right gatehouse. He staying out of line-of-sight of the gate to avoid any orc archers. Once at the gatehouse door he pulls out two Alchemist Fire and prepares to throw them.


Brampton, while the bravado is impressive, the time it will take to lower the other gate is not measured in rounds, but something a bit longer, and you will be facing at least 4-5 waves over the next two or three minutes. None of the players are engineers or mechanics, this may be beyond your skills to repair. However, I will leave the planning to your group. Perhaps your group can devise a plan the designers missed. It has happened before.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

I can still slow them down and do a little damage while the group plan something.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Leira profits the relative temporary calm to help the party, Omast and herself to heal up.

While Dundin keeps the wand in use, the girl tries to identify the 3 potions by taste or detect magic.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10

If one of the potions it is a healing one, she drinks it, otherwise she waits for Dundin to tab her with the wand.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

She tries then to help Omast "Are you ok? Please, let us to heal you" when she sees Brampton heading to the front out of the barricade protection "Brampton! It is not the time to suicide in payment for your lose! Help us hold the barricade! We have to range attack them before they reach our line"


The Barricades


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Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin heals Omast until his wounds are gone.
heal1: 1d8 + 1 ⇒ (2) + 1 = 3
heal2: 1d8 + 1 ⇒ (4) + 1 = 5
heal3: 1d8 + 1 ⇒ (6) + 1 = 7
heal4: 1d8 + 1 ⇒ (5) + 1 = 6
heal5: 1d8 + 1 ⇒ (7) + 1 = 8

Dundin smiles and yells to the young fighter. "We can hold here if we stick together. They have to come through this ten foot gap, and we got logs we can roll if they move to either side. We also got a flaming boulder we can roll down the middle that can hurt them."

He hands the wand back to Delia and motions to the boulder. "Leira can use her magic from the back and roll the boulder when the time is right and we have shifted out of its way. Delia can pick them off from the rear. Brampton, Omast, and I can take the middle of the line where they will be the strongest and we can fill the flanks with others with the pole arms and release the logs when things get desperate."

He looks in his bags. "I have no caltrops, anyone have any to scatter in the path?"


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

As the group finds its way back together behind the barricades, Adir downs the potion that he is carrying. His expression is grim, and he is frustrated by his lack of competence in the previous battle.

-------------------------------------------------------------------

CLW potion: 1d8 + 1 ⇒ (4) + 1 = 5

Adir HP: 15/24
Tuzak HP: 12/21


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

"That sounds as a great plan" says Leira healed up. She moves just behind the barricade area behind the top lodges readying her crossbow "Do you want me to enlarge you again? With the aid of a pole weapon you will cover such a great area the orcs will have little opportunity to approach our position without you reaching them with it"


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton comes back behind the barricade and starts passing out gear to the group. see discussion post

"Sergeant Omast would you like to take the center while Mr. Dundin and I take the flanks?"

He then leans his bec de corbin up against the barricade and loads his crossbow. "I think an opening volley thru the gate should get their attention."


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Leira nods satisfied at the clear ideas of Brampton "I will set myself behind the first barricade to avoid cover penalties. That should keep me also at range of my close magical tricks. I will move along that position to avoid combatants closing by, and retreat to the second barricade line if we are too pressed. Call me if you need help with the logs or the boulder."

She gladly accepts the alchemical products. And makes a signal to Dundin "If they break through, I will enlarge you. If you have the spear with you, it will also become large, that way you can switch from spear to axe if you need it"


Omast used three charges of the wand healing himself to nearly full.

Intiative Rolls:

Orc Warrior A: 1d20 + 0 ⇒ (6) + 0 = 6
Orc Warrior B: 1d20 + 0 ⇒ (6) + 0 = 6
Orc Warrior C: 1d20 + 0 ⇒ (5) + 0 = 5
Orc Warrior D: 1d20 + 0 ⇒ (7) + 0 = 7
Orc Warrior E: 1d20 + 0 ⇒ (18) + 0 = 18
Orc Warrior F: 1d20 + 0 ⇒ (18) + 0 = 18
Adir: 1d20 + 2 ⇒ (12) + 2 = 14
Brampton: 1d20 + 3 ⇒ (17) + 3 = 20
Delia: 1d20 + 4 ⇒ (8) + 4 = 12
Dundin: 1d20 + 2 ⇒ (15) + 2 = 17
Jace: 1d20 + 2 ⇒ (17) + 2 = 19
Leira: 1d20 + 3 ⇒ (10) + 3 = 13
Omast: 1d20 ⇒ 17
Songan: 1d20 + 4 ⇒ (17) + 4 = 21
Tuzak: 1d20 + 2 ⇒ (1) + 2 = 3

As the group gathers together, readying themselves to face the orcish onslaught, the guttural calls and crash of the orcs at the portcullis ring out over the courtyard. Bir, iki, vira and the crashing at the gate. Bir, iki, vira then crash. Bir, iki, vira and the cracking of stone, the clatter of steel and wood, the resounding crash of the portcullis coming free of the gatehouse. Hoots and hollers rise up from the gathered orcs, Onları onları oldurmek acele.

The orcs drop their battering ram, taking up their weapons. The oil has not begun pouring from the overhead structure, indeed the warriors inside may not be ready to attack, focused as they may be on repairing the inner portcullis. Backlight by house fires and flaming shot from beyond the walls, the orcs move to rush you line, eager to finish off everyone alive in Inner Trunau. With feral gleams they set their eyes upon you, moving forward with a surge.

Round 1 Begins

Initiatives
First Group: Brampton, Jace, Songan, Orc Warriors E & F
Second Group: Adir, Delia, Leira, Omast, Orc Warriors A, B, C, & D
Third Group: Tuzak

Staggered: None

First Group is up, 36 hour timer counting

Updated Map


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin nods, and uses his wand to make his weapon deadlier as he grows to giant size.
Lead blades active - enlarge active


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

"Here they come!"

With a mock toast to the orcs Brampton drinks his potion and then extends his bec de corbin to brace for the charge.

Attack of Opportunity if needed with 20' reach

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (7) + 6 = 13

Damage, Braced: 4d8 + 18 ⇒ (5, 7, 3, 5) + 18 = 38
if confirm hits add: 8d8 + 36 ⇒ (7, 5, 1, 2, 4, 2, 4, 5) + 36 = 66

104 points??? Damage when enlarge is 2d8+9. It is doubled when braced and x3 on crit. I think I did the math right.


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Multiplying Dice:
When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Damages:
I borrowed this formula from a poster awhile back, but I think it holds true to the rules.

Weapon Damage (Dice + Damage Modifiers) is Z.
Weapon Multiplier is W
Extra Dice Damage (Flaming, Sneak Attack, Vital Strike) is Y.
Special Rules Multiplier (Brace, Charge, Feat, Ability) is T, S, etc

Normal Critical Damage is (Z*W)+Y

Special Rules Multiplier without Critical Damage is (Z*T)+Y

Critical Damage with Special Rules Multiplier is (Z*{W+[T-1]+[S-1]})+Y

So your Bec de corbin with Critical Damage(X3) Braced(X2) Enlarged is (Z*(3+[2-1])+Y equals (Z*4)+Y. I believe this calculates to 8d8+24 if the target is charging, 6d8+18 if not.

Base stats for Masterwork Bec de Corbin is +7 to hit, Damage 1d10+4
Enlarged would become +7 to hit, Damage 2d8+6

Does this appear correct to everyone?


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Thanks. I knew I had it messed up somehow. First off I forgot to turn off my Power Attack in Hero Lab and used the wrong numbers.

So the confirm is 7 + 7 for 14

If we use the dice I rolled for damage it would be:

Damage if no crit and no charge 5 + 7 + 6 = 18 points
Damage if no crit with charge 5 + 7 + 3 + 5 + 12 = 32 points
Damage if crit and no charge 5 + 7 + 3 + 5 + 7 + 5 + 18 = 50 points
Damage if crit with charge 5 + 7 + 3 + 5 + 7 + 5 + 1 + 2 + 24 = 59 points


Dundin, sorry, missed your post earlier. You will be acting in the second round, based on the initiative rolls. I am sorry I missed including you in the line up, that is corrected below. You will need to wait for Leira to spend a round casting Enlarge Person before you actually take the larger, more menacing form. Dundin is currently just outside her range, so a 5' step closer would be in order for her to reach you with the spell.

Round 1 Update 1

Initiatives
First Group: Brampton, Jace, Songan, Orc Warriors E & F
Second Group: Adir, Delia, Dundin, Leira, Omast, Orc Warriors A, B, C, & D
Third Group: Tuzak

Staggered: None

First Group is up, 33 hours remaining

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

GM Darkblade:
map link is wrong on your last post


Corrected Map

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan waits for the charge to begin, an arrow already against the string of his bow. As soon as the orcs begin coming through the portcullis, he looses at the first one he draws a bead on.

Shortbow Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Shortbow Damage: 1d6 + 2 ⇒ (6) + 2 = 8


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Sorry, I did not have the current layout on mind when I posted my starting position. Would it be possible to correct it and set Leira initial position just left of the W in the map?
That way she will be ready to cast her spells on Dundin at the battle start.
Otherwise she will call Dundin to step closer and delay until he has moved within range to cast the spell.


I have adjusted the map to allow Leira to be closer to Dundin while still keeping as close as possible to her original chosen position.

Songan's arrow strikes Orc: 1d2 ⇒ 1 Orc E in the shoulder, wounding the creature as it rushes towards the barricade. The creature makes it a few more steps before Brampton's bec de corbin lances out, punching through the orc's neck, a gout of blood spraying out across the rough ground.

Orc F rushes forwards as well, stepping past the falling E and reaching the barricade, hacking at it with his double axe.

Omast moves up next to the barricade, swinging powerfully (power attack) his greatsword: 1d20 + 10 - 4 - 2 ⇒ (13) + 10 - 4 - 2 = 17, cleaving into Orc F for Damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16, staggering the creature and nearly taking it's arm from the shoulder, the double axe dropping to the ground at it's side.

Round 1 Update 2

Initiatives
First Group: Brampton, Jace, Songan, Orc Warriors E & F
Second Group: Adir, Delia, Dundin, Leira, Omast, Orc Warriors A, B, C, & D
Third Group: Tuzak

Staggered: Orc F

Second Group is up, 36 hour timer counting

Updated Map


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin steps back, and lets the growth magic take him.
Dundin readies and braces his now 20' spear for the charge of others. The staggered orc he ignores for now.

readied braced spear attack:

1d20 + 7 ⇒ (12) + 7 = 196d6 + 14 ⇒ (6, 5, 6, 6, 6, 3) + 14 = 46

aoo:
aoo 20' reach: 1d20 + 7 ⇒ (20) + 7 = 273d6 + 7 ⇒ (3, 4, 4) + 7 = 18crit/Xtra damage: 1d20 + 7 ⇒ (16) + 7 = 236d6 + 14 ⇒ (3, 1, 1, 1, 1, 4) + 14 = 25


Dundin, it will take a full round for the magic to take effect, so you will not have a readied larger and longer attack until the start of yours & Leira's turn next round. You may reconsider your actions this round if you wish.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

As the orcs break through Leira exclaim "For all Trunians! They are here!" and she triggers her readied action starting to cast an enlarge person spell on Dundin.
Indeed, the spell will only take effect at the beginning of your next turn Dundin, because it has "Casting time: 1 round" instead of 1 standard action.
Thanks to allow the reposition Darkblade :)


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin waits by the barricade with his 10' spear braced.
I will reroll damage if needed. Active effects=none?


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Delia leaves the orc to the others for a moment and quickly casts a spell to grant her an endless supply of arrows for the duration of the magic. She then looks at Jace. "Steady boy!"

Cast Abundant Ammunition. Jace will hold actions until any orcs cross the barricade; I'm assuming he cannot attack across the barricade?


Jace can either climb, jump, or navigate the barricade or wait at the wall for an orc to approach. The warcat can rise up and strike at a creature at the wall, though the target has cover, as would Jace.

Waiting for Adir before continuing the round.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Well in that case... Cover or not, Jace going to maul a mofo. I'd like to edit my last post to have Delia order Jace to attack Orc F.

Jace lashes out at the orc with claw and tooth as it makes its approach to the barricade!

Bite Attack: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
Bite Damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Claw Attack: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Claw Damage: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Claw Attack: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Claw Damage: 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11


As cats do not normally stand tall on their hind legs, Jace cannot make multiple attacks over the wall, but must partly climb on it to reach over it for access, instead using either a single claw or bite attack.

Jace lunges up onto the barricade, snapping out at the approaching orc as the scent of spilled blood and bile fills the air. The young warcat tears a chunk of flesh from the warrior's outstretched arm, spilling what life remains to the creature upon the ground as the bicep tears free in the feline's maw. Satisfied, the warcat hastily chews down the meaty mouthful then roars loudly in challenge, the taste of flesh exciting the cat, stirring it's desire for more. A near feral gleam sparkles in it's eye, no doubt only the reflected firelights of the town burning below.

Orc F is dead, just awaiting Adir's actions before the other orcs approach.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Gotcha! That actually makes a lot of sense, Darkblade!


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin's braced spear:
damage: 4d6 + 14 ⇒ (1, 1, 3, 2) + 14 = 21

Dundin's AoO if needed:
normal damage;crit damage: 2d6 + 7 ⇒ (5, 3) + 7 = 154d6 + 14 ⇒ (1, 2, 4, 5) + 14 = 26


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Round 1
-------------------------------------------------------------------

Adir braces the barrier in front of himself.


Did Adir take one of the longspears before he enlarged, or is he using his own shortspear?


I will assume since Adir does not have proficiency with the longspear he did not pick one up, but is still using his own shortspear. It cannot be used to brace and does not allow additional reach.

Adir readies himself as the remaining orcs begin rushing through the portcullis. Orcs A & B rush to the north, eager to take on the large druid and his sloth companion. They hoot and growl as they approach, calling out Sen buyuk simdi olmek.

A second pair of particularly eager warriors are the first to reach the middle line, Orcs C & D, howling as they Charge, swept up in bloodlust. Orc C swings a spiked chain as it reaches the barricade, Aiming for Jace: 1d20 + 6 ⇒ (5) + 6 = 11. The warcat ducked back down, allowing the wooden logs to shield it as the blow misses overhead.

As Orc D reaches the line, Dundin's growing spear lances out at it. Dundin catches Orc D squarely through the breast bone, the dwarf still increasing in size as Leira's magic flows over him. The orc pushes itself fully onto the wooden haft, forcing the dwarf to jerk back forcibly with the weapon, ribs cracking and blood splattering across the rough log palisade as the creature dies within inches of it's goal.

Round 2 Begins

Initiatives
First Group: Adir, Brampton, Delia, Dundin, Jace, Leira, Omast, Songan, Tuzak
Second Group: Orc Warriors A, B, & C

Staggered: None

First Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton sees the two headed for Adir and shifts over to stop them.
5' move behind Leira next to Adir

He swings at the first orc but overreaches and misses the second one.

Attack B: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d8 + 6 ⇒ (8, 4) + 6 = 18

Cleave A: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 2d8 + 6 ⇒ (2, 5) + 6 = 13

GM:
HP 34, AC -2 for cleave, Enlarge rd 2 Trying something new to track my status during combat.


Brampton kills Orc B, misses Orc A, and with the corrections I mentioned to the chart Brampton could do so from his current position, no 5' step necessary.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Okay I will hold position where I was.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Songan, taking a quick glance at his quiver, thankfully sees that despite not being replenished from the adventures thus far, he's fired fewer arrows than he was afraid he had. Still looked to be about 40 in his arsenal. Well, one less now, as he nocked another to his bowstring and fired, aiming at the orc at the back of the rushing line (B).

Shortbow Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Shortbow Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin waits, giving his allies a chance to act. Then he draws and throws a light hammer at the orc (A) in a fluid motion. The extra range makes his flow off.

Light Hammer thrown: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 121d6 + 4 ⇒ (2) + 4 = 6


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Sorry, I haven't noticed I am no longer in Second Group, my bad.
As (B) was killed I guess I have a clear shot to (A).

Arcane failure 10%: 1d100 ⇒ 14
As Dundin suddenly increases in size, Leira shows astonishment on her own powers.

She closes by the barricade and attempts to drop the next orc after Branpton strong display "You killed my father, but you will never take Trunau! Uaaaah!"
light crossbow+Vengeance: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Piercing damage+Vengeance: 1d8 + 1 ⇒ (7) + 1 = 8

After the shot she closes by the woods looking for the barricade protection and loads another bolt in her crossbow.
34-1= 33 bolts


Brampton, eager to prove himself, thrusts outwards with his polearm and catches the lead orc B rushing the far line. The strike punches deep into the orc's armor just beneath the armpit, smashing through the creature's ribcage before bursting a lung and rupturing it's heart. The orc stumbles, tumbles, and collapses in a heap, dead before the barricade.

Songan launches an arrow at Orc A, catching him high in the shoulder and knocking him slightly off balance. The orc rights himself and continues his run, directly into a bolt from Leira. Her shot catches him on the opposite shoulder, punching through cleanly to leave the bolt protruding from both sides of the warrior, Staggering it in the process.

Dundin, feeling the enlarging energy of Leira's spell, starts to throw a hammer at the distant orc A, but at the last minute instead holds to it and lunges at Orc C charging Omast and Jace. His hammer, larger and heavier due to his magicks, hits for Damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8 and Staggers the orc as it swings it's spiked chain about seeking a target.

Omast swings his own Greatsword: 1d20 + 6 ⇒ (18) + 6 = 24, cleaving down into it's shoulder for Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12, killing it as he finishes what Dundin started.

Missing post players take Total Defense for the remainder of Round 2

Orc A steps closer within range of the northeastern edge of the barricade, watching the large druid as he spins and tosses a Bola: 1d20 + 1 ⇒ (1) + 1 = 2 at Tuzak, missing far wide as his concerns regarding the giant human distract him.

A trio of additional orcs rush through the open gates, pausing momentarily as they assess the situation before giving great war cries and preparing to advance.

Round 3 Begins

Initiatives
First Group: Adir, Brampton, Delia, Dundin, Jace, Leira, Omast, Songan, Tuzak
Second Group: Orc Warriors A, G, H, I

Staggered: A

First Group is up, 36 hour timer counting

Updated Map


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin again readies his now large, heavier spear.

brace vs charge/AoO:
1d20 + 6 ⇒ (5) + 6 = 116d6 + 12 ⇒ (4, 2, 3, 3, 3, 5) + 12 = 32
aoo 20' reach: 1d20 + 6 ⇒ (12) + 6 = 183d6 + 6 ⇒ (2, 6, 5) + 6 = 19


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Leira observes how Omast finishes the orc glad they have the Sargent to their side.

Hoping to see the bolas orc not doing anything before falling from current wounds, Leira casts daze on the creature.
Will DC 14 on (a)


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton lashes out with his bec de corbin. Target A

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d8 + 6 ⇒ (3, 2) + 6 = 11

With the bravado of youth Brampton yells out."That takes care of the first wave! I could do this all night."

Turning to the gate he yells at the orc. "Come on pigs!

AoO if the come:

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 2d8 + 6 ⇒ (2, 7) + 6 = 15

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