DM Rambler's Giantslayer (Inactive)

Game Master Scribbling Rambler


1,551 to 1,600 of 1,651 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

Male Elder GM

As Eldan considers his options, the second dire wolf snaps at Zigil.

chomp!: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 6 ⇒ (7) + 6 = 13

The priest's heavy armour protects him from the beast's slavering jaws.

Eldan (delayed)
Grodar
Zigil
Slei
Half-Orc
Dire Wolf A


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar attempts to attack the more wounded dire wolf.
Brawler's Flurry pt. 1: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Brawler's Flurry pt. 2: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Damage if it hits: 1d6 + 3 ⇒ (5) + 3 = 8


Male Elder GM

Grodar ignores the wolf menacing him, and instead lashes out at the one attacking Zigil and lands a solid hit.

Eldan (delayed)
Zigil
Slei
Half-Orc
Dire Wolf A


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

Zigil attacks her wolf again. attack: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15, damage: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8


Male Elder GM

Zigil follows up Grodar's attack with another vicious slash, and one of the wolves falls.

Ziggy may move afterwards, if you wish.

I removed the previous map, because I hadn't updated Giles' and Garm's locations.

Eldan (delayed)
Slei
Half-Orc
Dire Wolf A


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

Zigil will move ahead 3 and try to flatten against the rock for some cover against the guy on the rock.


Male Elder GM

From ahead comes the command, "Feargus! Attack!"

A volley of 4 arrows streaks towards the half-orc from a hidden side passage, followed by a charging wolf.

TW-TWANG!!TWANG!TWANG!: 1d20 + 15 ⇒ (6) + 15 = 211d8 + 5 ⇒ (7) + 5 = 121d8 + 5 ⇒ (2) + 5 = 71d20 + 15 ⇒ (12) + 15 = 271d8 + 5 ⇒ (1) + 5 = 61d20 + 10 ⇒ (17) + 10 = 271d8 + 5 ⇒ (5) + 5 = 10

All of the arrows sink deep into the alchemist, and he slumps to the ground as the wolf arrives.

Giles recognizes both the voice and the wolf, from his farm.

Slei
Dire Wolf
Giles & Garm
Eldan (delaying)


Halfling Slayer 4 Init +5; Per+10; AC 19, T14, F16; HP 36; F+6, R+8, W+3; BAB +4

Slei will move to just in front of Garm and attack the last wolf with her longsword.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Critical??????: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 6


Male Elder GM

Slei's slash draws a line of blood across the wolf's flank.

Giles and Zigil continue to burn.
Giles hot: 1d6 ⇒ 6
Zigil hot: 1d6 ⇒ 4

bite: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 6 ⇒ (7) + 6 = 13
The wolf snaps at the latest source of pain, but Slei quickly evades it and slides underneath the wolf's belly.

Helen, I spent a point of your panache to use your Underfoot Assault ability. Everybody adjacent to the wolf is considered to be flanking it.


Male Human Ranger (trapper) 4. HP: 40/40 AC: 19/13/16 F:+6 R:+7 W:+4 Init:+3 Perc: +9

"This better do it."

Power Attack Hail Mary: 1d20 + 7 ⇒ (9) + 7 = 161d10 + 6 ⇒ (3) + 6 = 9

Chomp!: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 1 ⇒ (4) + 1 = 5

Crit Confirm: 1d20 + 4 ⇒ (7) + 4 = 111d4 + 1 ⇒ (2) + 1 = 3

"Good boy Garm!"


Male Elder GM

Slei's distraction of the wolf is enough to allow Giles and Garm to bring the beast down!


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

"Finally!" Zigil will spend her next turn putting out her fire.

"I think we should retreat out of range of these bodies and I can do some more healing. I can also spend the last use of the banner."


Male Elder GM

Zigil and Giles still need to make DC15 Reflex saves to put out the fire. Giles will be burned at least one more time. Assuming they stop, drop, and roll, and others help them, there is a +4 bonus on the save.
There may be other ways to ensure the flames are extinguished (ex: jumping in to the inviting underground pool where no monsters could possibly be lurking).


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

Not gonna jump. Nope. Not gonna. I'm going to go ahead and assume the rest of the party loves my sweet, sweet healing enough to help me put out my fire.

Reflex: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7 !@$$@!$@!


Male Human Ranger (trapper) 4. HP: 40/40 AC: 19/13/16 F:+6 R:+7 W:+4 Init:+3 Perc: +9

Stop, drop and roll: 1d20 + 12 ⇒ (8) + 12 = 20


Male Elder GM

badfirestillbad Giles: 1d6 ⇒ 1
badfirestillbad Ziggy: 1d6 ⇒ 6

Giles is no longer burning, Ziggy needs another save with the bonus.

As Zigil and Giles try to extinguish the burning liquid soaking them, a middle-aged man wearing a militia uniform strides out on to the far ledge, bow drawn. The wolf runs over to him.

"Giles? Grodar? Is everyone alright? Any more enemies?"

Grodar:
Grodar recognizes the man as Damon VanCaskerkin, a ranger who usually acts as a far scout for the militia.


Male Elder GM

On second thought, looking at Zigil's hit points...

Zigil passes out from the pain of the flames, but the rest of the party is able to extinguish the fire on her.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"We seem to be in the clear for the moment. Don't suppose you have any means of healing?"


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

Assuming someone gives Zigil a healing potion or something, he will use at a couple of channel divinity to do some healing. First we'll make sure that there are no hostiles in the radius of the healing, either by moving the bodies or moving off.

channel divinity x 2: 2d6 + 2d6 ⇒ (3, 4) + (1, 3) = 11

I can do a few cure light wounds as well if anyone needs more


Male Human Ranger (trapper) 4. HP: 40/40 AC: 19/13/16 F:+6 R:+7 W:+4 Init:+3 Perc: +9

"I think we have dealt with the threat for now. Might be best to get back to town to assess the damage."


Male Elder GM

Sorry, I've been waiting to see if somebody has that potion for Zigil.

The militiaman comes down to join the group.

"Name's Damon. Already know Giles & Grodar. You may want to check out that half-orc before heading out. Killed them birds and spiders already, so exit is clear."


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8
DM Rambler wrote:
Sorry, I've been waiting to see if somebody has that potion for Zigil.

Me too.


Male Elder GM

Damon approaches the party and pours a potion into Zigil's mouth, massaging her throat to make the cleric swallow.

Cure Mod: 2d8 + 3 ⇒ (4, 2) + 3 = 9

"Got that from the half-orc. He has other things you should check out."


Male Elder GM

The party examines the body of the half-orc, and detect magic on his gear.

He was equipped with a magical alembic, a magical heart-shaped locket, a formula book, a portable alchemy lab and alchemist's crafting kit, masterwork thieve's tools, masterwork studded leather armour, a masterwork cold iron falchion, a light crossbow with bolts, 2 doses of antitoxin, 2 thunderstones, a tanglefoot bag, 2 flasks of alchemist's fire, 2 flasks of liquid ice, 2 vials of acid, and 6 doses of various poisons.

The tattoo etched on his face is also enchanted.

And he carries a note. Note 2 on the Drive


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Barring objections from the others, Grodar will take one of the alchemist's fires, one of the liquid ices, and the crossbow bolts.


Male Elder GM

I thought I should re-post this.

DM Rambler wrote:


The opening leads to an open, high-ceilinged, natural cavern with ledges and stairs carved into its walls. Embedded in a fifteen-foot-tall spire of centuries-old bones stands the skeleton of a massive armoured 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.

And here is the text of the note:

"Get me Uskroth's hammer and rock. I want everything else in the barrow too, but I have to have the hammer and the rock. I think it looks like the rock I already have and showed you. I have to have both rocks to know the way to the giantkiller's tomb, so make sure you get the right one. Then bring the hammer and the rock back to the fort.

Signed,
Grenseldek,
Glorious Chieftain of the Twisted Hearts"


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

Zigil will take the items no one else wants, except for the poisons and the light crossbow. Whatever the party does not want, we can sell back in town later.

"Let's move back to the the skeletal remains of this Uskroth. Once we get 30 feet clear of the bodies here, I can heal us.(Rolls as above.) Then perhaps we can dig through the mounds of treasure at his feet, and look around for this rock."

To Damon, "I'm Zigil by the way. Your arrival was blessing from Iomedae."


Male Elder GM

Is Zigil doing anything else while looking (ex spells)?


Male Elder GM

The chests, vases, and other containers around the giant skeleton's feet hold gems, jewelry, and other finery. 1300 gp worth
As well, there is a well-made breastplate, a well-made suit of splint mail, 4 well-made arrows, 13 crossbow bolts made of sky-metal (adamantine), a well-made orc double axe, a belt, 2 scrolls, and a red stick.
The skeleton itself is wearing a battered but well-made large suit of half-plate and holding a massive stone hammer. Beneath its helmet, one of its eye sockets contains a fist-sized round rock.


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

If I read the map right, channeling divinity at the statue should put the hostiles out of range. If we want to be sure, we can hack the heads off of the dire wolves and do it there before we go to the statue.
Either way, everyone will get 11 HP back. (And I still have a few CLWs)

Zigil will scan the items in the treasure with detect magic as well as the giant skeleton's equipment (armor, hammer, helmet, and socket rock).

He will spend a little extra time examining the giant's massive stone hammer and its rock. perception: 1d20 + 5 ⇒ (11) + 5 = 16.


Male Elder GM

The belt, 4 arrows, scrolls, and wand are magical, as is the armour on the skeletal giant. The hammer has an incredibly strong magical aura, almost overwhelming, of the type that only an artifact could have.

None of the other treasure is magical, including the rock.

Knowledge (Religion) could tell you a bit more about the hammer, and you could make Spellcraft checks in combination with detect magic to identify the other magic items (artifacts cannot be identified this way).

I messed up one thing. The note which the half-orc had was written in Giant. I'm pretty sure some of you can still read it.


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

wand: spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
belt: spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8
arrows: spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
armour: spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
hammer: spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22

and from the stuff from the orc-alchemist:

alembic: spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24
locket: spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16

And knowledge(religion): 1d20 + 4 ⇒ (20) + 4 = 24 on the hammer.

I'm liking these new dice


Male Elder GM

Zigil is able to determine that the wand contains 7 charges of inflict moderate wounds and the properties of the magical formula alembic (here).

She may try the other items another day, but the hammer is an artifact and beyond low level magic. She does see that it has an engraving of the holy symbol of Minderhal, god of giants, on the head.


Male Human Ranger (trapper) 4. HP: 40/40 AC: 19/13/16 F:+6 R:+7 W:+4 Init:+3 Perc: +9

Giles does speak Giant (naturally).


Male Elder GM

Giles:
Though he doesn't know much about the specifics of the worship of Minderhal, Giles knows enough about giants to know that Minderhal is a stone giant blacksmith god.


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

Zigil will examine the socket rock, looking for any markings or interesting shapes on it.

perception: 1d20 + 5 ⇒ (1) + 5 = 6

And did I mention

Zigil "Stardust" Aul wrote:
Either way, everyone will get 11 HP back. (And I still have a few CLWs)


Male Elder GM

Zigil stretches up and retrieves the rock, which turns out to be a geode. The other face of the stone is covered in beautiful purple and green crystals. There is some sort of groove running through the crystals.

Zigil:
Ziggy can't help but feel there must be something more significant here, but that he lacks the types of knowledge which may help.


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

She will show the geode to the rest of the party. "Does anyone have any idea what this groove is?" To herself, "... normally, I'm good at grooves ..."

She looks at the treasure and the giant's equipment. "I think we have to carry all of this back to town. It's not safe to leave here. The invading orcs know about it. Especially the hammer and the rock."


Male Elf Wizard Lvl: 4 HP: 17 AC: 13/10/13 F: 1 R: 4 W: 7 Init: 4 Percep: 6

“Here, perhaps I can take a look at those items for you. While I am doing that, does anyone know this Grenseldek? Or the fort he might be at? What off this Giant-killer?”

belt: spellcraft: 18 + 12 = 30
arrows: spellcraft: 11 + 12 = 22
armour: spellcraft: 14 + 12 = 26
hammer: spellcraft: 9 + 12 = 21

and from the stuff from the orc-alchemist:

locket: spellcraft: 19 + 12 = 31

Knowledge Local: Grenseldek: 12 + 11 = 23
Knowledge History: Giant-killer: 8 + 12 = 20


Male Elder GM

The belt is a heavyload belt.
The armour is once-enchanted (+1) half-plate, but has further enchantments. It re-sizes itself for any size of wearer. And once per day it can bestow its wearer with the effects of a righteous might spell.
The locket is a true love locket, an item created in pairs. When attuned to wearers with an emotional bond, the lockets allow the partners to monitor each other's status, better aid each other, and share skills. The locket contains a lock of hair.
Neither of the last 2 items is in the standard rules.

Eldan is unable to identify the other items today, and the hammer is too powerful to be identified this way.

While Eldan's knowledge does not tell him anything about who this particular giantkiller may be, he does recognize the Twisted Hearts tribe. About 100 years ago, a united tribe of orcs and giants were particularly successful under a hill-giant chieftain named Uskroth, who wielded a stone hammer named Agrimmosh which he claimed belonged to Minderhal himself. They were finally defeated by an army from Lastwall when Uskroth fell in battle to 23 spears and swords in his flesh. Without their leader, the Twisted Hearts tribe fell apart. Their have been rumours that a new Twisted Hearts tribe has been forming recently, with the hill-giant Grenseldek as their chieftain/queen.

Knowledge (Geography), Appraise, and Knowledge (Dungeoneering) may be useful for other things here, as may other Knowledge (Local) checks.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar tries to think of anything that might be useful to the matters at hand.
Knowledge (dungeoneering): 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge (local): 1d20 + 7 ⇒ (18) + 7 = 25


Male Elf Wizard Lvl: 4 HP: 17 AC: 13/10/13 F: 1 R: 4 W: 7 Init: 4 Percep: 6

Here are a couple more roles for you.

Appraise: 11 + 7 = 18
Knowledge Dungeoneering: 4 + 10 = 14
Knowledge Geography: 17 + 10 = 17


Male Elder GM

One other magic item...
Eldan Spellcraft: 1d20 + 12 ⇒ (8) + 12 = 20
Zigil Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10

Eldan:
The tattoo on the orc's face is enchanted like a magic item would be. It allows the bearer to assume the appearance of a specific humanoid for up to 5 hours per day, similar to a disguise self spell.

Grodar:
Grodar glances at the geode, and realizes that the crystals look like an overhead view of the nearby Mindspin Mountains! This rock must be part of a map, with the groove indicating a route, but it seems incomplete...


Male Human Ranger (trapper) 4. HP: 40/40 AC: 19/13/16 F:+6 R:+7 W:+4 Init:+3 Perc: +9

Know Local: 1d20 + 5 ⇒ (13) + 5 = 18

Profession Farmer: 1d20 + 7 ⇒ (16) + 7 = 23


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"That crystal looks like a map of the Mindspin Mountains. Looks like the groove is an incomplete route through them."


Male Elf Wizard Lvl: 4 HP: 17 AC: 13/10/13 F: 1 R: 4 W: 7 Init: 4 Percep: 6

“Excellent observation, Master Grodar. Now we understand why they want two rocks. It must be a route to a lost treasure they feel is the key to deafting us. It goes without saying we cannot let them get this one. The hammer may be a key to unlocking a gate at the end of the route.

The tattoo is enchanted as a magic item would be though it is on his face and allows him to disguise himself for a period of time. I am not sure if it can be transfered to anyone else.”


Male Elder GM

Eldan is fairly certain that it cannot be transferred.


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

"Well, if I had a tattoo like that on my face, I'd certainly want to disguise myself too!" Shakes his head.

"I suppose that whoever wants the belt will be carrying most of this." Is there anything in the cavern that would help us haul the treasure? Otherwise, we'll have to sort through, and take the most valuable stuff.

Reminder: Zigil would have channeled the healing at the skeleton (not statue as I said above) for 11 HP of healing.


Male Elder GM

If somebody wore the belt, it would help with carrying stuff.
Who is removing the armour from the skeleton?
Is anyone grabbing the hammer?


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Unless anyone else wants to, Grodar will remove the armour and take the hammer from the skeleton.

1 to 50 of 1,651 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Rambler's Bloodmarch All Messageboards

Want to post a reply? Sign in.