DM Rambler |
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)
DM Rambler |
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.
Aegidius "Giles" de Hammo |
"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!"
Zigil "Stardust" Aul |
"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."
DM Rambler |
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).
Zigil "Stardust" Aul |
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 !@$$@!$@!
DM Rambler |
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?"
Zigil "Stardust" Aul |
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
DM Rambler |
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
DM Rambler |
I thought I should re-post this.
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"
Zigil "Stardust" Aul |
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."
DM Rambler |
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.
Zigil "Stardust" Aul |
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.
DM Rambler |
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.
Zigil "Stardust" Aul |
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
DM Rambler |
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.
Zigil "Stardust" Aul |
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
Either way, everyone will get 11 HP back. (And I still have a few CLWs)
DM Rambler |
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 "Stardust" Aul |
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."
Eldan Whitecrow |
“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
DM Rambler |
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.
DM Rambler |
One other magic item...
Eldan Spellcraft: 1d20 + 12 ⇒ (8) + 12 = 20
Zigil Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
Eldan Whitecrow |
“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.”
Zigil "Stardust" Aul |
"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.