Dungeon Master S's "Giantslayer" AP (Inactive)

Game Master Chris Marsh


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Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

The final week before the group departs Trunau seems Vael focusing on his pet project for their base of operations: the Brewery. His excitement is nearly palpable, and although he enjoys working for Rabus he knows the man cares for moonshine. To be able to make his own Oakfist Ale!

At the beginning of the week the brewer spends time at Barterstones, talking over his business plan and getting several on board to provide materials in the future. In return, he goes over what goods he needs and makes the appropriate trades happen.
Day 1, Diplomacy: 10 + 11 = 21 +2 Goods
Day 2, Diplomacy: 10 + 11 = 21 +2 Goods
Day 3, Diplomacy: 10 + 11 = 21 +2 Goods

Once he has the appropriate materials for a brewery secured, Vael spends time talking to some of the regulars at the Killin' Ground. He knows who in town appreciates his ale the most (many being dwarves), and convinces them the honour of get a proper dwarven brew in Trunau.
Day 4, Diplomacy: 10 + 11 = 21 +2 Labor
Day 5, Diplomacy: 10 + 11 = 21 +2 Labor
Day 6, Diplomacy: 10 + 11 = 21 +2 Labor

On the last day, Vael has the hard job of talking Rabus into the idea that a partnership will help his business. His old boss isn't thrilled about the idea, but knowing that he helped saved the man's life (coupled with the space there'll be to make moonshine) sways him. The shake hands, agreeing on a partnership.
Day 7, Diplomacy: 10 + 11 = 21 +2 Influence, only buying +1 though
135gp spent

Vael wipes his brow, proud that he'd tied up this loose end. Tulia, standing on his shoulder, says, "You care an awful lot about making beer. It's sometimes troubling."

He smiles. "Aye. It's me family's work, so I care for it. It's what I ken. But it's more than that. Me ale be like a social glue. It brin's people together. People gather around a table, sharin' tales, bein' merry. That togetherness spreads happiness. And just like ye and I enjoy our stargazin', others enjoy that companionship. For a few gold coins, that's money well spent I say."

Tulia makes a sound of mock indignation. "It could have been tea, you know."

They both burst out in laughter.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Raen:

Ghostlight Marsh: You learn little else. The taboo of the Marsh seems to affect even academicians. The Council of Thorns is not much better. You can only confirm that they were wiped out 480 years ago by the Horde.

Will o'wisps on the other hand are different. You can ask 3 questions about them.

Vael and Ushyle continue to do what they do best. With an impending adventure approaching (likely a suicide mission, but aren't they all?) they find their time is best spent focused on helping and making good work, a trait common in Trunau.

Week 3 (17-23 Kuthona)
Raen: Work and research
Ushyle: Work
Vael: Work
Whistle Pig: Go
Doxon: Working and training
Hamilton: Go

Liberty's Edge

Male Halfing Ranger 13/Fighter 2| HP 111/111| AC 22 FF 18 Tch 15 | CMD 33 | F+15 R+18 W+11| Perc + 27| Init +8

WP is at a loss why everyone wants all this other stuff in the "club house." what else could you need but a warm bed, a stocked kitchen and a wide hearth? He has never had these things, but something inside him yearns for them (along with smoking pipe weed...).

Pig Spends some time with the Druid. He still has no idea what he's saying with his hand gestures, but he knows, if given enough time, he can master it.

As he sits, he whistles various tunes he knows and sometimes things be makes up. The odd couple becomes an attraction for the town children who will sit a while and listen to Whistle Pig's warbling.

In between his visits to the Old One, WP ventures out into the location fields and forests and collects the common and not so common herbs and plants the town will need for medicinal use.

Day 1 Kn:Nature: 1d20 + 6 ⇒ (19) + 6 = 25 +2 goods


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During the day, most of the construction takes an extended break. Instead of hanging rafters, people hang crystal prisms and glass baubles throughout town in order to spread light and scatter rainbows in the streets. Most of the ash from the fire has been cleared away, and the light shines on new work. As townsfolk prepare for the evening festivities, artisans and musicians ply their trades, hoping for a coin or two while they sell their crafts and play tunes for the people while they browse. Throughout the day, presents are given and received. The Heroes of Trunau are given snacks of all kinds, pastries, and jerky from animals hunted by the heroes themselves.

Despite Trunau being a bit more staid than most towns, women still spend the day with colored hair, looking almost gnomish in how garish the color choices are.

As night falls, the community gathers every available lantern and candle, bringing them out onto porches or lining the streets with their communal light. Instead of the commons, the town gathers in the Inner Quarter where a large feast around a bonfire complete with roasted meats, stewed vegetables, roasted root vegetables, and winter squashes—all seasoned with plenty of fragrant spices is held. The young let their desires get the better of them, and for the first time since the attack people drink to excess.

Peace, at least for now, has returned to Trunau. Before you each turn in for the night, the Morninghawks, Kurst, and Cham Larringfass gather to give you each a custom built pack, specifically designed to fit your specific body shape. Each of you is gifted a masterwork backpack. Each comes with a note that says "To make the road ahead a little lighter.


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

Vael thanks each of them for the gift. "This'll work wonders."
When he gets back home, he'll transfer all his gear from his previous backpack (also masterwork) to the new one he's been gifted.

He then makes a few last minute purchases. Specifically:
- Vermin Repellent x2 (10gp)
- Alchemist's Fire x2 (40gp)
Chance whether a wand of cure light wounds is available in Trunau. 75% chance. High is good: 1d100 ⇒ 85
- Wand of Cure Light Wounds (750gp)


Active Conditions:
Sacred Armor, Divine Favor (+4 atk/dmg), Good Hope (+2 all), Ironskin (+7 nat armor), Haste, Resist Fire/Elec 30, Bear's Endurance (+4 Con)
Per Diem:
Blessings 10/10 | Fervor 7/10 | Sacred Weapon 14/14
Male Dwarf Warpriest 15 | HP 133/158| AC 27(37) (42 vs Giants) FF 36 Tch 16 | CMD 23 (+5 vs. Disarm) | F+16 R+12 W+14 | Perc +4 | Init +3

Knowing the ordeal that lies ahead of them, Doxon does his best to enjoy the night with the townsfolk, which mainly consists of eating to excess and shyly admiring all the lasses.

When presented with the gift, Doxon is so overcome with gratitude, he rushes over to a nearby bush and vomits.


Male Human (Taldane) Ranger 12/Roughrider 3; HP: 165/165; Speed 30'; AC 33 or 36 with Shield, +2 Vs. Giants; FF 24/27, Touch 17. All AC +2 vs. Giants; Fort +14, Ref +12, Will:+8

What kind of Flora and Fauna can we expect?

Nature:1d20 + 7 ⇒ (1) + 7 = 8

...Nevermind, never been there, no idea what to expect.

I'll spend the final week shopping for the trip, and patrolling for the militia.

Profession Soldier:1d20 + 7 ⇒ (18) + 7 = 25


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

When you next meet, it has been three weeks since the Battle of Bloodmarch Hill. By now life has mostly returned to normal.

At the crack of dawn you leave to meet with Halgra and Silvermane. You know that "normal" is about to be a thing of the past.

After pleasantries, Silvermane produces an ancient, leaf-embossed brass lantern. The ancient druid calls it a ghostlight lantern. According to Silvermane, if the husk of a dead will-o’-wisp is placed inside the lantern, the lamp will produce a beacon that points to the circle of standing stones that marks the Vault’s entrance. Once you reach the druidic circle, you need only wash the supernaturally fueled lantern’s light over the central standing stone to open the portal into the Vault of Thorns. The lantern likely does much more, but it's hard to tell without a wisp inside.

After having a chance to look it over, Halgra steps in,"I have already secured passage for you aboard a keelboat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort in exchange for your efforts in helping sail the boat and defending it from any dangerous river denizens. Overland travel to Redlake Fort would be foolhardy and dangerous, as it would take you right through the orc-infested Hold of Belkzen. Bloodtusk’s riverboat, on the other hand, is well known among the orc tribes along the river, and the gladiator-turned-riverboat-captain enjoys rights of safe passage from these tribes’ chieftains, which makes a river journey far safer than traveling overland."

She hands you a letter of introduction. "Give this to Bloodtusk. He is waiting for you on the southern bank of the Kestrel River."

----------

They're available for questions, otherwise let me know when you want to head out to the river...


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

"May I..." Vael reaches out for the lantern. Tulia chirps as he looks over the artifact.
Artifact Hunter (53% chance, high is good): 1d100 ⇒ 28

He shrugs, then hands it over to Raen.


Varisian Illusionist Loremaster 15 HP 145*/131 | AC 17 Tch 12 FF 15 | F+16 R+13 W+18 | CMD 17 | Perc +21 | Init +8
Per Diem:
Ring: Unused | Pearl 1st/2nd/3rd: N/N/N| Kimono: Unused | Extend 3/3 | Quicken 3/3 | Staff 10/10 | Blinding Ray 15/15

"Thank you," Raen says quietly, looking over her backpack with an eagerness she tries to hide. She isn't quite sure what else to say. That evening, she too transfers her packed belongings from her old backpack, well-made but merchant-bought, to the new.

I'd be willing to buy that wand of cure light wounds with Fame if you'd prefer to save the coin, Vael.

* * *

"Oh come now, I am sure this is worth more than a shrug!" Raen says with some excitement. Few things put her in a good mood better than a new strange artifact to tinker with. "How did you find this so quickly, Silvermane? And where?" she asks as she opens and closes the leaf-wrought aperture of the lantern several times. She feels the tingle of its magic power in her fingertips and tries to suss out the specific properties. Detect magic for good measure, though this might stun me temporarily.

Artifact Hunter, 48 or higher: 1d100 ⇒ 72

GM Sfounder:
Will-o'-wisp questions:

What is a will-o'-wisp's typical metaphysical function? Ie what is its role in the afterlife universe (and do they have a typical alignment)?
Special attacks?
Defenses?


Varisian Illusionist Loremaster 15 HP 145*/131 | AC 17 Tch 12 FF 15 | F+16 R+13 W+18 | CMD 17 | Perc +21 | Init +8
Per Diem:
Ring: Unused | Pearl 1st/2nd/3rd: N/N/N| Kimono: Unused | Extend 3/3 | Quicken 3/3 | Staff 10/10 | Blinding Ray 15/15

Some time later, their meeting concluded, Raen follows the others down Bloodmarch Hill toward their awaiting boat. As chance would have it, she notices Brinya passing the other way, and the Varisian breaks from the others to say hello.

Brinya is in a better state than when Raen last saw her, though clearly still in mourning. Raen puts a hand on her arm. "Rodrik is gone, Brinya, but he was not the only citizen of Trunau who cared for you. I've been talking with the others -- the ones I went into the cave with, that is..." She trails off for a moment. "We've been working hard rebuilding these last weeks, as has everyone. You don't need to be so alone over in the hostel. We built an extra room, and it can be yours."

She pauses, then lets out a small laugh. "A man, two dwarves, a halfling, Ushyle, and me. An eclectic family! You'd be most welcome to join us. Maybe even rent out our rooms while we're gone, and keep the brews going for Vael if you're up for it. Lend out some of my books, too, if you want, and hire an apprentice smith for our forge. It'd be an ample living and resource to Trunau to boot. And you'd always have company." Raen smiles at the widow and adds with a wink, "Think it over! You can move in any time!"

She presses a key into her hand and rejoins the group.


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I was wrong, Artifict Hunter doesn't work with the Ghostlight Lantern. I will take an actual spellcraft check though.

Raen:

Will o'wisps are evil aberrations, not a part of the normal life cycle. They can feed off of fear, gaining health in the process. They can shock a foe with great reliability. They are naturally invisible when they wish to be, and they're immune to almost all magic (except magic missile.)


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Brinya is stunned a bit at Raen's offer, "I dunna know what to say! I won't lie Heroes, it hasn't gotten much easier. Half-orcs not named Ushyle have had a rough month. Rodrick's father hasn't been quite as hostile, but he's been by no means nice...." She thinks for a solid minute. "Aye. I'll watch over for you. Just promise me you'll come back."


Varisian Illusionist Loremaster 15 HP 145*/131 | AC 17 Tch 12 FF 15 | F+16 R+13 W+18 | CMD 17 | Perc +21 | Init +8
Per Diem:
Ring: Unused | Pearl 1st/2nd/3rd: N/N/N| Kimono: Unused | Extend 3/3 | Quicken 3/3 | Staff 10/10 | Blinding Ray 15/15

Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17 add 1 if this counts as "to identify"
Blech probably doesn't matter anyway

A pale face with harsh features and dead eyes stares at Raen from over Brinya's shoulder. "We will come back," she nods solemnly. Raen breaks into a smile. "We will come back. Welcome home!"

Turning to go, she stops and turns back to the half-orc. "Take whatever you need out of the earnings -- say two sail? A day?"

"See you soon!" she calls, and hurries downhill.

Easiest to just Take 10 and subtract Brinya's earnings (20 sp/day). I'll do the construction calculations tonight.


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It does count as identification, but the DC is 22.

Brinya is ecstatic of course, and promises that everything will be in perfect order upon your return.

Large update later today. Whistle Pig, I believe is home sick, so we'll let him catch up.


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Some of you may have heard of "Raag Bloodtusk" before:

Knowledge (Local) DC 12:

A former gladiator in the fighting pits of Urgir, Raag Bloodtusk won his freedom through trials of strength and blood—both his own and that of his enemies. Since earning his freedom several years ago, the hulking half-orc has sailed up and down the Esk and Kestrel rivers, ferrying supplies into and out of Belkzen.

According to the directions, it's an 18 mile trip to the mooring of Bloodtusk's keeboat. With your letter of introduction, and a clear path forward, you estimate that if you leave now, it'll take you today and tomorrow morning to get there.

Indeed it is a peaceful trip. At the end of your first day you set up camp, and Whistle Pig's dinner is excellent. It's good to get away from it all. While the mood in Trunau is improving, the respite from the chaos is welcomed.

Late morning on the 25th of Kuthona you spy the keelboat from afar. Bloodtusk’s riverboat is a large, modified keelboat with a sturdy wooden hull. Assembled from the scavenged wrecks of several other vessels, the riverboat looks ungainly, with a wide forecastle and towerlike structure at the bow, and a high aftcastle at the stern. The boat is 120 feet long and 30 feet wide, with a likely draft of 10 feet. It has a single mast with a large sail as well as rowing banks. The neighing of horses tells you that he keeps at least a half dozen on hand, likely to toe the barge upriver from shore.

A massively muscled and scarred half-orc waves you on as you approach, "Come aboard ye!"

You make your way on board with a hearty handshake, "The name is Raag Bloodtusk. It's a pleasure to meet you. The letter says you're the new muscle." He looks at Raen a bit skeptically, then wiggles his fingers in a child-like gesture mimicking magic. When the Varisian confirms, he smiles. "Good we're going to be together for a while. It's going to take a week to get to the Ghostlight Marsh, so let me show you around and introduce you to everyone."

He wastes no time giving the you the tour of the vessel.

"You can stable your steeds here A2. I hope you don't mind if we put them to work." The stables hold a total of 8, just enough to stable yours. Inside is one horse that looks quite impressive, likely a warhorse by breed and training.

He leads you up the stern tower to the crew quarters A5. "You lot will be sleeping here. You're always welcomed to sleep on deck, but it's not recommended... it ain't exactly comfortable."

He then takes you below deck to the coxwain's walk. You each try to hide your shock when a full-blooded female orc greets you with a snarl. "This here is Coxswain Halrex. She is strict, but she is... well strict. And if you're wondering, she trusts you about as much as you trust her for now. I'm hoping that changes over time. She's my right hand and a solid woman."

The tour continues aft to the armory. The door here is locked and the captain unlocks it to show you inside. Apart from a cargo of chain shirts, battleaxes, and spears, the armory also contains a locked iron cage holding a sleeping girallon! from the Mwangi "I hope to sell'em to a rep of Urgir’s gladiatorial arena. Should fetch a pretty penny."

Raen: 1d20 + 3 ⇒ (19) + 3 = 22
Ushyle: 1d20 + 9 ⇒ (9) + 9 = 18 (Darkvision 60')
Vael: 1d20 + 5 ⇒ (5) + 5 = 10 (Darkvision 60')
--->Tulia: 1d20 + 9 ⇒ (10) + 9 = 19 (LLV)
Whistle Pig: 1d20 + 8 ⇒ (15) + 8 = 23
Doxon: 1d20 + 3 ⇒ (8) + 3 = 11 (Darkvision 60')
Hamilton: 1d20 + 6 ⇒ (18) + 6 = 24

Raen, Whistle Pig, and Hamilton:

You notice several discolored floorboards in the corner of the armory. They look like they might be a door.

The tour continues as you meet the rest of the crew; Barka, Gashnakh, Ghorza, Krothu, Oorug, Sharg, Taug, and Urul. They're all half-orcs who are obviously proud to sail with Bloodtusk.

Raen: 1d20 + 0 ⇒ (14) + 0 = 14
Ushyle: 1d20 + 10 ⇒ (19) + 10 = 29
Vael: 1d20 + 5 ⇒ (15) + 5 = 20
Whistle Pig: 1d20 + 1 ⇒ (7) + 1 = 8
Doxon: 1d20 + 3 ⇒ (12) + 3 = 15
Ham: 1d20 + 1 ⇒ (12) + 1 = 13

Ushyle:

Something about Gashnakh seems off, like he's got some kind of enchantment magic working on him.

Finally, and clearly eager to shove off, Raag Bloodtusk asks if there are any questions...


In effect: grtr mgc wpn Male half-elf Brw1/Inq14 | hp 92/139 | Init +5 | AC 25, T 14, FF 24 | CMB +14, CMD 31 | F +17 R +13 W +18 (+2 vs. ench) | Prcptn +22 (darkvision), SM +30 |

Ushyle shakes his head and nods, keeping one eye on the cook as the crew disperses back to their duties. He tries to catch Raen's eye, but she is distracted by something in one of her books, and instead meets the gaze of Halrex.

Trying to ignore the flush of heat rising from his cheeks and collar, he returns his attention to Gashnakh just as the cook vanishes below deck. He makes a mental note to share what he's observed with the group. Knowledge is power, he thinks, reciting the works Katrezra said so many times, and lack of knowledge is a dangerous thing.


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

Spellcraft on the Lantern: 1d20 + 7 ⇒ (10) + 7 = 17

"I've nae questions aside from what do ye need from us?" Vael asks, still unsure what to make of the crew.

After they shove off, Vael will get settled in. If a moment ever presents itself, he'll talk to the captain about exporting Oakfist Ale.


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Vael asks his question in front of most of the crew, and they laugh. It's a good-natured laugh, but it is at the dwarf's expense.

Ghorza speaks up, "Oorug! Looks like you've finally got some help!" Everyone else has a good laugh.

Bloodtusk clarifies, "Everyone aboard helps. Take your pick ther eis plenty to do each day. There's Kitchen duty. There's fishing duty. There's Crow's Nest detail. There's ROWING! There's Sounding detail. Finally, there's horse mucking! And make no mistake, that's important. If yer good at a job, it's yours. If ye ain't, The Coxwain will find something for you!"

There's a lot more laughing, even some belly grabbing.

"We start in ten! Pick yer duties Heroes of Trunau! You're all sailors now."


Active Conditions:
Sacred Armor, Divine Favor (+4 atk/dmg), Good Hope (+2 all), Ironskin (+7 nat armor), Haste, Resist Fire/Elec 30, Bear's Endurance (+4 Con)
Per Diem:
Blessings 10/10 | Fervor 7/10 | Sacred Weapon 14/14
Male Dwarf Warpriest 15 | HP 133/158| AC 27(37) (42 vs Giants) FF 36 Tch 16 | CMD 23 (+5 vs. Disarm) | F+16 R+12 W+14 | Perc +4 | Init +3

I'll help with the fishing, if that's ok?


Varisian Illusionist Loremaster 15 HP 145*/131 | AC 17 Tch 12 FF 15 | F+16 R+13 W+18 | CMD 17 | Perc +21 | Init +8
Per Diem:
Ring: Unused | Pearl 1st/2nd/3rd: N/N/N| Kimono: Unused | Extend 3/3 | Quicken 3/3 | Staff 10/10 | Blinding Ray 15/15

"I will muck the horses," Raen says matter-of-factly, to everyone's surprise. "How many days' travel until we reach the Marsh, Captain?"


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"It's about 6 days, so I don't fault you if you get sick of it and want something else!"

What about the rest of you land lubbers?

The skills are given in order of ease. First is lowest DC...
Raen: Make a Handle Animal, Profession (stable master), or Ride check
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Job?
Vael: Job?
Whistle Pig: Job?
Hamilton: Job?


In effect: grtr mgc wpn Male half-elf Brw1/Inq14 | hp 92/139 | Init +5 | AC 25, T 14, FF 24 | CMB +14, CMD 31 | F +17 R +13 W +18 (+2 vs. ench) | Prcptn +22 (darkvision), SM +30 |

Ushyle looks up at the top of the mast. Crow's nest for me, I think. He looks pointedly at Vael and continues. And Vael here should go into the kitchen and help Gashnakh.

Under his breath, he mutters to Vael in Dwarven: Ensorcelled.


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

Vael gives a nod to Ushyle. "I'm a fair cook, but a much better brewer. If you've got a taste for beer, maybe there's something I can do with the fare. I'll do what I can in the kitchen."


Varisian Illusionist Loremaster 15 HP 145*/131 | AC 17 Tch 12 FF 15 | F+16 R+13 W+18 | CMD 17 | Perc +21 | Init +8
Per Diem:
Ring: Unused | Pearl 1st/2nd/3rd: N/N/N| Kimono: Unused | Extend 3/3 | Quicken 3/3 | Staff 10/10 | Blinding Ray 15/15

Handle Animal: 1d20 + 0 + 2 ⇒ (10) + 0 + 2 = 12 How low is the DC? Lol.

Raen sets about stables, making ample use of her cantrips to aid in the unpleasant business -- prestidigitation to do the cleaning, ghost sound to calm the horses. She is not much of a rider and has never had to care for a horse before, and she tries to learn from her mistakes to avoid spooking the horses or getting nipped again in the future.

Tired and sore at the end of the day, it crosses her mind to develop some kind of cleaning product. If only she had the time.


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Lucky for you, it's only 10.

Raen: Successful day of horse mucking!
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Job?
Vael: Job?
Whistle Pig: Job?
Hamilton: Job?


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Sorry, missed a post:

Ushyle looks up the mast. The ladder seems simple enough. This job is slightly different, you've got to make 3 climb checks each day for the job. Once up there, you make a daily Perception check at +2

Vael sets to helping Gashnakh with a cryptic word from Ushyle...

Raen: Successful day of horse mucking!
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Look out for the day: Perception check
Vael: Profession (Cook) or INT check (I'll grant a +1 insight bonus from having ranks in Brewer)
Whistle Pig: Job?
Hamilton: Job?


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

Int check: 1d20 + 1 ⇒ (8) + 1 = 9

Vael will try and spend the time he has with Gashnakh by trying to get know them and understand what, if any, magic has them ensorcelled. If he gets an unobserved moment, he'll cast Detect Magic and study what he sees. Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15


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Vael's cooking leaves something to be desired. Apparently river fish and hops are not a flavor combination popular with the crew...

Vael:

If you're trying to be sneaky about it, make either a Bluff or Stealth check to pull it off without Gashnakh noticing.

Raen: Successful day of horse mucking!
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Look out for the day: Perception check
Vael: Cooking Fail
Whistle Pig: Job?
Hamilton: Job?


In effect: grtr mgc wpn Male half-elf Brw1/Inq14 | hp 92/139 | Init +5 | AC 25, T 14, FF 24 | CMB +14, CMD 31 | F +17 R +13 W +18 (+2 vs. ench) | Prcptn +22 (darkvision), SM +30 |

Take 10 on Perception for 19, +2 for vantage point for 21.

Liberty's Edge

Male Halfing Ranger 13/Fighter 2| HP 111/111| AC 22 FF 18 Tch 15 | CMD 33 | F+15 R+18 W+11| Perc + 27| Init +8

WP wonders why everyone didn't pick rowing. I mean it's just moving two sticks in the water. How hard can that be?
Strength check T10=12.


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Ushyle does his job in the nest, keeping an eye out. The first thing he sees is that taking a break to go swimming might not be a great idea. The waters are infested with crocodiles! The crew doesn't seem to care. The water never gets rough, and you'd have to TRY to fall over the rail.

Whistle Pig sits down with half-orcs to row. They laugh harder than even the first time. That laughter quickly abates when the halfling holds his own rowing. Even Coxwain Halrex seems impressed (something that makes the other crew members a little shocked.) The ranger instantly builds a camraderie with the crew, especially Urul and Taug. Unfortunately it's not an easy day. Whistle Pig needs to make a DC 10 CON check to avoid fatigue afterwards.

Raen: Successful day of horse mucking!
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Day 1 Perception: 21
Vael: Need follow up
Whistle Pig: Row! + CON check
Hamilton: Job?


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

For the GM:
Bluff: 1d20 + 2 ⇒ (18) + 2 = 20


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Vael:

You confirm Ushyle's hunch, there is some kind of weak Enchantment (Compulsion) spell on Gashnakh, but can't identify it. 1d20 ⇒ 8 and you're confident he didn't catch you checking him out.

Raen: Successful day of horse mucking!
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Day 1 Perception: 21
Vael: Cooking fail
Whistle Pig: Row! + CON check
Hamilton: Job?

Liberty's Edge

Male Halfing Ranger 13/Fighter 2| HP 111/111| AC 22 FF 18 Tch 15 | CMD 33 | F+15 R+18 W+11| Perc + 27| Init +8

WP wonders if it was such a good idea to row that hard. One thing he learned as a slave: Tow the line or someone gets the lash.

Con Check: 1d20 ⇒ 6

Pig can hardly move his arms after his stint on the oars. He tries his best to hide it from the rest of the crew.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Despite really struggling with the soreness after the fact, Whistle Pig scores major points with the crew. A halfling holding his own rowing (and using a strange technique of using his legs instead of his back) gains the respect of the crew early.

Raen: Successful day of horse mucking!
Doxon: Strength, Profession (fisherman), or Survival check
Ushyle: Day 1 Perception: 21
Vael: Cooking fail
Whistle Pig: Rowing until he's tired.
Hamilton: Job?


Active Conditions:
Sacred Armor, Divine Favor (+4 atk/dmg), Good Hope (+2 all), Ironskin (+7 nat armor), Haste, Resist Fire/Elec 30, Bear's Endurance (+4 Con)
Per Diem:
Blessings 10/10 | Fervor 7/10 | Sacred Weapon 14/14
Male Dwarf Warpriest 15 | HP 133/158| AC 27(37) (42 vs Giants) FF 36 Tch 16 | CMD 23 (+5 vs. Disarm) | F+16 R+12 W+14 | Perc +4 | Init +3

Doxon casts a line and hope he can catch something worthwhile.

Survival: 1d20 + 7 ⇒ (13) + 7 = 20


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Doxon's call on where and when to toss the nets proves to be spot on. Other half-orcs work other nets, and there's now plenty of fish for dinner tonight (even if filet and hops isn't appetizing.)

Raen: Successful day of horse mucking!
Doxon: Successful day of fishing!
Ushyle: Day 1 Perception: 21
Vael: Cooking fail
Whistle Pig: Rowing until he's tired.
Hamilton: Job?


Male Human (Taldane) Ranger 12/Roughrider 3; HP: 165/165; Speed 30'; AC 33 or 36 with Shield, +2 Vs. Giants; FF 24/27, Touch 17. All AC +2 vs. Giants; Fort +14, Ref +12, Will:+8

Knowledge Local:1d20 + 3 ⇒ (3) + 3 = 6


Male Human (Taldane) Ranger 12/Roughrider 3; HP: 165/165; Speed 30'; AC 33 or 36 with Shield, +2 Vs. Giants; FF 24/27, Touch 17. All AC +2 vs. Giants; Fort +14, Ref +12, Will:+8

Hamilton is staking out the ship, and so misses when the OBVIOUSLY meant for him positions go to Raen and Doxon.

A little startled and annoyed that Raen has chosen to be with the horses, Ham volunteers for sounding duty.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Given Doxon's success with the fish, the crew is more than happy to let someone join him starting tomorrow. "More food is good, but only if the food is good!" says Krothu, which gets some confused looks from the others. Hamilton Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Fortunately Ham is pretty good at the job, helping the boat avoid shallow areas.

The first day goes well, with the exception of the food. (a few of the crew make fun of Vael, but always to his face.) Whistle Pig gets a double helping from Gashnakh because "Little muscles that do THAT much work need fuel to keep the fire burning!"

At the end of the fishing day though, disaster strikes. Hauling up the last net, Doxon leans over the edge and the railing snaps under the pressure!

Doxon, make a REF DC 15. If you fail, make a swim check!


Active Conditions:
Sacred Armor, Divine Favor (+4 atk/dmg), Good Hope (+2 all), Ironskin (+7 nat armor), Haste, Resist Fire/Elec 30, Bear's Endurance (+4 Con)
Per Diem:
Blessings 10/10 | Fervor 7/10 | Sacred Weapon 14/14
Male Dwarf Warpriest 15 | HP 133/158| AC 27(37) (42 vs Giants) FF 36 Tch 16 | CMD 23 (+5 vs. Disarm) | F+16 R+12 W+14 | Perc +4 | Init +3

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

As the railing snaps, Doxon instinctively throws his hands out and is able to grab a hold of two half-orcs standing beside him.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Doxon catches himself, but Oorug isn't so lucky. The half-orc goes over right as a pair of crocodiles catch the new meal opportunity!

Everyone (including Ushyle) can be on the deck. The map doesn't provide a lot of boat spaces, but it's all good.

Enemy: 1d20 + 1 ⇒ (12) + 1 = 13
Oorug: 1d20 + 1 ⇒ (18) + 1 = 19
Raen: 1d20 + 3 ⇒ (19) + 3 = 22
Ushyle: 1d20 + 4 ⇒ (4) + 4 = 8
Vael: 1d20 + 4 ⇒ (18) + 4 = 22
Whistle Pig: 1d20 + 5 ⇒ (5) + 5 = 10
Doxon: 1d20 + 1 ⇒ (14) + 1 = 15
Hamilton: 1d20 + 1 ⇒ (12) + 1 = 13


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Croc: 1d20 ⇒ 19
Ham: 1d20 ⇒ 9

Round 1:
Vael: Go
Raen: Go

Oorug: TBD
Doxon: TBD
Crodiles: TBD
Ham: TBD
Whistle Pig: TBD
Ushyle: TBD


Male Human (Taldane) Ranger 12/Roughrider 3; HP: 165/165; Speed 30'; AC 33 or 36 with Shield, +2 Vs. Giants; FF 24/27, Touch 17. All AC +2 vs. Giants; Fort +14, Ref +12, Will:+8

Since I've been sounding... How deep is the water here?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Unfortunately most of the river is 15-20 deep where you travel. Sometimes it's 5'.... but not here. Ham knows he'd have to swim if he jumped in.


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Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

Vael moves up to the edge of the boat, then calls upon his shaman powers to move the unfortunately overboard half-orc.

Vael puts his hands together and hums. Black, pupil-less eyes stare at oorug. Slowly he pulls his hands apart. Through Vael's gaze see his palms framing the space where Oorug stands. Starlight flickers and swirls around them, and then they de-materialize with a high-pitched sound. Oorug re-materializes beside Vael.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Vael's show of power, while old hat to the party, is shocking to the crew. With Oorug on deck they quickly make short work of the two crocodiles.

All the jibes about his cooking vanish, and the cheers are loud enough to wake the dead!

For handling the crocodile menace each character receives 200 XP.

Going AFK for a bit. Feel free to post RP, but I'll also take a Knowledge (Engineering) and (Nature)


Male Dwarf Shaman 15 (HP: 142/179) | Init: +4 | AC: 21 T: 10, FF: 20 | Perception +7 (+2 vs unusual stonework) | F: +17, R: +12, W: +23 (+2 vs Poison/Spells/Spell-like) | CMB: +17 | CMD: 25 | Effects: Pass Without Trace, Merge with Familiar, Overland Flight, Hunter's Blessing, Haste, Good Hope, Displacement, Righteous Might

Vael is grateful for the sudden forgiveness, though he occasionally will be heard muttering how hops is a perfectly good substitute for most things.

Knowledge Nature: 1d20 + 5 ⇒ (10) + 5 = 15


Varisian Illusionist Loremaster 15 HP 145*/131 | AC 17 Tch 12 FF 15 | F+16 R+13 W+18 | CMD 17 | Perc +21 | Init +8
Per Diem:
Ring: Unused | Pearl 1st/2nd/3rd: N/N/N| Kimono: Unused | Extend 3/3 | Quicken 3/3 | Staff 10/10 | Blinding Ray 15/15

"You're getting quite good at that," Raen comments to Vael. She takes a moment to sweep some of the water that came with Oorug through the portal off the deck. Straightening, she shades her eyes against the setting sun and surveys the damage to the railing. "Do you have any spare timber, Captain?"

Knowledge (Engineering): 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge (Nature): 1d20 + 9 ⇒ (13) + 9 = 22

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