Torgan Steelkeg |
It was a partial charge since I only had a standard action. You can move up to 1x your speed, which is 80 ft. for Malt with Haste.
I'll get a post up when I get home.
-Posted with Wayfinder
Kraygan Steelkeg |
Racing across the open space at incredible speed, hair and beard blasted back from his face, lips flapping with spittle, banner whipping from Haggis' saddle, Kraygan charges at the enemy. Recalling the power of his new gloves, he lets their corrosive energy spread along his weapon.
"BARAK TRUNAU!" He cries, challenging the green eyed Svathurim as they clash!
Ride-by-Attack avoids AoO.
Cavalier Challenge: Kraygan gets +5 damage, allies in melee gain +2 to hit the green enemy.
Cavalier Banner Ability (I keep forgetting I have this!): everyone gets +1 to hit as part of a charge.
+1 Lance + Cavalier Charge - PA + Haste + Banner: 1d20 + 17 + 4 - 3 + 1 + 1 ⇒ (9) + 17 + 4 - 3 + 1 + 1 = 29
Spirited Charge Damage + Acid: 3d8 + 72 + 1d6 ⇒ (3, 3, 3) + 72 + (5) = 86
Haggis Gore - PA + Charge + Challenge + Banner: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (14) + 16 - 2 + 2 + 2 + 1 = 33
Damage: 2d6 + 19 ⇒ (3, 3) + 19 = 25
Rogzul |
No stoneskin then, forgot to list it as a spell with a material component on my list, that's been corrected.
Spear at the ready Rogzul flies into the camp and charges the svathurim on the right.move action with surprise round, charge with round 1 action
Charge/Haste/Power Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 1d8 + 17 ⇒ (6) + 17 = 23
Torgan Steelkeg |
Charge (Link): If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
As Torgan takes the lance to the shoulder, he groans in pain. "You'll pay for that!" he yells as he pulls a hand off Agrimmosh and grabs his trusty dagger before trying to beat and stab the Svathurim to death.
Agrimmosh @ Green | TWF/Haste/Challenge/Fatigue/Heroism: 1d20 + 17 - 2 + 1 + 2 - 1 + 2 ⇒ (19) + 17 - 2 + 1 + 2 - 1 + 2 = 38
Damage: 2d6 + 7 - 1 ⇒ (6, 2) + 7 - 1 = 14
Agrimmosh @ Green | TWF/Haste/Challenge/Fatigue/Heroism: 1d20 + 17 - 2 + 1 + 2 - 1 + 2 ⇒ (11) + 17 - 2 + 1 + 2 - 1 + 2 = 30
Damage: 2d6 + 7 - 1 ⇒ (6, 5) + 7 - 1 = 17
Brinya's Love @ Green | TWF/Haste/Challenge/Fatigue/Heroism: 1d20 + 16 - 2 + 1 + 2 - 1 + 2 ⇒ (17) + 16 - 2 + 1 + 2 - 1 + 2 = 35
Damage: 1d4 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Agrimmosh @ Green | TWF/Haste/Challenge/Fatigue/Heroism: 1d20 + 12 - 2 + 1 + 2 - 1 + 2 ⇒ (6) + 12 - 2 + 1 + 2 - 1 + 2 = 20
Damage: 2d6 + 7 - 1 ⇒ (3, 1) + 7 - 1 = 10
Brinya's Love @ Green | TWF/Haste/Challenge/Fatigue/Heroism: 1d20 + 16 - 2 + 1 + 2 - 1 + 2 ⇒ (9) + 16 - 2 + 1 + 2 - 1 + 2 = 27
Damage: 1d4 + 6 - 1 ⇒ (4) + 6 - 1 = 9
---
As Torgan launches an attack on the torso, Malt begins to wildly swing his horns at the giant horse-man's legs, hoping to gore a few "calf" muscles. Har har...
Gore | PA/FF/Haste/Fatigue/Challenge: 1d20 + 15 + 1 - 1 + 2 ⇒ (12) + 15 + 1 - 1 + 2 = 29
Damage | PA: 3d6 + 12 + 6 ⇒ (3, 4, 5) + 12 + 6 = 30
Gore | PA/FF/Haste/Fatigue/Challenge: 1d20 + 15 - 2 + 1 - 1 + 2 ⇒ (13) + 15 - 2 + 1 - 1 + 2 = 28
Damage | PA: 3d6 + 12 + 6 ⇒ (2, 4, 3) + 12 + 6 = 27
Gore | PA/FF/Haste/Fatigue/Challenge: 1d20 + 10 - 2 + 1 - 1 + 2 ⇒ (9) + 10 - 2 + 1 - 1 + 2 = 19
Damage | PA: 3d6 + 12 + 6 ⇒ (2, 6, 6) + 12 + 6 = 32
GM Tyranius |
Sounds good Torgan. For some reason I always thought it was a full round action only.
Torgan's initial charge yields results as Malt ram's full force into the frost giant hybrid. The green svathurim is surprised by Torgan's ferocity as blade, hammer and horn assault it from all directions, breaking two of the creature''s legs and cracking it's shield.
Kraygan and Haggis don't waste a moment and rush in skewering teh svathurim with a lance of their own.
Rogzul flies in and stabs his spear into the remaining svathurim's neck. Fresh blood trickles down onto the snow covered ground.
AoO vs Rogzul AC 23: 1d20 + 22 ⇒ (3) + 22 = 25
Damage: 3d6 + 13 ⇒ (4, 1, 5) + 13 = 23
Rogzul flies too close, too fast and catches the receiving end of a lance to his side. Wren conjures up a spell and a tall wall of flame leaps to life right in front of the svathurim. It bellows in pain as the fire seems to have great effect against it.
Jorgan begins to summon a bit of magical aid.
The svathurim's legs did deep into the ground as it rushes forward. It's legs move so fast that it seems to magically ride into the air as if it can walk on the air itself as well as the ground. Witha look of rage the svathurim rises into the air and crashes right through Rogzul.
Trample: 1d8 + 13 ⇒ (5) + 13 = 18
@Rogzul- You can take an AoO with a -4 modifier or tey and get out of the way with a Reflex DC 26 for half damage with no AoO
The sound of thunder cracks near Rogzul as the creature tramples past.
Thunderous Trample- Need Dc 22 Fort save or deafened for 1 minute
Skyrunner save: 1d20 + 5 ⇒ (15) + 5 = 20
the Svathurim passes through the wall of fire and rises 25 feet into the air.
Wall of fire damage: 2d6 + 10 ⇒ (2, 5) + 10 = 17
Round 3
Rogzul (40/81)
Wren (20 feet up)
---------------------------------------------
Svathurim (Red -81; 25 feet high)
---------------------------------------------
Round 2
Torgan (60/90)
Kraygan (DR 3/-; 89/100)
Jorgan (104/104)(Spirit 90/90)
Wren. |
Round 3, Init 16
Wren's eyes bulge as the thing *flies* closer, closer to meeting him. In the sky. Flying. A flying lancer. He shivers and wishes he was not where he was. He wishes he was far away. Then he makes it so...he bends time and space to get away.
Bampf. Dimensional step 50' away. Does not provoke.
After he moves, he will use his move action to hide, just in case. 1d20 + 5 ⇒ (20) + 5 = 25 Stealth
Haste: 3/10. +1 to attacks/AC...yadayadayada...
Wall of Fire: 2/10. Wren does not concentrate on it any further.
HP: 61/61
AC: 18 (+4 w/mage armor)
Readied action acid:
[ dice]1d20+10+1[/dice] touch to hit;
[ dice]1d6+5[/dice] acid damage.
Effects: mage armor, overland flight
Right: bow
Left:
Rod Lsr Extend 0/3 used
Rod Lsr Quicken 1/3 used
Acid 3/8 used Acid Dart (1d6+5 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 50 of 480
[ dice]1d20+11-2+1[/dice] to hit; (PBS,rapid)
[ dice]1d8+2[/dice] damage.
Rogzul |
As his enemy prepare to trample him, Rogzul takes advantage of his open defenses and tries to cause more damage.
AoO: 1d20 + 21 - 2 ⇒ (17) + 21 - 2 = 36
Damage: 1d8 + 17 ⇒ (6) + 17 = 23
The orc grunts at the svathurim tramples passed, mid air, but readjusts himself and continues his assault. Striking as fast and as accurately as he can despite his wounds. He eyes his opponents lance and hopes he isn't struck by it again.
Attack: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 1d8 + 17 ⇒ (8) + 17 = 25
(Haste): 1d20 + 21 - 2 ⇒ (20) + 21 - 2 = 39
Damage: 1d8 + 17 ⇒ (3) + 17 = 20
Attack: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 1d8 + 17 ⇒ (7) + 17 = 24
Crit?: 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31
Damage: 2d8 + 34 ⇒ (6, 2) + 34 = 42
Kraygan Steelkeg |
"Bloody..." Kraygan grumbles when the second mutant horse-giant gallops into mid-air. Switching his lance with the bow in his magic harness, he remembers to power up his gloves again and fires an arrow...
+1 Adaptive Longbow: 1d20 + 13 ⇒ (5) + 13 = 18
Damage + Acid: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (1) = 11
...that flies off into wherever lost socks go.
Torgan Steelkeg |
For range purposes, Torgan can fire from 15' up due to Malt taking up a 15' cube. So, I should be within the first range increment, right?
Torgan begins to chuck all of his weaponry at the flying horselord with a fury as it all magically reappears onto his belt after a second of flying through the air. "Huzzah! You want a ranged fight, beast?! BRING IT!"
Agrimmosh @ Red | TWF/Haste/Fatigue/Heroism/Improvised: 1d20 + 17 - 2 + 1 + 2 - 1 - 4 ⇒ (12) + 17 - 2 + 1 + 2 - 1 - 4 = 25
Damage: 2d6 + 7 - 1 ⇒ (3, 3) + 7 - 1 = 12
Hasted Maulaxe @ Red | TWF/Haste/Fatigue/Heroism: 1d20 + 15 - 2 + 1 + 2 - 1 ⇒ (8) + 15 - 2 + 1 + 2 - 1 = 23
Damage: 1d6 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Brinya's Love @ Red | TWF/Haste/Fatigue/Heroism: 1d20 + 16 - 2 + 1 + 2 - 1 ⇒ (19) + 16 - 2 + 1 + 2 - 1 = 35
Damage: 1d4 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Maulaxe @ Red | TWF/Haste/Fatigue/Heroism: 1d20 + 10 - 2 + 1 + 2 - 1 ⇒ (6) + 10 - 2 + 1 + 2 - 1 = 16
Damage: 1d6 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Brinya's Love @ Red | TWF/Haste/Fatigue/Heroism: 1d20 + 11 - 2 + 1 + 2 - 1 ⇒ (6) + 11 - 2 + 1 + 2 - 1 = 17
Damage: 1d4 + 6 - 1 ⇒ (3) + 6 - 1 = 8
---
Brinya's Love Confirmation @ Red | TWF/Haste/Fatigue/Heroism: 1d20 + 16 - 2 + 1 + 2 - 1 ⇒ (8) + 16 - 2 + 1 + 2 - 1 = 24
Damage: 1d4 + 6 - 1 ⇒ (3) + 6 - 1 = 8
GM Tyranius |
Torgan begins to hurl his weapons all through the air, though only Brinya's Love is able to pierce it's thick hide.
Kraygan's arrow splinters off into the darkest recesses of the chamber as it misses the huge creature.
Rogzul deafened DC 22: 1d20 + 5 ⇒ (5) + 5 = 10
Rogzul's ears begin to bleed as the creature tramples past him. Even with ears ringing he is still able to spin around and catch the Svathurim mid charge in the neck. It gurgles and falls with a loud crash to the floor. It's eight legs twitch in the throes of death as the slaves slowly begin to make their way out of the shacks. Shaking from the extremely cold wind they rub themselves for warmth as they try to figure out what is going on.
Rogzul (40/81)
Wren
Torgan (60/90)
Kraygan (DR 3/-; 89/100)
Jorgan (104/104)(Spirit 90/90)
Wren. |
After the svathurim falls, Wren flies closer with bow raised and looking for other foes. If he finds none, he will examine the flier to figure out how it flies while others can look into the slaves and seeing what might be done for them.
1d20 + 14 ⇒ (2) + 14 = 16 Perception
1d20 + 20 ⇒ (6) + 20 = 26 Spellcraft/Detect Magic
"What's going on with all the slaves?"
Rogzul |
"WHAT ARE YOU WAITING FOR?" Rog shouts a little to loudly at the dwarves as he heals himself slightly. "ARM THEM!"
Healing Hex: 2d8 + 10 ⇒ (6, 1) + 10 = 17
The trickle of blood from his ears slows even as the ringing in his ears gets worse. He stares at a Wren and shrugs as though saying I have no idea what you said.
GM Tyranius |
With Wren looking over the fallen Svathurim he finds:
- Mwk Chain Shirt (Huge) x2
- Mwk Light Steel Shield (Huge) x2
- Mwk Composite Longbow (Huge) x2
- Mwk Lance (Huge) x2
Nothing that seems to have allowed the creature to fly which only suggests that it must have been some innate natural ability that the Svathurim possessed.
What all do you wish to arm them with and where do you want to send them?
Torgan Steelkeg |
Torgan looks to Rogzul and tilts his head, speaking at a normal tone. "I believe that our goal was merely to free them and let them do whatever they wished en masse."
"I don't have any weapons with which to arm them, nor armor to shod them." he says, holding up empty hands as if to signify his lack of armaments for the assortment of ex-slaves.
Kraygan Steelkeg |
"Guess we didn't really think this through.." Kraygan mutters.
To the slaves, he says, "Look, we'd like to think ye could arm yerselves and revolt against the giants, but I think we all know that's foolish talk. All we kin do is give ye a chance to runnoft n' pray the mountains are less cruel, or wait here n' see if we kin get ye some supplies n' food. We are going to raid th' camp, do any of ye know anythin that might help us?"
GM Tyranius |
The crowd shivers and cowers in the chill wind as the majority look to be quite sick. One frail man steps forward.
"Mmmm...mmm.... Most of the giants carry a signal horn. We ddd....didn't get to ssseee much of the camp as they jjjjust used us for manual labor and...and..." he gulps as if to stop himself from throwing up. "They ate us when they ran low on food."
A woman that looks a bit stronger rests a hand on his shoulder. She looks a bit younger as if she is a newer fresh arrival. I saw the route down the mountain. I think I can lead them down. The majority here will be no use in a fight, even if you arm us. " She grows concerned at the grimacing trial set before her and that more than likely everyone will not make it down the mountain in their current state.
Wren. |
Wren nods at the slaves, opening up his 'sack to see if he anything to offer them to help them survive.
He offers them his spare/old MW darkwood bow and 20 arrows, a meager offering of stuff that might help them hunt or fend off small prey (like feral gnomes or some such).
* * *
When the slaves are bundled and armed as best as the party can offer, Wren is ready to move on.
"So, the caves then? Let's go."
GM Tyranius |
The slave woman grabs ahold of the bow thanking Wren. Turning she begins to lead them out of Skirgaard through the path recently cleared out by the Might of Trunau. Whether they survive or encounter any patrols is another story but at least they have the slimmest chance of surviving that they didn't have before. With the 50 something slaves freed Wren begins to dart between the sparse foliage towards the mines.
+1 Sabotage
This hilly elevation on the plateau is hollowed out in the center, forming a dry basin. A series of sloped ledges wind around to the bottom, where the depression is flat and level. The curvature of the rock walls lends itself to the appearance of a natural arena. At the bottom, several large caves open into the northern rock wall. The ceiling and walls of the caves are supported by wooden beams, visible from the entrances. Across from the caves, on the southeast side, are a series of wooden target dummies. Small piles of round boulders are stacked around the basin’s rim.
Looking over the ridge from a nearby copse of trees shows that the mine may be very difficult to get to as there are not one but four active watchtowers overlooking the basin. After a few moments of watching it seems that although the frost giants have sent out more patrols that they still don't seem to be manning the watchtowers at night due to their lack of darkvision. Though it would be a safe bet that if any more were to be destroyed that they may soon man them regardless.
The training dummies to the southeast are a makeshift target range for rock-throwing giants. The dummies are heavy duty and designed to be knocked over and stood back up. They are crudely painted caricatures of stereotypical humanoid adventurers (an elf, and orc and three dwarves) with fearful or moronic expressions and rudimentary wooden weapons. Near the dummies are a few blood stained splotches where it looks like during the day a few slaves are made to stand in as training dummies.
With little threat from the nearby watchtowers the group heads down the winding path into the mines. This is the Skirgaard mine. It is not an extensive mining operation, as the frost giants’ demand for ore is normally modest—they need only enough for some weapons and armor. With the influx of population in the village, however, some giants have been posted here to use their skills appropriately. Following its recent expansion, the makeshift mine is fairly unstable which the dwarves easily identify from their knowledge of stonework and times living underground. Torgan points out many support beams that can be can be weakened to collapse the walls and ceiling at the entry.
A few feet in the group comes across a pair of stone giants that are assigned here as they have little problem seeing in the dark. A short battle ensues and both sides seem hesitant about fight near any of the support beams.
The mine can be rigged so that the giants inadvertently collapse the mine on top of themselves with a successful DC 15 Craft (traps) or DC 20 Disable Device check and a few minutes of effort. Or you can manually collapse it with a Dc 22 STR check but may risk the chance of collapsing it on yourself at that point.
Jorgan Steelkeg |
"Let's make this quick. I think I can weaken these beams enough to make this place crumble down when the giants start knocking about in here. We'll have to be careful as we retreat back. Ready?"
Once everyone is ready to retreat from the dangerous mine, Jorgan moves forward and places his hand on one of the beams. He shuts his eyes and whispers something under his breath, presumably a prayer. There is a quiet creaking from above as the support beam starts to hollow itself.
"Ok, let's move," he whispers to the others as he remounts Spirit.
Ok, back from my trip! May have another trip in 2-3 weeks, that's just the nature of our lab during the winter and unlike in previous years I no longer have classes as an excuse not to go.
Kraygan Steelkeg |
Kraygan, always dubious of magic, frowns as his cousin messes with the wooden supports. "Same trick as with the watchtowers? Hmm. Well, I suppose now would be a nice opportunity to hit the smithy. It's close to the main longhouse, so we should make sure we take down any giants with warning horns before they can blow 'em."
Jorgan Steelkeg |
Oh, I should have noted that this was assuming that the "many support beams that can be can be weakened to collapse the walls and ceiling at the entry" were made of wood, since Jorgan was obviously using wood shape again.
Torgan Steelkeg |
Torgan follows the group to the mines, disappointed that the slaves couldn't be used to distract from their new target. "Well, I guess saving some humans and half-orcs is worth it." he mutters, not quite believing it himself.
---
"Aye, Prophet." Torgan calls to Wren as they inspect the entrances from afar. "You are good with tools, right?" he asks, thinking back to previous traps and such.
"Any way that you can ensure the mine will collapse from Jorgan's magicks?" he follows up. "Hopefully with us firmly away."
---
As Kraygan talks about the same trick, Torgan feels a bit witty. "I think they might have a bit of a termite problem! Not that these idiots even know what a termite is probably."
"Smithy is probably the next best point to attack if we are avoiding the main house." Torgan acknowledges, but he really wants to just storm the main building and be done with it.
GM Tyranius |
Loving the stealth rolls lol
Once Jorgan and Wren believe the mines to be successfully staged to collapse in on the giants Torgan and Kraygan suggest moving onto the Smithy.
A rectangular stone building sits adjacent to a frozen pond. two wooden walkways lead from the building over the ice. Spurs of jagged metal jut from the ice at odd diagonals.
Near the building is a single frost giant moving around a few crates of scrap metal while another lumbering giant, which has short stumpy legs and powerful muscular arms stands over a strange smooth, glowing red hot plate that it seems to be using as a forge. getting another look it seems as if there are several of the smooth plates surrounding the smithy, though not all seem to be red hot and in use as they jut up from within the ice. The The limbering giant's hair and beard glow with a wild orange hue, almost as if they were made out of fire.
The fire from the giant and glow from the forge almost make a peaceful glow in the chill night air. The frost giant doesn't seem to get near the other giant's work as the frost giant seems to be very uncomfortable around the heat of the forge.
Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel and wield large greatswords that they use to cut swaths across the battlefield. In large groups, fire giants fight with brutal and efficient group tactics, and aren't afraid to sacrifice one or two of their members to draw an enemy into an ambush.
Both female and male fire giants are almost uniformly unsightly in the eyes of other races. Warty, psoriatic, and often afflicted with humps, hunches, and misshapen or uneven limbs, these goliaths possess a strength that is as hideous as their appearances. Among fire giants, misshapen or deformed females are regarded as possessing strong blood and divine favor. The ugliest of fire giantesses usually find their way to crowns and thrones, either as rulers in their own right or wooed as consorts or potential queens by fire giant kings.
Fire giants command considerable respect among other races, not only for their strength, but also for their talent at smithing and ironmongery. The best-known fire giant smiths often find their work sought after by other giant-kin, who show off the maker's mark of their purchases with pride and view it as a point of boasting to own so fine a piece of steel. Their ironworks are less renowned among humans and other smaller humanoids, as fire giants rarely dabble in crafting items for the tinier races. Rarely, a particularly impressive non-giant warrior might garner the attention of a fire giant blacksmith, and some civilizations manage to establish tentative trade agreements with fire giants, though such dealings are risky for all involved, and fire giants usually find it easier to simply instigate war and exact tribute from the conquered peoples. Fire giants inclined to trade inflame the rage of dwarf-holds and clans in particular, who not only despise giants of all kinds with historical, cultural, and even religious enmity, but also brook no rivals in the sale and supply of ironworks. Countless skirmishes, battles, and even wars have been waged between dwarves and fire giants above and below the earth for blood, for honor, and for the primacy of their industry and trade.
Civilization & Settlements
Dwelling in underground strongholds next to subterranean rivulets of white-hot magma, the towering warriors known as fire giants are both renowned and feared for their unceasing lust for battle and remarkable skill at the forge. The noxious fumes and sulfurous stink of fumaroles, mudpots, and lava pools are sweet savors to fire giants, though visitors to their demesnes might gag, choke, or even asphyxiate from the heavy smoke and exhaust of their furnace fires. Fire giants wade rivers of liquid-hot magma as easily as a human might ford a babbling brook of cool water, and they often sculpt their lairs to feature abundant geothermal and pyroclastic hazards. Such molten features are not only chosen for fire giants' personal comfort, but also for their intimidation value and the entirely practical security they provide against intruders and unwanted visitors.
These traits, combined with their stocky builds, cause many to liken fire giants to dwarves, albeit at a much more massive and violent scale. Males typically sport wiry beards, rarely bothering to comb or take care of their facial hair outside of minor decorations such as plaiting it or weaving metal rings and chains throughout. Fire giants equip themselves in self-made plates of heavy armor and don open-faced helms in battle, wielding either immense greatswords or other massive bladed weapons in their pursuit of doling out destruction. Their skin ranges from the deep red of scorched brick to the sooty black of a crematory chimney, while their hair is usually a fiery orange that—according to numerous folk legends—glows like a blown ember when their volatile tempers are tried. Some lighter-skinned giants have hair the color of hammered lead, and a few are crowned with hair of burnished black, but all have eyes of red, gold, or orange, their jet pupils easily lost in their blazing irises.
Befitting these giants' militaristic lifestyle, their architecture is constructed with an eye toward efficiency and defensibility, as well as a clear sense of hierarchy. Their lairs often incorporate volcanic elements such as rivers of lava or smoking fumaroles. While such features may be deadly to other races, the fire giants find them soothing.
Culture
Fire giants never miss an opportunity to remind other races that they are not like such puny creatures, and things that would kill others are their meat and drink and the very air they breathe.
Fire giants eat the same foods that most humans do, but their digestive systems are as powerful and undiscerning as incinerators, converting every iota of what they consume into nourishment. At need, fire giants can subsist on lichen or even ashes, extracting trace nutrients from almost any organic matter. Of course, digesting base matter is far less efficient than consuming more practical sources of food, causing indigestion and distress in fire giants forced to eat such scraps. Since they live in areas where food supplies are often scarce, however, fire giants are prone to delving deep into the earth and cultivating vast fungal gardens tended by ettin or troll thralls, or using trade or tribute agreements with those living on the surface nearby to supplement their food stores.
Fire giants marry for life, and upon wedding, each partner welds a steel ring around one of the other's left fingers to symbolize their union. If a spouse perishes, that spouse's wedding band (if it can be recovered) is removed and refastened to one of the right fingers of the widow or widower. Widows and widowers are free to remarry, forging a new wedding band on the left hand for each spouse; some older, ill-fated fire giants may accumulate half a dozen marriage bands throughout the course of their lives, each hand bedecked in numerous metal keepsakes.
Habitat & Society
Fire giants are very different from most of their enormous kin for one simple reason: their communal unity of purpose as a race. Whereas most giants are loners or clannish at best, lairing in isolated family holds and allying only rarely in times of war, nearly all fire giants uphold the brutal virtues of battle, and embrace the order wrought by violence and forcing creatures to submit to their will.
Fire giants are cautious and crafty tacticians on the battlefield, more than happy to let others charge forward recklessly while they strike with overwhelming force at the point of their enemy's weakness. They tend to look down on most of their giant-kin, seeing the barbaric tribes and clans of less powerful giants as too wild at heart to accomplish any lasting glory. As far as companions go, fire giants generally prefer the company of creatures they can bully without accidentally killing, such as creatures immune to their fiery attacks (including hell hounds, pyrohydras, or young red dragons) and those they can intimidate into submission with their fires, such as trolls.
While beholden to few, fire giants are fiercely loyal to their kings and the generals these kings appoint, and at their leaders' command have been known to form alliances with other giant races as part of a grand campaign. Fire giants have occasionally been manipulated by the crafty and powerful, from drow to dragons to devils and others, but rarely will they agree to any extensive plans until properly paid, and woe betide an erstwhile ally that betrays them, for one of the only things more frightening than fire giants' masterfully crafted blades is their ability to exact dreadful, flaming retribution.
Consonant with their calculating nature, fire giants much prefer enslaving captives to wholesale slaughter, as a thrall has far greater value than a corpse. They rarely torment their captives for pleasure; far better to simply work them to death, feeding and tending them just enough to maintain the strength of these living tools, and using them as food when they finally collapse from exhaustion. To a fire giant, the sweetest of meats is the flesh of a slave marinated in the sweat of its own fatal labors.
In a world of ice and snow, the remorhaz is particularly feared for the terrible fires that burn within its body. These internal fires cause the armor plates along its back to glow red-hot when the creature is particularly angry, excited, or in pain. Creatures adapted to arctic regions are often particularly vulnerable to fire, making the remorhaz's primary defense an incredibly potent one and securing its role as a dangerous predator in such frozen reaches.
Remorhazes dwell in extensive warrens carved into the hearts of glaciers. The beasts use their heat to melt tunnels through ice, tunnels whose smooth glassy sides swiftly refreeze in their wake to create uncommonly stable and numerous mazes.
Although the remorhaz has much in common superficially with lesser vermin, the beast is surprisingly intelligent. While not capable of speech, the typical remorhaz has a good grasp of the Giant tongue, and tribes of giants often use this to their advantage to secure allegiances with the great beasts. Frost giants are particularly obsessed with them, for those giants who brave the cruel and deadly burns a remorhaz can inflict to become "worm friends" gain a potent weapon to use against their enemies—an assassin capable of burrowing up through the floor of a glacial keep to strike directly against a frost giant's greatest weakness: fire. Other giants use the beasts as living forges, for their backs are hot enough to melt metal.
A remorhaz is 25 feet long and weighs 10,000 pounds.
Rogzul (57/81)
Wren
Torgan (60/90)
Kraygan (DR 3/-; 89/100)
Jorgan (104/104)(Spirit 90/90)
Rogzul |
Rog snorts quietly when they see the smithy.
"Two giants. Should be easy enough." He says watching the frost giant avoid the work of his working companion. He muses for a moment about how similar to the stumpy legged giant his own companions look after being magically enlarged and wonders if there's some distant relation. Not having seen a giant like this before though, he eye's it warily, unsure of it's capabilities.
"If we battle near the forge, the frost giant may even be too concerned with the heat to put up much of a fight."
Wren. |
Loving the stealth rolls lol
Wren is pretty awful at it. You'd think it'd be easy to hide with the yakkenhorden around, but no...no, it's hard to hide when one's knees won't bend.
1d20 + 17 ⇒ (19) + 17 = 36 Know (Local)
1d20 + 17 ⇒ (12) + 17 = 29 Know (Arcana)
Wren will quickly explain drone on and on about what he sees in the spoilers above.
"...and that's why remorhaz don't mate in winter."
Wren draws his bow after he finishes explaining everything about fire giants.
"Did you want me to call in some reinforcements for this fight? Or as we going with our beards flying free?" Wren offers, thinking of his summoned Jorgan's moms whales.
Kraygan Steelkeg |
Kraygan glances at Wren. "What... Because ther junk gets too steamy? I'm lost."
Turning back to the Giants, he says, "Whatever we do, we need to make sure that we take out whichever one has a horn. Can't afford to let them raise an alarm."
Jorgan Steelkeg |
Jorgan jerks himself back awake when Wren finishes his lecture. "Whawasthat? So a fire giant and a fire worm, right? That's all I need to know. Can you protect us from fire, elf? Otherwise, sure, some reinforcements might be useful. I don't like the sound of those Reaper Hats. So I might even ask Gozreh for my own reinforcements, yeah. Let's get this under way then."
Once the party is ready to take on the forge, Jorgan begins his prayer to bring in some natural support.
Wren. |
"...and they just sort of fall off in the winter. They turn blue. I hear that if you eat them, your own junk grows a bit. But I don't need that. Already have two legs that don't bend, don't need a third." Wren says, answering Kraygan's question.
"Can you protect us from fire, Elf?"
Happy that he is not shivering in the snow, Wren shakes his head back at Jorgan.
"I don't have those magics, dwarf. Maybe if I was a classically trained, like in the mage schools of Korvosa or something, then I might. But my magics are just tricks and toys. I don't have anyway to mitigate anything but the hottest of desert breezes, no more. I cannot help you. Or myself."
Before the yahoos charge in (and after we finish buffing), Wren will SMV up his true form elf (Bralani Azata) to help in the battle.
The azata will cast Blur on itself and Wren (6 minutes)...and any others that can get the true form elf to help. Feel free to ask the azata for blur if you want it. Summoning rounds 3/15.
Kraygan Steelkeg |
Kraygan limbers up his lancing arm and winces. Looking around at the others, he says, "Looks like we still have some bumps n' bruises amongst us. How we doin on healin magics? "
Rogzul |
If we have a spare minute.
Kraygan limbers up his lancing arm and winces. Looking around at the others, he says, "Looks like we still have some bumps n' bruises amongst us. How we doin on healin magics? "
"If we can wait a moment..." Rog says as he begins communing with Kashag and his spirits.
Healing Hex: Torgan: 2d8 + 10 ⇒ (5, 2) + 10 = 17 77/90HP
Healing Hex: Kraygan: 2d8 + 10 ⇒ (3, 7) + 10 = 20 Full
CLW Wand: Rogzul: 4d8 + 4 ⇒ (8, 3, 6, 2) + 4 = 2380/81
CLW Wand: Torgan: 2d8 + 2 ⇒ (8, 4) + 2 = 14 Full
6 charges total
In conjunction with liberal use of his healing wand to knit the parties wounds together, the half-orc gets everyone back in fighting shape.
"And I have not used any of the healing magic I know. It should be enough, but I can not protect us from fire either. If we knew ahead of time, but we did not." He frowns and stretches before the coming battle, using his flight hex once again to start floating slightly off the ground. With a grunt he indicates that he is ready for whatever comes next, mildly concerned about the number of Remorhaz that may be resting beneath the ice while he looks to see if either giant wears a horn.
Perception: 1d20 + 19 ⇒ (15) + 19 = 34
Kraygan Steelkeg |
"If there are monsters under the ice, maybe you kin send in some creatures to lure 'em out while we head fer the giants. If not, well, let's just charge."
Kraygan readies himself to charge.
GM Tyranius |
Jorgan: 1d20 + 2 ⇒ (17) + 2 = 19
Torgan: 1d20 + 3 ⇒ (12) + 3 = 15 +4 in Mountains
Kraygan: 1d20 + 2 ⇒ (14) + 2 = 16
Rogzul: 1d20 + 4 ⇒ (17) + 4 = 21
Wren: 1d20 + 4 ⇒ (18) + 4 = 22
Aerngun FGB: 1d20 ⇒ 14
Proath: 1d20 - 1 ⇒ (17) - 1 = 16
Remorhaz: 1d20 + 1 ⇒ (14) + 1 = 15
Rogzul quickly closes everyone's wounds as Jorgan and Wren summon in quite a bit of magical aid as Wren identifies the numerous Remorhaz beneath the ice whose chitinous plates are being used as forges.
The giant's at the smithy don't look to have any horns on them as there are scouts and patrols for that such thing. These giants are more focused on manufacturing a decent product for the army.
Chitinous plates rise all over the ice making it difficult to tell where the Remorhaz creatures begin and where they end or even let alone how many of them there even are.
Round 1
Wren
Rogzul (80/81)
Torgan (90/90)
Jorgan (104/104)(Spirit 90/90)
Kraygan (DR 3/-; 100/100)
-------------------------------
Proath
Remorhaz
Aerngun FGB
-------------------------------
Torgan Steelkeg |
As Rogzul heals up Torgan, the dwarf thanks him in his own way. "It appears that your healing magicks are getting stronger. You'd make a good cleric to take care of the injured!" he says, clapping the man on the back.
Turning to the Prophet, Torgan looks oddly at the "True Elf". He tries to poke it a few times and finds that one of the times, his finger moves right through the creature. "Hmm... Quite the interesting ability, though I bet a dwarf is too slow for that to be effective on him." he adds. "However, I'm willing to give it a shot! Bless me, o True Elf Person!"
---
Seeing an opportunity to strike first, Torgan ushers Malt towards the northern enemy. He draws Agrimmosh and wields it with both hands as the yak charges.
Malt and Torgan provoke if the creature has reach and Combat Reflexes.
Yak Charge | Charge/PA/FF: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Damage: 3d6 + 12 + 6 ⇒ (4, 2, 3) + 12 + 6 = 27
Agrimmosh | Charge/FE/Giant Hunter/Fatigued: 1d20 + 17 + 2 + 4 + 1 - 2 ⇒ (2) + 17 + 2 + 4 + 1 - 2 = 24
Damage: 2d6 + 6 + 2 + 4 ⇒ (6, 4) + 6 + 2 + 4 = 22
Subtract +5 to hit and +4 to damage if it isn't actually a giant.
AC is 24 against non-giants; 28 against giants.
Wren. |
Round 1, Init 22
Wren & the Elf Form are about 30' up.
Wren looks at his blurry form and nods at the EFS (bralani). The EFS draws his bow and lets loose on the red giant.
1d20 + 12 ⇒ (9) + 12 = 21 to hit;
1d8 + 6 ⇒ (7) + 6 = 13 damage.
Wren flies higher 40' and closer, and fires a magic missile at the red giant.
5d4 + 5 ⇒ (4, 2, 3, 2, 3) + 5 = 19 damage.
Elf Form Servant: 7/15. Blur.
HP: 61/61
AC: 18 (+4 w/mage armor)
Readied action acid:
[ dice]1d20+10+1[/dice] touch to hit;
[ dice]1d6+5[/dice] acid damage.
Effects: mage armor, overland flight
Right: bow
Left:
Rod Lsr Extend 0/3 used
Rod Lsr Quicken 1/3 used
Acid 3/8 used Acid Dart (1d6+5 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 0 of 480
[ dice]1d20+11-2+1[/dice] to hit; (PBS,rapid)
[ dice]1d8+2[/dice] damage.
Azata, Bralani
Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.
Bralani CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Jorgan Steelkeg |
Jorgan stays back and starts summoning an ally in case the fire worm they were warned about shows up.
Start summon nature's ally III.
Rogzul |
While the dwarves join the battle, Rog calls on his spirits to provide him with a new form. As he begins to cast and grow tall, his arms shrink and pull up close to his chest but lose none of their strength. His knees reverse and his thighs grow powerful as his skin takes on a scaly appearance. His mouth pushes forward as his sharpened teeth become even sharper and more numerous.
As his muscular tail hits the ground, crunching the snow beneath it, he lets out a roar intended to frighten his foes away, lest they be gored and eaten in the coming battle.
Beast Shape III: Allosaurus. Current AC: 18
GM Tyranius |
Wren and the true elf shimmer in the darkness. the true elf's aim seems to be far better than the stealthy elf as it's arrow embeds itself into the frost giant's shoulder. Wren dives it even further in as missile after missile slam into it.
With the newer threats below the ice Rogzul's mind enters a more primal state of mind. His body stretches and transforms into a primordial beast that roars loudly into the calm night air. The roar is met with another distance horn some ways off.
Torgan charging forward catches the fire giant, Proath off guard as it was in the process of crafting a massive greatsword.
Jorgan stays back to find out where the worms are and summon a bit of aid.
Round 1
Wren (40 ft up; blur) (TES 30 ft up; blur)
Rogzul (80/81)
Torgan (90/90)
Jorgan (104/104)(Spirit 90/90)
Kraygan (DR 3/-; 100/100)
-------------------------------
Proath (Green -49)
Remorhaz
Aerngun FGB (Red-32)
-------------------------------
GM Tyranius |
Shrunk you down a small bit Rogzul as the spaces are 10 feet.
Kraygan Steelkeg |
"Bah! Yer all in my way again!!" Kraygan pouts.
With the way blocked to the fire giant, Kraygan goes for his second favorite enemy, wheels Haggis toward the frost fool, and charges in wth his corrosive enhanced lance.
+1 Lance - PA + Cavalier Charge + GH: 1d20 + 17 - 3 + 4 + 1 ⇒ (20) + 17 - 3 + 4 + 1 = 39
Spirited Charge Damage + Acid: 3d8 + 57 + 1d6 ⇒ (1, 8, 4) + 57 + (3) = 73
Crit Confirmation: 1d20 + 17 - 3 + 4 + 1 ⇒ (6) + 17 - 3 + 4 + 1 = 25
Crit Damage: 2d8 + 38 ⇒ (4, 2) + 38 = 44
Daaaannng!
GM Tyranius |
Kraygan charges forth. His lance smashes into the frost giant's chain shirt with a blow that would have killed any normal giant. She hunches over in pain as Kraygan critically wounds an obvious internal injury.
An immense amount of blood from the giants splashes out onto the smooth Remorhaz plates and the ground itself begins to shake. So much so that it feels like an earthquake as the ground begins to split open.
Proath grabs ahold of the glowing red-hot sword he was working on and swipes it at Torgan and Malt.
Greatsword; PA vs Torgan AC 28: 1d20 + 21 - 3 ⇒ (20) + 21 - 3 = 38
Confirm Crit: 1d20 + 21 - 3 ⇒ (4) + 21 - 3 = 22
Damage: 3d6 + 15 + 6 ⇒ (3, 3, 3) + 15 + 6 = 30
Cleave vs Malt AC 21: 1d20 + 21 - 3 ⇒ (13) + 21 - 3 = 31
Damage: 3d6 + 15 + 6 ⇒ (6, 4, 2) + 15 + 6 = 33
The red-hot blade sears right past Torgan and into Malt's chest.
The frost giant let's out a roar into the air that matches Rogzul's new form.
Dazzling Display Intimidate check: 1d20 + 32 ⇒ (12) + 32 = 44
Torgan and Malt DC 21/20 (5 rounds shaken)
Rogzul (4 rounds shaken)
Kraygan and Haggis DC 20 (5 rounds shaken)
Shatter Defenses is active on Frost giant. So anyone Shaken, frightened, or panicked is treated as flat-footed for the frost giants incoming attacks. looks like the dazzling display catches everyone but Wren, True Elf, Jorgan and Spirit.
Between the ground shaken and the creature's massive yell the group is caught off and scared. Perhaps the Trunau Militia became a bit over confident and bit off more than they can chew? Will Wren find the embrace of death he has been seeking?
Round 2
Wren (40 ft up; blur) (TES 30 ft up; blur)
Rogzul (80/81; shaken 4 rounds)
Torgan (60/90; shaken 5 rounds)(Malt 34/67; shaken 5 rounds)
Jorgan (104/104)(Spirit 90/90)
Kraygan (DR 3/-; 100/100; shaken 5 rounds)(Haggis shaken 5 rounds)
-------------------------------
Proath (Green -49)
Remorhaz
Aerngun FGB (Red-149)
-------------------------------
Jorgan Steelkeg |
Jorgan's prayer finishes and an aurochs appears behind the giant swinging its horns!
gore: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 9 ⇒ (2) + 9 = 11
Jorgan then steers Spirit forward into the fight and both attack the giant together!
Heartspit: 1d20 + 9 + 2 + 2 ⇒ (13) + 9 + 2 + 2 = 26
damage: 2d6 + 11 + 2 + 2d6 ⇒ (1, 3) + 11 + 2 + (1, 4) = 22
gore: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
damage: 2d8 + 18 ⇒ (5, 1) + 18 = 24
Plus 1 bleed
Wren. |
Round 2, Init 22
The EFS continues to fire at the red giant.
1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16 to hit;
1d8 + 6 ⇒ (7) + 6 = 13 damage.
1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19 to hit;
1d8 + 6 ⇒ (7) + 6 = 13 damage.
Wren flies toward the green giant, maintaining his height (40') and lets go with another magic missile at the red giant.
5d4 + 5 ⇒ (4, 4, 1, 2, 3) + 5 = 19 damage.
Elf Form Servant: 8/15. Blur.
HP: 61/61
AC: 18 (+4 w/mage armor)
Readied action acid:
[ dice]1d20+10+1[/dice] touch to hit;
[ dice]1d6+5[/dice] acid damage.
Effects: mage armor, overland flight
Right: bow
Left:
Rod Lsr Extend 0/3 used
Rod Lsr Quicken 0/3 used
Acid 0/8 used Acid Dart (1d6+5 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 0 of 480
[ dice]1d20+11-2+1[/dice] to hit; (PBS,rapid)
[ dice]1d8+2[/dice] damage.
Azata, Bralani
Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.
Bralani CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Kraygan Steelkeg |
"Balls!" Kraygan winces under the giant's roar. "I think we got her mad!!"
Hunkering down on Haggis, he jabs and thrusts weakly with his lance as the yak thrashes around with its horns.
+1 Lance - PA + GH - Shaken: 1d20 + 17 - 3 + 1 - 2 ⇒ (3) + 17 - 3 + 1 - 2 = 16
Damage + Acid: 1d8 + 19 + 1d6 ⇒ (7) + 19 + (3) = 29
Iterative: 1d20 + 12 - 3 + 1 - 2 ⇒ (15) + 12 - 3 + 1 - 2 = 23
Damage + Acid: 1d8 + 19 + 1d6 ⇒ (3) + 19 + (1) = 23
Haggis - PA - Shaken: 1d20 + 16 - 2 - 2 ⇒ (5) + 16 - 2 - 2 = 17
Damage: 2d6 + 18 ⇒ (1, 6) + 18 = 25
Haggis Iterative: 1d20 + 11 - 2 - 2 ⇒ (9) + 11 - 2 - 2 = 16
Damage: 2d6 + 18 ⇒ (1, 4) + 18 = 23
Torgan Steelkeg |
Torgan and Malt are bashed by the giant and the stress of the attack nearly shatters his armor, but the dwarf is able to return with a couple attacks of his own while Malt continues to thrash his horns around.
Agrimmosh @ Green / FE/Trait/TWF/Fatigued/Shaken: 1d20 + 22 - 5 ⇒ (2) + 22 - 5 = 19
Damage: 3d6 + 11 - 1 ⇒ (4, 4, 2) + 11 - 1 = 20
Brinya's @ Green / FE/Trait/TWF/Fatigued/Shaken: 1d20 + 21 - 5 ⇒ (16) + 21 - 5 = 32
Damage: 1d4 + 10 - 1 ⇒ (4) + 10 - 1 = 13
Agrimmosh @ Green / FE/Trait/TWF/Fatigued/Shaken: 1d20 + 17 - 5 ⇒ (19) + 17 - 5 = 31
Damage: 3d6 + 11 - 1 ⇒ (4, 1, 1) + 11 - 1 = 16
Agrimmosh @ Green / FE/Trait/TWF/Fatigued/Shaken: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23
Damage: 1d4 + 10 - 1 ⇒ (3) + 10 - 1 = 12
---
Gore @ Green / PA/FF/Fatigued/Shaken: 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 24
Damage: 3d6 + 18 - 1 ⇒ (3, 6, 3) + 18 - 1 = 29
Gore @ Green / PA/FF/Fatigued/Shaken: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13
Damage: 3d6 + 18 - 1 ⇒ (3, 4, 1) + 18 - 1 = 25
-Posted with Wayfinder
GM Tyranius |
The True Elf's arrow's bounce harmlessly off of the frost giant's thick chain armor as Wren's unerring missiles continue to berate and further enrage her.
Torgan jams Brinya's love between the Proath's fingers, slicing off two of the fingers. Agrimmosh crunches into the giant's ribs while Malt rams his stubby horns into the Proath's groin. An orange glow emits from the fire giant's eyes as he looks to Torgan with an immense hatred.
"Of course the frost giant's defenses would be weak enough to allow the likes of you in this far. They are not disciplined."
Aerngun, the female frost giant, is completely overwhelmed in her rage as the aurochs but her forward from the rear, Jorgan and Spirit tear into her side and Kraygan from the front. She falls to her knees where she is met by the tip of Kraygan's lance through her eye.
Round 2
Wren (40 ft up; blur) (TES 30 ft up; blur)
Rogzul (80/81; shaken 4 rounds)
Torgan (60/90; shaken 5 rounds)(Malt 34/67; shaken 5 rounds)
Jorgan (104/104)(Spirit 90/90)
Kraygan (DR 3/-; 100/100; shaken 5 rounds)(Haggis shaken 5 rounds)
-------------------------------
Proath (Green -107)
Remorhaz
-------------------------------
Wren. |
Round 3, Init 22
The EFS casts CMW and goes to touch Malt. 2d8 + 5 ⇒ (1, 3) + 5 = 9 CLW
Wren flies closer to the remaining giant and fires one heated arrow.
1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 to hit; (PBS)
1d8 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13 fire damage.
Elf Form Servant: 9/15. Blur.
HP: 61/61
AC: 18 (+4 w/mage armor)
Readied action acid:
[ dice]1d20+10+1[/dice] touch to hit;
[ dice]1d6+5[/dice] acid damage.
Effects: mage armor, overland flight
Right: bow
Left:
Rod Lsr Extend 0/3 used
Rod Lsr Quicken 0/3 used
Acid 0/8 used Acid Dart (1d6+5 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 0 of 480
[ dice]1d20+11-2+1[/dice] to hit; (PBS,rapid)
[ dice]1d8+2+1d6[/dice] damage.
Azata, Bralani
Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.
Bralani CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Rogzul |
Rogosaurus flexes his newly bolstered leg muscles and uses them to launch himself at Proath. He tries to tear at his foe with all the new weapons in his arsenal, hoping to take down the fire giant.
Pounce.
bite: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 2d6 + 14 ⇒ (1, 3) + 14 = 18
Free Grab if Bite hits: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
Claw 1: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
damage: 1d8 + 14 ⇒ (7) + 14 = 21
Claw 2: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
Damage: 1d8 + 14 ⇒ (2) + 14 = 16
GM Tyranius |
Rogosaurus Rex leaps onto the fire giant, though only one of his claws are sharp enough to get through the giant's half-plate armor.
Proath swings the greatsword with precision as he attempts to take down Torgan.
Greatsword; PA vs Torgan AC 28: 1d20 + 21 - 3 ⇒ (2) + 21 - 3 = 20
Greatsword; PA vs Torgan AC 28: 1d20 + 16 - 3 ⇒ (16) + 16 - 3 = 29
Damage: 3d6 + 15 + 6 ⇒ (3, 6, 3) + 15 + 6 = 33
Greatsword; PA vs Torgan AC 28: 1d20 + 11 - 3 ⇒ (5) + 11 - 3 = 13
Torgan isn't able to stop every blow as the greatsword slices through him once again.
The ground splits fully open as two immense centipede-like beasts lift three feet of ice off of the ground. Rows of chitinous plates on their back glow red hot as the mandibles drip.
The red Remorhaz arches it's massive head down and brings it slamming into Torgan.
Awesome Blow vs Torgan CMD 30: 1d20 + 17 ⇒ (13) + 17 = 30
Slam Damage: 2d8 + 6 ⇒ (1, 5) + 6 = 12 + Prone
Torgan is punted from Malt's back as he is thrown 10 feet across the field and knocked prone.
Meanwhile the green Remorhaz sees a nice hefty meal out of Rogosaurus and bites down onto the dinosaur's backside.
Bite vs Rogzul AC 18; PA: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
Confirm Crit: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
Damage: 3d6 + 9 + 4 ⇒ (3, 3, 2) + 9 + 4 = 21
Crit Damage: 3d6 + 9 + 4 ⇒ (5, 5, 6) + 9 + 4 = 29+ Grab
Grab vs CMD 22: 1d20 + 21 ⇒ (18) + 21 = 39
The remorhaz strains as it lifts the huge dinosaur in its jaws and begins the process of swallowing Rogzul whole.
The true elf flies over and heals Malt's more serious injuries as Wren releases and arrow into the fire giants shoulder.
Round 3
Wren (40 ft up; blur) (TES 30 ft up; blur)
Rogzul (30/81; shaken 3 rounds; Grappled)
Torgan (15/90; shaken 4 rounds; prone)(Malt 43/67; shaken 4 rounds)
Jorgan (104/104)(Spirit 90/90)
Kraygan (DR 3/-; 100/100; shaken 4 rounds)(Haggis shaken 4 rounds)
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Proath (Green -136)
Remorhaz (Yellow; Grappled)
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