Giantslayer by DM DoctorEvil

Game Master DM DoctorEvil

Book 2 The Hill Giant's Pledge, Chapter 1: Rivers of Belkzen

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Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle can't get into the room to help Nakoma without likely getting killed herself, so she pulls out the scroll they obtained earlier and casts Summon Swarm, summoning a rat swarm where the bad guys are.

Caster Level check: 1d20 + 2 ⇒ (19) + 2 = 21

Success on being able to cast an arcane spell from a scroll that is higher than my caster level. (DC is scroll's caster level+1, which in this case would be a 5, because Sorcerers get Summon Swarm at 4th level.) (Correct me if I am wrong on any of this... I'm just looking it up.)

Swarm is summoned to the 10 foot area within the blue dots. Link to spell HERE, link to swarm HERE. It specifically says that the caster has no control over it... it just attacks whatever is in its area. Duration says concentration +2 rounds, so I assume it will stay for three rounds no matter what I do later, but if I keep concentrating, then it will stay longer... correct? Or does that change since it is from a scroll?

For attacks, it looks like it just does 1d6 damage every round that a creature is in it, and those bitten have to save against disease (Fort DC 12) (but that part doesn't much matter since no damage seems to be immediate), and against distraction (DC 12 Fort or nauseated for one round). Not sure if you want me to roll the 1d6 or if you want to do it, but here is a roll just in case you want me to:

Rat Swarm Damage: 1d6 ⇒ 4


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Seeing Nakoma fall, Acacius redoubles his efforts to fell the boozed-up invaders.

versus yellow thug: 1d20 + 6 ⇒ (15) + 6 = 21

Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Cheers for the reminder and hp, Nakoma


The Killin' Ground - Round 2 - continued

17 Yellow Thug (5hp dmg)
16 Rishika
14 Acacius (10hp dmg)
14 Nakoma (-3hp, bleeding, unconscious)
8 Zirelle
5 Zan
1 Red Thug

Acacius continues to press Yellow, using the reach of this polearm. This time the glaive-guisarme hits, even if only a graze, is enough to fell the bearded and drunken human.

Nakoma's still form stops bleeding at least, but she stills lies unconscious.

I forgot about the virtue hp. So noted.

Zirelle pulls a scroll from her bag and reads it aloud, the arcane words sounding strange in the din of the assault. Once complete, a swarm of rats appears in the Killin' Ground, crawling all over the bar, bodies, and foes.

The rats bite the thug who happens to end up in the middle of them, and the man screams girlishly, as he stops fighting and starts slapping and brushing dozens of the hungry rats from his legs and body.

Acacius drops Yellow Thug. Red Thug takes the damage and is also distracted (nauseated) this round by the swarm. He can take only a single move action this turn. Zan is up!

Red DC 12 Fort: 1d20 + 2 ⇒ (5) + 2 = 7
Red DC12 Fort vs disease: 1d20 + 2 ⇒ (17) + 2 = 19


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan brings his blade down on the arm of the red invader. "We've got to deal with them quickly so we can help Nakoma."
Scimitar Vs Yellow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

@ GM: Thanks! I almost forgot about my own virtue too. I got as far as rolling and bemoaning that I failed my stabilization before realizing I was one off, and that I was stable. Haha.

...Go team!


The Killin' Ground - Round 2 - concluded

The scimitar of Zan slashes into the arm of Red Thug, who is already covered in biting and swarming rats. The attack is just too much and the Freedom Town man succumbs, falling face first among the vermin covering the floor.

End of Round 2

That was a good round for all. Dropped two, added a swarm, and made a stabilize check. On to Round 3.


The Killin' Ground - Round 3

16 Rishika
14 Acacius (10hp dmg)
14 Nakoma (-3hp, stable, unconscious)
8 Zirelle & swarm
5 Zan

Casting one eye over his shoulder at the rat swarm, the half-orc acts with a bit of panic overcoming his inebriation as he finds himself alone against the rest of the group. "All I wanted was some grog!" he cries, swinging at Zan who stands between him and the exit. But the wild attack misses everything, splintering a chair instead of the ranger.

Party is up. The swarm will act after Zirelle's turn. It lasts two rounds post-concentration.

Rishka greataxe, sickened: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan makes a wild swing back at the half orc as he turns trying to lodge the heavy blade into the man's midsection.

Scimitar Vs Yellow: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Acacius, please drag Nakoma out of there before the rats get her. I can't control them.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Upon hearing Zirelle's words, Acacius immediately drops his polearm and moves to pick up Nakoma, aiming to bring her outside and to safety.

Acacius is willing to risk AOO if it means picking up Nakoma quicker. His total acrobatics in this armour is -1


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

I appreciate that! Haha.


The Killin' Ground - Round 3 - continued

At a word from Zirelle, Acacius drops his pole-arm and grabs for Nakoma, dragging/carrying her back outside the door of the erstwhile tavern.

Zan presses the offensive against the drunken half-orc, and while his blow gets inside the defense of the orc, it caroms off his chain shirt harmlessly.

Zirelle can still post an action. Acacius' actions do not provoke from the remaining bad guy. The swarm will move on Zirelle's turn.
Please tell me if you are still concentrating on it.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle checks Nakoma's belongings to see if she has a healing potion, with the intention of pouring it down her throat.

(Not concentrating on the swarm anymore.)

Assuming the swarm goes after the nearest living thing, here is damage for this round:

Swarm Damage: 1d6 ⇒ 6


The Killin' Ground - Round 3 - concluded

Zirelle kneels on the ground next to Nakoma. As she searches she finds a potion and a wand, either of which would be useful, if used properly, to give some healing to the stricken priestess.

The rat swarm surges forward covering both the half-orc and Zan with dozens of rats, some scurrying past and some climbing the legs of the combatants, biting and chewing wherever they go. While both fighters get bitten, neither is distracted from combat by the swarm's presence.

Both Zan and the half-orc take 6hp dmg. Zan makes his saves vs disease and distraction and may act normally next round.

End of Round 3

GM Screen:

Rishka DC 12 Fort, distraction, sickened: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11
Rishka DC 12 Fort, disease, sickened: 1d20 + 1 - 2 ⇒ (14) + 1 - 2 = 13
Zan DC 12 Fort, distraction: 1d20 + 4 ⇒ (12) + 4 = 16
Zan DC 12 Fort, disease: 1d20 + 4 ⇒ (14) + 4 = 18


The Killin' Ground - Round 4

16 Rishika (6hp dmg, distracted, sickened)
14 Acacius (10hp dmg)
14 Nakoma (-3hp, stable, unconscious)
8 Zirelle & swarm (1 round remaining)
5 Zan (6hp dmg)

Rishka is so overcome with the swarm all over him that the cannot do anything this round but shriek and brush the biting and scurrying vermin from his body, without much help or effect.

All the party is up again.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle pours the healing potion down Nakoma's throat, holding her head up and getting her to swallow it.

Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Any time!

With Nakoma in good hands, Acacius rushes back to his prior position and picks up his polearm. If the final thug attempts to flee, Acacius will hack at him.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Fort Save for Disease: 1d20 + 4 ⇒ (3) + 4 = 7
Fort Save for Distraction: 1d20 + 4 ⇒ (16) + 4 = 20

Zan feels absolutely fine for now... He moves out the door and calls out to the others. "Close the door!" Rather hoping the rats will be contained long enough.

Withdraw action
Yay a disease for later!


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Don't forget your 1 temp hp, Zan! (Now only Zirelle still has 1 temp hp left, FYI).

Nakoma coughs and sputters as her eyes open. Looking up at Zirelle, she groans, "Thanks." She pulls herself up to standing and places a hand upon herself, healing more of her wounds.

Move to stand, and casting cure light wounds on myself.

Healing: 1d8 + 2 ⇒ (2) + 2 = 4 Leaving me at eight hp.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

I think Acacius went back inside to get his polearm, so we can't close the door yet. Am I incorrect?


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius did go inside.


The Killin' Ground - Round 4 - concluded

Acacius leaves Nakoma to Zirelle's ministrations. The fighter slips back inside the rat-infested bar and grabs his pole-arm back again.

Zirelle tips a curative potion down the throat of Nakoma, providing enough heals that the priestess is able to regain consciousness.

Nakoma groans, standing. She casts another healing spell on herself, restoring more of her lost vitality.

I show you have cast CLW already. Burn a different lvl 1 spell for it? Which?

The rat swarm moves to cover Acacius as well, ignoring his attacks with his pole arm and leaving the wounded and dazed half-orc out of the morass of rats for now. Zan and Acacius are bitten and swarmed more.

Zan finally withdraws out the door of the house, moving away from the disgusting rats.

End of Round 4

Rat Swarm dmg: 1d6 ⇒ 5
Acacius DC 12 Fort, distraction: 1d20 + 5 ⇒ (7) + 5 = 12
Acacius DC 12 Fort, disease: 1d20 + 5 ⇒ (16) + 5 = 21

Since the swarm acts before Zan can withdraw he takes the 5 damage again this round. I rolled his saves from first attack and he passed them. We can use your rolls for this round in the swarm. Acacius makes both his saves, barely.


The Killin' Ground - Round 5

16 Rishika (6hp dmg, sickened)
14 Acacius (15hp dmg)
14 Nakoma (14hp dmg)
8 Zirelle & swarm (swarm ends this round)
5 Zan (11hp dmg)

Rishhika has seen enough of that rat swarm. He moves back to the rear door of the Killin' Ground, but his acrobatic move is foiled by his drunkenness and he leaves himself open to attack from Acacius.

Since Acacius has reach, he has an Aoo opportunity even in the middle of the swarm. Then the entire party is up. The rats will disappear after Zirelle's turn, and do no more damage etc.

Rishka Acrobatics vs DC 19, sickened: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius swings, trying to trip the fleeing thug, then moves outside.

Trip: 1d20 + 7 ⇒ (13) + 7 = 20


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Glad that Nakoma is okay, Zirelle turns back to the door, watching to make sure that the rats disappear and don't come after them further.

No further action.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

She spontaneously casts cure spells. She's used up a bless spell and a divine favour spell to do so today. I keep it marked on my profile, but I'll specify which spell I give up on the gameplay thread from now on if you prefer. The only level one spell she has left for the day is a shield of faith (in case you're curious).

Also, you have me down on the status bar as having 14 hp damage, which is inaccurate. I was at -3 hp/17. Zirelle healed her for 7 hp, which brought her up to 4 hp/17, and she healed herself for four hp, which brought her up to 8/17 hp, meaning she has 9 damage remaining.


The status bar didn't indicate the most recent CLW since I didn't know where it came from. Also, I still had the Virtue hp in play which I'll remove. We're on the same page. Yes -- please indicate which spells are being replaced when you spontaneously cast, thanks!


The Killin' Ground - Round 5 - continued

Acacius uses the long pole-arm to trip the desperate half-orc who falls face first to the floor, rather than fleeing the swarm of hungry rats. The fighter then moves out the door back outside. .

Zirelle watches as the rat swarm disappears, leaving the bar habitable again, the half-orc foe happy for their disappearance.

Nakoma and Zan up now to end the round.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Perfect! Yup, only Zirelle should still have the +1 temp hp. Everyone else's was used.

Wounded and winded, Nakoma glances into the bar to see an enemy still standing.

She groans.

She reaches for her starknife only to realize its on the floor in the bar where she fell unconscious.

She groans again.

Nakoma draws her second starknife and readies her weapon, prepared to attack the half-orc if he comes within reach.

Readying an action to stab him. I didn't pre-roll it, since the odds of him leaving the building, going past all three of my companions and standing beside me, are admittedly slim... lol


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius is injured but feels satisfied that he can leave the enemy tripped at rat-level, and withdraws to a safe distance.

And then the swarm disappears.

He swears.

Not up yet, but thought I'd add a response. ;)


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan readies his scimitar to strike at the foe if they come within reach.


2 people marked this as a favorite.

Sorry guys, had RL game tonight and got too late for me to get something posted before my tired brain shut down. Will get you updated tomorrow sometime.


The Killin' Ground - Round 5 - concluded

Nakoma desperately wishes the fight were over, but sees the half-orc still active. She groans and readies her second starknife to use when the drunken foe emerges.

Near her, Zan also readies his scimitar for when the half-orc moves against them.

End of Round 5


The Killin' Ground - Round 6

16 Rishka (6hp dmg, sickened)
14 Acacius (15hp dmg)
14 Nakoma (9hp dmg)
8 Zirelle
5 Zan (11hp dmg)

With the swarm of rats gone, the drink-emboldened Rishka moves up again, thinking to add more scalps to his total for the day. He drunkenly weaves forward trying to avoid the reach weapon in the hands of Acacius, but doing so unsuccessfully. His mighty attack is thrown off by his blurry vision.

Acacius gets an AoO on the drunk foe, but if he doesn't down him, the attack is a miss. After Acacius AoO, the party is up!

Rishka Acrobatics to avoid AoO, sickened: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Rishka greataxe, sickened: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle spits acid at the half-orc.

Attack (ranged touch): 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius strikes at the stumbling Rishka, but the drunken weaving throws off his aim.

Polearm: 1d20 + 6 ⇒ (5) + 6 = 11

Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Acacius steps back and strikes again, this time to greater effect.

Five foot step northeast

Polearm: 1d20 + 6 ⇒ (11) + 6 = 17

Damage: 1d10 + 4 ⇒ (9) + 4 = 13


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan moves forward gain to try to hold back the drunken brute... and if he was fortunate put an end to it's assault.

Scimitar: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


The Killin' Ground - Round 6 - continued

Acacius' first thrust with his polearm misses but his second attack is more stable and punches the drunken half-orc squarely in the belly, penetrating through the skin for a serious wound, staggering him.

Zirelle's acidic spittle misses hitting anything vital, spewing all over the canvas walls of the bar.

Following up, Zan steps up and cleaves a stroke into the wounded brute, cutting him deeply in the side, and dropping the foe, unconscious to the ground.

End of Combat

A Post-Combat Summary will be up soon in Discussion.


As the last of the invaders in the bar falls to the blades of the heroes, you see one of the dead bodies in the bar start stirring. Turns out Rabus Clarenston, the owner/proprietor of the Killin' Ground, isn't quite dead yet. "Thought that green-skinned bastard'd never leave. Glad you did him in! He were in here drinkin', then all a sudden turned and started attacking folks. Weren't no stopping 'im! Cut me with his axe, an' I jus' played dead till he left."

Clarendon takes a few vials from behidn the bar and offers them to the group. "Take these. Might be you need 'em 'fore the night is over. Have 'em here for bad drunks, but won't be seein' that business if Trunau falls. Get out there and get one for me!"

The vials are two bottles of Soothe Syrup and two doses of Remove Sickness.

Rescuing Clarendon earns a story award of 100xp per player. That'll be addressed in the Post-combat Summary also.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius stows his polearm on his back and goes over to Clarendon.

"Gratitude. And it was a pleasure to cut low treacherous thugs. There is an aid station back at the barricade. I can bring you there if you can not walk."

He turns to the others:

"If we wish to question the half-orc, let us secure him. Otherwise, we slay him now."


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

"I don't think we have the time or people to be securing and questioning him. Unless someone objects we should be done with it and move to the aid station."


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma moves in and stabs the half-orc in the face, putting an end to the discussion. She picks up her second starknife and moves around, making sure the other enemies are truly dead as well, before helping the survivors up and leading them back to the barricade.

When they see the clerics, Nakoma announces unnecessarily, "I need healing."


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Does someone just want to drink that soothe syrup? Or should we hang onto it? Nakoma will hang onto one of the doses of remove sickness. Who wants to carry the second one?


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

I don't want any of the potions. The clerics at the aid station might want it if we don't--?


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius is willing to hang onto the other remove sickness, but the soothe syrups are a bit too specialised for us to think to use them.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan will need the remove sickness... but doesn't know it yet so wouldn't ask for it. The building directly north of the well next? Past the seemingly utterly ruined one I mean.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Sounds good... then the one to the left and then the one nearest the road?

After her companions are healed up again, Zirelle heads back out with them to another building to check it. She felt a lot more in control after avoiding injury in the last battle, and hoped that she would be confident enough again to jump in and help more. The whole near-death thing had shaken her... not just her own near death, but so many others as well.

She had honestly considered just burning down that last house with the bad guys in it, to avoid injuries all around... and would have accidentally killed the man playing dead. She needed to make better choices and up her competence fast. These people needed her, and she didn't have any more convenient scrolls to distract her from bad decisions.


The heroes escort the wounded barkeep back to the first aid station at the southern barricade. There the clerics offer the wounded heroes enough healing to bring them all back to full vitality.

Acacius and Nakoma claim the 2 potions of Remove Sickness, but the group leaves the Soothe Syrup with the healing clerics in case they need them.

When everyone is ready, the group heads back into the melee as orcs continue to push into the Lower Quarter and their siege engines continue to lob burning missiles and huge stones into the village. From somewhere to the north, the beating of war-drums drives the savage orcs into more of a battle-frenzy and the defenders of Trunau are quite hard-pressed. An incendiary shell lands in the center of the village, exploding some trees into a fiery miasma.

Moving forward to the small homes just beyond Sara and Agrit's ruined place, most of the crew is distracted by the fireworks and cacophony of battle, but Zirelle sees or hears the destructive orcs inside the small building, looting and vandalizing as they go. The sorceress knows that if the party is quiet, they can surprise the invaders this time.

GM Screen:

Zan Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Acacius Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Zirelle Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Nakoma Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Looted Homes - Surprise Round

17 Acacius
15 Red Orc (surprised)
14 Blue Orc (surprised)
11 Yellow Orc (surprised)
11 Nakoma
9 Zan
6 Zirelle

The orcs are clearly relishing their work taking anything remotely of value in the small house, and don't notice the heroes approach.

You have surprise on these fellows which allow a move or standard action (but not both) before the orcs can act. The party is up!

GM Screen:

Orc Perception. circumstance: 1d20 - 1 - 5 ⇒ (11) - 1 - 5 = 5
Red Orc: 1d20 ⇒ 15
Blue Orc: 1d20 ⇒ 14
Yellow Orc: 1d20 ⇒ 11
Zirelle: 1d20 + 3 ⇒ (3) + 3 = 6
Zan: 1d20 + 2 ⇒ (7) + 2 = 9
Acacius: 1d20 + 3 ⇒ (14) + 3 = 17
Nakoma: 1d20 + 3 ⇒ (8) + 3 = 11


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle moves 5 feet forward so that she is in range to use her acid spit.

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