dungeonmaster heathy |
Elgan moves out.
So I have Beldan in h7, Elgan in ij 7-8. Can't attack as of yet.
Elgan:
He's pitch black, with icy spikes on his back and head; his eyes and mouth glow with cold blue light.
He has an icy spiky club; he's wailing away at your makeshift stone igloo with it.
Claw; Gjetost left, then it's Beldan's turn,...then...their go.....
dungeonmaster heathy |
SHINY'S INTRODUCTION!!!
i.e. for Shiny only.....
please use spoilers until...
How the hell does a gal get herself alone in the wilds of the Mittelmarch betwixt Jotunheim and Asgard?....
Maybe it was in Sigil, the city of doors....a pudgy fingered plumfaced gnome with more rings than Saturn and more money than sense....
"I've hired you three to obtain three Yule Logs from Ysgard..."
three being a halforc ranger, a twitchy tiefling wizard, and yourself....
"I need them for a ritual, I'm willing to pay "X" for them,".....and after bargaining "X" became "1.5X".....
No, it wasn't his fault.
It was the halforc's fault.
"I......I had to shoot the bauriaur....the shot was just too perfect,...."
he said to you as the hail of bauriaur-shot arrows came down on your trio shortly after obtaining the third of three Ysgardian Yule Logs(which you now hold in your possession).
The first volley you dodged, and the twitchy tiefling wizard laid low in the snow bleeding out.
The second and third volley you dodged; then the twelve bauriaur were upon the halforc, spearing him down.
He looks up at you even now.....blood gushing from his gash of a mouth..."the shot was....too...perfect..." and he expires in the snow....
and you're all alone, except for the twelve pissed off bauriaur warriors leveling spears at you...
Vilya the Taker |
Spoiler:and you're all alone, except for the twelve pissed off bariaur warriors leveling spears at you...
"I don't think I'm going to be able to talk my way out of this one. Any of you guys got any ideas?"
dungeonmaster heathy |
Vilya:
the leader, a mature male with white streaks in his mane and beard, replies, "to whom do you speak, girl?" His spear is long, black wood, bent multiple times like a lightningbolt; the spearhead decorated with a toothily grinning, abstract motif dwarf with a geometric braided beard pattern.
Well, they're not stabbing first, asking questions later anyway......
Vilya the Taker |
Spoiler:the bauriaur scrape their hooves; goatily neigh at eachother, spoiling in their jerky, frenetic, scrappy way...... the leader, a mature male with white streaks in his mane and beard, replies, "to whom do you speak, girl?" His spear is long, black wood, bent multiple times like a lightningbolt; the spearhead decorated with a toothily grinning, abstract motif dwarf with a geometric braided beard pattern.
Well, they're not stabbing first, asking questions later anyway......
dungeonmaster heathy |
Vilya:
Then looks at Vilya again.
"Who are you? Where are you from? Are you Aesir? You don't look like an Aesir.
Who is your father?
And why were you and your accomplices here?"
One of the bauriaur, a cocky brave with face painted black in warpaint, says "let's just kill her and ride out!"
Claw the Golem |
Gjetost crawls out of the diminutive shelter and then gets up, stretching his shoulders with an audible pop.
Gjetost is hasted, so can he bellycrawl to HI 8-9 and then get up? Claw crawls to the door - he'll get out next turn.
Finally, the toad-man south of our geodesic dome got caught by the Fireball. Do I need to roll a SR check?
Them!
dungeonmaster heathy |
Gjetost crawls out of the diminutive shelter and then gets up, stretching his shoulders with an audible pop.
Gjetost is hasted, so can he bellycrawl to HI 8-9 and then get up? Claw crawls to the door - he'll get out next turn.
Finally, the toad-man south of our geodesic dome got caught by the Fireball. Do I need to roll a SR check?
Them!
Gjetost's fine. No SR.....
Beldan Vale |
Beldan takes a 5 foot step away from the shelter then hunkers down to hide amongst the snow and driving, swirling snow flakes. Stealth: 1d20 + 33 ⇒ (16) + 33 = 49. Ready action to attack an enemy that moves within 5 feet of him. Sorry, haven’t had a chance to map yet, throw me into a likely looking position.
dungeonmaster heathy |
Beldan takes a 5 foot step away from the shelter then hunkers down to hide amongst the snow and driving, swirling snow flakes. Stealth: 1d20 + 33. Ready action to attack an enemy that moves within 5 feet of him. Sorry, haven’t had a chance to map yet, throw me into a likely looking position.
Got you in G8; you're hidden, diving into the 3 foot and climbing snow.
dungeonmaster heathy |
Gjetost takes an icy spiked club; can't see from where other than in front of him more than 5 feet away.
The giant takes 25 h.p., and 6 h.p. cold damage; the 6 damage from cold doesn't overcome his defenses.
Elgan takes two clubs from the foe he can see in k-l 5-6....68 h.p. from two clubs in kinetic/clubbing/bludgeoning damage to the druid, and 8 h.p. in cold damage; minus whatever his resistances are.....
so -20 damage from stoneskin is 48 h.p. damage; the cold is ablated, and his stoneskin has 100 h.p. left to it.
There are now big holes in the front of the igloo, at i4-5 border and g-h5 border; massive spiked icy clubs smash through the walls at those points, creating gaping holes about 5 feet by 5 feet.
Group's attack!!!
NOW I'm gonna go for an hour.
Altai Iscarni |
"Hah! By knocking holes in our walls, you have given me firing ports! Ports through which I can do this!"
I'm launching the Sirocco. It is centered at LM 1-2, and hits the guy bothering Elgan and the guy that created the I4-5 breach. The spell does 17+12=29 points of fire damage and knocks the creatures in the area of effect prone. A Fort 23 save halves this; also, it negates the knockdown. The spell lasts 12 rounds, so repeat knockdowns could get really uncomfortable... Additionally, the spell does double damage against creatures with the (water) subtype (like elementals and certain cold fey), and they also take a -4 penalty to the Fort save. Finally, we should be able to see just what or who it is that is hammering away at our walls.
Elgan Dreadwood |
He's cold, he's hit, and now he's p!$$@d. He's a dog's worst nightmare. He's an elf druid in Treeform, And he's taking out some frustration on the nearest target. His branches flame and spark in the snow, sending flashes of brief illumination through the white glare.
FYI- I also have DR 5/slashing in treeform! (Not that it matters against clubs) 3 strikes from Elgantree due to Haste, the extra d6's are fire and lightning dmg
1d20 + 18 ⇒ (16) + 18 = 341d8 + 14 + 1d6 + 1d6 ⇒ (5) + 14 + (6) + (6) = 311d20 + 18 ⇒ (11) + 18 = 291d8 + 14 + 1d6 + 1d6 ⇒ (3) + 14 + (1) + (3) = 211d20 + 18 ⇒ (1) + 18 = 191d8 + 14 + 1d6 + 1d6 ⇒ (2) + 14 + (3) + (4) = 23
Claw the Golem |
Claw slowly crawls out of the igloo.
Claw is unhurt, but slowed by the cold blast. He's prone in GH 7-8.
Gjetost tentatively steps forward, club at the ready.
The logistics here is a bit odd, rules-wise. Gjetost moves forward until he bumps into the frog-man-thing. If he can do so after only a 5' step, he gets a full attack, but if he has to move further, he only gets one.
So - attack 1: 12+19+1(haste)-3(power attack)=AC 29, damage 10+16+9(power attack)=35. Attack 2: 10+14+1-3=AC 22, damage 8+16+9=33. Attack 3(bonus from Haste): 14+19+1-3=AC 31, damage 11+16+9=36. If he had to move further than HI 10-11, he only gets the first attack.
dungeonmaster heathy |
Altai's spell;
Between the gouts of steam kicked up at the verge of the sirocco you see two of them. At KL 5-6 and at HI 2-3.
They fort save;.....ergo normal damage instead of double....as the hot wind scalds and melts them...
They do not fall.
They're ten feet tall. Powerful; they seem to be made of magic black ice. Jagged spurs and spikes jut from their backs and heads, and an eerie cold blue light shines in their mouths and eyes like some frozen jack o lantern. Mouths full of wicked teeth.....and holding iron clubs, spiked, and covered with viscious frost...
dungeonmaster heathy |
Elgan's attack...
two of his three mighty swipes hit; scoring horrid damage against the icy creature; the fire damage is doubled, and seems to melt the thing somewhat; it howls in pain from the tree.....
and Elgan's branches smolder a little bit as he reaches into the sirocco....
Vilya the Taker |
Spoiler:"No. That doesn't necessarily mean anything." he looks at the wounded nephew. "Did she shoot you?" He shrugs his hands in the air like "I don't know...." and the leader rolls his eyes. Then looks at Vilya again.
"Who are you? Where are you from? Are you Aesir? You don't look like an Aesir.
Who is your father?
And why were you and your accomplices here?"One of the bauriaur, a cocky brave with face painted black in warpaint, says "let's just kill her and ride out!"
Vilya's slightly annoyed tone has begun to take on a dangerous edge.
"I don't want a fight. That would be boring. I've got enough problems on my plate right now. So. What'll it be?"
Intimidate (if needed): 1d20 + 13 ⇒ (2) + 13 = 15
Diplomacy (if needed): 1d20 + 10 ⇒ (1) + 10 = 11
dungeonmaster heathy |
Vilya:
"it's a little girl....I don't kill little girls. Neither should you."
"A little girl with eyes like midnite...." he retorts;
the leader scowls him down.
Then looks at Vilya; scowls; then breaks into a braying laugh.
"Oh, little one,...I can assure you it would be far less than boring.
I like you, though.
You can breathe one more day....
Here's the chant;
we're taking your......friends' kits. For wergeld, for wounding my kinsman. This makes things even.
You can bury them or leave them to the ravens; I could care less."
He waves his hand spreading out north; west;.....rolling plains...."this is our range. Stay out of our range."
then he points to some woodlands maybe a mile east.
"That way east....beyond those woods. The river Iving, and beyond that Asgard. You would fit in better there than,....."
he points north and west; "past our range, where in Jotunheim the giantfolk stalk the mountains."
They shake down your dead friends. One of them lifts up a Thor's Hammer pendant from the wizard; "GATE KEY!!! HAZZAH!!!"
Then they make like to bail out; the one in black warpaint scowls at Vilya though...
Altai Iscarni |
They're ten feet tall. Powerful; they seem to be made of magic black ice. Jagged spurs and spikes jut from their backs and heads, and an eerie cold blue light shines in their mouths and eyes like some frozen jack o lantern. Mouths full of wicked teeth.....and holding iron clubs, spiked, and covered with viscious frost...
Huh. Are they some sorta golems? Knowledge (arcana)12+23=35.
Beldan Vale |
Beldan will get to go again in the next round before the bad guys, after Pip, Stiggy and Hnost – as the actions of those worthies are unlikely to greatly affect Bel’s action, I’ll post now. One question, as he moves away from the igloo can he still hear Pip’s inspire courage performance over the wind?
Under the effect of Pip’s haste spell, Beldan ghosts through the snow, trying to keep the dark bulk of the giant Gjetost in sight to his left as he goes, listening for the sounds of the giant’s blows against the toad creature.
Fast stealth 1d20 + 33 ⇒ (18) + 33 = 51 move to F9, move south along column F, then back around to flank the toad creature with Gjetost. Not sure what position the bad guy is in, so don’t know quite where I’ll end up – maybe H15? Have 60 feet movement to play with so should be able to make it. Once flanking he’ll staberise it with his keen rapier: 1d20 + 20 ⇒ (11) + 20 = 31, damage: 1d6 + 1 + 6d6 + 6 ⇒ (2) + 1 + (6, 6, 5, 4, 5, 1) + 6 = 36 including bleed, + 2 strength damage. An extra +2 to hit and damage if I can still hear Pip, but probably not.
Vilya the Taker |
Spoiler:he looks at the crazy one who wants death.... "it's a little girl....I don't kill little girls. Neither should you."
"A little girl with eyes like midnite...." he retorts;
the leader scowls him down.
Then looks at Vilya; scowls; then breaks into a braying laugh.
"Oh, little one,...I can assure you it would be far less than boring.
I like you, though.
You can breathe one more day....
Here's the chant;
we're taking your......friends' kits. For wergeld, for wounding my kinsman. This makes things even.
You can bury them or leave them to the ravens; I could care less."
He waves his hand spreading out north; west;.....rolling plains...."this is our range. Stay out of our range."
then he points to some woodlands maybe a mile east.
"That way east....beyond those woods. The river Iving, and beyond that Asgard. You would fit in better there than,....."
he points north and west; "past our range, where in Jotunheim the giantfolk stalk the mountains."They shake down your dead friends. One of them lifts up a Thor's Hammer pendant from the wizard; "GATE KEY!!! HAZZAH!!!"
Then they make like to bail out; the one in black warpaint scowls at Vilya though...
Vilya sheathes her weapons, crosses her arms, and pouts, shivering in the cold.
Mammy Mæch'Hæmmær |
James Jacobs must hate your character.
Stig is the sum of all dwarf cliches--I mean if you're gonna go with a cliche, you might as well go all the way.
<Stig sees the shimmering visage of Mammy Mach'Hammar through the driving snow.>
"Ye fa' useless drunken sack ay jobby! That's reit. Tak' some warmin comfort frae th' fact 'at if ye stumble it intae th' snaw an' freeze tae death yoo'll hae achieved far mair than Ah ever expected ay ye."
Beldan Vale |
I'm not clear what Stig can and can't see here, so he'll engage the nearest visible enemy and clobber it, or follow the nearest team-mate and do his thing on whatever they're attacking.
att1 1d20+3+20
dam1 2d6+3+24
You can probably see the one that Elgan is fighting ... or at least see Elgan and follow the trail of flailing, flailing branches to their target.
Beldan Vale |
Stigwold Mæch'Hæmmær wrote:"Noo Ah ken what's wrang wi' these fowk. Thes place is wrang wi' them. Feckin' weaither. Shoods hae biddin undergroond. Nae feckin' weaither undergroond."James Jacobs must hate your character.
Stig’s awesome. See, if someone came to the table with a dwarf character who spoke with a bad Scottish accent, or was a drunk, or who only lived to fight orcs or giants or whatever, you’d probably roll your eyes and go ‘yup, stereotypical dwarf, check.’
But when you have a dwarf character who speaks in a bad Scottish accent at all times, is a drunk, is in fact in a drunken haze for a large part of the campaign, is a fighter, uses a hammer, last name is ‘MacHammer’, holds grudges, mistrusts giants, has a mother with a beard, and who’s best friend is Scooby Doo, that is art. The only thing missing is a penchant for songs about gold.
And when you have a player who can stay true and consistent to all of that two and a half years into the campaign, that is hard-core roleplaying.
But yeah, James Jacobs would probably still hate him.
dungeonmaster heathy |
dungeonmaster heathy wrote:Huh. Are they some sorta golems? Knowledge (arcana)12+23=35.
They're ten feet tall. Powerful; they seem to be made of magic black ice. Jagged spurs and spikes jut from their backs and heads, and an eerie cold blue light shines in their mouths and eyes like some frozen jack o lantern. Mouths full of wicked teeth.....and holding iron clubs, spiked, and covered with viscious frost...
They are.....ch'raal.
dungeonmaster heathy |
Beldan will get to go again in the next round before the bad guys, after Pip, Stiggy and Hnost – as the actions of those worthies are unlikely to greatly affect Bel’s action, I’ll post now. One question, as he moves away from the igloo can he still hear Pip’s inspire courage performance over the wind?
Under the effect of Pip’s haste spell, Beldan ghosts through the snow, trying to keep the dark bulk of the giant Gjetost in sight to his left as he goes, listening for the sounds of the giant’s blows against the toad creature.
Fast stealth 1d20 + 33 move to F9, move south along column F, then back around to flank the toad creature with Gjetost. Not sure what position the bad guy is in, so don’t know quite where I’ll end up – maybe H15? Have 60 feet movement to play with so should be able to make it. Once flanking he’ll staberise it with his keen rapier: 1d20 + 20, damage: 1d6 + 1 + 6d6 + 6 including bleed, + 2 strength damage. An extra +2 to hit and damage if I can still hear Pip, but probably not.
He can hear the chords, the pletchett plucking the strings.
H14 gets Beldan into position.....skimming alongside the beast,
he circles around back and stabs his foe, striking home hard.
dungeonmaster heathy |
I'm not clear what Stig can and can't see here, so he'll engage the nearest visible enemy and clobber it, or follow the nearest team-mate and do his thing on whatever they're attacking.
att1 1d20+3+20
dam1 2d6+3+24
Hnoss goes out the hole at h5 and seems to be fighting something.
Stiggy emerges; ends up in g5 and stabs a chraal at ef 3-4.....Hnoss follows him out; the two tear into the icy beast like a mad man with a chainsaw at a block of ice.