Mazra’s Giantslayer Campaign (Inactive)

Game Master Mazra

Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.

Cathedral of Minderhal
Minderhal's Valley
Treasure
XPs and Treasure Giantslayer Campaign


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Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Could we jimmy it open, with a prybar?


Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

Ragnir eyes Haskyll's warhammer, "Haskyll brought 'is dwarven lockpick."


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Looking at the container Ulfgard shakes his head. "Look it is sealed, better we find an expert. The box is heavy, but some of us are strong. And there is still so much to explore!"


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

So what you are saying, is that we should grab it on the way out?


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

"Aye, it might hold answers, but at the moment it is just stealing time!"

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

We could use the knock spell off of the scroll we found


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Oh, aye we could. Do you want me ta do so?


Convenient that you found two. ;)

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Yes please


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

It will be faster and quieter than hammering it open.

Haskyll then moves to a spot where he can keep an eye out to the back of the party.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

verra well. Understand this may not work
First she casts read magic to read the scroll.
Then Anga pulls out the knock scroll, and unrolls it. The words ripple out as she reads the scroll, with her pointing her hand at the box. As she does so, the script on the scroll wriggle and run onto her hands, vanishing as she casts

caster check dc4: 1d20 + 2 ⇒ (17) + 2 = 19

knock spell: 1d20 + 13 ⇒ (17) + 13 = 30

there, that should do it

She rerolls the now blank paper. Waste not, want not.

Then she renews her detect magic spell


Briefly arcane writing appears upon the lock box, then the lid opens. Inside you find a potion, a scroll of barkskin, a scroll of ghostbane dirge, a masterwork hand crossbow, and a case containing 10 normal bolts, 10 cold iron bolts, and 10 silver bolts.

Where do you go next?


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

interesting!


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

What be in there Anga?

Haskyll continues to look to the rear at where those spiders went.

question, those silver bolts? They are alchemical silver right ?
Plus thinking down


I think in game terms they are all alchemical silver. I am not sure of any distinction when overcoming DR is in play.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Alchemical silver, is pathfinders version of silver for DR purposes. However, it does reduced damage by any non blunt object.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Should we give someone the stuff before moving on. It seems odd we would get this kind of stuff and not need to use it.


For those that previously cast Detect Magic, all you need is a Spellcraft check to identify potions, otherwise you will need to do both.

From behind the false back on the bookshelf:

Potion 1 Spellcraft DC 16:
Oil of Magic Weapon CL1 Placed on weapon makes it a +1 for 10 rounds.

Potion 2 Spellcraft DC 16:
Potion of Shield of Faith CL1 +2 Deflection bonus for 10 rounds.

From the lock box:

Potion from lock box Spellcraft DC 18:
Potion of Darkvision CL3 Provides imbider with Darkvision for 3 hours.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Haskyll casts detect magic on the items that have been brought out.

spellcraft Potion 1: 1d20 + 7 ⇒ (14) + 7 = 21
spellcraft Potion 2: 1d20 + 7 ⇒ (16) + 7 = 23
spellcraft Lock Box potion: 1d20 + 7 ⇒ (17) + 7 = 24

Passing the potion from the lockbox over to the only human
This will allow you to see in the night like we do
As for these other two potions, one will imbue a weapon with magic for a short period of time, and the other will help protect a person for a short period of time as well.

I figured darkvison for the only human. :)


Do you distribute the other items? And then where do you go?


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

I think the ghostbane dirge will come to me, the remaining 2 potions, Magic weapon to ulfgard, and shield of faith to ragnir.
Bolts, I think 5 cold iron, and 5 alchemical silver to both Agna and haskyll

After a minute to sort things out, Haskyll suggests that we continue on down.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

sounds fair

Anga agrees with Haskyll, and takes her share of the crossbow bolts. Let's find this troll an be done with it.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Thanks


Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

"Now that all the finger wagglin' is done," Ragnir looks at Anga "No' tha' they're na right pretty fingers, le's be on with killin' this durned troll." He grins and chuckles at Anga.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga grins
Show me the troll and i'll show you what these fingers can do


The stone stairs descend into total darkness.

Kaos would need a light source. A section of the lower level has been revealed. Go ahead and move your token to the lower level.

The stone stairs end in a stark subterranean chamber. Doorways to the northwest and southwest offer egress from the room. Around the corner to the south, a lone statue has been relegated to a dusty corner behind the stairs. Nothing else is in the room.

Knowledge (Religion) DC10:
The statue depicts Iomedae in a pose of peace, with both her hands wrapped loosely around the hilt of her sheathed sword, which looks oddly askew.

What do you do in this area, then which way do you go, doorways Northwest, Southwest and a hallway to the Northeast?


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga casts light on her pick, and holds it up. this should help ye see laddie she says to kaos.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Kaos will smiles down at her Thank you you are to kind.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Seeing that the doors are both closed shall we check out the hallway first? If so Ulfgard will you lead us down the hall


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

know religion: 1d20 + 6 ⇒ (20) + 6 = 26

I think we should straigten up her sword before we push on. It doesntlook right


Upon closer examination, Haskyll recognizes the Longsword as one of Masterworks quality.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Kaos will cast a detect magic on the statue and sword.


Neither Statue or Sword radiates magic.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Pardon us Iomedae, but there are others among us, whom can use this more than your statue.

Haskyll removes the longsword and then looks at the others.
Who can use this better than I


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I can't use a sword. The pick is more mah thing

Kaos remember your arcane spell failure chance in armour


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

"Sigh, I feel undwarfish, but for the lady! At least she is a worthy god! With your permission, lady, I will use it to vanquish your foes!"

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Oops your right Anga, thanks
Shall we try the hallway now? Lead on Ulfgard. Kaos will say while smiling at him as he trys out his new sword.


As you move up the hallway, more options are revealed.

Which way do you go?


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Carefully raising a finger Ulfgard steps into the corridor and checks it.Perc: 1d20 + 7 ⇒ (12) + 7 = 19. If the room is empty he will quickly check the other corridor in the north.


Ulfgard notices something out of the ordinary. The hallway to the left is trapped, it appears set to affect several humanoids once sprung, including the area in front of the Dwarf Ranger.

He hears whispers from two different creatures.

Language Giant:
Creature 1:"Shhhh. There is light. We're are not alone." Creature 2: "Let's get out of here.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Haskyll just follows along with the others.

day 3, now in Northbay Ontario, was in thunderbay Ontario yesterday. :)


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

"Can someone summon something to spring the track?"


Ulfgard can make out two creatures as he looks beyond the trapped area. Light blue rectangle represents the trapped area. They appear to notice Ulfgard as well. They also appear to be moving toward a ladder.

Since only Ulfgard and the two creatures are aware of each other they will be able to act first in this quasi-surprise round. Then everyone can act in Round One. I enlarged their tokens to get a better look at what Ulfgard sees.

Quasi-Surprise Round

Uflgard's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Half Orc's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Troll-like Creatures's Initiative: 1d20 + 8 ⇒ (15) + 8 = 23

Both the Half-Orc and Troll-like creature climb up the ladder and through a trap-door in the ceiling.

Ulfgard gets an action. But it looks like these two may have enough of a lead to get away. What do you do?

Round One

Kaos' Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Anga's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Ragnir's Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Haskyll's Initiative: 1d20 + 0 ⇒ (7) + 0 = 7

As it stands, both the Half-Orc and the Troll get their initiatives before the party. Then it will be Ragnir, Ulfgard, Kaos, Anga and finally Haskyll.


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

"Oh see the chicken slimes run from one.... simple dwarf. Go home to MOMMA!" Having only one option he tries it... taunting them.


Taunted by the Dwarf, the Half-Orc and what you can presume is the Flood Troll, cowardly in their disposition, continues to run.

What does the party do in your Round One actions?

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Kaos will run up stairs the way we came and see if he can catch what ever it is that Ulfgard is yelling at.
He would not mind company if anyone would like to follow


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga double times after Kaos.

We'll try cut em off. In more ways than one


Kaos in armor has a 20' movement rate. I moved him 60 total feet, which put him a little below the top of the stairs. Anga is on his heals. Does anyone else follow? At this point, neither sees his prey.

Round Two

Since there is no actual combat, Kaos and Anga can go ahead and communicate their Round Two actions. Again, running, you can move 60 feet in heavy armor or when it is not in a straight line for someone with a 20' movement increment. It is not in a straight line. Look at the map. The next sixty feet will provide two choices, left door and right door at the top of the stairs. Haskyll, Ragnir, and Ulfgard go ahead with two rounds of actions.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

That matches well with Anga's 20 ft movement rate, lol.

We have to find where that ladder exits to. If we are lucky, we'll catch them.

are those rats actually there?


Red are enemies. If they are black or with a red "D", they are dead. What door left or right do you go through?

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