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

Ulfgard points to the big double door in the room with the sword inlay.


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

Taking his time with the door, remembering the other trap Ulfgard checks for traps.


Ulfgard doesn't find a trap, but the door from the room with the Sword symbol of Iomedae is locked.

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

While the others check out the locked door Koas will glance around the room.
perception: 1d20 + 4 ⇒ (1) + 4 = 5
After that he will look to the boy Do you have any idea why they would have chained you up instead of just killing you?


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 uses detect magic and spellcraft on the wand

spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10


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)

Anga, I guess that an assist will not help. :(

Haskyll continues to look around while the door is being "unlocked"


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 around Ulfgard shrugs."There is another door to the south, or we try the dwarven key? What do you think?"


As weariness sets in on the party (Look at all those 1s), Kaos does not learn anything else useful about the room. Anga doesn't discover the properties of the Wand.

The boy will look at Kaos, "I don't know. I have seen that Half-Orc around town. I think he lives in Trunau. I guess I am lucky to be alive."


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

ah have one spell left, laddies. Jest warning ye. After that ah'm down to mah pick.


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 Anga, is one more fight, and then we pull back.
I am good for that as well

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 take the boy back maybe find the Half Orc in town. Then come back but let's not forget about that secret door in the other room.


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)

If we head back to town, it should be for the night.


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

"Lass, a trusty pick is all a real dwarf needs. And kin next to you. And you have kin in spades next to you!"


One more room and the Ramble House is completed. To move things along:

Ulfgard will look at the door to the South. It is not trapped or locked. It was a bit stuck, but Ulfard manages to open it without too much trouble.

When Ulfgard looks in he notices the walls of this chamber are pocked with skull-sized cubbyholes, each containing a single brass or clay urn—some long since shattered or dented, others still intact. A lightly colored stone statue depicting a burning chariot wheel occupies the northwest corner of the room. Two iron doors on the eastern wall allow egress from the room. You are coming through one of them and the other is locked.

But what Ulfgard will immediately notice is a quivering cube shaped blob of slime:

Intiative Kaos: 1d20 + 4 ⇒ (6) + 4 = 10
Intiative Anga: 1d20 + 2 ⇒ (15) + 2 = 17
Intiative Ulfgard: 1d20 + 1 ⇒ (16) + 1 = 17
Intiative Haskyll: 1d20 + 0 ⇒ (17) + 0 = 17
Intiative Ragnir: 1d20 + 0 ⇒ (19) + 0 = 19
Intiative Cube: 1d20 - 5 ⇒ (11) - 5 = 6

Ragnir is up first, then Anga, Ulfard, Haskyll, Kaos and with its -5 initiative, the CUBE.


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)

Oh that looks gooey, Kid get back

Haskyll backs up slightly, and draws his sling.
Torag guide my aim

move action back up, Free as move draw sling, Standard cast magic stone. I don't have the knowledge for it.


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

"Ya can't slice goo, but it'll splatter nicely" Ragnir swaps out his axe for his heavy mace. "A'course there's always t'other option, n'we c'n jus go back around the other way and go around it."

Move action to swap.


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)

Ragnir, didn't you update your tag line with your new stats at level 2? Also, Ulfgard, I see you didn't record the 8 other HP that I gave you after the troll fight

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

Let's pull back for now. This thing is not going anywhere. as he says this he will pull a throwing axe and back up. [/b]


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

Thought I had, so it either reverted back, or I never saved it properly. Should be fixed now.


To paraphrase the immortal words of The Clash, "Do you stay or 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

we are dwarfs, we do have hammers
Switching to his warhammer ulfgard smilingly moves forward.
attack: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 6 ⇒ (4) + 6 = 10


It looks like you are staying. Agna and Kaos still have actions. Ragnir could still take a Standard action.


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 pulls out her pick.
well, ah guess it's back to basics.

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 move to A12 then cast burning hands spell: 1d100 ⇒ 35 Burning Hands: 1d4 + 4 ⇒ (2) + 4 = 6


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 moves in, hoping to get a clear shot with her burning hands spell

Seeing a gap, she casts the spell.

burning hands: 2d4 + 1 ⇒ (2, 1) + 1 = 4 DC 15 reflex for half damage

Anga has the same initiative as Ulfgard, but a higher dex, she casts the spell just before he moves. Not certain about Kaos's spell though. BTW, how does Kaos get +4 damage to burning hands?

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
Anga Runedaughter wrote:

Anga moves in, hoping to get a clear shot with her burning hands spell

Seeing a gap, she casts the spell.

[dice=burning hands]2d4 + 1 DC 15 reflex for half damage

Anga has the same initiative as Ulfgard, but a higher dex, she casts the spell just before he moves. Not certain about Kaos's spell though. BTW, how does Kaos get +4 damage to burning hands?

Oops only +1 to damage because of dragon blood line and ref 13 my bad. Thanks for catching it


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

"Aw, B#$$!*$s!" Ragnir huffs as he moves in behind Ulfgard, "Move yer lumpy arse over so I c'n be gettin' a swing at the sack o' goo!"

[ooc]That's as far as Ragnir can move, really :D Just trying to get in that irascible dwarf flavor ;) [/b]


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
Kaos Axe Hands wrote:
Anga Runedaughter wrote:

Anga moves in, hoping to get a clear shot with her burning hands spell

Seeing a gap, she casts the spell.

[dice=burning hands]2d4 + 1 DC 15 reflex for half damage

Anga has the same initiative as Ulfgard, but a higher dex, she casts the spell just before he moves. Not certain about Kaos's spell though. BTW, how does Kaos get +4 damage to burning hands?

Oops only +1 to damage because of dragon blood line and ref 13 my bad. Thanks for catching it

Damn. I was hoping you had some way to boost damage. Oh well


Cube Reflex save vs Kaos: 1d20 - 4 ⇒ (17) - 4 = 13

Cube Reflex save vs Anga: 1d20 - 4 ⇒ (9) - 4 = 5

Confirm that Cube made his save vs Kaos's spell.

The Cube moves to Engulf the party. It will move 10 feet toward the South to Engulf Ulfgard, Anga and Kaos.

These three have a choice, you can roll a DC 12 Reflex save and be pushed back toward the right (Northeast) or you can take an AoO and be Engulfed. If you fail your save you will be Engulfed. If you become Engulfed, you must make a DC 20 Fort Save or become paralyzed for 3d6 rounds, you have the pinned condition while in the Cube, you take 1d6 points of Acid damage per round and finally you are suffocating. Getting Engulfed is a bad thing.

Paizo does not have a Cube token, but a diver Engulfed in water seemed the most fitting or fit'n as Ragnir would say. :)

Cube Stats:
AC 4 either 20/50 or 17/50 HP.


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

We fight
Attack: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 6 ⇒ (3) + 6 = 9
Fort: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21


Ragnir would also get an AoO as the Cube moves by him.

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

reflex: 1d20 + 2 ⇒ (14) + 2 = 16
please move my token


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

"Och, now tha's just downright disgustin' and rude."

attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 3 ⇒ (3) + 3 = 6


Anga, do you take an AoO or a Reflex save?


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)

Round 2

Cursing slightly to himself Haskyll moves up to where he can shoot at the blob.

attack: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Mods BAB, Magic
damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Mods-Blunt: STR, Magic

2 stones remain


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

ah...umm...er...what would Gimli do? Then do opposite.

A moment of indecision was nearly Anga's undoing as at the last minute, she flings herself to one side.

reflex: 1d20 + 2 ⇒ (10) + 2 = 12


Round One

Ragnir swaps out for his Heavy Mace and moves toward the quivering Cube.

Anga moves up and showers the Cube with a fan of flames.

Ulfgard moves up and attacks the congealed mass, splattering goo all over.

Haskyll moves back a step. pulls out his sling while casting Magic Stones.

Kaos also moves up and also sprays a fan of flames from his hands onto the Cube.

The Cube moves over Ulfgard, engulfing the Dwarf Ranger. Kaos quickly moves out of the way, while Anga barely escapes being engulfed. Ulfgard continues to hack at the blob as it rolls over him. Ragnir gets another swipe as it passes by, both attacks splattering more goo around.

Acid Damage on Ulfgard: 1d6 ⇒ 1

Ulgard takes 1 point of Acid Damage and has the pinned condition.

Cube Stats after Round One:
AC 4 32/50

Round 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

slash: 1d20 + 4 ⇒ (13) + 4 = 172d8 + 4 ⇒ (2, 5) + 4 = 11 Die you over grow slug


To move gameplay along, since Haskyll and Kaos' attacks will do it:

Round Two partial

Haskyll sends a Magic Stone into the Cube, tearing into chunks of blob.

Kaos, with his big axe, cleaves a wide gash into the gelatinous substance.

The blob stops quivering and begins to lose some of it cube-like form. It dies. Ulfgard frees himself from the mass covered in blob goo.

Coins, gems and a mace, a skeletal hand still gripping its shaft, floats around in the gelatinous substance.

XPs and treasure sheet updated.

Plague House Cleared....mostly

Where does the party go from here?

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

perc: 1d20 + 4 ⇒ (16) + 4 = 20spell failure: 1d100 ⇒ 40 detect magic


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

Wiping off the slime and looking through a small hole in his cloak, Ulfgard just shrugs. "Dead is Dead!"


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

well, no more spells. Just mah pick.


Kaos does not Detect Magic on the Mace. However, he will note it is one of extremely fine craftsmanship. Behind the statue, he does find a Secret Door to the North. When examined, it will hook up with the previously found Secret Door.

It is a masterworks Light Mace.

Do you search around some more, or do you head back into Trunau?

Knowledge Religion DC17:
You recognize the statue here as Jingh, one of Iomedae’s celestial emissaries.


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)

Will take 10 for a 17 on Know religion

I also am down to my hammer and spear, and these 2 stones, so my vote is to push through this door, past Iomedae's emissary.
Haskyll points at the the door, and then the statue.

As Magic stone remains active for 30 minutes, I am wondering how long it took for us to gather the stuff here from the cube.


Map cleared. 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)

Now let us go figure out how to bring this statue to town, as well, bring the statue of Iomadae down from the attic and then to town.
I am sure the sanctuary would appreciate them both.

Haskyll points at the statue of Jingh


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

Taking 20 to search the last room Ulfgard prepares if nothing is to be found to return to the town.


Ulfgard finds nothing more in the lower levels of the Plague House.

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

Lets head back and find that half orc.


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)

How about we find a way to bring these statues afore we go back to town.

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