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

Day 11: Ulfgard will try to find a contact of the 9th Legion and starts to explain his quests so far and his deeds in defence of Trunau to improve his status with the faction!
"This sounds like a perilious journey. Heck good that Torag favors the bold! I am game. I can´t wait to bash that Grenseldek kneecaps!"


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 spits when he hears about a giant, "Nothin' I be likin' more'n kickin' a giant's arse." Ragnir grins at Ulfgard, "Ye only be gettin' one kneecap. T'other be mine."

During the days, Ragnir will help with rebuilding the town's defenses.


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)

Day 11

Haskyll takes the time to wander around and sell things for the party, and then heal all those that still require healing in the party.

Day 12
Aye, I can be seeing as how you want payback for the town, I am in.

Edit, this also heals 2 days of strength damage, does anyone have any remaining strength damage ?


Female human (Garundi) rogue 4 - Init:+7 | Percept:+7 | AC 18 | T14 | FF 14 | HP 40/40 | F+3;R+8;W+2 | Spd.30' |

Day 12

I go where he goes, Mordea points to Haskyll, then remains silent.


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 you cast masterwork transf. on my shieldspike 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)

I can, provided everyone is healed first, and you have the cost of materials to make it masterwork.


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

Of course I'll be going. You'll probably do it wrong if Ah wasn't there.

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

Hi ho hi ho off to work we go. : )


The party may know something about Ghostlight Marsh

Ghostlight Marsh Information: Knowledge (geography), (history), or (nature) DC 10:
Ghostlight Marsh is a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall runs through the swamp. Both orcs and humans avoid the marsh due to countless tales of strange, floating lights.

Ghostlight Marsh Information: Knowledge (geography), (history), or (nature) DC 15:
Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land. The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground. While the druids’ fight was valiant, the Council of Thorns was eventually driven back to the swamp and defeated by the orcs.

Ghostlight Marsh Information: Knowledge (geography), (history), or (nature) DC 20:
Faced with sure defeat at the hands of the conquering orcs, the druids of the Council of Thorns made a final stand in the swamp, sacrificing themselves in a bloody ritual. As the druids’ dying bodies slumped into the muck, vengeful willo’-wisps rose from the marsh and drove the orc army out of the swamp. These cruel and capricious aberrations have guarded Ghostlight Marsh from intrusion ever since.

Ghostlight Marsh Information: Knowledge (geography), (history), or (nature) DC 25:
The will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives.

You can leave Trunau when you are ready. Do you need time to manufacture Scrolls or Potions?

Day Thirteen


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

KnowNat: 1d20 + 6 ⇒ (15) + 6 = 21
"Well remind me not to piss on druids shoes. At least if there are a few!"


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

know history: 1d20 + 10 ⇒ (15) + 10 = 25


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 reveals the information above to the party.

Before leaving she will scribe several scrolls, details in discussion

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

So can we speak with them? Or do we still need to kill one?


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

Don't know much about will o' wisps except they are dangerous. And like swamps.
Anga shrugs
Maybe?


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

"Well, can Willowisps still speak? Maybe we can remind them of duty and honor.... Well maybe!"


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)

Would like to leave day 14, as that will give me the time to do the masterwork transformation on Anga's crossbow, his crossbow, and Ulfgards shield spike, on day 13, and be ready to go for day 14

No idea if they can speak. I have never run into one


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

know dungeoneering on will o wisps: 1d20 + 8 ⇒ (7) + 8 = 15


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

KnowDung: 1d20 + 4 ⇒ (16) + 4 = 20


@Ulfgard:
Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.

While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.


High Defender Halgara seeks out the party around mid-morning, "The Half-Orc Skreed is to be executed for the murder of Rodrik Kurst this evening. He is to be hanged. He wore a heart-shaped locket. He has requested to wear it at his execution. It is linked to another. It may be a statement. It may be a mistake. We are inclined to let him wear it."


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 have no issues with that, I cannot speak for the others however.

Will cheerfully give up the locket for the last request.


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

"Just check that she can´t use it to cheat the short fall and sudden stop!"


"The locket should not interfere with the execution. It should, however, notify whoever is on the other end to this criminal's just demise." It is clear the High Defender is wanting to send a message.


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

the half orc is a murderer and scum. Why cater to her whims. She didn't.


"Agree. But whoever is on the other end of this locket will likewise know that this scum was not successful and is DEAD," Halgara has a flash of anger. "They need to know the folly of attacking Trunau. This town has survived and WILL survive. Afterwards we will return the locket to you."

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 do this because we do not want to be like them in any way.


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 sighs. Kaos, laddie, on your worst day you wouldn't be as bad as that one. she looks at Halgara.

the orcs and their allies will find out the town has survived before long anyway, and they are stupid, so they will attack again eventually regardless of past history. And as long as this town has stout hearts and strong walls, it'll hold. Ah think this is a risk. Execute her and be done.


Feel free to RP the previous days.

Skreed Gorewillow is executed that evening without the locket.

Day Fourteen

High Defender Halgara gave the party good directions to find Captain Raag Bloodtusk's Keelboat. It was an uneventful journey of about eighteen miles due North of Trunau. When you arrive you give Halgara's letter of introduction to the Captain.

Bloodtusk’s riverboat is a large, modified keelboat with a sturdy wooden hull. Assembled from the scavenged wrecks of several other vessels, the riverboat looks ungainly, with a wide forecastle and tower-like structure at the bow, and a high aft-castle at the stern. The boat is 120 feet long and 30 feet wide, with a draft of 10 feet. It has a single mast with a large sail as well as rowing banks. See Blood tusk Keelboat link at top.

Bloodtusk's first mate is a tough Half-Orc known as Coxswain. There are eight other Half-Orcs crew members on board.

"This will be no pleasure cruise. You will row. You will work and you will fight. I would say if necessary, but it will be necessary. It will take many days to reach your destination," Bloodtusk says in a matter-of-fact manner.

You will need to make a job check each day on the boat. You must succeed at a skill check (or checks) for a job of your choosing to accomplish that day’s tasks. You can pick a different job each day.

Cooking: You can assist the boat’s cook, Gashnakh, in preparing meals and cleaning, stocking, and maintaining the galley (area A4). A successful DC 10 Profession (cook) check or Intelligence check is enough to cook a palatable meal. If a PC is skilled in cuisine, the crew is happy to let you take over cooking duties. A PC who fails this check by 5 or more is banned from the galley.

Fishing: You can help haul in the day’s catch to feed the crew. A successful DC 10 Profession (fisherman) check, DC18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets. Four nets are cast into the river each day, and up to two individuals can haul in each net (one attempts the check, while the other can use aid another) every morning. At least one success indicates there is enough food to feed everyone on board for 1 day.

Lookout: You can watch for hazards from the crow’s nest atop the mast. Three successful DC 10 Climb checks are required to get to the crow’s nest. Any PC stationed in the crow’s nest gains a +2 circumstance bonus on Perception checks to notice approaching threats.

Rowing: You can spend 5 hours rowing the keelboat in the rowing banks (area A11). This requires a successful DC 5 Profession (sailor) or DC 10 Strength check. You must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.

Sounding: Helping the keelboat’s pilot avoid the shallows along the riverbeds requires a successful DC 10 Profession (sailor) check or DC 15 Perception check from the forecastle (area A3). If you fails this check by 5 or more, the ship runs aground and must be towed free by the horses, adding 1 day of travel to the journey.

Stable Mucking: Maintaining the horses and stable (area A2) requires a successful DC 10 Handle Animal check, DC 10 Profession (stable master) check, or DC 15 Ride check. If you fail this check by 5 or more on 2 consecutive days, one of the horses becomes sick and is not available for towing. This adds 1 day of travel to the journey, unless the animal is cured, requiring either a successful DC 15 Heal check or magic such as remove sickness.

"We will leave at first light," Bloodtusk says.

Day Fifteen

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 give a node to the captain. Then after the captain leaves Kaos will look to the party. Well this should be fun.
Fist Day Abord
I believe I will head below and see how I far at rowing.

Why am I up this creek and where is my paddle?:
Strength check : 1d20 + 3 ⇒ (19) + 3 = 22
Constitution check: 1d20 + 2 ⇒ (15) + 2 = 17

Making small talk:
While he is helping to man the ores Kaos will try speaking with the other ore's men, in order to find out more about the ship and her crew.
Diplomacy Check: 1d20 + 5 ⇒ (8) + 5 = 13


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 will move towards the forecastle. Finding a decent spot he binds most of his weapons, just keeping the hammer and prepares to guide to boat.
Perc: 1d20 + 9 ⇒ (20) + 9 = 29.
The fresh air and soft rumbling aid the dwarf to get easy pinpoints to guide the ship.


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 will try sounding

prof sailor: 1d20 + 1 ⇒ (1) + 1 = 2

perception: 1d20 + 4 ⇒ (6) + 4 = 10

oops. This is going to be a long trip.


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

Um Ulfgard is already there Anga! How about you try cooking. Together will prestidigation you should be our best chance at cooking!


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 goes down to attempt to help with the cooking.

dc10 int: 1d20 + 2 ⇒ (9) + 2 = 11

and makes a passable, but not good meal.


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 will try his hand at fishing:

"Dwarves weren't meant ta be sailin'. Much less fishin'."

str check: 1d20 + 3 ⇒ (18) + 3 = 21


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
Ulfgard Strongfist wrote:
Um Ulfgard is already there Anga! How about you try cooking. Together will prestidigation you should be our best chance at cooking!

Well...ok...if you insist...Cooking seems to be taken. I will aid cooking. Assuming that is ok, gm

prof cooking aid: 1d20 + 1 ⇒ (20) + 1 = 21

wow!


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

Anga... you can also do an Int check... I think thats where you get the highest bonus?


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 think I'll keep the twenty roll.


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 guess I should be assisting anga :)


Female human (Garundi) rogue 4 - Init:+7 | Percept:+7 | AC 18 | T14 | FF 14 | HP 40/40 | F+3;R+8;W+2 | Spd.30' |

Being barefoot is Mordea's preferred condition. She gleefully removes her high soft boots and climbs effortless to the crows nest to lookout.

The climb checks are automatic for Mordea.


At first light the keelboat begins heading generally east down the Kestrell River.

Kaos ably mans an oar. The other Half-Orc Oarsmen ignore the chatty big human. But they do note his strength.

Ulfgard has an uncanny ability to negotiate hazards. Early on he negotiated a potentially damaging log in the water.

Mordea ably ascends to the crows-nest to keep watch.

Not long after the boat takes off that two Half-Orcs and Ragnir begin to fish with lines and nets. You manage to net several fish into the net. As Ragnir leans over the rails to haul up the fish, the railing gives way.

@Ragnir DC 15 Reflex Save:
FAIL: You fall into the water. A pair of crocodile have been following the boat go after their next meal known as Ragnir. SUCCESS: Oorug, one of the boat’s crew members, falls into the river instead. The crocs go after him. Anyone falling in the river must succeed at a DC 15 Swim check to stay afloat (the water is considered rough due to the strength of the current). A successful DC 15 Climb check is required to climb up the side of the keelboat. Alternatively, a character in the water can attempt to swim to shore, where even more crocodiles await.

Note Hungry Crocodiles link on the GM Mazra profile.


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

refl save: 1d20 + 1 ⇒ (13) + 1 = 14
swim: 1d20 - 3 ⇒ (18) - 3 = 15

Ragnir hears the railing crack as his weight hits it, and tries to catch his balance on the non broken part of the rail, which gives way as well, and he plunges into the water, but manages to thrash around furiously enough that he stays afloat and swims clumsily for shore. Once ashore he takes up his shield, and waraxe and spits on the ground, "Alricht ye overgrown lizards, let's tussle."


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

er...how far is it to shore?


It is over sixty feet to that point where there are two more Hungry Crocodiles. A successful DC 15 Climb check can be made to climb up the side of the keelboat, instead.


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

Without hesitation Ulfgard grabs the closest rope, takes one end between his teeth and throws the rope to Ragnir.
Ropethrow: 1d20 + 5 ⇒ (5) + 5 = 10


Ragnir stretches out to the fullest extinct of his squatty body and barely manages to grab the rope.

That will give Ragnir a DC 5 Climb check to climb back aboard the boat.


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, if on deck, grabs her crossbow and loads it, moving to a position she can aim covering fire from.

If not on deck she'll look up from cooking and say
what's happening on deck? and move on deck to see.


If Ragnir fails to climb back onto the boat. I will begin rounds of initiatives. Below the encounter map is another map of the top deck of the boat. I will place your locations at the beginning of the incident. Anga and Haskyll are actually below in the kitchen. Coxswain is up steering the boat. Raag is below in the dining area looking over charts. Kaos is down below. Mordea is in the crowsnest. Ragnir is wet.


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 have no idea what is happening up there.

He grabs his spear and crossbow, and heads for the deck as well.

Edit, I would have done Anga's masterwork transformation on day 12, Ulfgards shield spike on day 13, as they are the only ones that asked me to do 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

CRACK What was that!? Kaos will say as he looks around he will grab his axe and start for the stairs. Im guessing that Kaos would not be rowing in his armer but would if not rowing.


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 recovers her crossbow on the way up (she'd keep it handy).

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