GM Bigrin's Giantslayer (Inactive)

Game Master bigrin42

Skirgaard camp map

Loot sheet


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Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

"I might have a way to bring three of them with us," Molly says. "I've got a new spell: anthropomorphic animal..."

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

1d20 + 11 ⇒ (11) + 11 = 22 Survival

"Well, it's not a recent slide, I can tell you that," Quill says, pulling up some grass to feed to his horse.

"Maybe I can find another way around? Lemme look..." Quill says, doing a quick reconnoiter to find away around the rockslide.

1d20 + 15 ⇒ (1) + 15 = 16 Perception
1d20 + 11 ⇒ (11) + 11 = 22 Survival


Quill is completely unsurprised to find that this path is the only way to directly follow the trail. The only other option is backtracking to the fork and trying the easier path.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn stares at the rockslide for a long, long time while everyone else talks and tries to figure things out.

"If we want to rest I can use Gorum's will to shape the rockslide after some prayer. Make some steps. Or Molly can do her weird oogly-boogly magic to the horses. Or we can just take the normal path like I asked for. Backtracking won't hurt us, we already wasted a month buying doilies for Sander's floral arrangements."


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Sander sighs heavily.

"I think trying to go back the other way is probably for the best. Worst comes to worst, we have to backtrack again and come this way after all."

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

I think the stone shape solution is a keen one, especially since Quill can help do it as well, given a day of rest.

"Well, if we have to come back, then I'll try to help Storn carve stairs into stone...especially because he thinks he can do that."

Quill shrugs and follows Sander to the easy path.


Backtracking soaks up another few hours, but you make it back to the fork in the road. The easier path is definitely that, but as the afternoon wears on, you can tell that the path you are currently on diverges from the one marked on the map. Also, it is a low pass, leaving you in a shadowy twilight with the sun firmly behind the mountains around you.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

We only went a few hundred yards up the path!

"I guess we can keep following it?" Sander says, "but maybe we should wait until morning. If there are giants around, we should probably have a watch set up."

I say we keep following it, and see where it takes us. As noted, we don't seem to have a huge time crunch at this point.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Quill agrees completely with Sander, taking his turn at watch and hoping for the best. He preps a stone shape spell in the morning in case they accidentally need to follow Storn's advice. It's scary to have to consider listening to Storn, but Quill is willing to try.


Or did you? Okay I was in a hurry and couldn't remember the time frame


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn stays up late, praying to his God for the ability to meld stone beneath his hands. Quietly, he is terrified that anyone is listening to his advice. But Storn is a mighty Storn, and he will not let others know his fear.

Resting and memorizing ant haul and stone shape.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

After his 2 hours of required sleep Thanks Ring, Kipa gets up and sits around the small amount of embers that have going to keep the camp warm but not signal where they are to the world. Facing away from the center of the camp and his back to the fire pit to not effect his eyes adjustment to the dark, Kipa scans the area for any warning signs.


The night was cold, as the autumn chill is compounded by the wind blowing through the passes. It won't be long before the first snows of the season fall, blanketing the lower regions of the mountains and blocking off most of the passes. Kipa kept watch with anyone else who was taking their turn, once he had had a bit of rest. His magical ring kept the exhaustion and fatigue at bay, though sometimes it got a little boring in the dead of night.

The morning dawned and you set out down the easier path. Within the first hour, it was clear that this path diverged from the other. It continued to trail off towards the south, and was fairly level, though you knew the map showed the trail to the Giantslayer's Tomb to go north. The more difficult path also went upwards. This pass better turn to the north soon, or you will be so far off the route as to not have much chance at picking up the marked trail again.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Leaning back in the saddle some to look up at the sky "I think this is just not going to work out well for us. We seem to be heading south away from the tomb." Looking over at the other members of the party "Any of you have a knack for wooded trail finding? If we dont find a way noth soon we will have to turn back and head back to the harder way"


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Feeling the cold starting to nip, Sander prepares a different extract, one that can help him deal with the chill weather.

"Does anyone else need some? It'll keep you warm despite the weather," he offers. Endure elements, anyone?

"I have a little --" he replies to Kipa. "I needed to be able to find my way home when I was out herb hunting, but ... it's not really my strength. I do have another extract that could maybe help enhance my vision."

Extracts loudout's been tweaked on my sheet.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Looking over at Sander "I could use one of those. It is getting a bit chilly

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Quill casts his own Endure Elements, a loving gift from the Elf Who Hugs the World.

”Man, the cold is really starting to hit, huh?” Quill asks rhetorically. ”We must be getting close, maybe. I dunno.”

Quill continues to ride and walk and walk and ride his way to the Tomb. He might be enjoying the trip if it wasn’t for the threat of giants attacking them at every pass.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn also calls upon his God to grant him a stoic disinterest in the cold. "I'm starting to say we turn back. We're just wandering off of our map to who-knows-where. We may have to eat the horses or something but that rockslide is the way up. I've had a lot of time to think, so I've thought one thing. We're going on the path with MORE traffic. We don't want that! We want the path with less traffic because we're going to a tomb full of horrible monsters and traps and other things to punch. We have to be going the wrong way and unless weird-eye over there can fly this is going to just take us longer. This path probably leads us to Taldor and those people are horrible. We should turn back to the rockslide. Quill and I can shape the rocks and maybe make some stairs or something."


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Stopping his horse Kipa looks around "The big guy has a point. Which in its own way is scary." Kipa throws a look over at STorn to make sure he knew that was just a joke.
"We should turn around and SLOWLY work our way up the rocky path. It may suck but it is a direct rout and way less traffic then we are seeing here"


So, after some wasted time, you turn around and make your way back to the fork in the trail, and to the rockslide beyond that. Again, you know it will take a bit of climbing, a bit of magic, or both to get across it.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Kipa follows the others who are more skilled in this trade then he is. Stepping where they do and just taking his time to do so.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

"Taldor?" Sanders blinks. "But -- but -- but that's the completely opposite direction as the one we're going. It's practically the entire other side of Avistan!"

Sander also follows the others, knowing he has a couple extracts that could let Storn fly, which -- with some other magic -- might help get them past most obstacles.

He keeps a nervous lookout for more giants or other threats.

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Quill will help with the rock slide area, using his magic when he can to craft stone into proper and solid walkways for the horses (and Storn).

He does what he can to be careful and thoughtful as he scouts for dangers when the party climbs.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn removes his armour and unhappily moves about in the padding beneath. He works with Quill, laying hands to stone to try and create ways to get past the rock formations.

Using a stone shape spell to remove or improve climb checks. Ant haul is also available if that will help (moving large boulders and other bunches of rock).


gm screen:

1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 2 ⇒ (6) + 2 = 8

Kipa 1d20 + 6 ⇒ (3) + 6 = 9
Molly 1d20 + 1 ⇒ (4) + 1 = 5
Quill 1d20 + 4 ⇒ (20) + 4 = 24
Sander 1d20 + 3 ⇒ (13) + 3 = 16
Storn 1d20 + 2 ⇒ (6) + 2 = 8
beast 1d20 + 6 ⇒ (12) + 6 = 18

The magic does the trick, easily smoothing over the rockslide in a narrow path. It was difficult getting the horses through, leading each one forward individually, but you managed the task. Quill kept a watchful eye out for ambushes, but there was no signs of danger. It really did look as if this was a natural occurrence and not a trap. This time.

The rest of the day passed slowly. There were 2 more slides, but none as bad as the first. The hardest part was that the trail was narrow and steep. At one point, Storn had to again dismount and lead his horse past a rock that jutted out into the air above the path that left no room for his bulk atop the horse to pass.

That night, you camped on the trail, horses tethered in a string behind you. It was not comfortable, and no one felt safe. Watches were doubled, and either because of that or despite it, nothing bothered you in the night.

The next 2 days were much like the first, hard and slow riding with nowhere to safely spread out and camp. The tension was high, and tempers flared more than once.

On the third day past the rockslide, the trail broadened out a bit, making the traveling easier. Everyone was still on their guard, so you weren't totally unprepared when a great beast blurred into visibility behind Quill and ripped a large chunk out of the elf's back.

The beast was enormous, looking like an unholy blend of bear, wolf, and goblin.

K. Planes DC17:

This creature is a barghest, an evil shape changer from the outer planes. It looks like an exceptionally large member of the species.

Round 1:

Quill takes 8 damage

R1: Quill, beast, Sander, Kipa, Storn, Molly

Here's the map
It's a sheer drop about 200 feet down that cliffside. Ignore what looks like a trail leading down, that's not really there

Current hit point status:

Kipa -0
Molly -0
Quill -8
Sander -0
Storn -0

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Round 1

Quill screams and b&~@!es and moans, screaming again as he withdraws to D3.

"OW! OW! OW! MONSTER!!!" Quill alerts the party. "THEY ARE SUPPOSED TO ATTACK STORN AND MAKE HIM BLEED, NOT ME!!!"


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

So you left it to attack Molly ... ? :p


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Knowledge (planes) 1d20 + 8 ⇒ (16) + 8 = 24

"Yeah. That's a barghest. Big bastard for the breed. Must've been fed whole Elf. It'll take magic to hit him proper and he can move around," Molly says, eerily calm in the face of annihilation...

If you'll allow that being on our guard means Molly was moving in Snake Stance, as an immediate action her AC vs. Barghest becomes 1d20 + 14 ⇒ (13) + 14 = 27.


Don't forget, you guys are mounted, so make those Ride checks!

GM screen:

Molly:
Not only is this a big bugger, his DR is also likely stronger than a standard Barghest's. DR 10/magic

The creature watched Quill leave with a sad look on its face. It stepped closer to Molly and gave a mournful howl. Every one of you felt as if the entire world's sorrows and grief was your personal responsibility. The feeling was dreadful, and your shoulders bowed under the weight.

Round 1-2:

Everyone must make a DC18 Will save or be under the effects of crushing despair.

R1: Quill, beast, Sander, Kipa, Storn, Molly
R2: Quill, beast, Sander, Kipa, Storn, Molly

Here's the map
It's a sheer drop about 200 feet down that cliffside. Ignore what looks like a trail leading down, that's not really there

Current hit point status:

Kipa -0
Molly -0
Quill -8
Sander -0
Storn -0

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Round 2

1d20 + 9 ⇒ (20) + 9 = 29 will

Quill gets off his horse (move), drawing his bow as he moves to D5. He doesn't feel any additional crushing despair more than he usually feels by being forced to hang around Molly.

He calls upon the Elf Who Hugs the World for power. DF.

Quill Combat:

AC 19
HP 37/45
Happies: 0/6 used
Ferves: 1/6 used
SacWeap: 0/6 used (+1,swift)
PoP 1: 0/1 used

To Hit: +5 BAB, +4 Dex, +1 WF, +1 Magic +1 PBS -2 DA =+10
Damage: 1d8 + 1 Str +1 magic + 2 weap spec +1 PBS +4 DA = +9

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Calling back to Quill & STorn "Hey guys, you can make rocks more sturdy, can you make them weaker too? A spell to make the bottom drop out on it?" Kipa stands ready to move upon Storns response and action.

R1 action:
Hold till after Stron

will: 1d20 + 6 ⇒ (17) + 6 = 23


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Will: 1d20 + 8 ⇒ (14) + 8 = 22

Storn feels a -very- familiar sensation come across him and his eyes go wide with panic. "OH NO YOU DON'T!" Roaring his challenge he charges for the barghest, his weapon shimmering with Gorum's glorious glory as he moves in.

Attack+DF: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 Damage: 2d6 + 12 + 2 ⇒ (4, 6) + 12 + 2 = 24

Move 20' to C8, swift action to fervor up divine favor, and standard to atatck. I probably provoke if the barghest has reach.


Ahem, Storn? (points to above message about being mounted)


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Shrugging as the big guy does what the big guy does, Kipa moves in to help

held action:
Shots arrow at target
attack: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d4 ⇒ 3


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Will save (+2 vs. fear): 1d20 + 4 ⇒ (12) + 4 = 16

Quick stats:

HP 48/48 (+14 for extract)
AC 17, touch 14, flat-footed 14
Fort +8 (+4 vs. poison), Ref +9, Will +4 (+2 vs. fear)
CMD 13
Bombs: 1/10; Mutagen: 0/1; Spontaneous healing: 0/15
Sipping jacket: Bomber's eye (0/7); +10 range increment, +1 to hit
Effects: despairingly crushed (-2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls)

Extracts
1st (5/day): bomber's eye [x], cure light wounds [], endure elements [x], expeditious retreat [], shield []
2nd (3/day): alchemical allocation [], barkskin [], perceive cues []
3rd (2/day) fly [], fly []

"Oh no," Sander breathes as he slides off his horse. "We're all going to die here and I'm never going to get back home to tell Louly how much I love her."

The only bright moment in a world devoid of them is that his pony is similarly too depressed to even try to run away. After all, what would the point be? Even if it could escape from this horrible monstrosity, it would simply be eaten by something else in these horrible mountains that it's forced to carry a fat little hobbit up, going back and forth over the same territory as if they had less sense in their head than a newborn stallion foal.

Despite their shared agreement that life is just about over, Sander tosses a bomb toward the creature, trying to make sure it doesn't hit his companions so their deaths come a little less quickly at least.

But, really, he wonders why he's even bothering? Maybe the cold will help numb the inevitably fatal wounds of this creature's claws and teeth...

No splash in whatever squares his allies are in.
Bomb (ranged touch), point blank range: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Damage (fire damage): 4d6 + 3 + 1 ⇒ (5, 5, 6, 1) + 3 + 1 = 21
Splash damage: 8 (DC 14 for half)

Oh, man. That was horrible. If I were better, I would have rolled a 20 and actually possibly critted this thing -- though I'm sure I wouldn't have confirmed it. But instead, it's just a 19. And of course, there's a one in the damage rolls. I can't even really hurt this thing at all... Woe, woe, woe... I should just leap off this cliff ...


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Calling out to Sanders "Sanders If you can cause a rock slide on to the thing and maybe under it. Quill if you can, try to cast a spell to do the opposite of what you all where doing before with the rocks. Molly, you too if possible. If we can send him down the cliff it can help us survive this a bit easier."


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Will 1d20 + 6 ⇒ (14) + 6 = 20

"Won't work. The creep can warp space within a short range at least once a day!" Molly warns as she leaps off her horse. "Lemme try something -- new!"

Molly jumps off of her horse, then intones harsh-sounding words. Underneath the barghest, the rock abruptly is covered in heavy frost, and a lance of ice bursts upward to pierce its filthy hide!

Molly casts Ice spears on B 8. Ref. save DC 17 to halve 2d6 ⇒ (2, 5) = 7 piercing damage, and 2d6 ⇒ (5, 3) = 8 cold damage. If Ref. save fails, Ice spears performs an automatic Combat Maneuver check to knock the barghest prone. CMB 1d20 + 10 ⇒ (18) + 10 = 28.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

"That would just send us all to our doom," Sander moroses. "Wouldn't that death be more painful than just letting it eat us?"


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

"Don't want that! This ugly f%+!er eats the souls of anything it manages to kill!" Molly shouts to Sander.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Storn, remembering he's on a horse, jumps off and makes his way over to the barghest while empowering his weapon.

Same action but I move to A7 and do not attack. Divine favor still active.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

"Well, that sounds horrible. I guess we couldn't expect anything better, though. What a horrible way for all of us to die," Sander laments.

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Quill, on his way to help Storn, pauses for a moment to consider Sander's very correct thoughts. He realizes that they *are* probably all going to die and wonders if running away might not be the better option.

But then he remembers his beloved Marigold Pottersmoot, and sighs deeply. He sets his jaw, ready to fight.

Or maybe we should run. I dunno. I don't have to run faster than that beast, just faster than Sander, which would be pretty easy.


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Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Quill remember, Halflings stick together & your knee is very much in stabbing range.

"Hey it was a thought"


Gm screen:

1d20 + 10 ⇒ (7) + 10 = 17

1d100 ⇒ 99

1d20 + 14 ⇒ (8) + 14 = 22
1d8 + 6 ⇒ (4) + 6 = 10
1d20 + 14 ⇒ (9) + 14 = 23
1d6 + 6 ⇒ (1) + 6 = 7
1d20 + 14 ⇒ (6) + 14 = 20
1d6 + 6 ⇒ (6) + 6 = 12

1d20 + 14 ⇒ (12) + 14 = 26

The slightly blurry outline of the barghest was wreathed in fire as Storn moved to intercept. Spears of ice shot up from the ground, but the agile creature evaded them even as the others repositioned themselves. The goblin-like face lunged at Molly, its fangs tearing at her. Bear-like claws swept up from the ground to slash at her as well. her sinuous fighting style allowed Molly to avoid the bite, but the claws caught her on her thighs, tearing the flesh deeply.

Round 2-3:

Molly takes 2 hits for 19 damage.

Sander takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 9 minutes.

R2: Quill, beast, Sander, Kipa, Storn, Molly
R3: Quill, beast, Sander, Kipa, Storn, Molly

Here's the map
It's a sheer drop about 200 feet down that cliffside. Ignore what looks like a trail leading down, that's not really there

Current hit point status:

Kipa -0
Molly -19
Quill -8
Sander -0 (despair)
Storn -0


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Molly curses villainously, the cursewords blending seamlessly into words of necromantic significance. The Witch swipes a hand at the barghest...

Inflict moderate wounds! Touch attack 1d20 + 5 ⇒ (13) + 5 = 18 for 2d8 + 6 ⇒ (1, 6) + 6 = 13 damage.

... then launches into a series of backwards somersaults to put some distance between her and the soul-eating abomination!

Immediate action to determine AC vs. Barghest: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33 (+4 due to Vexing Defender/Belt of Tumbling. Acrobatics to move to C 4 without drawing AoO: 1d20 + 17 ⇒ (15) + 17 = 32

Silver Crusade

Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

Round 3

Quill watches Molly get gashed and realizes how good of an idea it was to run away from that.

I'm smart. Running away is good.

He fires twice at the beast after 5' stepping to D6.

1d20 + 10 - 2 + 3 - 4 ⇒ (5) + 10 - 2 + 3 - 4 = 12 to hit; (-rapid,+DF,-cover)
1d8 + 9 + 3 ⇒ (2) + 9 + 3 = 14 magic cold iron damage.

1d20 + 10 - 2 + 3 - 4 ⇒ (13) + 10 - 2 + 3 - 4 = 20 to hit; (-rapid,+DF,-cover)
1d8 + 9 + 3 ⇒ (7) + 9 + 3 = 19 magic cold iron damage.

Quill Combat:

AC 19
HP 37/45
Happies: 0/6 used
Ferves: 1/6 used
SacWeap: 0/6 used (+1,swift)
PoP 1: 0/1 used

To Hit: +5 BAB, +4 Dex, +1 WF, +1 Magic +1 PBS -2 DA =+10
Damage: 1d8 + 1 Str +1 magic + 2 weap spec +1 PBS +4 DA = +9

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.


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Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

As she comes to a stop, Molly congratulates herself for imagining the barghest was Quill; it really helped her attack.
'Still need to find a way to punish him for abandoning me with the soul-eating mega-goblin, though. Maybe I should tell him I made out with his girl.'


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Quick stats:

HP 48/48 (+14 for extract)
AC 17, touch 14, flat-footed 14
Fort +8 (+4 vs. poison), Ref +9, Will +4 (+2 vs. fear)
CMD 13
Bombs: 3/10; Mutagen: 0/1; Spontaneous healing: 0/15
Sipping jacket: Bomber's eye (0/7); +10 range increment, +1 to hit
Effects: despairingly crushed (-2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls)

Extracts
1st (5/day): bomber's eye [x], cure light wounds [], endure elements [x], expeditious retreat [], shield []
2nd (3/day): alchemical allocation [], barkskin [], perceive cues []
3rd (2/day) fly [], fly []

Wondering why he bothers, Sander retreats a few feet and then throws two bombs at the creature, certain that it's not really going to matter and they're all going to die. Maybe if he hurts the thing, though, it will grow angry and just kill him quickly, so it won't hurt as much.

He excludes Storn from the bombs' splashes and Kipa if he moves closer before Sander goes.

I probably should just let them get splashed; it'll be over more quickly for them that way...

Move to C-5
Full attack includes -2 for crushing despair and -2 for Rapid Shot
Bomb (ranged touch), point blank range: 1d20 + 12 + 1 - 4 ⇒ (6) + 12 + 1 - 4 = 15
Damage (cold damage), plus DC 14 Fort or be staggered next round: 4d6 + 3 + 1 ⇒ (5, 2, 1, 6) + 3 + 1 = 18
Splash damage: 8 (DC 14 for half)
Miss direction: 1d8 ⇒ 6

Bomb (ranged touch), point blank range: 1d20 + 12 + 1 - 4 ⇒ (11) + 12 + 1 - 4 = 20
Damage (cold damage), plus DC 14 Fort or be staggered next round: 4d6 + 3 + 1 ⇒ (2, 1, 5, 4) + 3 + 1 = 16
Splash damage: 8 (DC 14 for half)
Miss direction: 1d8 ⇒ 2


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Kipa lines himself up and goes in for a few well placed blows.

actions:

Move to C8 with a 5 foot step
Since my action is before Molly moves I gain a flank bonus at this time for having 2 allies in combat with the target

If an attack hits the target gets -2 AC VS the party. -4 vs Kipa. Also 4 bleed

attack 1 on hand with flank: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
damage w/ sneak attack: 1d4 + 5 + 1 + 4d6 + 1 ⇒ (2) + 5 + 1 + (2, 6, 1, 5) + 1 = 23
attack 1 off hand with flank: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
damage w/ sneak attack: 1d4 + 2 + 1 + 4d6 + 1 ⇒ (2) + 2 + 1 + (6, 2, 1, 3) + 1 = 18


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

If I Can take a 5' step up and right I will - technically off-map but Storn has Stornly plans.

Storn starts to move around the barghest, roaring his challenge as he beats at it with his sword. However he trips as he moves, almost falling on his face.

Attack: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 Damage: 2d6 + 12 + 2 ⇒ (2, 6) + 12 + 2 = 22

Swift action to activate sacred armor. AC increases by +1.

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