Blood Rage of the Wastes (All-Orcs Giantslayer)

Game Master Thackery Baxter J Thorington

Current Battle Map
Sketch of Redlake Fort
Marching Order

Heading to Fort Redlake

The Town of Trunau

The Hoard of the Horde(loot)

Map of Belkzen

A slightly modified Giantslayer campaign featuring an orcs-only cast.


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ya. You've got about another 9 turns left on enlarge, and roughly an hour left on the Mage armor.


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

How close are we to B1 and B2 Dragon? I am considering casting Murderous Command on one to attack his companion.


You're at A2, we'll count each square as 5' becaust hat's the only way i can fit it all on the screen. You can get close enough before buffages wear out.


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Alright, I will wait until the group is ready when I creep up and cast my spell. Want to make sure they can all react if one of the Guards resists my spell.


Grell, warcat of Rull companion:
hp 61/61 | AC 21, T 11, FF 19 | Fort +9, Ref +7, Will +2 | Acrobatics +11, Perception +5, Stealth +9 | Current animal focus: None
Razorbeak:
hp 31/31 | AC 16, FF 13, T 13
Male half-orc Hunter (Packmaster) 7 | hp 70/70 | AC 22 26, T 12, FF 21 | Fort +8, Ref +7, Will +6 | Animal focus 7/7 min | Perception +17, Survival +13

That seems like an excellent plan. I am ready, Choot.


hp 18/18 | AC 12, T 12, FF 10 | CMB: -1, CMD: 11 | Fort +4, Ref +4, Wis +6 | Init +4 | Perc +4, Darkvision 60 ft

I was thinking exactly that as far as sacrifice, I feel dirty lol, ready when everyone else is.


Ready when you are Choot...


+2 init
AC|HP:
{HP:70|E:74/74}{AC:28|T:17|FF:26}
{Character look} Current AC:26
Saves|Skills:
{R:+9|F:+8|W:+9} {intim+20}{Stealth+5}{K(all)+8}{Perception+8}

sorry I have ben swamped with work and then this last min trip to Paris ...but ready when ever you are choot


Will update Sunday.. gonna give everyone the holiday (liek me) to chillax


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Once in range Choot casts Murderous Command on one if the two sentries so it looks like are just fighting each other...


Stealths! and Perceptions!:

Choot Othul: stealth: 1d20 + 0 ⇒ (10) + 0 = 10
Thrall: stealth: 1d20 + 0 ⇒ (4) + 0 = 4
Hakak: stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Fleshripper: stealth: 1d20 + 2 ⇒ (12) + 2 = 14
Kern Dead-Eye: stealth: 1d20 + 1 ⇒ (1) + 1 = 2
Grell: stealth: 1d20 + 2 ⇒ (6) + 2 = 8
Kraq Skysplitter: stealth: 1d20 + 2 ⇒ (10) + 2 = 12
Shakraal Kringsdaughter: stealth: 1d20 + 0 ⇒ (2) + 0 = 2
Thoku Blood Drinker: stealth: 1d20 + 1 ⇒ (1) + 1 = 2

B1 and B2: Perception: 1d20 - 1 ⇒ (16) - 1 = 15

initiatives:

Choot Othul: 1d20 + 2 ⇒ (19) + 2 = 21
Thrall: 1d20 + 0 ⇒ (10) + 0 = 10
Hakak: 1d20 + 4 ⇒ (5) + 4 = 9
Fleshripper: 1d20 + 2 ⇒ (20) + 2 = 22
Kern Dead-Eye: 1d20 + 1 ⇒ (5) + 1 = 6
Grell: 1d20 + 2 ⇒ (16) + 2 = 18
Kraq Skysplitter: 1d20 + 4 ⇒ (3) + 4 = 7
Shakraal Kringsdaughter: 1d20 + 2 ⇒ (18) + 2 = 20
Thoku Blood Drinker: 1d20 + 1 ⇒ (18) + 1 = 19
Antagonists: 1d20 + 7 ⇒ (1) + 7 = 8
B1 and B2:1d20 + 0 ⇒ (5) + 0 = 5

Guard Will save:

DC 13
B1 Will Sav: 1d20 - 1 ⇒ (13) - 1 = 12

Silent as Verex himself, the whelp-tribe enters the camp of the Twisted Nail. The grapplers make much noise as the attempt to please Nulgreth with the test of their arms. They make a great show, their arms and legs bulge mightily with the power of their thews, and they stain the ground with their blood and sweat. If they had been the tribe's offering to Nulgreth, instead of Shrogkar's brute, perhaps the Blood God would have gifted them with victory. But, it is not so, and now they give great calls to Rull as they glory in Nulgreth's blessings.

The tribe work well the Rat God's teachings, although Thoku the Bloodied One and Choot must surely loathe using any but the gifts of their chosen gods. They round the first tent without raising alarm. Indeed, although they dislodge stones and step upon the discarded bones of a past meal, the sound of rutting from the tent is louder still, and they pass unheeded.

The guards' backs face the camp, as the Twisted Nail fear the Defiled Corpse, not their own kind. However, they are more wary than their tribesmen, and they hear the whelpling-tribe's coming. As they turn to raise the alarm, however, Choot calls out his prayer of rage and slaughter to the Destroyer. He speaks of destruction, and the need to slay, to bring the Doom of All Things to the world that the Destroyer's hoard may grow ever larger. Maggots of black fire spill from his mouth with each word of his prayer. They slither and crawl from his chin and across the dust of the camp to one of the nearest guard. Unheeded, the maggots crawl up his legs and back, coiling about his neck and leaving faint trails of black-tinted slime. The maggots inch their way into the guard's ears and worm their way up its nose and mouth, They rear back and burrow deep into his eyes. The guard roars in fury and pulls out his falchion.

He wheels up on his comrade, his eyes burning with the black flames of Zagresh, ready to strike his fellow.

Ok, i had everyone delay until Choot goes. So Fleshripper can go now, as well. Or, you can all delay until the enspelled orc finishes his attack but before the other orc can attack... so that Choot's spell isn't a waste. Up to you guys.


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 14/12; AC 11/ T 11/ FF 10; Fort +3, Ref +2, Will +4; CMB +1, CMD 12; Per +2, Init +2; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

So:

Fleshripper - 22
Choot - 21
Shakraal - 20
Thoku - 19
Grell - 18
Thrall - 10
Hakak - 9
Kraq - 7
Kern - 6
Bananas 1 and 2 - 5


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 14/12; AC 11/ T 11/ FF 10; Fort +3, Ref +2, Will +4; CMB +1, CMD 12; Per +2, Init +2; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Yep, delaying sounds good...

@Dragon: Sorry, just have a few questions...and apologies if these have been detailed already
*Who are the "Antagonists"? Is that every other orc on the map apart from B1 and B2? And Choot targeted B1?
*I thought Drazgur had entered Shrogkar's tent - she appears on the map still!?!
* Are the white mountainy things lesser orc's tents?


get rid of the antagonists, they're a placeholder that i didnt delete because i was too obsessed with the antics of Scully and Mulder
Drazgur is the guy Choot treated when the Twisted Nail attacked. He's still all tied up to kill, torture, abscond with, or simpnly leave alive to tell the tale. I put him simply as an easter egg from your last encounter with the tribe. Gurtru Whelp-Burner is the pregnant witch who entered the tent. The big guy guy is standing guard. the white tents are generic orc tents. there are people inside if you wanna mess with them, but they're too busy gettin' busy or sleeping to notice what yuo guys are doing. The big tent is Shrogkar's tent. I'll put labels on things to make it clearer


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 14/12; AC 11/ T 11/ FF 10; Fort +3, Ref +2, Will +4; CMB +1, CMD 12; Per +2, Init +2; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Okay, removed them from the initiative order

Ah, I was confusing Gurtru with Drazgur. Thanks for the clarifications!


No worries, i'll put up an icon for her so we knwo what she and Shrogkar look like.


Grell, warcat of Rull companion:
hp 61/61 | AC 21, T 11, FF 19 | Fort +9, Ref +7, Will +2 | Acrobatics +11, Perception +5, Stealth +9 | Current animal focus: None
Razorbeak:
hp 31/31 | AC 16, FF 13, T 13
Male half-orc Hunter (Packmaster) 7 | hp 70/70 | AC 22 26, T 12, FF 21 | Fort +8, Ref +7, Will +6 | Animal focus 7/7 min | Perception +17, Survival +13

Delaying us all until after the orc's attack on his friend is fine, and of course Grell can't do anything until I tell her to anyway, so she delays to my initiative by default.


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Murderous Command is my Round 1 action unless casting it was a surprise. Does anyone outside seem to notice us or are they focused on the two guards now fighting?


it was surprise, no one knows about u


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Round 1

Choot and Thrull will begin to move behind the generic Orc tent and towards Shrokgar's Tent to begin the assault for our prize. Are those 10' squares?


Yes, so, I flubbed a bit and gave Choot a bit more range than he's supposed to have but, meh, it all works out anyways.


+2 init
AC|HP:
{HP:70|E:74/74}{AC:28|T:17|FF:26}
{Character look} Current AC:26
Saves|Skills:
{R:+9|F:+8|W:+9} {intim+20}{Stealth+5}{K(all)+8}{Perception+8}

Round 1

Thoku will follow and cast shield

"let be quick and take that child cousin"


hp 18/18 | AC 12, T 12, FF 10 | CMB: -1, CMD: 11 | Fort +4, Ref +4, Wis +6 | Init +4 | Perc +4, Darkvision 60 ft

"Try to group them up for my magic to dispatch them easier."


The Gift of Zagresh burns in his blackened eyes, as the guard lifts his warfang to the sky and bring is down in a powerful arc

does he hit?:

Attack AC 13: 1d20 + 5 ⇒ (14) + 5 = 19
falchion damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9

The warfang cuts a brilliant arc in the air, flashing in the dying flames of the Burning Angel. His foe howls in pain as his vitals pour onto the sands. The warrior collapses to his knees and grabs at his innards, pulling and clawing at them to stuff them back into his belly. The black flames burn away from the other guard's eyes and he holds his blade in shock for a moment, before turning his attention to the whelp-tribe.
do the other guards hear?:

B3 & B4: 1d20 - 1 ⇒ (17) - 1 = 16
DC (B3 & B4): -10 + 5 (distance) + 30(over rock) = 25 nope.
W1 & W2: 1d20 - 1 ⇒ (17) - 1 = 16
DC (W1 & W2): -10 + 10(distance) + 30(over rock) +5(distracted)= 35 nope.
BG: 1d20 - 1 ⇒ (20) - 1 = 19
DC (BG): -10 + 15(distance) + 30(over rock) - 10(he's alert and junk) = 25 nope
not even checking for B5 or B6

The tribe was weak! They deserved to die! They did not feel the Blood God's call burning in their blood, stoking their rage and lust for battle. They did not hear the warsong of the Thunderer, nor seek to join their voices to his honor!

With contemptuous ease, Thoku stands beside the Mouth of Zagresh and uttered his prayer to Nulgreth. As the final word passes the lips of the red-skinned warrior, the fallen guard's blood rises up from his steaming wounds and forms a red-tinged mist in the air. It sails through the air like smoke from a burning corpse and settles on the Bloodied One's shoulders like a liquid layer of armor.

No one's spotted you guys yet, surprisingly. the only one who knows you're hear is the guy who just killed his comrade. You may now take all of your actions before we go back to regular rounds


Grell, warcat of Rull companion:
hp 61/61 | AC 21, T 11, FF 19 | Fort +9, Ref +7, Will +2 | Acrobatics +11, Perception +5, Stealth +9 | Current animal focus: None
Razorbeak:
hp 31/31 | AC 16, FF 13, T 13
Male half-orc Hunter (Packmaster) 7 | hp 70/70 | AC 22 26, T 12, FF 21 | Fort +8, Ref +7, Will +6 | Animal focus 7/7 min | Perception +17, Survival +13

Kern moves to the edge of the fire, Grell in tow. When he has a good line of attack to the two guards across from them, he and Grell both charge and attack the nearest guard.

"For the Thunderer!"

Hope you guys don't mind me dropping the Sealthiness, but I figure we've got to make this an epic battle as opposed to a guerilla attack ;)

Kern charge attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 damage: 1d8 + 6 ⇒ (5) + 6 = 11

Grell charge attack: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 damage: 1d4 + 2 ⇒ (3) + 2 = 5


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 14/12; AC 11/ T 11/ FF 10; Fort +3, Ref +2, Will +4; CMB +1, CMD 12; Per +2, Init +2; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Shakraal thrills to see the bloodshed, and heedless of the danger charges the remaining guard her own blade held low to pierce the warrior's brainpan...

Full Round Action Charge to DE/89.

Shroo!!!: 1d20 + 0 + 2 + 1 - 1 + 2 ⇒ (2) + 0 + 2 + 1 - 1 + 2 = 6 [+0 BAB, +2 Str, +1 mwk, -1 Large, +2 charge]
Swatt!!!: 2d6 + 3 ⇒ (2, 2) + 3 = 7 [+3 THF Str]

AC now 11/9/11 due to charge


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Choot with Thrull in tow standing just in front will cast Cause Fear on the guard of Shrokgar's Tent hopefully clearing the way for our assault on the target of our sacrifice.

Will save DC 13.


+2 init
AC|HP:
{HP:70|E:74/74}{AC:28|T:17|FF:26}
{Character look} Current AC:26
Saves|Skills:
{R:+9|F:+8|W:+9} {intim+20}{Stealth+5}{K(all)+8}{Perception+8}

Thoku moves up next to the fire and looks the bigger orc in the eye smoke rises from Thoku as he drags his claws across his chest and pounds it a small flash if thunder emits from him as he challenges the orc to combat

intim: 1d20 + 16 ⇒ (10) + 16 = 26

ready action to attack once he comes close


hp 18/18 | AC 12, T 12, FF 10 | CMB: -1, CMD: 11 | Fort +4, Ref +4, Wis +6 | Init +4 | Perc +4, Darkvision 60 ft

Moving in behind Thoku,

Cast Enlarge Person on Thoku.


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

I think Thrull and I would be in L4 :-)


hp 38/38 | AC 17, T 12, FF 15 | CMB: +8, CMD: 20 | Fort +6, Ref +4, Will +7 | Init +4 | Perc +9, Darkvision 60 ft.
Druid Spells:
2nd (3/day)--Barkskin, Bull's Strength, Bull's Strength | 1st (4/day)--Burning Disarm, Entangle*, Longstrider, Magic Fang* | 0th (4/day, at will)--Create Water, Detect Magic, Detect Poison

Hakak and Fleshripper also charged, aiming for the nearest enemy to slay.

Hakak's charge: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11
Fleshripper's charge: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Surprise Round

Initiatives (including wrestlers, BG, and the other guards):

Choot Othul: 1d20 + 2 ⇒ (19) + 2 = 21
Thrall: 1d20 + 0 ⇒ (10) + 0 = 10
Hakak: 1d20 + 4 ⇒ (5) + 4 = 9
Fleshripper: 1d20 + 2 ⇒ (20) + 2 = 22
Kern Dead-Eye: 1d20 + 1 ⇒ (5) + 1 = 6
Grell: 1d20 + 2 ⇒ (16) + 2 = 18
Kraq Skysplitter: 1d20 + 4 ⇒ (3) + 4 = 7
Shakraal Kringsdaughter: 1d20 + 2 ⇒ (18) + 2 = 20
Thoku Blood Drinker: 1d20 + 1 ⇒ (18) + 1 = 19
B3 and B4: 1d20 + 0 ⇒ (3) + 0 = 3 -2 to AC because surprised
B1 and B2: 1d20 + 0 ⇒ (5) + 0 = 5
B5 and B6: 1d20 + 0 ⇒ (12) + 0 = 12 -2 to AC because surprised
Wrestlers: 1d20 + 0 ⇒ (3) + 0 = 3 -2 to AC because surprised
BG: 1d20 + 0 ⇒ (16) + 0 = 16 -2 to AC because surprised

Shakrall, filled with Selzarian's smoke, charges the remaining guard. She swings her warfang in a great arc. It flashes once, twice! But, although the hexcrafter's will is true, her aim is not, and the guard escapes Zagresh's doom.

Hakak and Fleshripper charge down the camp of the Twisted nail, fang and steel bared, ready to taste blood! Fleshripper arrives first and pounces on two unsuspecting guards. He leaps through the air, claws and teeth open and wide to strike! The razorback lands on the guard's back, digging laws deep into his armor for purchase and its mouth clamps tight about the warrior's neck. Blood spurts out from his neck in a great rain of life that stains the ground red as he falls tot he ground, clutching at his throat.

Not to be outdone by his beast, Hakak swings his scythe. It is a weak weapon, fit only for the tuskless as they cut their grain. Such is the weakness of the Twisted Nail, that even this weakest of weapons cuts them down! Hakak catches the guard on the upswing, catching the guard int he groin and opening him up with quick pull forward. The guard howls in agony, and falls to the ground amidst a pile of his own steaming entrails.

The Skyplitter and the Bloodied One stride purposefully into the center of the camp. The slaves working the roasting meat whimper and cower into the dust before their awesome might. Kraq speaks in hushed words, his voice sparking and crackling like the very fires of Selzarian. Smoke billows from his lips and pours down to the ground, lit by burning embers that form the wyrd markings of the Lord of Fire. The smoke oozes across the ground and pushes up about the Bloodied One. It pulses and and flares with power and then bursts into flame! Inside it, Thoku feels the burning wyrd marks enter his flesh, swelling his muscles and pulling his body. Like smoke and blood he pours and flows. His Nulgreth-flesh expands outwards and his mortal form fills the space until he towards over the tents taller even then the Shakraal Kringsdaughtter!.

Mighty Thoku stands in the light of the fires and pounds his chest. Smoke and lightning rise from his blood-coated flesh. He glares at the giant guard standing watch at the flaps to Shrogkar's tents.

is he intimidated?:

Thoku's roll: 26
DC: 12
thats.. um 14 over.. he's demoralized for 3 rounds

It is an impressive display! Nulgreth favors the Bloodied One with his power and stirs the fires of rage deep within the guard's blood. This one has mettle, and is worthy of his tusks! He roars his own challenge in reply and draws his axe, eager for the gift of battle. this is a flavor-text. He's still shaken and gets all the penalties, but shaken in this case will be called 'crazy wild abandon of mindless fury'

The wrestlers roll about on the ground, their muscles bulging with the power of their arms. Steam rises from the sweat and blood coating their naked bodies, as the twist and grapple each other. One sinks his teeth deep into the neck of the other and hooks his foe's leg. They fall to the earth in a tangle and the bit wrestler gains the upper hand, wrapping the other in a fierce chokehold! Then, Thoku declares his challenge, and lightning flashes. The wrestlers cease their combat and stare in awe at the Bloodied One's display of power. They fall to their knees making the Blood God's own mark on their chest the blooded mud coating their bodies.

Perhaps if they survive this night, Nulgreth will favor their devotion with greater strength.

As one, Kern One-Eye and his mighty warcat, Grell, charge the wrestlers beyond the twin flames. Grell takes the lead, his four legs carrying him froward beyond his master. He launches into the air, flying through the tall flames of the cook fire. His fur catches fire for a moment, and it seems the beast is a demon from the Thunderer's own sky fortress in the burning mountains where he sends storms and noise. The wrestlers shriek in horror as Grell rips open the side of one of the wrestlers. The wrestler groans in agony, and lays upon the dust, his arm barely hanging from his side by a few shreds of sinew.

One-Eye follows suit with a powerful overhand chop from his double-axe. The blow descends like the Thunderer's own lightning, and cuts deep into the wrestler's chest, splitting the hastily made double ax of Nulgreth in two. Kern pulls back on his blade, sending blood, bone, and ruined flesh behind him in a great torrent. The wrestler falls back to the ground, wheezing, yet still alive. Such is the power of the orc, that even a mortal blow can but give a warrior pause!

Round 1
I'll let Choot redirect his action, if he wants. I took some poetic license with the order of things since the actions were delayed. I'll be more strict with the order from here on


+2 init
AC|HP:
{HP:70|E:74/74}{AC:28|T:17|FF:26}
{Character look} Current AC:26
Saves|Skills:
{R:+9|F:+8|W:+9} {intim+20}{Stealth+5}{K(all)+8}{Perception+8}

THoku steps forward his mussels flex and bulge with his mighty step as he then attacks the orc, smoke and fire follow to bloodied ones movement

Thoku rolls:
bite: 1d20 + 4 ⇒ (6) + 4 = 10
damage bite: 1d8 + 7 ⇒ (6) + 7 = 13
Claw 1: 1d20 + 4 ⇒ (12) + 4 = 16
damage claw 1: 1d6 + 7 ⇒ (5) + 7 = 12
claw 2: 1d20 + 4 ⇒ (10) + 4 = 14
damage claw 2: 1d6 + 7 ⇒ (2) + 7 = 9

Round 1
ac:20
str:18
attack: 6 from str 4 +1/2 and -1 for size

5" step forward and full attack...i hope that did not all miss...


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Round 1
Choot will still direct his Cause Fear at Thoku's foe as he is guarding the object of our desire.

If the Orc remains despite my spell, then he will direct Thrull at it. For now, Thrull will hold presenting a shield for Choot.


Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 14/12; AC 11/ T 11/ FF 10; Fort +3, Ref +2, Will +4; CMB +1, CMD 12; Per +2, Init +2; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Did the orc I attacked (and missed!) get an action?


@shakraal, nope that was surprise. and if it was supposed to act and didnt, my bad bank errors in your favor.


Now locked in melee, Shakraal swings her large falchion again, attempting to cleave the orc in twain...

Standard Action: Swing again!!!

Shomm!!!: 1d20 + 0 + 2 + 1 - 1 ⇒ (18) + 0 + 2 + 1 - 1 = 20 [+0 BAB, +2 Str, +1 mwk, -1 Large]
Sokkkt!!: 2d6 + 3 ⇒ (2, 3) + 3 = 8 [+3 THF Str]
Crit Confirm!!!: 1d20 + 0 + 2 + 1 - 1 ⇒ (4) + 0 + 2 + 1 - 1 = 6 [+0 BAB, +2 Str, +1 mwk, -1 Large]
Squokkt!!: 2d6 + 3 ⇒ (6, 4) + 3 = 13 [+3 THF Str]


+2 init
AC|HP:
{HP:70|E:74/74}{AC:28|T:17|FF:26}
{Character look} Current AC:26
Saves|Skills:
{R:+9|F:+8|W:+9} {intim+20}{Stealth+5}{K(all)+8}{Perception+8}

hello?


Grell, warcat of Rull companion:
hp 61/61 | AC 21, T 11, FF 19 | Fort +9, Ref +7, Will +2 | Acrobatics +11, Perception +5, Stealth +9 | Current animal focus: None
Razorbeak:
hp 31/31 | AC 16, FF 13, T 13
Male half-orc Hunter (Packmaster) 7 | hp 70/70 | AC 22 26, T 12, FF 21 | Fort +8, Ref +7, Will +6 | Animal focus 7/7 min | Perception +17, Survival +13

I'm not sure whose turn it actually is. Dragon, are you around to give an update?


hp 18/18 | AC 12, T 12, FF 10 | CMB: -1, CMD: 11 | Fort +4, Ref +4, Wis +6 | Init +4 | Perc +4, Darkvision 60 ft

Also still here, wasnt this supposed to be a once a day post and once on weekends? I check daily but only post if something is new.


Grell, warcat of Rull companion:
hp 61/61 | AC 21, T 11, FF 19 | Fort +9, Ref +7, Will +2 | Acrobatics +11, Perception +5, Stealth +9 | Current animal focus: None
Razorbeak:
hp 31/31 | AC 16, FF 13, T 13
Male half-orc Hunter (Packmaster) 7 | hp 70/70 | AC 22 26, T 12, FF 21 | Fort +8, Ref +7, Will +6 | Animal focus 7/7 min | Perception +17, Survival +13

Dragon did say he has family visiting, so might not have time to post. Give it a bit longer.


Hey, sorry. Family visiting (see discussion) trying to get postings now


Either way, I need actions from Kern, Hakak, and Kraq.

I'll resolve Choot, Shakraal and Thoku, cause I have them. But Grell and Fleshripper are up before BG, so I'd like those


Grell, warcat of Rull companion:
hp 61/61 | AC 21, T 11, FF 19 | Fort +9, Ref +7, Will +2 | Acrobatics +11, Perception +5, Stealth +9 | Current animal focus: None
Razorbeak:
hp 31/31 | AC 16, FF 13, T 13
Male half-orc Hunter (Packmaster) 7 | hp 70/70 | AC 22 26, T 12, FF 21 | Fort +8, Ref +7, Will +6 | Animal focus 7/7 min | Perception +17, Survival +13

Grell and Kern charge the large orc in front of them.

Grell claw: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
damage: 1d4 + 2 ⇒ (4) + 2 = 6

Kern double axe: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
damage: 1d8 + 6 ⇒ (8) + 6 = 14

Unfortunately they both miss the large baddie.


ok the post happens at home tonight... I've tried to write the post 3 times and it's been eaten each time by my phone


hp 18/18 | AC 12, T 12, FF 10 | CMB: -1, CMD: 11 | Fort +4, Ref +4, Wis +6 | Init +4 | Perc +4, Darkvision 60 ft

Kraq moves around the fire near Thoku, murmurs a few arcane words and a lightning zap comes from his hands and strikes out to the large orc.

Admixtured Acid Splash

Acid Splash(lightning)/Damage: 1d20 + 2 ⇒ (11) + 2 = 131d3 + 1 ⇒ (2) + 1 = 3


hp 38/38 | AC 17, T 12, FF 15 | CMB: +8, CMD: 20 | Fort +6, Ref +4, Will +7 | Init +4 | Perc +9, Darkvision 60 ft.
Druid Spells:
2nd (3/day)--Barkskin, Bull's Strength, Bull's Strength | 1st (4/day)--Burning Disarm, Entangle*, Longstrider, Magic Fang* | 0th (4/day, at will)--Create Water, Detect Magic, Detect Poison

Sorry, thought I'd posted.

Hakak and Fleshripper both made for the for the huge orc, charging once more.

Hakak: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11
Fleshripper: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Choot calls on the Destroyer's strength, and the Doom of All Things fills his slave with his might. The doom-speaker opens his mouth wide and a shadowy warrior in bone armor pulls himself from Choot's gaping maw. The warrior stands as tall as Shrogkar's guard, and ripples with even more strength. He smells of the sweet scent of rotting meat. The shadowy warrior roars a challenge and Shrogkar's guard releases his water on the floor.
i rolled this in an earlier post, and he failed it, bad..

The guard turns his back to Thoku, and the disciple of the Blood God attacks. Claw and tooth rip into the guard's back. Thoku's maw clamps on the shoulder pad of the guard, and the warrior escapes harm. Until the warrior's claws strike. Once! Twice! The claws part armor like soft clay and his blood spills out behind him like a cloak. The rears are deep, exposing the guard's back to the bone. The guard howls in agony and collapses to the ground amid the mud of mingled urine and blood.

Gonna redirect Fleshripper and Hakak to B5 and B6 and delay until after the guards attack

Shakraal Kringsdaughter swings her war fang in a might arc, the thews of her wyrdbound arms are as steel. Nulgreth favors the hexcrafter, and her blow proves true! In one powerful blow she opens the guard up from the groin. The guard grasps his ruined manhood. His hands tangle in his entrails and he moans in agony as he tries to keep himself together.

The two remaining guards roar a challenge and charge towards the whelpling tribe. But they are two far away, and Nulgreth does not gift them them with battle, yet. Hakak and his beast descend on the guards. Fleshripper pounces onto the guard's chest. His claws sink deep Into the warrior's flesh. They are harmless wounds, meant for grip, not harm. His mouth darts out like lightning and rips out the guard's throat. Blood paints the ground a brilliant red, honoring Nulgreth with his prowess.

Not to be outdone, the beast's master swings his tuskless grain-hewer. The earth-speaker's blade hooks up into the guard's jaw. The scythe cuts deep into the warrior's skull, shattering bone and parting flesh as it passes upwards towards and forward, through the guard's nose. Hakak pulls forward, and the blade comes free, cleaving his face in twain.

Grell and Kern Thoku's power, matching the blood-soaked warrior's ferocity with the twice-fang of Nulgreth's own chosen blade and the sacred fang and claws of Rull. The rip into Shrogkar's giant guard who already cowers in his own waters and spilt might. Grell's fangs shatter the warrior's skull even as Kern's own war tusks cut into his chest shattering bone and ribs, and laying him open to the sky.
The Skysplitter follows next, summoning the liquid power of the Thunderer to his hand. It sails outward as a hurled stone through the air and crashes into the fallen warrior, searing the ruined warrior's body with wyrdlightning from Selzarian's might.

Ok, I'm going to update the map hopefully in a bit, but everyone's dead. Buoy can safely assume that the warrior's rutting and eating in the tents (or doing both) along with Shrogkar and Gurtru have been alerted to your presence and will take steps next round.


Male Shadow's Status | Orc Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Thrull and Choot I moved as we would have been closer to the main tent. :-)

Choot next Round Actions

Moving to P2 with Thrull on P3

With his faithful minion acting as a shield Choot stands near the side of the tent and sends waves of Negative energy from the Destroyer to begin to soften up those who stand inside!

Channel Negative Energy 1d6 ⇒ 1

If Thoku is too close I will move back a bit so he is not caught by the radius.


i can't move things on my phone. And I'm too annoyed with my phone to try and figure it out right now. :). You guys can move yourself where you want. :).

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