
Hamar of the Hyena Tribe |

Hamar draws his blades and awaits the tingle of Merle's magic.

Hamar of the Hyena Tribe |

Hamar slows his movement to keep up with the others who will be striking at the sentries. The Barbarian is not foolish enough to tangle with two Giants alone!

Justin Case |

Justin rubs his hands together briskly as they take up positions.
From the look on his face, whatever he is planning falls under the wizard's definition of 'fun'.
Justin swiftly chants a couple of spells and charms. Overriding his usual magical armor spell with the more powerful version he obtained from the stack of Gold-Coin Scrolls the group had found. For a moment the wizard appears to be wearing a glowing, blue, hazy set of ornate scale mail armor, complete with conical helmet. Then it fades into invisibility.
"Who needs a stoneskin spell? I only have one memorized. Karrin, if your going to be the biggest target, should it be you?"
While moving, Justin begins pulling out items from his empty-looking quiver. First comes a tall staff, slightly warped, as if it had originally curved around something. Then comes what he has called his 'Blasting Rod', and lastly he pulls a wand out of a hidden wrist sheath. He holds both the rod and wand against the curves of the staff, and they stay in place as if meant to be there. He gives the new combo item a shake to make sure all is secure, and grins happily.

Blayze |

Drawing Glory as she strides forward at a measured pace, Blayze reaches out, calling to an outer plane, and is answered by a celestial spirit, a soft pulsing glow enveloping the gun in her hand.
Activating Divine Bond (Keen/Flaming) 8 mins

Dungeon Monkey |

OK, looking at the broad map I posted, what are your intentions? Do you want to go after the sentries? Also, the haste will last ten rounds from casting, so position will also be key, and everyone who wants a haste should be with 30’ of Merle when it is cast. Let me know and we can start off

Dungeon Monkey |

The cleared track is free of drift snow and stumps. It has flat frozen earth, and it looks like the trees are felled and dragged back to be trimmed and loaded by the camp
The first sliver of sunlight gleams over the surrounding snowy mountain crags. The sun is a different shade than any of the Prime natives recall, more of a silver-yellow and a sight larger than their home suns. A racket of birds ramps up, as the light energizes them. The party hears a distant trumpeting sound. It’s not an instrument, but likely the mammoths held in the pen by the camp

Blayze |

Once Merle's spell is cast, Blayze creeps forward, acutely aware of the fact that stealth would only last for as long as things went before she fires her first shot.
Move to E10
Double move w/Haste (90ft), through difficult terrain (1/2 movement) =45ft

Hamar of the Hyena Tribe |

Though Hamar can move faster than his allies, he chooses not to. At least until he is close enough. He will approach the sentries from behind as best as he is able to. With the terrain, his battle style will not be nearly as effective, time to employ the tactics that his father taught him.
Hamar will remain within 30' to gain the benefit of Merle's Haste before setting out. This time, Hamar will Rage instead. He will deal the Skirmish damage only on his first hit! Let's try a bit of Stealth once more Stealth - 1d20 + 16 ⇒ (1) + 16 = 17. Hmmm, well, at least he will attract them and maybe the rest of the party can sneak up, LOL! FYI, with Wind Stance Hamar has 20% concealment from ranged attacks this round. He tries to come around the back and is likely spotted at W30...current Movement 85'.

Justin Case |

As the magic from Merle's spell settles on him, Justin points to where the known guards are.
"Heavy hitters, try to keep it quiet." He whispers, speaking to Karrin, Hamar, Alessia & Mel.
"The rest of you come with us." He points at himself and Merle.
"And TRY not to use guns or fireballs until AFTER we light the camp up! We want to bring the fight to them, not them to us!" He smirks.
He sneaks forward withe rest until the skirmishers break off to confront the guards.
Justin pauses, he plans to wait and make sure the guards are dealt with, or at least under control, before pressing forward.

Alessia of Keoland |

As the magic from Merle's spell settles on him, Justin points to where the known guards are.
"Heavy hitters, try to keep it quiet." He whispers, speaking to Karrin, Hamar, Alessia & Mel.
Alessia replies, her harsh tones barely concealing her excitement for the upcoming battle.
"Fine. You have two minutes."
Alessia pairs up with Hamar as the group advances on the enemy camp, remembering their past effectiveness in the xorn fight. As the group approaches, she lets out a hollow sigh, every sinew of her withered frame poised for combat.
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12

Dungeon Monkey |

The two head down towards the sentinels in as quiet a manner as they can, while keeping up their speed. Unfortunately, the predawn frosty air carries their footsteps to the sentinels ears
“‘Who goes there?” A voice rings out. The two giants shake themselves and reach into their belt sacks, drawing out large rocks
OK. Roll initiative
GM

Hamar of the Hyena Tribe |

Hamar Initiative 1d20 + 5 ⇒ (5) + 5 = 10
The terrain continues to confound the barbarian who has never dealt with it as his footing is not as sure as it normally is on the battlefield!

Alessia of Keoland |

Movement speed: (30 ft. + 30 ft.) x 1/2 = ...30 ft.
Before the start of combat, Alessia shadows Hamar about ten paces behind and to the north, putting her closer to the giants' direct line of sight, somewhere around U25. Attempting to use the new "stand directly in front of monster" technique.
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Karrin Kind |

"I'll take the stoneskin, I'm gonna draw their ire"
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Karrin will move to the path where she's clearly visible, then she will activate her belt of giant growth. Then once Karrin is certain everyone is in position she'll try to draw the giant's attention:
"Fee-Fi-Fo-Fum! I think Frost Giants are really dumb! Get out here you cowards, get out here you bums! Me and my axe Ferissirion are looking for fun!"

Justin Case |

So KArrin gets Justin's memorized stoneskin spell. :)
Hearing Karrin's challenge to the guards, Justin pinches the bridge of his nose and sighs mightily, squeezing his eyes shut as if to block out the sight.
"I'm not sure who I feel sorrier for. Me, or the giants,..."
Init: 1d20 + 3 ⇒ (8) + 3 = 11
On the heels of Karrin's 'battle' cry, Justin turns to Merle, Sophie, and Blayze. (And Seph!) Did I forget anyone? I presume that Mel is with Karrin, Hamar, & Alessia? Oh yeah! Our Guide! :)
"Whelp, THAT'S for it then. They have enough to handle two guards. WE need to get to the camp and make sure the rest don't wake up and join the party!"
"Stand close to me. And hang on. It might get a little bit bumpy."
"Anuul, Nathrak, Uthspa, Spaythuud, Dokiel Dienvey!
Justin takes his staff in both hands, holds it vertically, and slams the end of the staff on the ground. There is a THRUM of power, and a rush of magic from the staff, which forms a visible circle on the ground around the mage and his friends. The circle edge forms visible sigils and begins to spin slowly. Justin touches a charm hanging on the chain next to his medallion he always wears, and the circle immediately spins much faster.
There is a rumbling,... feeling? noise? Both? and the ground begins to rise under the caster and his friends.
No,... that's not the ground. They are standing on something rising up out of Justin's magic conjuration circle. Something grey, and armored, and large,....
"Hang on!" Justin calls, kneeling down to follow words with action and grabbing onto one of the smaller spikes sticking out from between the armored plates.
"Merle! Use the stone haste wand from the Xorns! THIS guy needs to move fast too!"
The wizard grins at his companions, and turns the behemoth slightly so that it is facing the worn path they noted earlier.
"YEE-HAW!" Justin shouts, urging the Anklyosaurus into motion,...
So, lvl 5 summon monster spell, using charm item to make a 'full-round' casting take a 'standard' action. With the feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (Tail) even a giant should think twice about getting in it's way! :) It moves 30'/round, so once hasted it should move 60', and if I can get it to RUN, down the already flattened trail, we should make good time to the camp. And have time to fireball the tents before they ALL wake up! (I hope!) :)

Justin Case |

Ok, so if the others are sneaking up and around where I see them posting, then Justin will hang back, moving slowly to get as close as he can but on a straighter shot. If he (and whomever else) can get to around S20, that is where he will conjure once the warriors start making noise. :)

Dungeon Monkey |

Weeeeel, sneaking is pretty out of the question with that botched stealth roll. The sentries know you are coming. Once I get your positions ready we will kick off the battle. Here are the ground rules:
1. You get one round of movement before you are noticed, I am assuming that you all decided to try and creep up, but then that failed. This also means you don’t get an attack this round, since you had all been trying to sneak up. So place yourself on the map wherever one round of movement can get you.Justin, I will retcon the Dino summon, but Merle will have to be with 30’ of him to give him a haste unless you take one of the haste wands All stated movements/actions can be retconned if desired.
2. Now that you know stealth has failed, it is the round you can act. Tonight I will update the map, and anyone who hasn’t checked in I will move as best I can figure their position. Attacking with range weapons in the thick forest gives both sides concealment (so if you or the giants hit there is a 20% miss chance).

Justin Case |

Yeah, I thought I MIGHT be getting a little ahead of myself. As usual. (Sorry) ;P
Attempt at Stealth 1d20 + 3 ⇒ (17) + 3 = 20
Wizard be sneekin'! ;)
, Yes, Justin took a haste/stone wand and gave the other to Merle.
I enjoyed writing that casting a little too much. That will be his action,... eventually. :) Meanwhile, as stated Justin will sneaky forward trying to make it to S20 or so, (close enough to be within some spell ranges, but hopefully out of a single charge action if they spot him!)
Oh yes, and what Merle asked, did they spot us ALL, or just the ones that failed the sneaky roll? (I'm seeing what Hamar said coming true, he ends up BEING the distraction while others sneak up on them.) ;P

Dungeon Monkey |

Does the failed stealth roll mean everyone was spotted or just the ones that failed the roll?
It means the sentries are alerted that someone is in the forest. They just heard something so they are alert. There is no surprise round. You all have one full round of movement to use to position yourself, then we transition into the actual battle round. If you run full bore, then you will become a possible target. You can move you normal speed and roll a stealth. If you beat the sentries’ Perception rolls, they will not be aware of you, although you still will not have surprise because they are expecting trouble now

Hamar of the Hyena Tribe |

Hamar would only run to gain a skirmish edge. Tactically, dervish dancing does not seem to be the best approach against foes who excel in combat and have more length in their arms than he has in his whole body. I think this time he will Rage and just slug it out retreating if he is too damaged.

Alessia of Keoland |

Oh, and if Hamar and Alessia want to use the rest of the round to run because they’ve been seen/heard they can
When it comes to her turn, Alessia is going to stand directly in front of the giants, making as much noise as possible.

Cartographer Monkey |

Merle, I haven't moved you because you expressed a desire to teleport. Please call out a grid coordinate, any on the map you want and you will appear there. Please also roll me a d100
EDIT: I just realized Blayze wanted to go with Merle. I will correct this on the next map. Anyone else going with them? Merle can take one more person. If no one else wants to, Mel will take the slot to provide some shielding for them.

Cartographer Monkey |

Melchizedek. |

Mel begins chanting before the party splits. He touches Karrin and says
" May the Sunfather's rays strengthen you"
Casting Bull's Strength on Karrin, 10 minute duration, +4 STR

Dungeon Monkey |

Initiative: Double Trouble
Mel: 1d20 + 4 ⇒ (5) + 4 = 9
Rovuk: 1d20 + 8 ⇒ (7) + 8 = 15
Blayze: 21
Alessia: 19
Giant 1:16
Rovuk: 15
Giant 2:13
Hamar: 14
Justin: 11
Merle: 10
Karrin: 10
Mel: 9
Still need Soph. If Flash doesn't post up soon, I'll roll for him
The giants cock their arms back, scanning the woods for targets.
Have at it folks

Sophistacia Xen'daren |
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Sophie pulls a bunch of small vials from one of the smaller pockets of her bag and drinks them one by one before Merle casts her Haste.
Drinks Longshot, Shock Shield, Monstrous Physique I (Harpy), and Invisibility. All last for 9 minutes (Which I'm assuming will be enough for the whole Giant battle... I'm hoping it won't last for longer than 90 Rounds!)
The others see a ghostly shield appear in front of her for a second and then fade, followed by her morphing into a feathered woman with wings, and then fading from view.
While invisible, she will call both Weapons to her hands and then take to the air once the Haste is active. She follows above the others until she hears the Giants call out, and then races forward to begin the initial assault.
Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Full Round Action: Fly 90' to end up in J29 (still invisible)

Alessia of Keoland |

Alessia moves slowly and deliberately through the trees, putting herself directly in the giants' line of sight, around fifty feet away. As she comes into view, she beats her sword against her shield, as if daring the creatures to come closer.
Move action to get to Q20, readying a standard action, will attempt to demoralize enemies once they're within 30 feet.

Justin Case |

Mel begins chanting before the party splits. He touches Karrin and says
" May the Sunfather's rays strengthen you"
Casting Bull's Strength on Karrin, 10 minute duration, +4 STR
Thanks for the reminder! As mentioned previously, Karrin also gets a Stonskin.

Dungeon Monkey |

Initiative: Double Trouble fight round 1
Blayze: 21 [pending]
Alessia: 19 [move/hold action]
Giant 1:16 [rock chuck]
Rovuk: 15 [arrow]
Giant 2:13 [rock chuck]
Hamar: 14 [pending]
Justin: 11 [pending]
Merle: 10 [pending]
Karrin: 10 [pending]
Mel: 9 [spiritual weapon]
Alessia walks up through the trees, making no attempt to hide. the mettalic clanking of her armor sounds through the forest. The two giants spot her and one throws a very large rounded stone at her.
atk/dam: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 9 ⇒ (6) + 9 = 15
20% concealment: 1d100 ⇒ 7
The rock smashes into a nearly fir, scaring a few sleepy birds from the branches
Rovuk ghosts forward, setting himself up by a large tree and firing his bow at the giants
stealth: 1d20 + 19 ⇒ (10) + 19 = 29
atk/dam: 1d20 + 17 ⇒ (1) + 17 = 181d8 + 4 ⇒ (1) + 4 = 5
20% concealment: 1d100 ⇒ 18
His arrow strikes a tree near the giants, but they don't seem to see where his position is
The second giant, seeing no one else but Alessia now, decides to also throw his rock at her
atk/dam: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 9 ⇒ (5) + 9 = 14
20% concealment: 1d100 ⇒ 9
The rock also hits a nearby fir with a solid *THUMP*, bringing a cascade of snow off its branches
Mel strides forward, placing himself between the two giants and the party members behind him. He chants and a glowing mace forms in the air and streaks towards the second giant
spiritual weapon: 1d20 + 12 ⇒ (9) + 12 = 211d8 + 5 ⇒ (3) + 5 = 8
The mace hammers the giant with little effect other than to draw its attention
Post them actions up folks!

Hamar of the Hyena Tribe |

Round 1
Hamar charges just past Alessia, he knows he is just too far to reach them with the current distance and tactically is wise enough to know he does not want to approach them alone. Move to R23.