DM Carbide's Giantslayer

Game Master John Woodford

Giantslayer AP Part 3: Forge of the Giant God

COMBAT MAP

THE MINDSPIN MOUNTAINS

LOOT LIST


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Male Dwarf Warpriest 6, Orc Hewer (AC: 22 [26 against monsters of the giant subtype], HP: 56/60) Giants Slain: Cave Giant x1, Hill Giant x3, Hill Giant Skeleton x1, Marsh Giant x1

Should Haftor be right behind Kronug, or should he guard the rear?


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Please give me a single-file marching order (and hopefully this time Seamus will act before the enemies, so he can retreat and let Kronug go to town).


Human Ftr6 | HP 50/70 | AC 26 (T 12, FF 24, CMD 22; 23 vs Sunder/Disarm, 28 vs Trip/Grapple), +2 vs giants, +Teamwork| F +7 R +5 W +3, +Teamwork | Mv 20' | Init +3 | Per +6

Kronug will take up position behind Seamus. He would like an empty square behind him for Seamus to retreat to.


Male Dwarf Warpriest 6, Orc Hewer (AC: 22 [26 against monsters of the giant subtype], HP: 56/60) Giants Slain: Cave Giant x1, Hill Giant x3, Hill Giant Skeleton x1, Marsh Giant x1

Haftor gestures for Jarreck to take the position a bit back behind Kronug. He then loads his crossbow and holds it at the ready as he takes up a position guarding the rear of the order.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

So the marching order is Seamus-Kronug-space-Jarrek-Roshelle-Haftor?


Male Half-Orc Bard (Arcane Duelist)/Oracle (Lore) 5/1 [HP: 47/47 | AC:23 | T:14 | FF:19 | CMB:+8 | CMD:22 | Fort:+5 | Ref:+9 | Will:+6 | Init:+0 | Perc:+0 (Darkvision) | Spd 20]

Jarrek nods at Haftor and leaves some space for Seamus as Kronug directed.

That order looks good to me.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Seamus finds nothing on the steep stairs, which descend to another landing and turn west. Ten feet from the landing, the hall ends at an elaborately carved stone door. Seamus gives it a once-over and nods. "I don't see any obvious traps."

Dice rolls:
Seamus Perception check: 1d20 ⇒ 12

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