DM Darkblade Giantslayer Campaign (Inactive)

Game Master GM Darkblade

The Giantslayer Adventure Path begins in the fortified town of Trunau in the southern part of the Hold of Belkzen. A series of strange events trouble the beleaguered town. At the town’s request, the PCs must uncover the source behind these events and step in to save the town from forces which seek an end to Trunau and it's peoples.


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Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Level up summary:

HP: +5 (4+1 CON)

Skill points: +7
+1 Diplomacy
+1 Disable Device
+1 Know (Dungeoneering)
+1 Know (Nature)
+1 Perception
+1 Stealth
+1 Use Magic Device

Feats: Point Blank Shot


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |
GM Darkblade wrote:
forged to look like a roiling fire cloud with lightning strikes forming the metallic blade edges. Vats do ju thinks? Good ya? The klar is of masterwork quality, solid steel, perhaps not quite the style a dwarf would wield

Umm, that sounds awesome! Not exactly feeling sorry for Dundin. =)


Is there anything else anyone needs from the Clamor? If not we can move on to the Barterstones for anything needed there, then over to the Hopespring.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Not me. Tuzak's armor wouldn't be made in a day, as I recall.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

I think Delia would like to commission a masterwork chain shirt barding for Jace. I know it will take some time.


Though the smiths are nervous, they indicate they should be able to craft such an item. They ask when Jace will be available for a fitting, for measurements?


Good luck everyone, and remember, your actions will affect the resolve of the defenders and peoples of Trunau. Are you up to being heroes, or will you falter and so then shall your neighbors and loved ones perish?


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

If we are giving the dagger to who can best use it, as a light weapon Groin can use it with a heavy shield.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

It makes sense. I think Delia had her own hopeknife as Leira, didn't her?


Makes no difference to me, amend the description as desired as to who will have the hopeknife, but make the decision quickly and let's get back to the battle. You only have a dozen to a score combats ahead of you. It is going to be a VERY LONG NIGHT in Trunau. I'd hate to see you all overrun by orcs while standing around debating who has what treasure.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

The impression that I had from Kurst regarding priority was:

1) Beacon fires because of outlying settlement help

2) People of Trunau

3) Orcs


Correct, though as indicated this beacon has been destroyed. Your associate was correct that the burning homes have given enough alarm for those able to see this part of town. Only the Hopespring beacon remains unlit at this time.

As you move through the Inner Quarter, should the opportunity arise, you should help citizens in need make it back to the gates to the Upper Quarter. This will likely be by killing any orcs you find, but do not rule out other means as well.

The material is laid out more like a house to house sweep as you move through the quarter to the next set of gates, wiping out pockets of resistance and sending any refugees back to the safety of your lines.

Kurst and his men swept through on horseback, attempting to stop the giant which is throwing boulders at the town, as well as disrupting any siege equipment the orcs are currently setting up.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Yes, Delia has her own hopeknife; however, this is going to be one of those situations where she's going to be a pain! In her mind, only someone who has taken The Vow is worthy to wield a hopeknife... Even though the others in the group have proven their valor, she still considers them to be outsider until they have taken The Vow...

Not sure if Dundin did so or not. If he did, then she has no issue with him taking it.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

About the hopeknife. I don't see reasons for Delia having 2 hopeknifes when others doesn't have their own. Sorry Delia.

Delia is probably already attached to hers, so I guess there is no reason to change hers for another masterwork dagger.

So I guess it is better someone else to have it, and I think the best fit is Groin. He is from Trunau and the militia, so he should have a hopeknife, and as Dundin already stated it makes sense mechanically for him.

Adir and Dundin also make a good fit for it, although they probably are more whiling to fight in different ways. But a dagger, to use as a thrown weapon, is always a good extra for a moving fighter.

The three of them should have passed the Vow and be as worthed as Delia or Leira to have it.

Whomever it takes it in the end, remember to write it down in the treasure log and your sheet. Please, please and ultra please!


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Delia would never replace her hopeknife... it is her most valued possession. Hopeknives are extremely important part of Trunau society, something that indicates a rite of passage to becoming an adult.

Mechanically speaking, sure someone else could use it to better effect, but thematically speaking, its not something to just be callously tossed around. I have no problem with you disagreeing, I was simply posting Delia's perspective on it. That being said, I won't make a big deal out of it OOC if someone else takes the dagger. IC Delia will likely make a stink about it later and will voice her opinion highly of it, that's just who she is lol.

*EDIT*

Regarding the treasure haul.... Delia will claims 2 Potions of Cure Light Wounds, 1 Antitoxin, 1 Wand of CLW (47 charges), 1 Potion of Darkvision, and the Tangleburn bag as suggested by Leira. I indicated that on the Treasure Log.


Now, if someone who takes up Rodrik's or Brinya's blade, depending upon how you look at it, were to take the Vow in order to honor them and their tragic sacrifice, then I suppose that might ease Delia's concerns, ones which Leira should likewise consider having.

The Vow far outweighs a sense of practicality regarding who needs a blade. The Hopeknife is a shared ideal, one that binds the people of Trunau together. It represents one greater goal in mind, as one people against the world, with one purpose as a society, and one ideal above all others. Trunauns live and die free. The Vow means they fight together, die together side by side and, if necessary, by one's own hand to keep the Trunaun spirit out of the hands of orcish and giantkind invaders. That blade has only just been re-consecrated to that purpose, in the fires of Rodrik's own funeral pyre, quenched in the tears of his brother and his lover, and dedicated to protecting those that remain behind. Maybe it should be considered a little more than just another dagger.

If Delia wants, perhaps she can forge a bond with Dundin or Groin, offering them her own blade in friendship, and taking Rodrik/Brinya's blade as her own, offering another a chance to realize the importance of the Vow, without compromising the importance of the blade your group has just been gifted.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Thank you, Darkblade, for putting to words exactly what Delia is thinking. Trunau is her everything, she devotes pretty much every moment to bettering her home and trying to live up to the ideals that her people hold dear.

Delia would gladly relinquish the honored blade to someone who has taken The Vow and truly means it. She will ensure that whomever does this, sticks to their word... To Delia, this is not something to be taken lightly by any means.


Ferocity (Ex): A creature with Ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is Staggered and loses 1 hit point each round. A creature with Ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. If a creature Stabilizes it remains Staggered until hit points are restored above negative numbers. Taking Move Actions doesn't risk further injury, but performing any Standard Action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the Disabled creature's hit points, the creature resumes Dying, Ferocity continues, and the creature will need to Stabilize once more.

Staggered (Condition): A Staggered creature may take a single Move Action or Standard Action each round (but not both, nor can he take Full-Round Actions). A Staggered creature can still take Free, Swift, and Immediate Actions. A creature with Nonlethal Damage exactly equal to its current hit points gains the Staggered condition.

Smoke Inhalation (Effect): Fires naturally produce a great deal of smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of Nonlethal Damage. Smoke also provides Concealment to characters within it.


Male Human Ranger/3;HP 18/28; AC 17 T 11 FF 16; Fort +6; Ref +4 Will +4; CMB +6; CMD 17; Per +8; Init +1; Spd 30ft.

Sorry gang, moved this weekend.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

I didn't realize we had hero points.

Do we have 3 from leveling?

I'm willing to use 1 on the Strength check. I don't think we want to be inside here for very long.


At this time you each have 1 Hero point. You earn them for heroic actions or deeds rather than leveling up, and the maximum you may have is currently 3.

Sorry but you may not retroactively apply the Hero points.

As for Endurance and holding one's breath, I believe the Inhaled Poisons rules apply here considering Groin wishes to complete heavy physical exertions and still attempt to hold his breath. The heat, smoke, and burning fumes represent a physical effect over simply holding one's breath, more akin to a toxin in the air around him.

Inhaled: These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation. If a creature is holding its breath and fails the constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area).


I apologize for my mistake. It does appear Hero Points were discussed, but only in private messages; I may have failed to post the intent to the Giantslayer Recruitment thread. As such, and to make amends, I am awarding each of you an additional Hero Point, so each PC has 2 points in total. While they may not retroactively help this first round, you should be able to use these points to get Sara free and out of the burning building over the next two rounds, barring something truly unfortunate happening.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

No problem, Darkblade. Okay, so to clarify... we each have 2 Hero Points. Also, we need to declare our intent to use them before we know the result of the check?

If that's the case, then I highly suggest those of us doing the lifting use 1 Hero Point each round on our Fort saves, or whichever bonus is lower for you. I suggest the Fort Save, because the DC is much higher than the Strength check.


You could also try to follow Groin's example, and hold your breath as well. First the 50% chance to avoid the Fort Save, then the Fort Save if needed, then lastly the Strength check.

You may use a Hero Point to add 8 to the die roll before rolling, or add 4 to the roll once made. We will operate on the honor system here regarding how and when you apply the Hero Point used.

Now that you are officially becoming "Heroes," you will start earning a single Hero Point with each level up, to the maximum of 3 at any one time, barring feat selection. There will be plenty of opportunities to earn additional points during game play.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Okay, cool! That works for me, Darkblade!


Male Human Ranger/3;HP 18/28; AC 17 T 11 FF 16; Fort +6; Ref +4 Will +4; CMB +6; CMD 17; Per +8; Init +1; Spd 30ft.

Endurance adds +4 to the con check, so first roll % and if failed, do the con check with the endurance bonus? I'm sort of confused here.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4
Groin Ironhouse wrote:
Endurance adds +4 to the con check, so first roll % and if failed, do the con check with the endurance bonus? I'm sort of confused here.

Yup! So you attempt to hold your breath (1d100) w/ a 50% chance of success. If you succeed, then you do not even have to attempt the Fort save. You then get to attempt the Strength check.


Endurance does not cover Fortitude Saves to resist the damage caused from smoke inhalation. It would assist with saves for hot or cold environments, or for holding one's breath for an extended period, but those would be different matters. Smoke damage is not included in the feat description, and comes from the coughing and choking associated with the smoke inhaled. As a sufferer of CF, I can attest to the pain and debilitation a severe coughing fit brings about.

Endurance:

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Fair point about the enlarge person. I think it all relates to interpretation, it is difficult to fully transmit the image of what you have in your mind through share text and thus interpret the same of the situation. As we all were going into the house without much more trouble I never thought it was crumbling, only under fire, but never thought we could die here under collapse, at least at this state of the fire. In fact due to this interpretation problem, I added contingencies in my message, because depending on the situation of Sara I would have cast grease instead. But it is ok, trying to solve things through not conventional means do not have to always work.

As for the Endurance feat, well, it is true it doesn't say anything about smoke or choking. But given how rarely this feat enters into play and how it calls for aid to 'avoid nonlethal damage from hot environments' as well as 'suffocation', it does not sound absurd for someone to take the feat into account in the current situation. Whatever the wording of the adventure it is.

Finally about delaying. I just hoped we could retcon that, specially when my character was not made to take any impacting action. I have seen this done around in PbP often, and helps to maintain the pace, because the GM can move the action soon as it is convenient for him without having to wait extra time for others, while the people who is busy can keep up with the rest when they have free time.
Not a real problem for me, as I am often online, but I think that could be interesting for others who might have more difficulty to post regularly.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

I'm still thinking it wouldn't be a bad idea to hunt down a piece of lumber or metal or something that they could shove down beneath the beam and help the group gain some extra leverage for lifting the thing off of Sara. How much longer do we have before it's going to be too late to save her?


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

I'm confused... Did we succeed on the 2nd round of checks? With Adir's rolls it looks like it. So then we just need one more round of 3 successes. So for those who have their heroic points, might I suggest using them to grant the +8 bonuses so we can get this done.


Leira wrote:
Fair point about the enlarge person... I added contingencies in my message, because depending on the situation of Sara I would have cast grease instead...Finally about delaying. I just hoped we could retcon that...

When ruling, I try to look at what the authors wrote and how they aligned the rulings. Endurance calls out many subsections, but Smoke was not one of them. Smoke is specifically separated and delineated from both the hot environment and suffocation rulings. Both of those take considerably longer time to cause damage or begin requiring saves. The smoke rules are specifically called out in the AP, with no tie in to the other factors. They highlight the round by round increases in the Fort Saves and the damage inflicted for failure. As such, I believe by cutting the viability of the orcs in half I allotted enough time to still save the smithy and work within the RAW.

Regarding retcon, I attempted that in other PbP games, and it became a hassle as the same people began to retcon over and over, causing confusion and more paperwork hassles than I have personal time to track. I would rather not go down that road again. We have all committed to this game, and I think so far it has started moving well enough again without serious delays.

RL happens and I can appreciate that, but it would not be fair for everyone else to have to redo or change actions that might be affected by one person coming back after the fact to alter the fictional reality of our shared game. In this instance I allowed some players to move ahead to the second round, getting ready for the third. There was no real need to delay further. I am sorry that I did not allow more time, but I judged it not necessary in this instance. I believe I have been more than fair waiting in the past.

Grease would have affected a 10' area, meaning the rescuers crowded around her would be standing in or lifting on greasy surfaces. Sara would not count as an "object" to have been greased. At least James Jacobs ruled years ago the grease created was not flammable.

As for the building status, this link descirbes the state of the building, mentioning the sagging roof, ready to collapse, in case it was missed.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Endurance: Right, I was saying just Endurance is not used a lot anyway. Not RAW, but Groin and Delia idea was reasonable, as current use is not far from this one here.

Grease: If Sara is not dressing enough clothing in good condition to be targeted the wall or whatever object trapping her can be targeted. It is just a matter of will.

Building: I meant the floor, which is what supports people. We are not even told if we are in the ground floor or higher. So assumption we are just on main floor all over the safety of the rocky floor of Trunau. So, again, overreaction on something a matter of interpretation and good will. Roof doesn't care about the weight underneath them, walls barely do.

I understand your point and interpretation. I am a bit surprised though it is presented as actual facts rather than rule adjudication.

Whatever, just go on with the show.


Question for the group, what do I do as the moderator here?

Leira began casting a spell, potentially on Dundin that takes a full round to complete.

Dundin moved away from Leira.

Leira wants to complete the spell on Dundin, move to a different position away from Dundin.

Leira then wants to cast another spell.

If Leira were to cast the spell instead on Groin, who was standing within range as the spell completed, I believe she could continue her actions normally.

If she intends to cast on Dundin, she would have to follow him and cast the spell, ending her movement early and remaining exposed. She would also be out of range to cast her second spell.

Suggestions? How would you handle it if running your own group?

I did move Leira on the map for her last round, it took her close enough to Dundin to start casting the Enlarge Person.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

When I started to cast at round 1 Dundin was 10' at my back. When my second round came up Dundin had only moved 20' and he was 10' in front of me.

The spell has 30' range. There should be no range problem for the spell to take effect. If Dundin had charged, run or otherwise got outside of range I would probably had done what you are suggesting, or even cast it on myself.

In fact looking at the current map Dundin dot is still 10' of Leira (well it seems 15' but as I said before, I was moved to the south instead of diagonally which was the best 5-foot step to approach me to the team at the building).

Position when the spell started to be cast <- plus a 5-foot to the building as I cast after stepping

Position when the spell takes effect <- plus I am supposed to be 5-foot closer to Dundin


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I apologize, you are correct regarding the spell. I forgot about the range component, defaulting to an old DM's house rule. That is what I get for posting after an extended shift at work, tired eyes and groggy thoughts make for poor comprehension and retention.

Regarding map position, moving forward please indicate any issues at the time so the matter can be corrected before further action takes place.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

I do not know if my last 20' move got me closer.

Right now I am too far to do anything if my dot is correct.

I will have to rethink tactics if I can't hit anything till round 4 of a combat.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

No need to apologize Darkblade, we all get confused at times, specially after playing so many different versions of the rules. I also had to double check.

Please, remind of the daze spell Leira cast against the less injured half-orc. Will DC 14. It was Leira's 2nd round standard action.


1 person marked this as a favorite.
Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Real quickly... in regards to the potions, the melee folks should each take one. Delia would like all the arrows to replenish her supplies.

Also, to clarify, Darkblade, would the East being Tower C? Or the unmarked tower towards the top of the map? As to where the Chieftan is amassing troops.

And the north would be the gate leading into the Lower Quarter, correct?

I just want to ensure I have a proper understanding of the situation! Thanks!


The east tower would be the one to the left of where I have your name spelled out on the map.

The north gate is indeed the way leading to the Lower Quarter. It is to the North and West, as indicated by the map cardinal pointer.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Is the beacon significantly taller than the burning trees, or is their burning likely to alert the outlying farms and such?


The burning trees are visible from a different side of Trunau, much like the beacon in Upper Trunau. The last beacon faces an outlying area which as of yet may not be aware of the attacks. Their support along the enemy flanks may turn the tide, if enough are warned and able to come to the town's aid.

Metagame Truth, read at your own risk:
Truth be told, the beacons are a rail road device to keep the players moving between encounter areas and headed towards the big bad assaults rather than side trekking into making a stand in Upper Trunau, scaling down the side of the cliffs to fight the orc army, etc. Clearing the Inner Quarter, then defending it against the advancing horde weakens the assault by representing failed moves by the enemy and demoralizes waiting troops to ease the final battle(s) with the BBEG.


The beacon is not in this part of Trunau, you will need to move past the north gate into Lower Trunau, then across the lower city to the western wall.


For the interim, I will be GMPCing Groin, until such time as we can allow his character to step away more permanently. Groin has set off on a RL adventure and will be unable to participate in our story.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Sorry to see him go, but good luck to him on his journey! Take care, Groin.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Aye, take care, my friend, whatever it is that you're doing! Sorry to see you leaving us but I wish you all the best.


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Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

In regards to Groin leaving, Darkblade, have you decided whether you are going to replace the PC with another? Or just keep the group as is after this departure?

If we decide to seek out a replacement, might I suggest we try to find someone willing to take at least an off-healer approach? We will probably be okay without a dedicated healer, but having someone who can patches us up decently mid-combat if necessary would be a great boon for our group.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Well, glad I got those horrible rolls out of the way... The highest roll was a 4... ridiculous...


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Pretty horrible indeed :p
I keep seeing some people rolling 20s while others seem to have a hard time to get over 10.

Did I get to land that enlarge on Dundin?

I can try to negate some area with grease in order to help Songan idea to avoid being flanked.
Anyone specially annoyed with the greasy spell?

Edit: I agree with Delia about the recruitment. The AP seems not easy combat-wise. An Oracle or Cleric recruitment could have some love. Even if not focused on healing, the skill to land a big heal in the middle of combat will save a life more than once.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

I think dropping the grease right in front would be helpful, honestly; running around would take enough time that we could finish any that fall from the initial casting. Or just behind their front line to cut the front line off from the others.

-Posted with Wayfinder

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