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

"We have been given no new instructions, so I suppose our first orders still apply. Even so, surely the while town knows we are besieged!""

-Posted with Wayfinder


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

Before leaving, Dundin wipes the blood from his knitting wounds and hugs Omast. "You have come along way--Rodrik would be proud. He has seen your deeds today, and I am sure he is smiling. I will send all we see to rally with you. You are the ROCK OF TRUNAU, harder than the Barterstone rocks!!" Dundin gives Omast a salute with his axe before moving out.

"Let's light the last beacon. We are headed past the smithy to get there the fastest without opposition."

To all the citizens of Trunau they see, after they leave the barricades. "Rally with Omast, he is the ROCK OF TRUNAU!!" Omast points to where he last saw Omast.


Sergeant Frum wishes your group well, promising to keep the gate and protect those remaining above. Your group makes it's way down the ruined tower into Lower Trunau, once more into the fight. The stench of blood and smoke hangs thick in the air as you travel through deserted back alleys, streets, and side lanes. In the darkness, the crackling of fires mingles with the war cries of orc raiders and the screams of dying townsfolk. The Hopespring beacon lays ahead, dark and ominous, it's unlit flames neither calling for support nor offering hope to the villagers living and fighting and dying nearby.

You work your way around the city, avoiding areas of open attack, moving deftly from cranny to creep to cover, getting ever closer. Working down the far slope near to the city walls, you approach the unlit beacon from the west. In the distance you see the orcs who first accosted Silvermane have moved out towards a pair of ruined shops, setting up a small light catapult in preparations to assault Upper Trunau from within the city. A small giant, a cave giant runt, is hauling stones from the water's edge to the catapult, piling them beside it and it's other armaments.

Darker than the night around you, you can barely make out the entrance to the tunnel the foul creatures burrowed into the depths of Bloodmarch Hill. A single torch weakly burns at the entrance, likely indicating that others may have passed within, for what ends you may have suspicions but whatever the case, it cannot be good for Trunau to have orcish invaders digging at the bedrock of the town.

The Hopespring empties into a shallow pool called the Hope Pond that serves as the town reservoir. The water eventually trickles through cracks in the rock into a subterranean channel before emerging as a stream some miles away, but the pool is particularly deep in parts. Light blue areas on the map are about 2 feet deep and count as a shallow bog (costing 2 squares of movement to enter), while dark blue areas are 4 feet deep and count as a deep bog (costing 4 squares of movement to enter and granting improved cover to mostly submerged characters).

How do you wish to proceed? You are approaching from the western edge, just off the map, between the hillside and the trees. At this point neither the giant nor the orcs have spotted you. The beacon is unlit but still standing and unguarded.

Notated Hopespring Map

Cave Giant

Grand Lodge

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

Songan narrows his eyes and flattens his ears, gazing across the way at the new enemies in their way. "Well this is certainly a troop that cannot be left standing. Still, I am no soldier. Should we attack now, while we have surprise? Should we fell the giant first or the orcs? Or should we light the beacon now and get their attention off the catapult?"


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

Dundin moves to the beacon, moving stealthy and alert.
steakth/ Perception: 1d20 + 8 ⇒ (13) + 8 = 211d20 + 8 ⇒ (16) + 8 = 24


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Following your lead but I am confused on where we are on the map.


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

We are entering the map in the middle of the left edge.

Dundin, moving quietly, follows the trees a bit, keeping them to his left, and heads toward the beacon to light it.

If the party had one, Dundin has a flask of alchemists fire ready to toss at the beacon. If not, he is using a lit torch.


Dundin stealthily and unobserved approaches the beacon, his torchlight blocked by his shield from possible prying orcish eyes. As he nears to toss the brand upon the stack his keen dwarf senses pick up an unusual scent coming from the pyre. Looking closely he notices a yellow-white powder smelling of rotten eggs coating the logs and stones of the fire pit. A sticky gooey substance appears to be poured over much of the structure as well, and in places the powder and goo have hardened into small clumps of foul smelling resin.

Anyone with Alchemical skills want to approach and take a look, trying to identify the substance?


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

Dundin will chain light another torch, and toss it at the pyre. He thought they might overly discuss this.


How far away is Dundin when he tosses the torch? Ranged Attack roll please as well unless he is within the 10' short range increment.


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)

Leira gulps as Dundin heroically advances to light the beacon alone. She loads her crossbow and readies to support the dwarf if needed.

Can I have one charge of the healing wand? I know I am only 5 hp injured, but at these levels it is still a great difference

If allowed to heal...:

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Leira is happy when her companions patches her last fight wounds before coming close to the danger again.


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

Dundin tosses from 30'.
2 range increments =ac9?
torch: 1d20 ⇒ 15


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

"Cave giant," Adir mutters to himself, gripping his spear a little tighter.

-------------------------------------------------------------------

Kn:Nature: 1d20 + 4 ⇒ (20) + 4 = 24


For Adir:
Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims. It carries a crude ax formed from a large jagged piece of rough worked stone.

Combining the features of ogres and feral orcs, cave giants are the embodiment of primitive brutality.

Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect. The largest would measure 10 feet in height if they ever stood straight. The typical cave giant weighs 1,000 pounds.

Defensive Abilities: ferocity, rock catching
Weaknesses: light sensitivity
Special Attacks: rock throwing 100 ft.
Special Quality: axe wielder


As the remainder of the group approaches, Dundin hurridly moves back from the pyre, bumping into Brampton in the dark. He hastily lights and tosses a torch at the pyre, the flickering flames smacking into the base as the torch bounces into the beacon framework. Almost instantly the entire structure explodes in a hellish plume of greenish flames, fire and fuel blowing out and around the ruined beacon. Heat and debris streak outwards, igniting much around the beacon in sulfurous flames, some of the effects even reaching Dundin and Brampton.

Reflex Saves DC 12:

Brampton: 1d20 + 3 ⇒ (3) + 3 = 6 Takes 1d6 ⇒ 1 Fire and shrapnel damage
Dundin: 1d20 + 5 ⇒ (15) + 5 = 20 Ducked the blast, leaving the brunt for Brampton

Shock and confusion momentarily wash over the group at the sudden and perilous turn of events, the last beacon destroyed, the moment of surprise lost to the invaders, the Hopespring in flames. The group looks one to another, realizing battle is at hand, the mission to alert the last outlying settlers likely a failure.

Glacing across the landscape you can see the burning firepit casts a odd lime green glow over the night, bathing the Hopespring and pond in sickly vivid colors. The sound and sight of the explosion easily drew the attention of the orcs and giant, illuminating your presence and announcing you as enemies of the invading Twisted Hearts.

Roaring at the explosion and pulling itself free from it's chains, the cave giant begins lumbering towards the group, bathed in dim lighting by the greenish flames. The orcs begin preparing weapons, one of the number blowing on a signal horn, blatt, blat, blat, bbllaaatttt.

Intiative Rolls:

Orc Warrior 1: 1d20 + 2 ⇒ (11) + 2 = 13
Orc Warrior 2: 1d20 + 2 ⇒ (16) + 2 = 18
Orc Warrior 3: 1d20 + 2 ⇒ (2) + 2 = 4
Cave Giant: 1d20 + 0 ⇒ (3) + 0 = 3
Adir: 1d20 + 2 ⇒ (3) + 2 = 5
Brampton: 1d20 + 3 ⇒ (16) + 3 = 19
Delia: 1d20 + 4 ⇒ (13) + 4 = 17
Dundin: 1d20 + 2 ⇒ (12) + 2 = 14
Jace: 1d20 + 2 ⇒ (14) + 2 = 16
Leira: 1d20 + 3 ⇒ (5) + 3 = 8
Songan: 1d20 + 4 ⇒ (17) + 4 = 21
Tuzak: 1d20 + 2 ⇒ (8) + 2 = 10

Round 1 Begins

Initiatives
First Group: Brampton, Songan, Orc Warrior 2
Second Group: Delia, Dundin, Jace, Orc Warrior 1
Third Group: Adir, Leira, Tuzak, Orc Warrior 3, Cave Giant

Staggered: none
Prone: none
Burning: none

First Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

"What they hell was that?"

Brampton pats out the flames on his tabard.

"So much for the element of surprise. Let's see if we can drop these guys with arrow before they reach us."

Brampton pulls out this crossbow and waits for the enemy to come into range.

Grand Lodge

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

Songan seems completely taken aback by the sudden explosion, horror washing over him. The last beacon! No! They couldn't fail, they just couldn't let it happen!

First priority had to come first, though, and he turned to bring his shortbow to bear in their enemies, readying an arrow against the first of them that got within range of his weapon.

Readied Shortbow Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Shortbow Damage: 1d6 + 2 ⇒ (4) + 2 = 6


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

Dundin feels for his beard. His eyebrows can grow back.
"Now that's a beacon!!


While Brampton and Songan watch patiently for someone to approach into their sights Orc Warrior 2 begins doing something with the catapult.

Did Brampton load the crossbow? It was not mentioned alongside retrieving it.

Round 1 Continues

Initiatives
First Group: Brampton, Songan, Orc Warrior 2
Second Group: Delia, Dundin, Jace, Orc Warrior 1
Third Group: Adir, Leira, Tuzak, Orc Warrior 3, Cave Giant

Staggered: none
Prone: none
Burning: none

Second Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Forgot to add that part but yes it is loaded and ready to go


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 nearly screams in frustration as the beacon explodes... She then realizes they've been spotted by the enemy and focuses back on the task at hand. She moves whistles for Jace to follow and moves closer towards the green flames. She spots the orc tinkering with the catapult, takes aim, and sends her arrow arcing high... Praying to Erastil to help guide her aim.

Jace follows along beside Delia, ready to rush forward and attack the first target to come within melee range.

Attack Orc #2: 1d20 + 7 + 1 - 2 - 1 ⇒ (13) + 7 + 1 - 2 - 1 = 18
Damage: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Movement Action - Move 6 squares closer to the orcs. Standard Action - Attack Orc #2. He does not get any Soft Cover from #1 due to Deadeye Bowman.

41/42 arrows.


Delia's shot fails to hit the mark, the darkness made discerning figures from shadows much more difficult than anticipated. The beacon explosion nearly blinded the group, succeeding in stealing the night vision acclimation they had garnered during their hasty march across Trunau. 50% Miss Chance: 1d100 ⇒ 39


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

Whoops, I forgot about the lighting conditions... Sorry about that, Darkblade!


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

Dundin moves twenty feet sticking to the trees and uses his wand to make his weapon more powerful.
fast stealth: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Wand of lead blades used after 20' move along the trees.

Dundin prepares for a dash to the building ahead. Next move is an 80' run (16 squares) to the north corner of the building between Dundin and the catapult.


Together a pair of the orcs seem to be shifting the catapult's positioning, turning it in your direction.

Round 1 Continues

Initiatives
First Group: Brampton, Songan
Second Group: Delia, Dundin, Jace, Orc Warrior 1, Orc Warrior 2
Third Group: Adir, Leira, Tuzak, Orc Warrior 3, Cave Giant

Staggered: none
Prone: none
Burning: none

Third Group is up, 36 hour timer counting

Updated Map

Due to the orc holding his action for his counterpart, Round 2 will see a group change up. First and Second Groups will combine.


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)

Leira moves 30 feet diagonally just next to Delia, and from there shots at the orc manipulating the catapult profiting her darkvision advantage.
Light crossbow-distance+Vengeance: 1d20 + 4 - 2 + 1 ⇒ (19) + 4 - 2 + 1 = 22
Damage+Vengeance: 1d8 + 1 ⇒ (8) + 1 = 9
Crit?: 1d20 + 4 - 2 + 1 ⇒ (18) + 4 - 2 + 1 = 21
Damage+Vengeance: 1d8 + 1 ⇒ (4) + 1 = 5


Leira's shot strikes the front wheel assembly of the catapult, though she had been sure it was an orc she was aiming for. Darkvision has a range of 60' so does not negate the miss chance for the catapult crew at this distance. 50% Miss Chance: 1d100 ⇒ 22


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

Round 1
-------------------------------------------------------------------

After the beacon explodes, Adir can be heard muttering, "Nine hells..." He twirls his spear in his hand before thumping it against his shield. The gesture is punctuated by the nervous energy that accompanies a dire situation. Knowing how important the Hopespring is to the town, and also how brutal and vicious their opponents are,he gives Tuzak a grim smile. "At least it's only a little cave giant." He barks a laugh before he and Tuzak move forward, skirting around the destroyed beacon.

-------------------------------------------------------------------

Adir & Tuzak:
Move: 30' forward
Std: Total defense

Adir: 24/24 | No spells | +1 dodge bonus to AC against all giants
Tuzak: 20/21


As your group forms up, the last orc moves up and joins the others at the catapult, working at the controls. Though it is difficult to tell for certain, but it seems one of them is giving commands to the giant.

The lumbering beast moves around the edge of the pond, grabbing up a rounded object from the hap hazard supplies the orcs have laid out. As he clears Pillar Rock, he hurls the shot at Delia's Square: 1d20 + 6 ⇒ (10) + 6 = 16. Luckily for your band, the shot falls short a bit, exploding in a blast of heat and alchemical fires. Debris and flaming goo showers over everyone and everything in a rough thirty foot radius around the impact point. Rock Throwing 100' range

Reflex Saves:

Adir: 1d20 + 3 ⇒ (20) + 3 = 23 Avoids the debris
Delia: 1d20 + 7 ⇒ (12) + 7 = 19 Takes Fire Damage: 2d6 ⇒ (2, 3) = 5
Jace: 1d20 + 6 ⇒ (12) + 6 = 18 Takes Fire Damage: 2d6 ⇒ (3, 1) = 4
Leira: 1d20 + 6 ⇒ (2) + 6 = 8 Takes Fire Damage: 2d6 ⇒ (6, 4) = 10
Tuzak: 1d20 + 5 ⇒ (16) + 5 = 21 Avoids the debris
DM Roll: 1d20 + 3 ⇒ (2) + 3 = 5

Small globules shower over Delia, Leira, and Jace, burning at skin and hair and gear. The trio quickly manage to pat and swat out the flames before they can spread. Adir and Tuzak though fair much better, fortunately only taking minor burns and welts being further back from the blast. A few feet more for any of you and the results would have been much, much worse.

Round 2 Begins

Initiatives
First Group: Brampton, Delia, Dundin, Jace, Songan, Orc Warrior 1, Orc Warrior 2
Secondd Group: Adir, Leira, Tuzak, Orc Warrior 3, Cave Giant

Staggered: none
Prone: none
Burning: none

First Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Seeing the explosion envelope the rest of the party Brampton looks at his crossbow as if it is a toy. Change of plans.

Using the ruined house for cover Brampton sprints towards the catapult. As he passes Dundin he shouts, "Let's move around the house and hit them from behind."

Move max distance (run 80') past Dundin and then towards the north corner of the house.


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)

Leira barely manages to keep on foot as the explosion hits her burning all her left side and reducing to rags most of her clothing.

5/20 hp


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

Dundin continues his dash to the north corner of the building as he planned. He ends right behind it with no line of sight to the orcs manning the catapult although five feet to his left he would have a perfect view of the catapult.


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 flinches back at the explosion, slapping at the burning debris the lands all over her and Jace. She whistles for Jace and then immediately begins sprinting towards the nearby house to the northeast, cutting in between the beacon and the water's edge. Jace follows, directly on her heels as they seek cover from the siege weapon!

Using the Run option, 4x movement, to get behind the house... Stupid catapults...

Grand Lodge

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

The siege weapon's use certainly threw a wrench into the cat-man's plans, the flying debris making it more or less impossible to maintain his position. Though he keeps his bow ready, instead if simply waiting, he follows suit with Delia, making as much haste as possible to get to the cover that he hopes the buildings will provide against the orcs and their catapult.

Imitation is the sincerest form of flattery, after all.


Additional Dice Rolls:

Orc Warrior 4: 1d20 + 2 ⇒ (5) + 2 = 7
Odds/Evens: 1d6 ⇒ 5
Orc Warrior 5: 1d20 + 2 ⇒ (1) + 2 = 3
Odds/Evens: 1d6 ⇒ 4

The group hastily runs for the cover of the closest building before the orcish artillery can line up a shot. The sounds of the flames and roars of the giant clash against the shouted commands the orcs are giving the large cave beast, becoming a din of garbled madness.

Orc Warriors 1 and 2 abandon the catapult, loaded and ready to fire, instead moving north between the buildings to intercept anyone attempting to flank their position.

Round 2 Continues

Initiatives
First Group: Brampton, Delia, Dundin, Jace, Songan, Orc Warrior 1, Orc Warrior 2
Secondd Group: Adir, Leira, Tuzak, Orc Warrior 3, Orc Warrior 4, Orc Warrior 5, Cave Giant

Staggered: none
Prone: none
Burning: none

Second Group is up, 48 hour timer counting

Updated Map


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)

Badly injured Leira makes her best to catch up with the rest of the party, running until just behind Songan and Dundin.


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

Dundin moves around the building (20' right on map) and tosses a light hammer at the first orc.
lt hammer: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 121d4 + 3 ⇒ (4) + 3 = 7


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

Round 2
-------------------------------------------------------------------

Adir and Tuzak head toward the cave giant, cutting between the water and the building.

-------------------------------------------------------------------

Run: 120'


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

Round 3 Posting this now since I do not know what my schedule will be like the next few days.

Delia rounds the house to see two orcs rushing towards them; she skids to a halt and points at the pair. "Jace, kill!" As Jace rushes forward with a growl, Delia takes a step forward as she draws an arrow. She takes aim and lets the projectile file as Jace bites at the orc!

Jace Bite #1: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Delia Attack: 1d20 + 7 + 1 + 1 + 1 - 1 ⇒ (19) + 7 + 1 + 1 + 1 - 1 = 28 So close!
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10

Delia - Free Action: Direct Jace to attack #1. Free Action: 5' step closer to the orcs, which should put her within 30'. Standard Action: Attack Orc #1. Jace - Movement Action: Move into position directly in front of Orc #1. Standard Action: Attack Orc #1.

Arrows - 40/42

Arrow retrieval from Round 1...: 1d100 ⇒ 43 Nope!


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton moves up the west corner of the house. Using it for cover he fires his crossbow at the giant.

Crossbow: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Bolt: 1d8 ⇒ 1

He watches as the bolt flies true but can see that it did not penetrate the giants armor enough to do much damage.

He ducks back into the shadows hoping the giant did not see where the bolt came from.

Stealth: 1d20 - 2 ⇒ (4) - 2 = 2

Well at least I got its attention.


DM Rolls:

Roll 1: 1d3 - 1 ⇒ (3) - 1 = 2
Roll 2: 1d3 - 1 ⇒ (2) - 1 = 1
Roll 3: 1d3 - 1 ⇒ (2) - 1 = 1
Roll A: 1d4 ⇒ 2
Roll B: 1d100 ⇒ 78

Orc Warrior 3 fumbles with something by the catapult before moving up towards the group but Adir and Tuzak are too busy dodging the Attack of Opportunity the Raging cave giant throws at them to pay enough attention to fully grasp.

The cave giant lashes out at Tuzak as the sloth approaches, forced into the shallows by the narrow patch Adir chose for their stand. The cave giant whips out with a Length of shackled chains: 1d20 + 11 ⇒ (12) + 11 = 23 which strikes Tuzak hard across the back for Damage: 1d8 + 6 ⇒ (4) + 6 = 10. The great dumb brute then waits for the pair to close the distance. It strikes out with a Balled Fist: 1d20 + 12 ⇒ (6) + 12 = 18 at Adir while using it's other fist, Half-wrapped in Chains: 1d20 + 12 ⇒ (8) + 12 = 20 to pound down at Tuzak. The punch misses as Adir sidesteps the swing, while the chained fist solidly pummels Tuzak for Damage: 1d8 + 6 ⇒ (7) + 6 = 13. The blow stumbles the sloth, dropping it into the mud and muck along the water's edge.

Orc Warrior 4 exits the building closest to the heroes, called by the horn the others were blowing. Seeing your band he hastily throws a Javelin: 1d20 + 6 ⇒ (17) + 6 = 23 at Delia, striking her under her right arm for Damage: 1d6 + 5 ⇒ (2) + 5 = 7. He snarls and barks viciously as he notices the warcat beside her, taunting the beast as he moves to grab a double axe from his weapons harness.

Orc Warrior 5 comes out from the building on the other side, tossing a Javelin: 1d20 + 6 ⇒ (10) + 6 = 16 of his own at Adir, the druid distracted by the fight with the enraged cave giant. It is with luck that the nature priest had shifted off his mark by the giant's swing, such that the young man stepped clear of the projectile.

Dundin moves up to face the enemy orcs along the building, failing to notice the new threat exiting the structure. His hammer flies short, bouncing along the ground to land near the orc warrior's feet.

Already following the orders of his mistress, Jace ignores the orc nearest him and charges off after his quarry. His bounding strike is distracted by Dundin's hammer and the orc is able to jerk back from the cat's jaws mere moments before the teeth snap shut on empty air.

The distraction though serves to aid Delia, as her aimed shot flies true, striking the orc squarely in the chest, but not yet felling the thing.

Brampton moves up to the corner and fires off a high shot at the cave giant but the shadows and jerk movements make it hard for the soldier to find his mark, the bolt only grazing the large thug, annoying it rather than causing any serious harm.

Round 3 Begins

Songan is the only one remaining to act this round for First Group

Initiatives
First Group: Brampton, Delia, Dundin, Jace, Songan, Orc Warrior 1, Orc Warrior 2
Secondd Group: Adir, Leira, Tuzak, Orc Warrior 3, Orc Warrior 4, Orc Warrior 5, Cave Giant

Staggered: none
Prone: Tuzak
Burning: none

First Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Seeing the orc come out of the building behind Adir Brampton drops his crossbow and charges at the orc with this bec de corbin.

Charge: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d10 + 4 ⇒ (1) + 4 = 5

Charge up to within 5' to use reach with my weapon. -2 AC this round for Charge

"Adir get out of there! Fall back! Fall back!"


Adir, please wait to post your Round 4 actions until that round starts. Everyone is getting themselves out of order. We were waiting for Adir and Leira's Round 2 actions when yourself, Delia, and Dundin posted Round 3 actions. We were waiting for Songan's Round 3 actions, then will again move to the bottom half of that round. If Songan has not posted by this evening I will stand him in defense and move forward. I will hold and count your action at the start of Round 4.


Songan is taken by surprise at the sudden appearance of more troops, but then realization dawns on him. The orcs trapped the beacon and then waited nearby in case villagers or the militia came to activate the warning device. We fell right into their trap the catfolk thought to himself.

Orc Warrior 1, holding a small orb in his hand, takes a step back from the warcat and tosses the strange device behind the cat, the tossed ball: 1d20 + 5 ⇒ (9) + 5 = 14 landing with a thump, smoking slightly.

Orc Warrior 2 likewise tosses an orb, this one also behind Jace, though his toss: 1d20 + 5 ⇒ (10) + 5 = 15 explodes upon impact, doing Bludgeoning Damage: 2d6 ⇒ (4, 6) = 10 and Fire Damage: 1d6 ⇒ 5. Jace springs upwards at the moment of impact, Reflex Save DC 16: 1d20 + 6 ⇒ (7) + 6 = 13 but is too slow to escape the damage, even as the side of the building crumbles a bit, forcing some of the blast back at the poor feline.

Tuzak is down and will need to make a Stabilization Check.

Round 3 Continues

Initiatives
First Group: Brampton, Delia, Dundin, Jace, Songan, Orc Warrior 1, Orc Warrior 2
Secondd Group: Adir, Leira, Tuzak, Orc Warrior 3, Orc Warrior 4, Orc Warrior 5, Cave Giant

Staggered: none
Prone: Tuzak
Burning: none

Second Group is up, 36 hour timer counting

Updated Map


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)

Leira almost fells prone on the surprise when she sees Adir valiantly charge the giant, disappearing through the corner building.

She then is surprised by the appearance of the new orcs through the building, and almost collapses when she observes Songan blocked on place. We are all gonna die here today thinks for herself.

Taken by the resolve of those whom sure doomed destiny removes any trace of fear, she pulls from the spring of her crossbow and loads a final bolt. "For all gods Songan! Shot at him!" she shouts at the same time that shots a bolt at the clear shot orc (4) just in front.
Light crossbow+Vengeance: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Piercing damage+Vengeance: 1d8 + 1 ⇒ (6) + 1 = 7

Crit?: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Piercing damage+Vengeance: 1d8 + 1 ⇒ (5) + 1 = 6

Leira steps to the south.
26 bolts left

Grand Lodge

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

Gaah...I knew I should've posted before bed last night. Sorry guys. Christmas is a busy time of year for me.


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

I posted noon on Christmas eve to make sure I could get action in as I was on travel and busy for Christmas. I figure an early action beats a missed one.


DM Rolls:

Roll 1 Confusion: 1d100 ⇒ 58
Roll 2 Odds/Evens: 1d4 ⇒ 2
Roll 3 Odds/Evens: 1d4 ⇒ 2

Leira's crossbow shot takes Orc Warrior 4 through the throat, spurting rich dark blood in a thick heavy spray several feet from the creature. It stumbles from the shot, not expecting such a fierce attack from the slight framed girl.

Adir, resolute to defend Tuzak, stands his ground beside the sloth, taken up in a sudden rush of grief, his body rigid in a defensive posture, a hate-filled glare upon his face. Total Defense

Tuzak Stabilization Check: 1d20 - 2 ⇒ (17) - 2 = 15 Successful

As Orc Warrior 3 moves up to throw a strange sparking orb held in his hand, a fuse grenade: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2, Miss: 1d8 ⇒ 4 aiming for just between and behind Adir and Tuzak, he inadvertently triggers a reaction from the cave giant. The angry monster senses him and lashes out with his long chains: 1d20 + 11 ⇒ (12) + 11 = 23, smashing the warrior's forearm for Damage: 1d8 + 6 ⇒ (4) + 6 = 10. The orb flies wide and bounces against the rocky pillar, splashing into the pond and detonating with a violent spray of water and sand, splashing over Tuzak somewhat but causing no damage.

The cave giant then begins to roar loudly and thump at it's chest, the chains violently swing around and doing Damage: 1d8 + 6 ⇒ (1) + 6 = 7 to itself.

Orc Warrior 4, wounded and afraid, retreats back into the building, half kicking the door closed behind it.

Orc Warrior 5 moves up and attempts to cave in the back of Adir's skull, his Double Axe: 1d20 + 4 ⇒ (15) + 4 = 19 swinging Back and Fro: 1d20 + 4 ⇒ (4) + 4 = 8 missing as the druid seems ready for the backwards attack, ducking and shifting away from the strikes.

Round 4 Begins

Initiatives
First Group: Brampton, Delia, Dundin, Jace, Songan, Orc Warrior 1, Orc Warrior 2
Secondd Group: Adir, Leira, Tuzak, Orc Warrior 3, Orc Warrior 4, Orc Warrior 5, Cave Giant

Staggered: none
Prone: Tuzak
Burning: none

First Group is up, 36 hour timer counting

Updated Map

Grand Lodge

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

Songan suddenly seems to snap to himself, shaking his head as would a cat that had been sprinkled with water. "Sorry! I'm good!" he says to the others, moving forward to fully round the corner of the home and stand with Delia and Dundin, bringing his shortbow up and aiming it squarely at one of the two orcs in front of them. Targeting Orc Warrior 1

Shortbow Twang!: 1d20 + 7 ⇒ (17) + 7 = 24
Shortbow Thunk!: 1d6 + 2 ⇒ (4) + 2 = 6


Don't forget folks, there is still one sparking orb on the ground behind Jace...

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