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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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 gives a start as the strange rats suddenly charge towards them. She shrieks as they begin to swarm all over her and Jace, suddenly feeling weaker as their formless nails and teeth nip painlessly over her skin. Jace roars and tries to bite at the incorporeal rats with no avail! "Jace, run!" Delia falls back from the strength-sapping enemy, with Jace behind her. Delia sees several of the others gathering out some alchemist fire and she does the same. "What are they?!" Her breath comes in ragged gasps, the rats having drained much of her strength.

Movement Action - Jace and Delia fall back 30' to the north. Movement Action - Delia draws out a flask of alchemist fire.

Delia: -4 Strength (10). Jace: -3 Strength (17)


The weakened and chilled survivors of the shadow rat swarm flee back and away from the creatures, dividing up towards the entrance and further into the caves. They all still feeling the clawing and cloying touches of the rodents on their legs, on their arms, prickling across their shoulders like tiny little needles, even though they know in their hearts they are away from the beasts. Just the thought of the bestial things causes new spasms of shivering, fear and revulsion.

The panic nearly causes Delia to stumble over a broken step as she moves back, realizing at the last it was not a loose stone that turned her heel, but instead a gnawed and chipped skull. The face grinned up at her in a half jawed mockery, taunting her to avoid his same fate. Someone else who had once made their way down here, someone who did not escape the leeching touch of the rats.

Round 2 Begins

Initiatives
First Group: Adir, Brampton, Dundin, Songan, Tuzak, Shadow Rat Swarm
Second Group: Delia, Jace, Leira

Staggered:
Prone:
Burning:
Entangled:
Fatigued:

First Group is up, 48 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]

Hearing his dwarf companion rave about the cold touch of the rats makes Brampton feel that only fire came destroy the creatures. He yells at Songan to run. When he does Brampton throws the alchemical and hoping for the best.

Delay action until after Songan acts

Range Touch Attack Centered on the Swarm: 1d20 + 5 ⇒ (8) + 5 = 13
Fire Damage: 1d6 ⇒ 5 plus splash damage???

Grand Lodge

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

Before Songan tosses his own alchemist's fire, he wants to look at the spectral rats and see if the fire is really harming them in any way. I want to make sure that the stuff actually does at least some damage to them before I toss my own flask. Want me to make a perception roll for that or could it be done with a glance? I guess I'll post two actions for one case or the other.

If Rats Are Harmed By Fire

Seeing that the rats are being impacted by the magical fire-in-a-bottle, Songan quickly tosses his own as he rushes away from ground zero, momentarily forgetting the wand that Leira handed to him only moments ago.

Alchemist's Fire: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 ⇒ 6

If Rats Aren't Harmed by Fire

Songan, seeing that the fire is having no effect on the rats, instead turns to the wand he borrowed from Leira, quickly attempting the magical words that will activate the weapon.

UMD Check: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Strength Damage: 2


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

Dundin throws his fire when Songan is clear or the rats move again, whatever is first.

touch: 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 2
splash crit?: 1d20 + 5 ⇒ (13) + 5 = 181d6 ⇒ 3


Songan scrambles clear of the swarm as Dundin and Brandon hurl vials of alchemist's fire at the rats, drawing a flask of his own in the process. The fires burst and sputter all around and through the creatures, ravenously scrambling over one another seeking to continue feeding off the lives and warmth of their victims. It is immediately evident the flames are not causing the creatures any concern of injury, their shadows only faintly waning in the bright but brief conflagration.

The bard fumbles, seeing the flasks had no effect. He moved down next to Leira, holding her wand in one hand, his flask in the other. Magic he thinks to himself, we need magic to harm these things. Sorry, no either or attacks. Drawing the flask would have been a move action and you would not have been able to throw it in the same round in any case. Since you neglected to announce your direction I assumed you moved with Leira.

Round 2 Continues

Initiatives
First Group: Adir, Brampton, Dundin, Songan, Tuzak, Shadow Rat Swarm
Second Group: Delia, Jace, Leira

Staggered:
Prone:
Burning:
Entangled:
Fatigued:

First Group is up, 48 hour timer counting

GM Rant:
This is one of those encounters I looked at and thought, WTF, you force the PC's into a running battle for the entire night, then down into a tunnel with almost all resources spent only to find Ben and friends. Time to learn the difference between discretion, valor, and heroics folks.


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

Response to GM Rant:
Yeah, this is a ridiculous fight to pit against 3rd level PCs. Unless you have someone that can Channel Energy, we're pretty much effed. I honestly don't know what to do here. If we try to run away to follow our target, I'm concerned the rats will simply follow us and then we'll be truly effed.


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]

Rant Response:
I don't have to outrun the rats. I just have to outrun you. Oh wait, I am the big guy in armor.


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 gives Tuzak the "this is not going well" look before casting a light spell on the tip of his spear. "This way, into the tunnel!" He waves at the southern passage before starting into it with Tuzak.

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

Std: Cast Light
Move: 25' south; both Adir and Tuzak

Grand Lodge

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

Not feeling any particular need to bother with words, Songan turns and makes haste away from the rats as quickly as he can, following the direction that Adir is motioning them toward.


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

Dundin joins the retreat, moving away quickly.


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)

Whenever Leira has the opportunity to do so, she will run with the others. Depending on layout when her turn comes up, she will place the alchemist fire back into her belt and cast a burning hands on the swarm.


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 follows the others but keeps rear guard on the group.

Lost my Everburning torch for now.


DM Rolls:

Rats: 1d20 + 6 ⇒ (19) + 6 = 25
Songan: 1d20 + 6 ⇒ (9) + 6 = 15

The rats seem to ignore the others as they flee further into the caverns, instead turning their attentions, and their malevolent energies, towards Delia and Jace. The swarm rushes the pair enmasse and engulfs them once again, their tiny claws and gnashing teeth eerily stabbing, ripping, and tearing at them near silently, the flesh chilling and turning ashen grey with every little touch.

Swarm Attack:

Delia Strength Damage: 1d4 ⇒ 4
Delia Disease Save: 1d20 + 4 ⇒ (13) + 4 = 17
Jace Strength Damage: 1d4 ⇒ 3
Jace Disease Save: 1d20 + 5 ⇒ (13) + 5 = 18

As the creatures pile over her, the huntress' strength ebbs and her mind grows tired. She falters to one knee when a sharp jab of pain sparks her to her senses. As she rises she picks up the source of her pain 1 hp damage, a sharpened and carved bone tipped with a four sided platinum spike. The thing seems to twinge in her hand, the energies tingling to escape the mud prison from which it has been consigned for an untold number of years.

Round 2 Continues

Initiatives
First Group: Adir, Brampton, Dundin, Songan, Tuzak, Shadow Rat Swarm
Second Group: Delia, Jace, Leira

Staggered:
Prone:
Burning:
Entangled:
Fatigued:

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)

Seeing the swarm to far to reach it Leira shouts to Delia "Run! Run out of there!"

She herself puts the alchemical fire into his belt and moves as far as she can 30' to the South, past where her companions stand.

The girl looks in her belt scared "Do you have holy water?" she still has one of the vials found in the ruins.


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 gasps as the undead rats swarm over her and Jace once again. She coughs weakly as her strength begins to fail, falling to one knee she wonders if this is to be her end. Suddenly the sharp pain in her knee jolts her enough to bring her to her senses and she grabs the item she spots. She grabs hold of Jace's neck. "Run, Jace." She whispers weakly into his neck and lets her warcat pull her out of the mass of nipping shadowy rats... The pair flee from the swarm towards their companions as quickly as they can.

Delia keeps hold of Jace's neck with one arm, clutching the strange bone in her hand while weakly dragging her bow with her other hand. Her armor and backpack are practically dragging Delia to the ground as she runs towards her companions. Delia's skin is a deathly pale hue, her face sunken in and thin, and her eyes are rimmed in purple circles. "I can't... it's too heavy..." she gasps while trying to keep up with the others.

Delia: -8 Strength (6). Jace: -6 Strength (14). Heavy Encumbrance: 20' movement rate and x3 Run speed.

Full-Round Action for both Jace & Delia - Run at X3 speed with 20' Movement rate to get 60' away from current position.


Weakened, scared, and with souls chilled to the core, the party stumbles and moves past the entry chambers, onwards into a narrow passage that angles to the south west. The rats seem to loose track of your band, instead scratching and sniffing about near the entry. You look at each other in fear and concern, knowing you may yet have to face them, should you survive what other horrors lurk beyond these rough hewn passages.

The path is anchored on each side by small pools of water, cold, dark, and still. These springs are likely fuelled by the same font which feeds the Hopespring above, though here in the darkness they do not seem as soothing and inviting as the waters do above.

To the west the cavern forms a long narrow trough, a rough and thin ledge running along the northern wall round to the south west. The way looks slick with moisture and mud, the walls dripping and oozing a thin barrier down into the waterway.

To the east the cavern edge drops roughly 20 feet below your rocky path, completely flooded with water 1 to 2 feet deep. The dark water is thick with mud and silt, covering much of the floor of that cavern.
The large pool is separated from the rest of the cave by steep cliffs and muddy escarpments. A trickle of water can be heard further along to the east.

You form up together, catching your breath and confirming everyone's conditions. Watching behind you the rats seem to be milling about, but if quiet it should be likely they will not come storming after you.

Delia shows everyone the item she found and Leira is quick to confirm the wand is magical. A small symbol marks the butt of the stick, the Varisian rune of vitaliza. It would seem the device is fairly drained, no more than ten charges remaining.

Varisian:
In Varisian, or rather Romanian, the word means to vitalize. Likely the wand casts Lesser Restoration.

The tunnel continues onwards a short distance and then opens up into a chamber that turns back to the east as well as meets up with the cliff wall ledge that circuits the western trough.


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

"That was fierce and chilling. Rats of cold and dark."
Dundin makes a quick prayer to Chaldira.

"Shall we restore our drained strength before continuing?"

-3 STR


Look at Dundin, suddenly able to undrestand Varisian as well as discerning what magical energies mean for a little old wand... :}


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)

"This word here means vitalize in Varisian" explains Leira "It can likely mean this wand is able to cast Lesser restoration. We should be glad the gods smile us today if that is the case and any charge is remaining"

After casting detect magic and analysing the wand carefully Leira, not knowing if someone else can use it, attempts to make use of it herself, trying to heal up those that seem affected to their strength or other attributes.

"Do you feel weak Dundin? Let me try to fix it" the girl closes by the dwarf and tries to trigger the wand to see what happens.

Assuming this is indeed a lesser restoration wand
UMD DC 20: 1d20 + 13 ⇒ (12) + 13 = 25
Heal ability damage: 1d4 ⇒ 3

She then closes by her friend Delia "Let's see if this keeps working for a while" and touches her with the wand trying to trigger it.
UMD DC 20: 1d20 + 13 ⇒ (5) + 13 = 18
"Ah! It did not happen, let's retry!"
UMD DC 20: 1d20 + 13 ⇒ (12) + 13 = 25
Heal ability damage: 1d4 ⇒ 4
UMD DC 20: 1d20 + 13 ⇒ (7) + 13 = 20
Heal ability damage: 1d4 ⇒ 1
UMD DC 20: 1d20 + 13 ⇒ (2) + 13 = 15 Fortunately the wand only blocks with a natural 1
UMD DC 20: 1d20 + 13 ⇒ (15) + 13 = 28
Heal ability damage: 1d4 ⇒ 3

She then attempts to help herself.
UMD DC 20: 1d20 + 13 ⇒ (11) + 13 = 24
Heal ability damage: 1d4 ⇒ 1
UMD DC 20: 1d20 + 13 ⇒ (5) + 13 = 18
UMD DC 20: 1d20 + 13 ⇒ (12) + 13 = 25
Heal ability damage: 1d4 ⇒ 1

"Anyone else needs the help?" asks Leira.

If pointed out about Jace:

UMD DC 20: 1d20 + 13 ⇒ (7) + 13 = 20
Heal ability damage: 1d4 ⇒ 3
UMD DC 20: 1d20 + 13 ⇒ (19) + 13 = 32

Total, 6 charges spent (8 if healing Jace also). We are healed:
Dundin: 3
Delia: 8
Leira: 2
(Jace: 6)

Once the group seems to be ready, the girl points to the inner caves to the east "I would say to go that way and avoid the ledge. Unless you find a footprint or something that suggest the other side of course"


It seems you did not include the last Heal roll on Jace but you included it the total of 6 points. At the moment Jace has been healed 3 points. Please reroll the last d4 of healing Leira. Also, Delia had the wand as she could in fact use it. When you fail a wand activation by 10 points it suffers a mishap, causing the wand to expel energies in a random manner, with unexpected results. I will ignore that in this case as Delia would have had no reason to had over the wand to your character. Eight points have been used from the wand at this point.

The wand begins to spark and fizzle with Leira's last few attempts to use it, encouraging Delia to take the device back before checking over her remaining team mates.

Grand Lodge

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

If the wand still has charges, Songan is down 2.

"I am weakened a bit as well. Not as much as the rest were, but enough that I notice 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)

Heal ability damage: 1d4 ⇒ 1
This means only 4 points healed!
I interpreted I was using the wand as if I knew what was in there (per the written hint and identification). But I can understand if you want to apply the 'Activate Blindly' rules instead.
On that case though I am not sure anyone can use it without UMD to activate the wand without knowing what is in there.
In any case erase all those rolls as they do not apply then.


Both Delia and Adir can use the wand. Otherwise I would have placed a chest of potions stacked in a forgotten corner, given the well font of the Hopespring some curative effect or other similar means of aiding the party. The encounter was not fair to the fluff and circumstances of the storyline. I did not remove the encounter as it was still important to the feeling of what is down here and what is yet to come. I felt it important to provide the party something compensatory to restore them to a level fighting stance, ergo the wand.

Leira:
You did not post the last healing roll in your spoiler, so while I am sorry for that, I did need you to reroll it. The healing rolls may stand as I previously stated, with 8 charges spent thus far.

The questions regarding what you were emulating was why it fell to activating blindly, more so than simply adding the spell to your list. Which class crafted the wand, was it an arcane alchemist or a divine cleric; what caster level was inferred in the casting; which attribute was needed for the casting, charisma, wisdom, or intelligence, etc. Activating blindly does give a +2 modifier to the roll once you have determined what the device does, and in any case, you were not penalized for it. The wand was found by and in Delia's possession, in a language she could understand. My apologies for failing to realize you understood Varisian as well and would likely take it from her, despite the conversation she and I had in the discussion thread about this very topic, of which characters can use the wand. We have only a few more rooms to get through and then this will all be over. I believe I will end the game rather than proceed to the next chapter as you are clearly not enjoying it and I have not enjoyed our personal exchanges myself. Let us just try to get through this civilly, please.


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]

"Glad to see we are still all here", Brampton says looking back at his torch laying back in the cavern.

What other light source do we have?


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

What other light source do we have?

Adir Bloodmoon wrote:

Adir gives Tuzak the "this is not going well" look before casting a light spell on the tip of his spear. "This way, into the tunnel!" He waves at the southern passage before starting into it with Tuzak.

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

I have Light prepared, so, that's one source.


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'll throw one more roll in there for Jace and one for Songan. Does anyone else have any strength damage? If my math is correct, 11 charges have been used at this point (after the following rolls).

Lesser Resto Jace: 1d4 ⇒ 3
Lesser Resto Songan: 1d4 ⇒ 4

Delia whispers a prayer to Erastil as she feels her strength returning after the gift from the gods heals up their weaknesses. She looks a great deal better than before, though the sickly paleness of her skin seems to linger. "I do not relish facing those foul creatures again... but we must continue on with our mission." When the question of light comes up, Delia will look for a rock nearby and cast light upon the rock. "I also can create magical light. Perhaps one of our front-liners would prefer to take this? You can throw it out into the battlefield to light it up for me."


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 holds out his hand, "Thanks. I can carry the rock and take point for now. Which way do we go? Did we lose the tracks we were following?"


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

"They led into this passage. And now..."

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

Survival: Tracking: 1d20 + 9 ⇒ (10) + 9 = 19


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

"I think we go the other way. Following the obvious tracks got us into trouble with the rats. We can stay in the upper chamber a while and see what that brings."

Grand Lodge

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

A slight shiver runs through the catfolk. "As long as we don't go back toward those rats, I don't much care which way we go."


Adir notices the tracks lead off for a moment to the west, a single pair of wolf tracks, then double back to this point and the tracks head off towards the eastern side of the passage and further into the caverns.


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

Adir relays the information to the group. "Looks like east."


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

Dundin heads east trying to be alert and stealthy.
stealth: 1d20 + 7 ⇒ (11) + 7 = 18
perception: 1d20 + 8 ⇒ (3) + 8 = 11

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 gives a nod, seemingly not terribly pleased about the wolf tracks. It would seem that even cat-men aren't terribly fond of canines. As they move, he keeps a firm grip on his longsword, believing that the cave's close quarters will make the bow a less efficient weapon.


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]

Map update please. I am not sure where we are going. South then east or north then east across the water.


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 follows the tracks with her bow at the ready, praying for no more of the terrible rats...

Agreed, if you could throw us an update on the map I'd greatly appreciate it.


When your group passes around the western corner, you see a wide ramp sloping down to the floor at the far end of this cavern. Half a dozen huge humanoid skeletons, each standing ten feet tall or more, certainly larger than the cave giant laying dead outside. The bony forms line the walls of the cavern, standing in still and silent vigil over the passage onwards to the next chambers. The floor of the cavern slips roughly 10 feet below the level of the tomb’s upper caverns as it reaches the far turning. Around that far corner, a shadow rat crawls into view, it's smoky gray form and malevolent red eyes seemingly mirrored in the eye sockets of the large skeletons. The forms begin to tremble and shake, the bones clattering as they seem to come together. The middle figure along the northern wall appears to be the first to fully form up, taking a lurching step forward, it's skull pivoting towards you, it's breathless mouth open in a silent, roaring challenge, one hand holding a worn and aged spear, the other enging in bony claws as it points down at the dwarf invading the sanctum of their long forgotten ward.

Intiative Rolls:

Giant Skeleton: 1d20 + 4 ⇒ (10) + 4 = 14
Shadow Rat: 1d20 + 3 ⇒ (11) + 3 = 14
Adir: 1d20 + 2 ⇒ (20) + 2 = 22
Brampton: 1d20 + 3 ⇒ (12) + 3 = 15
Delia: 1d20 + 4 ⇒ (1) + 4 = 5
Dundin: 1d20 + 2 ⇒ (5) + 2 = 7
Jace: 1d20 + 2 ⇒ (3) + 2 = 5
Leira: 1d20 + 3 ⇒ (12) + 3 = 15
Songan: 1d20 + 4 ⇒ (2) + 4 = 6
Tuzak: 1d20 + 2 ⇒ (1) + 2 = 3

Knowledge Local Check to identify the skeleton's original form.

Round 1 Begins

Initiatives
First Group: Adir, Brampton, Leira, Giant Skeleton, Shadow Rat
Second Group: Delia, Dundin, Jace, Songan, Tuzak,

Staggered:
Prone:
Burning:
Entangled:
Fatigued:

First Group is up, 48 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]

Knowledge Local: 1d20 + 2 ⇒ (6) + 2 = 8

Seeing the giant skeleton to his right start to move Brampton swings at its leg hoping to shatter the bone before it takes its first step.

Power Attack: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Smash: 1d10 + 7 ⇒ (10) + 7 = 17

Is there any bonus to attack for it not moving yet? I hate to waste that damage roll if I missed.

Grand Lodge

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

Know (Local): 1d20 + 7 ⇒ (1) + 7 = 8

Wait...where are we from, again?

Songan, infinitely more wary of darkness-cloaked rats than he was only minutes ago, follows Brampton toward the skeleton. If he is in range for a charging attack, he takes it.

Charging Longsword Attack: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Longsword Damage: 1d8 + 2 ⇒ (6) + 2 = 8


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

Round 1
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Adir looks down at his spear for a moment, then at the skeleton, and then at his spear. Finally, with a sigh, he puts the spear away and pulls out his club.

"Perhaps, we should run through, and avoid these delaying tactics?"
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Kn:Local: 1d20 + 4 ⇒ (12) + 4 = 16(+1 if giant-related, if that applies)


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)

Without hesitating a second Leira waves her wand and casts a magical missile over the creature "Take that!"
Magical missile CL 3: 2d4 + 2 ⇒ (1, 1) + 2 = 4
I think the 130' range is enough but if wrong I will move Leira towards the rat as much as necessary to fit to the spell range
Charges remaining: 10


Brampton:

Perception Check: 1d20 + 2 ⇒ (7) + 2 = 9
The other skeletons seem to be rising upright, almost as though coming to attention, readying themselves to lunge forth in unison and attack your band with spears and rusty hammers.

Brampton's bec de corbin shatters the closest skeleton's femur near to where it would join the pelvic bone. The lower part of the leg dangles and clatters about like a jig dancer on a prancing board, even as the rest of the skeleton jerks and shifts to and fro, attempting to stand upright on one wobbly leg.

Leira fires off a glancing pair of bolts at the shadowed rat stepping away from the western passageway, the magical energies scoring faint traces through the wispy mists around it's body, though not nearly enough damage to stop it's rushing progress.

Adir:

You recognize these skeletons were most likely Hill Giants in their former lives, perhaps part of the original clan that once called this hill home, before they were driven out by the forces of Lastwall and before Trunau became the home it is today.

The giant skeleton along the northern wall stumbles forward past it's bony companions, not quite able to reach Dundin, instead lashing out with it's spear at Adir, the Jagged Shaft: 1d20 + 12 ⇒ (12) + 12 = 24 tearing a hole in the druid's armor and chest for Damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12.

The smell of fresh blood after so long denied a decent meal spurs the shadow rat to ignore the damage it has suffered and charge at Adir, it's teeth and claws: 1d20 + 4 ⇒ (12) + 4 = 16 touching with a chilling and bitter emptiness which sinks into the druid as the rat feasts, not on blood, but his energy, his essence, his very soul. The negativity of the rat seeps into Adir, draining him for Strength Damage: 1d6 ⇒ 3.

Songan then charges the same skeleton Brampton struck, his sword crashing into the other leg, chipping and fracturing the opposite femur. The blow sends the leg fragments flying apart, even as the pelvis closes up on the rib cage and the arms shrug closer to the shoulders, the heavy skull leering down at the catfolk.

Songan:

Perception: 1d20 + 6 ⇒ (12) + 6 = 18
You realize as your blade cuts through the bones there are fine wires and lines holding the skeleton together. A series of rocks are sliding down a groove in the back of the wall, pulling the interlaced bones together, causing them to clatter and distract you from the real menace, the skeleton battering at Adir this very moment. BTW this was your action for the first round, you posted early but no biggie.

Round 1 Continues

Initiatives
First Group: Adir, Brampton, Leira, Giant Skeleton, Shadow Rat
Second Group: Delia, Dundin, Jace, Songan, Tuzak,

Staggered:
Prone:
Burning:
Entangled:
Fatigued:

Second Group is up, 48 hour timer counting

Updated Map

Ignore the far R, I forgot to remove it when the rat charged.


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 looks around at her preferred weapons and comes to a horrifying realization... her arrows are not going to be much good against the giant skeleton. "Jace, kill!" She orders her warcat forward as she reaches into her pouch and draws out the tangleburn bag that Brampton had given her earlier in the battle. 'I knew this would come in handy.'

Jace Bite: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
Damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Delia Attack: 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16
Fire Damage: 1d6 ⇒ 4

Jace Actions: Movement Action - Move into position adjacent to the skeleton. Standard Action - Attack skeleton. Delia Actions: Movement Action - Draw Tangleburn bag. Standard Action - Attack skeleton with tangleburn bag.


M Megatherium Animal Companion | HP: 21 | AC: 23 T:12 FF:21 | CMD:16 | F:+4 R:+6 W:+2 | Init:+2 | Perc:+5 | Speed: 40' | Climb: 10' |

Round 1
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Seeing the rat attack Adir, Tuzak lashes out at it.

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Claw: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Claw: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

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

GM Darkblade:
Apologies for the early posting! I didn't realize I was doing so. You've already got my action for this round then, correct? I don't need to post again until round two?


Songan wrote:
** spoiler omitted **

Songan:

Correct, though if you wish you can tell the others what you discovered, as it is still part of your round.


Waiting on Dundin, if he has not posted by tonight, I will move the action forward.

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's eyes widen when the truth of their threat dawns on him, the fine lines of something like a puppeteer's strong appearing in the dim light.

"This one is a decoy! Adir's foe is the real threat!"

-Posted with Wayfinder


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

Dundin moves up to attack the rat, circling around the rat to deny it a strike as he closes. He swings his leadened blade hard.

mwork axe: 1d20 + 7 ⇒ (9) + 7 = 163d6 + 4 ⇒ (4, 6, 3) + 4 = 17

Move 20' to move around and not draw AoO and attack (std)

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