GM Raltus' - Slaying Giants

Game Master Raltus

Maps l Hand outs l Lootz


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+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

You're under arrest!


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Who exactly is going to arrest us? I'm sure this will be fun to watch the orc raid from inside of the jail :D


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Stop right there criminal scum! I am scout Dain! I AM THE LAW!


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

"There is nothing to see here move on" Yorikata covers Lanneth.

Pointing THE LAW over to the street justice attempt targeted at Brinya.


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Ya, there will be political fallout from this down the line... just watch.


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Good thing we didn't have to fight them. We'd have to kill all the witnesses!


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

As long as Halgra is chief I'm not worried, as I got the impression this fallout will hit those racists. Because Oloch, the iconic half orc warpriest is Halgra's son. Which settles her stance on the topic.


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

All full orcs are gunna get it though. Dwarf Hatered all the way!


Halgra gets around, she has like 12 kids and they are all different breeds haha


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

She takes on everything. In battle and in bed.

At least she knows how many kids she has and has most of them with her. Many of the male heroes can't tell.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

What is up in the area we're supposed to clean up. I guess we're not supposed to take a broom and sweep the yard. Are there any enemies in town already, or is that just the fallout of the siege attack?


Both really, I have left you at the gate and you can from there, this is a bit of a sandbox right now


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Then please tell where we are on the new map, as I have issues to locate the inner gates on it, which we just passed.

Also I guess we should know, or Kurst told us where all these beacons are that we need to light, that this "coming out of the dark" ends and we get an overview of the situation.


M Oread Kinetic Knight 4____HP 28/39

Suffocation:
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.

Guys, rather than breathing smoke, hold your breath, easier constitution check, and only really need to start making them after holding your breath for 10 rounds.


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Interesting situation. The players really do have a choice here, sacrifice the NPCs and stay safe or Risk at least one player death to save two NPCs.

We still may have one death here, Orcs really do massive damage, and all 3 are still up and some of us are hurt.

Also before Sara loses a HP shouldn't Gran'd and the orcs have gone again?


You're right I messed up the initiative order sorry.

Yes it is an interseting fight since you are trying to save as many villagers as possible. This AP is a real meat grinder at times since right now the Orcs basically have 19 HP and once you face Giants when they hit you they hit HARD


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Yes, and because most of the party is off doing something else, the Orcs can focus fire....

Lots of HP and focus fire is always where the players are in the most danger.


One is so close to death, once they are in the negatives they will bleed out with each action, plus they only get one and are staggered. They have 6 HP and a con of 14


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

I need spring attack. With staggered orcs that would be really strong.


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Actually hmmm. yes, you should.

I had forgotten it lets you move right up to a giant and avoid all the AoO from the giant...

That could be really useful the whole campaign.


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

MY turn now? Got confused


Yes you and Gran't'


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Checking the thoroughly dain finds longsword, a heavy steel shield, 10 crossbow bolts, a healer’s kit with all 10 uses remaining, 50 feet
of hemp rope, a key to the doors of the guard towers
surrounding the inner quarter (area L2), and 15 gp.


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

OK so we have a bunch of stuff from today and had a really long day:
Holy Water (2)
Potion Shield of Faith
potion of cure light wounds (2)
potions of pass without trace (2)
Potion of Barkskin
potion of vanish
smoke pellets (2)
tangleburn bag
Other Gear leather armor
daggers (5)
mwk morningstar
short sword
belt of tumbling
alchemically treated coals
crowbar
thieves’ tools
key
garnet (worth 50 gp)
34 gp
Scroll Unknown (Ghost Bane Dirge)
Scroll of Barkskin

longsword,
a heavy steel shield,
10 crossbow bolts,
a healer’s kit with all 10 uses remaining,
50 feet of hemp rope,
a key to the doors of the guard towers

So far since the assassin attack today we have encountered:
Traps,
Ghost Rats
Gelatinous Cube
Orc/Troll
Townfolk Mob
Orcs (3)


We can pause really quickly for you guys to sort you stuff out if you want to regear


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

I'll take whatever the group thinks will be useful for me.
A belt of tumbling would be helful for me.

I think Yorikata should take the smoke pellets to help her get her stealth attacks.


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

No claims


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

I'll keep the scrolls and the longsword (since we are in battle here). Dain and Yorikata should take a healing potion each.

If nobody minds, I could also take the Potion of Vanash. It would allow me to escape if I get cornered.

Potions of Shield of Faith and Barkskin would be useful for any of the front line guys...

Tanglefoot bag. That could be useful in this general area to lock down some orcs. Who wants it? If nobody else does I can probably carry it.


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Dain is the archer guy, I've been swinging the axe due to tight spaces and no precise shot. When I get it, I'll be tickling your ears with the arrow feathers. So Balder should get the potion.


M Oread Kinetic Knight 4____HP 28/39

Am I chopped liver?


M Nerd 1/Geek 2

I am slightly lost though, have all the signal fires been lit?


The first one was, the one in the inner quarter is destroyed, right now you are clearing this area out then going to the Hope springs signal fire.


+2 Init/Per in mountains Dwarf Ranger5 HP50/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

One potion to Balder and Gran't


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

That's fine. I was just thinking that Dain and Yorkiat were more mobile then Gran't'/Balder so they should have the potions, but whatever.

As long as it's not me it makes sense.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Smoke pellets are obscuring mist in pellet form. They don't help with sneak attacks. Actually they are hindering.

Yorikata would like the potion of barkskin, the potion of shield of faith for mechanical reasons, as well as the belt of tumbling. But if Balder volunteers to be the one tumbling into flanking position to me, he can have it too.

Roleplay wise Yorikata would like to have the garnet, because it looks nice.


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Yorikata, you playing a unchained rogue right?

If you are unchained, sneak attack is not prevented by anything less then total concealment. That's one of the things they changed.

So obscuring mist/smoke pellets shouldn't be a problem.

It was a much needed fix.


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

I figured the belt of tumbling will help me avoid AoO that'll happen when I try and close with larger foes as I can't really sneak up on them like Yorika can.

Which potion should I take?


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

What do you mean with sneak up? Maybe I missed something in the rules of the unchained rogue again.


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

Well I mean you have like a 9 for Stealth and get a lot of skills to pump into it so you can move into a position and get sneak attack while I dance around the giants taking the hits. Good tactic I think? But I defer if you would prefer. It's no biggie.


M Oread Kinetic Knight 4____HP 28/39

I think Yori is more likely to be able to get her acrobatics high enough to tumble to avoid AoO more often than Balder could


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Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

I don't think Either will be taking hits:

Sprint Attack. Even if you don't move past the giant, it stops all AoO from the target you attack this round.

Balder as a fighter I would think you would easily have enough feats to pick that up considering you already have the prereqs.

So you can move around him all you want without provoking an AoO.


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

Sprint Attack? Where's that from cos I haven't seen it before. But yeah that would help a ton. I'll pick it up as my next feat.


I think she/he means spring attack, they were talking about it earlier


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Yeah, not going to happen. Dodge - Mobility - Spring Attack.

The stealthy approach would also need a rogue talent to work: Hide in plain sight. But then I'd need to make Stealth vs. Perception checks instead of rolling my acrobatics vs. the enemies CMD. I'd probably be better off with taking skill focus Acrobatics, than using the stealth approach.

With my current acrobatics vs. standard Orcs I'd get an auto succeed on tumbling, with the belt. I can do pretty well even without the belt.

But after I got the feeling that your assumptions about my options are off by some degree, I checked your options for tumbling. Assuming we face a hill giant (lowest ranking giant I know), with a CMD of 24, your chance of tumbling through is 0. And with the belt it's 15%. Calculating with your current Acrobatics value of +2.

I understand the concerns about having to walk into the range of a giant. But I don't think tumbling is the solution for you.


Reach weapons and ranged is all I am going to say, Listening to The Glass Cannon Podcast play and having read all the books.

Giants hit really hard when they do so be weary, if you go the low ARM approach to duck and dodge and I Power Attack and hit you for 40 dmg at level 40 you are going to feel it.


Healed Today:
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (CL, EPS, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Sorry mutitasking DM Raltus is correct I was talking about Spring attack from the CRB.

Yorikata, I agree Spring Attack is a huge investment for a rogue. Not so much for Balder given he has the pre-rec feats already.

Me, I plan on staying out of range. I then just have to watch out for the boulders...
Too bad protection from Arrows isn't a Witch spell. That could be useful.


Just carry a big shield?

The next group of people can move, if you guys want you can post before you turn and I will move things accordingly


Human Fighter 5 / AC 20 (+4 vs Reach, +4 Mobility Feat), Touch 11, Flat 18 / HP 49/40 / Init +1 / Fort +7, Ref +3, Will +4 (+1 vs Fear) / Perception +5

Okay cool. Yorikata take the tumbling belt. I'm trying to use a feat chain against giants anyway. So far I can get a +8 on my AC moving through AoO but will make a plan :)

Big shiel negated my using massive weapons.


No I know I meant for Lanneth


So a potential issue I see coming up is that Balder is able to get into combat with something with Reach. His AC goes really high BUT once you are there that creature will hit you 9/10 times while you are not avoiding the AOO of the reach

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