DM RichD's Giantslayer Campaign

Game Master Briccone

GiantSlayer Book 3: Forge of the Giant God
Part 3: Cathedral of minderhal

The heroes must infiltrate the ruined temple of an ancient giant god and defeat the Storm Tyrant’s lieutenant to prevent the warlord from gathering an even larger army. Within the cathedral, the adventurers also discover a powerful artifact that they must reactivate before they can make use of its magic.


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Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Sorry to see Gnok go!

As the others said we have the bases covered, but I'd like to have a fifth character along as well.


NARRATOR Skirgaard GS Map / SS MAP/

All,

Sergi Von Janderhoff has agreed to join you as fellow giant food. You will meet up with him in town when you are done with Brinya.


Male Dwarf Fighter (Eldritch Guardian / Mutation Warrior) / Mammoth Shaman (Crystal Tender) 4 (HP 36/36) (AC 21/11/20) (CMD 18) (Fort +7, Ref +3, Will +9) (Init +7) (Perception +13)

Hey guys! Glad to be aboard :-)

I still need to level him up, and wade through the Gameplay thread, but I will try to get up to speed ASAP.

EDIT: Levelled-up and ready to go :-D


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Glad to have you. I just joined recently myself and I think we Ae just wrapping up an investigation. Once that is over then we will see heat is next. I don't think you missed too much other than a Rodrik being killed, a run down bridling with enemies and a sobbing fiancé.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Welcome aboard, Sergei!


Male Dwarf Barbarian 6 (HP 78/90(+15) | DR 3/- | AC:19 T:11 F:19 | Saves F:+9 R:+5 W:+4 | CMB:+10 CMD:21 | Init:+1 | Perc: +10 Intimidate: +8 | Rage 20/20 rounds | Conditions: Bull's Str

Welcome to the group, Sergei.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

RichD, I don't know if I asked this or not but what type of armor is Kurag wearing right now? You said it was his military dress. Does that just mean the outer layer and Kurag still has his normal armor on?


NARRATOR Skirgaard GS Map / SS MAP/

@Kurag: Normal armor and weapons - just spit and polished with military decoration i.e a sash, cape. Trunauans are practical, so even their 'military dress' can easily be discarded if danger presents itself.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Thanks RichD.


NARRATOR Skirgaard GS Map / SS MAP/

@Drosk: Are you still with us?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Apologies! Got totally tied up with holiday traveling, but back now. Will catch up and post later this evening.

Hope everyone had great holidays!


Male Dwarf Barbarian 6 (HP 78/90(+15) | DR 3/- | AC:19 T:11 F:19 | Saves F:+9 R:+5 W:+4 | CMB:+10 CMD:21 | Init:+1 | Perc: +10 Intimidate: +8 | Rage 20/20 rounds | Conditions: Bull's Str

Did we lose Sergei?


Male Dwarf Fighter (Eldritch Guardian / Mutation Warrior) / Mammoth Shaman (Crystal Tender) 4 (HP 36/36) (AC 21/11/20) (CMD 18) (Fort +7, Ref +3, Will +9) (Init +7) (Perception +13)

Nope, I'm still here - but I have had trouble with dots disappearing in a few of my games :-/


NARRATOR Skirgaard GS Map / SS MAP/

Just want to make sure everyone is still here...


Female Dwarf Cleric 6; HP 51/51; AC 22, T 10, FF 22; F+6, R+2, W+8; CMB+6; CMD 16; Init +0, Perc +3; SM +7

I am!


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Just watiting for round 2 unless I read it wrong and your are re waiting on me already.


NARRATOR Skirgaard GS Map / SS MAP/

I sent a PM to Drosk. Hopefully we will hear from him soon.


NARRATOR Skirgaard GS Map / SS MAP/

I'll give Drosk until tomorrow and if still nothing, I'll start recruiting another player on Saturday.

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

Howdy, folks. Dotting for now. This is my conjurer. I'm glad to help!


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Welcome to the party!


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

with this build I can tell already I am gong to need to invest in iron
will. Ranger/Rogue just does not lend itself to high will saves.

Speaking of builds, what do you guys think I should add at next level, Ranger or Rogue?

The feat is going to be precise shot, both are +1 bab, but do I go with
rogue: evasion and a rogue talent (trap spotter or weapon training longbow) +2 skills
ranger: Rapid shot +2 hp

Max levels in rogue will be 4 just depends on when I take them.

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

We haven't encountered many traps so far. Instead we've been slaying lots of orcs. I'd say you go for Ranger and take Rogue 2 at level 4.


NARRATOR Skirgaard GS Map / SS MAP/

Hi All,

FYI...

On Saturday, my wife and I will be leaving to visit my family in South Carolina for two weeks. Since it is hard to find a hot spot, my internet connectivity will be hit-and-miss.

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

Enjoy the reunion. Us and the orcs will play card games in the meantime :)


Female Dwarf Cleric 6; HP 51/51; AC 22, T 10, FF 22; F+6, R+2, W+8; CMB+6; CMD 16; Init +0, Perc +3; SM +7

If any of the orcs are single, Greta will try to hook them up with a dwarven beau.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Good luckRichD.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

I thought you still needed at least 1 effective caster level to use it even though it is indeed on your spell list. Effectively Kurag's CL is at -2.

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10
d20pfsrd wrote:
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

As long as you have levels in a class with it on your spell list, you can use it. Very handy for low level Paladins and Rangers!


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

WEll heck then, I will gladly take the wand and spread the healing around if people want me to. Thanks for the reference BB!


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

30+ hours of work in two days. Going to bed and will post in the morning. Night.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

I will be gone tomorrow evening till Sunday visiting Mount Rushmore and other sites. Please bot me as needed any of you to keep moving.


Male Dwarf Barbarian 6 (HP 78/90(+15) | DR 3/- | AC:19 T:11 F:19 | Saves F:+9 R:+5 W:+4 | CMB:+10 CMD:21 | Init:+1 | Perc: +10 Intimidate: +8 | Rage 20/20 rounds | Conditions: Bull's Str

With BB's suggestion about some potions, I thought it might be useful to repost some of the recent loot we've gotten off enemies and not spent much time dividing up:

from Urnsul:
1 Potion of Vanish,
2 Alchemist’s Fire,
1 Thunderstone,
1 MWK Studded Leather Armor,
1 Light Crossbow,
10 bolts,
1 MWK warhammer,
1 Shield Cloak,
7 gp

from Vorom:
1 Potion of Bull's Strength,
1 Potion of Cure Moderate Wounds,
1 Potion of enlarge person,
1 MWK Breastplate,
4 Javelins,
1 MWK greataxe,
1 Sap,
1 Sack,
1 Gold Necklace (worth 100 gp),
124 gp

from Beast Tamer:
potions of cure light wounds (2)
acid (2)
caltrops
leather armor
javelins (3)
orc double axe
scabbard of honing
36 gp

from Kagak:
Potion of cure moderate wounds,
scrolls of cause fear (2),
scroll of charm person,
scrolls of grease (2),
scroll of remove fear,
scrolls of summon monster I (2),
wand of cure light wounds (24 charges),
thunderstone,
mwk chainmail,
mwk light steel shield,
mwk battleaxe, (currently held by Bormann)
throwing axes (5),
antitoxin,
war drums
Orcs: 3 studded leather armor, 3 falchions, 12 javelins

And there's probably a good chance I'm missing other stuff.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Thanks for reposting this.

Kurag has the wand of cure light and has used 3 charges of it. He has also obtained a MW chainshirt in the past.

Items interested in.

Potion of vanish if greater than CL 1
Sap
Vial of acid
Vial of alchemist fire


NARRATOR Skirgaard GS Map / SS MAP/

So the plan is to sprinkle caltrops down the middle from the barricades to the portcullis and casting grease on each side.

BB is on boulder duty.
Kurag is on log duty.

Sergei, Greta & Bormann, where will you be?

Will you all be setting the boulder on fire before pushing it down the hill?


Female Dwarf Cleric 6; HP 51/51; AC 22, T 10, FF 22; F+6, R+2, W+8; CMB+6; CMD 16; Init +0, Perc +3; SM +7

Greta will be at the back, where she can fire her crossbow as soon as the orcs top the barricades and where she can channel and heal and keep as many fighters up as she can.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

I will leave the fire on the boulder for BB to decide as I don't want him to possibly get burned in the process.

Who is laying the caltrops as we only have 4-5 rounds to get this done?

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

Is a torch good enough to ignite the boulder? I don't have anything magical that can light it up.


NARRATOR Skirgaard GS Map / SS MAP/

Yep. A torch will work just fine.

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

So, it sounds like:

- BB will light a torch and ignite the boulder. Then he will help push it. If he has time, he will use the scrolls of grease to slow the orcs down.

- Kurag will chop the logs down.

- Greta will stay behind the barricades to shoot at orcs and heal the wounded.

Did anyone suggest the soothe syrup and remove disease potions to help the drunken sergeant yet? Player knows about them but BB doesn't. So far it looks like he'll be behind the barricade to "help" Greta.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

OOC I agree with you that it makes snese. IC I don't think Kurag would think about it at the moment.


Male Dwarf Barbarian 6 (HP 78/90(+15) | DR 3/- | AC:19 T:11 F:19 | Saves F:+9 R:+5 W:+4 | CMB:+10 CMD:21 | Init:+1 | Perc: +10 Intimidate: +8 | Rage 20/20 rounds | Conditions: Bull's Str

I'll lay out the caltrops. I'll also work the side opposite Kurag and can cut the logs on my side.


NARRATOR Skirgaard GS Map / SS MAP/

Sorry, I have been really tied up with work. I will try and get a post out tomorrow or Saturday morning.


NARRATOR Skirgaard GS Map / SS MAP/

I will be leaving this Saturday to visit my family in South Carolina for two weeks. Internet connectivity will be spotty. I will try to post when I am able, but it might be infrequent until I return.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Parents having sewer problems so extended family at our house for a couple of days. Posting might be spotty.


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

Hope everyone is doing ok if they are on east coast USA. Glad to hear you are back RichD

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

Yeah, it's good to hear you are safe and sound, GM. I live in Boston, so it's just been raining for a few days.


NARRATOR Skirgaard GS Map / SS MAP/

Well done on that battle! Here are your spoilers:

18 Orcs: 18 Studded Leather Armor, 18 Falchions, 72 Javelins.

Orc Bombardier: unerring grenade (The warped clay sphere of this +1 fuse grenade (Ultimate Equipment 107) is painted with a crimson bull’s-eye symbol and its fuse is dyed red. An unerring grenade can be lit as a move action and thrown like a splash weapon. An unerring grenade veers toward its target, whether a creature or a grid intersection, negating any miss chances that would otherwise apply, such as from concealment. The thrower still has to aim at the right square or grid intersection.
An unerring grenade otherwise functions as a normal fuse grenade (Reflex DC 16 half)

6 alchemist’s fire, 6 smokesticks, tanglefoot bag, hide armor, composite shortbow (+3 Str) with 20 arrows, falchion

3 Orc Shieldbreaker: 3 potions of cure light wounds, 3 antitoxin, 6 alchemist’s fire, 3 leather armor, 3 daggers, 9gp, 3 pilums, 3 shotels

Orc Beast-Tamer : 2 potions of cure light wounds, 2 acid, caltrops, leather armor, 3 javelins, orc double
axe, scabbard of honing, 36 gp


Male HP: 96/96 AC: 20,15,15 saves F:8, R:16, W:11,+2 vs. poison, spells, and spell-like, perception +15, stealth +18 Init:+6 (+2 in mountains); Rng8 Rog 2. / Druid 10

I am thinking that we should all divide up the alchemist fire, smokesticks so that everyone has 1.

If ok with everyone I would also like the 20 arrows and an antitoxin as well.

Items claimed then: 2 alchemist fires, 1 smokestick, 1 antitoxin, 20 arrows.

Don't know what the scabbard of honing does but sound something more melee focused.


Male Dwarf Barbarian 6 (HP 78/90(+15) | DR 3/- | AC:19 T:11 F:19 | Saves F:+9 R:+5 W:+4 | CMB:+10 CMD:21 | Init:+1 | Perc: +10 Intimidate: +8 | Rage 20/20 rounds | Conditions: Bull's Str

Looks like there's a potion enough for everyone too.

Scarab Sages

Dwarf Male Wizard 6/Monk 1 | Stunning Fist 1/1 | Spells 4/4/4/3 | Conj Spells -/1/1/1 | Bonded Spell | 6/6 Acid Darts | |Filth Fever | Flaming Sphere (4 uses remain) HP 51/51 | AC 14(T 13 FF 13) | CMD 15 | Saves 7/4/9 | Init 0 | Perception 10

I'll take:

2 Alchemists's Fire
1 Smokestick
1 Dagger
2 Cure Light Wounds Potion
5 Javelins

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