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.


1,601 to 1,650 of 5,803 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

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 bows with gratitude as she is named Medic to the militia. Later, at the briefing, she nods along with the others. "Of course I will go along. I am happy to serve!"


NARRATOR Skirgaard GS Map / SS MAP/
Bormann wrote:
"If we put an end to the threat of Grenseldek, do you want it known that his destruction is the cost of attacking Trunau? Or should we keep that to ourselves? I am unafraid of any of my enemies knowing they face a warrior of the Grimm clan, but I am a traveler through these lands, whereas you have deep roots here. I will defer to your judgment on this."

Halgra smiles. Of course having it be known to the tribes of giants and orcs that they will be wise to steer clear of any ill intent to Trunau will be helpful.

Hearing all of you accepting the mission brings around of applause. Halgra again smiles. You honor Trunau and Trunau's honor rests with you.


NARRATOR Skirgaard GS Map / SS MAP/

Anyone who wants to, give me a Knowledge geography, history or nature roll.

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 have k Geography +7 and Nature +8.

Knowledge: 1d20 ⇒ 16 So that's 23 Geo and 24 Nature.

BB thinks long and hard about the region and its inhabitants...


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

Will get a post up tonight. Busy at a meeting right now for another 2 hours.


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

Bormann can take a shot at a Know: Nature roll
Nature: 1d20 + 6 ⇒ (12) + 6 = 18


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

After the ceremony Kurag joins the others for the discussion regarding the future exploration.

Kurag listens intently to the talk from Kurst and Silvermane about the location of the secret vault and the primary objective of Grenseldek's lair. It would seem then that the we have much to do and little time to do it. While we certainly have given the giant a set back there is no doubt that should another orc warband be marshaled then Trunau will be attacked again. The only answer is a quick and speedy strike at Grenseldek.

know geog 1d20 + 6 ⇒ (12) + 6 = 18
know nature 1d20 + 6 ⇒ (3) + 6 = 9

Kurag contemplates the manner of travel by using the river. That route does provide us the best option to avoid the majority of the orcs in the region. The Ghostlight Marsh will be our first stop then to recover this cache of items. My concern is how do we find a will-o-wisp husk for the lamp? do you have one or must we find a will-o-wisp to fight. If so do you know what is the best way to fight one?

From there we make our way to Grensldek's lair and keep Trunau safe by any means possible. Without a doubt I accept this mission. Before we leave though I must see about some gear then before we head out.


NARRATOR Skirgaard GS Map / SS MAP/

@Greta & Sergei:
Ghostlight Marsh is a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall runs through the swamp. Both orcs and humans avoid the marsh due to countless tales of strange, floating lights.

@Bormann:
Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land. The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground. While the druids’ fight was valiant, the Council of Thorns was eventually driven back to the swamp and defeated by the orcs.

@Kurag:
Faced with sure defeat at the hands of the conquering orcs, the druids of the Council of Thorns made a final stand in the swamp, sacrificing themselves in a bloody ritual. As the druids’ dying bodies slumped into the muck, vengeful willo’-wisps rose from the marsh and drove the orc army out of the swamp. These cruel and capricious aberrations have guarded Ghostlight Marsh from intrusion ever since. (Probably won't have a hard time finding a will-o’-wisp!

BB:
The will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives.

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

BB thinks long and hard. "Hey, the Council of Thorns, they were big into reincarnation, right? I bet they are the will o wisps, still guarding the area after their death. Hopefully they will be willing to help us out."


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 frowns. "Locals avoid the swamp due to the strange lights. That might be tales of these wisps!"


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've heard the tale that the Council of Thorns were driven into the swamps and slain by the orcs. If they did become ghostlights, their rest may be unquiet, even dangerous," Bormann adds. "We should be wary."


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

Just a heads up: I will be travelling for the next week. I will have internet access, but my posting will be slooooowing down a bit. Rest assured, I will be back! Feel free to bot Greta if you need to!


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

Kurag looks a bit squeamish at the words from BB. I hope they prove to be helpful as I would hate the thought of attacking the shades of those that have defended this place. Yet if that is what is needed to retrieve a will-o-wisp husk then that is what he have to do.

Turning to Bormann, You knowledge is quite impressive of this region for not being a native here. Indeed, the Council of Thorns was driven back but hey were not slain by the orcs themselves. Instead it is told that the Council sacrificed themselves in a final ritual to repel the orc menace.


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
Kurag Urlot III wrote:


Turning to Bormann, You knowledge is quite impressive of this region for not being a native here. Indeed, the Council of Thorns was driven back but hey were not slain by the orcs themselves. Instead it is told that the Council sacrificed themselves in a final ritual to repel the orc menace.

"The accomplishments of our enemies of old are as wounds to those of us in the Grimm clan. They add to the grievances we are determined to address. Dwarven grievances may come first, but the orcs will pay for all in time."


NARRATOR Skirgaard GS Map / SS MAP/

Arriving at the dock, you see that Bloodtusk’s riverboat is a large, modified keelboat with a sturdy wooden hull. Assembled from the scavenged wrecks of several other vessels, the riverboat looks ungainly, with a wide forecastle and tower-like structure at the bow, and a high aft-castle at the stern. The boat is 120 feet long and 30 feet wide, with a draft of 10 feet. It has a single mast with a large sail as well as rowing banks. To assist in traveling upstream, the riverboat also carries eight horses that can be put ashore to pull the boat upstream.

Bloodtusk’s Keelboat

The boat is cramped, with ceilings only 5 feet high. Cabins and interior cabins are usually unlit during the day, with a single hooded lantern providing illumination at night in inhabited areas.

A1. Main Deck: The open deck of Bloodtusk’s keelboat sports a single mast, a stowed jolly boat, and an open stable A2. Netting along the rails provides additional storage space. A hatch in the deck aft of the mast opens onto the coxswain’s gangway (area A10) below. A short f light of stairs leads up to the forecastle A3. Two flights of stairs descend under the forecastle to the cargo hold A9. Double doors aft lead to the chart room A6 and Bloodtusk’s cabin A7, flanked by two sets of stairs that climb up to the aftcastle and pilot deck A8. A small crow’s nest sits atop the 30-foot-tall mast.

A2. Stable: : This open stable takes up a large section of the main deck fore of the mast. Its eight stalls are lined with matted hay. The stable holds eight heavy horses, which are deployed on shore to pull the riverboat upstream when necessary. Seven of the horses are normal horses with the docile ability, but the eighth is an old, combat-trained warhorse.

Appraise, Handle Animal, or Knowledge (nature) DC12:
The warhorse is a very special horse.

A3. Forecastle: This wide platform extends over the gunwales. A tower rises above the bow from the center of this deck, containing the galley A4 and the crew cabin A5. Two barrels lashed to the bow tower hold 20 javelins and four longspears for the crew to use in defending the boat from river threats or repelling boarders.

A4. Galley: The crew prepares meals in this simple but well-stocked kitchen in the base of the bow tower. A small table in the room can seat six people. Stairs lead up to the crew cabin A5 above. Two hammocks can be hung under the stairs to provide additional sleeping areas.

A5. Crew Cabin: The boat’s eight crew members sleep here in hammocks hung between several posts and the walls. Eight wooden footlockers with simple locks containing the crew’s personal effects skirt the perimeter of the room. Ten people can sleep comfortably in these quarters, or up to 12 in more cramped conditions. This is where you’ll be sleeping.

A6. Chart Room: A large oval table fills the center of this room. A detailed map of the border region between Belkzen and Lastwall, focusing around the Esk and Kestrel waterways, is spread on the table next to a leather-bound ledger. Coxswain Halrex bunks in the chart room at night. Her rolled-up hammock and the locked wooden footlocker where she keeps her personal possessions sit in one corner of the room.

A7. Bloodtusk’s Cabin: Two large panes of lead-framed stained-glass windows on the far wall, depicting a regal Chelish naval officer atop a crow’s nest surrounded by devils, shine a cascade of scintillating light and colors over this otherwise modest bedchamber. A double bed, an ivory-inlaid footlocker, and a chamber pot provide the only furnishings. When not on deck, Captain Raag Bloodtusk can usually be found here, and he sleeps here at night.

A8. Pilot Deck: The riverboat is steered via a sturdy tiller atop this raised deck. Behind the tiller, a heavy ballista is mounted on a swiveling base that gives the siege engine a 360-degree arc of fire. Two nearby crates each hold 10 ballista bolts, and a barrel containing eight javelins and two longspears
is lashed to the rail. Captain Bloodtusk can usually be found here during the day with his hand on the tiller. If the boat comes under attack, three of the crew not manning the oars take battle stations here, though this leaves the ship undercrewed for sailing and maneuvering.

A9. Cargo Hold: Two sets of stairs lead down into this hold from the main deck A1, while a set of double doors allows bulkier goods to be transported through the hatch in the deck and along the gangway A10. All manner of mundane trade goods stuff this chamber, including cloth, flour, dried fruit, horse feed, pickled beef, salt, and exotic spices.

A10. Coxswain’s Gangway: This long gangway overlooks the rowing banks on either side of the vessel and connects the cargo hold A9 to the armory A12. Coxswain Halrex can be found here 10 hours a day, pacing back and forth and pounding her drum to set the pace for the rowers in the banks below.

A11. Rowing Banks: Four short flights of stairs descend from A10 into these recessed compartments, where wooden benches provide seating for rowers working the massive oars that propel the riverboat forward. In all, there are 20 benches, 10 to a side, that when fully occupied can seat 40 rowers, two to a bench.

A12. Armory: A pair of locked iron doors separates this hold from the rest of the ship. Apart from a cargo of six chain shirts, 12 battleaxes, and 20 spears, the armory also contains a locked iron cage holding a drugged girallon from the Mwangi Expanse named Bakkara that Bloodtusk hopes to sell to a representative of Urgir’s gladiatorial arena.

A14. Bilges: This 5-foot-wide corridor stretches for 80 feet between two doors. The corridor is filled with sludge and muck to a depth of 2 feet.

A15. Pump Room: A rotting door from the bilges is the only entrance into this oft-neglected compartment, which holds the pump that drains the brackish water that accumulates in the bilges.

As you approach the boat you see several members of the crew preparing for the journey with a hulking half-orc giving orders. After a few minutes, he notices you, stops and shouts, We ain’t puttin’ on a show fer yer amusement. Step lively and go lollygag somewhere else!

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

BB waves goodbye to the town that accepted him. He's not used to that feeling...

Appraise: 1d20 + 8 ⇒ (9) + 8 = 17

"Ah, a warhorse! Trained for combat, it won't run away scared or nothin'!"

He looks around. "So uh...where do we sleep? With the crew?"


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

Kurag heads out with the others sitting atop his new horse, Ash. While it was good to be in the saddle again with a horse of his own it would take some time to build a bond between him and Ash. Arriving at the dock Kurag is pleased to see that the ship is if decent size to hold the party and Ash. He moves quickly at the sound of the half Orc and brings forth the papers that were given to them. Captain Bloodtusk? Sergeant Kurag reporting as ordered by the leaders of Trunau.

Letting the captain look over the papers Kurag waits for a moment before continuing on. Where would you like us yo stow our stuff and what can we do to help get on the way?


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

Once Kurag manages to get on the ship he immediately spies the stables and the horses within it.

appraise 1d20 + 2 ⇒ (11) + 2 = 13
handle animal 1d20 + 4 ⇒ (11) + 4 = 15
know nature 1d20 + 6 ⇒ (7) + 6 = 13

The old warhorse had a sense of nobility to it that pulled at Kurag's heart. This magnificent beast was not one that should be tethered along to drag a keelboat. It should be free to roam the prairies. Why it should happen Kurag did not know but he felt closer to this fine animal upon just meeting him then he did to Ash.

Turning to Captain Bloodtusk Kurag called out to him. Captain. I see you have a old horse here that seems in need of some different scenery. How about I trade you even up for this fine young steed. This fine animal will see you many fine years of service upon the waterways. She is a gentle beast and well trained from what I have seen. Placing a hand on the old warhorse's flank Kurag whispers to it. I will find some way to free you Lucky. Even if I have to buy you at thrice what Ash cost me.


NARRATOR Skirgaard GS Map / SS MAP/
BB wrote:
"So uh...where do we sleep? With the crew?"

Ye make it sound like its a bad thing! Mebbe tha crew don't want you sleepin' with em! The half-orc yells back much to the cheering of the crew.

Kurag wrote:
Captain Bloodtusk? Sergeant Kurag reporting as ordered by the leaders of Trunau.

Finally! One who states their business instead of sight-seeing! The half-orc says as he grabs the papers again to the cheers of the crew.

Signed by Halgra herself. The half-orc mutters. How is the old gal? Oh and yes, I'm the Captain. Captain Raag Bloodtusk at yer service!

Kurag wrote:
Where would you like us yo stow our stuff and what can we do to help get on the way?

I like ye boy! Put yer stuff on deck until we decide if we'll keep ye. Iffin we do, Coxswain Halrex will show ye to yer bunk. Find a crew member and lend a hand.

As Bloodtusk turns to leave, he hears Kurag call out to him. What a fool! trading a young horse for an old worn-out warhorse! Bloodtusk hides his smile before turning around. Well you see, that horse is sentimental to me. It belonged to me Pa. I don't know if I can part with it!

Some of the crew start to giggle.

Bluff:
1d20 - 2 ⇒ (9) - 2 = 7

Sense Motive DC7:
The Captain is full of what can be found in the stable!

I'll come up with a price for me ole' beloved Lucky! As much as it will pain me to part with him.

Kurag wrote:
I will find some way to free you Lucky. Even if I have to buy you at thrice what Ash cost me.

The warhorse playfully nuzzles Kurag and whinneys in response.


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

Kurag gets a small smile as he hears Bloodtusk talk about Halgra. Well Halgra is Halgra. As unyielding as steel when she wants to be stubborn but wise enough to bend with the wind when such is required. Never heard anyone call her 'Old Gal' though to her face and not suffer from it in some way though.

Bloodtusk wrote:


I like ye boy! Put yer stuff on deck until we decide if we'll keep ye. Iffin we do, Coxswain Halrex will show ye to yer bunk. Find a crew member and lend a hand.

Following the orders to deposit his stuff on the main deck Kurag decides that Bloodtusk might be alright if a fellow but Kurag was not to be pushed around too easily. Say what you will captain but like it as not we will be staying on till we reach our destination. Coxswain Halrex will just have to adjust to our presence.

Sense motive favored enemy 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22

Kurag easily sees through the deception and counters the half orcs remark, Well if it was your pa's then that horse is likely to die of old age before we even take off. Plus I would not want to take away something that reminded you of you dear beloved pa. If you change your mind or have a price in mind though let me know. You know where to find me.


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

Bormann sets his stuff down on the deck alongside Kurag's, but he eyes the half-orc captain suspiciously. It didn't help that he was going to be floating on the river and without solid ground beneath his feet. If it weren't for the fact that there was a good argument for taking the river, Bormann would have preferred walking into danger even if it made for a longer and bloodier journey.
In the interests of not getting on the captain's bad side so soon, Bormann keeps his thoughts to himself.


NARRATOR Skirgaard GS Map / SS MAP/

Spunky Dwarf! Bloodtusk mutters as Kurag leaves.


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

Kurag gives the captain a bow and turns on his heel to see about helping any of the crew. Kurag would approach the captain again on the morrow asking if he had decided on a price yet for Lucky. Until then Kurag could wait. He had the stubbornness of a dwarf after all.


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 eyed the boat with some distress. She'd seen boats, sure but they were small and this was... not. Still she was quiet and polite, at least until she felt a little more at home on the vessel.


NARRATOR Skirgaard GS Map / SS MAP/

Working with the crew, you quickly getting the boat ready to depart. Lines are cast off and the boat sets sail on the river. Coxswain Halrex shows you to your bunks and says unemotionally, The Captain wants to see you all topside in a quarter hour's time. She looks at each one of you suspiciously then leaves.

Fifteen minutes later you are standing in front of the Captain. You might think this is some sightseein' cruise where ye be lookin' fer mermaids and what not, but part of the arrangement I made with the old gal was that yer all to become part of the crew. In addition to rowin' when needed, you all are expected to take on a job. I need someone to help with the cookin', another to help with the fishin', someone to be a lookout, someone to be rowin' all the time and someone to help with the soundin'. For ye landlubbers, that means make sure we don't get caught in the shallows! He looks at Kurag, You me boy, will help muckin' out the stables. I want to be sure ye will be a good owner fer me dear brother's horse.

What job is everyone doing?


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

Kurag actually gave a small smile when it was said that he would be mucking the stables. Truth be told he liked being around horses. If you treated horses kindly they would repay that kindness back. It wasn't the same with other folks. Knowing it was not going to get him on the captain's good side Kurag still felt compelled to open his mouth and smart off at the captain. That is 5 positions that need to be filled plus mucking out the stables. Am I to pull double duty then? Clearing his throat Kurag candidly points out as well, By the way I thought you said 30 minutes ago that the horse was your pa's? Apparently the horse got around a bit.

If Kurag does need to pull double duty Kurag would love to be the look out. High vantage point with his longbow. sign me up.


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

Between survival and know: nature, Bormann may be well qualified to do some fishing, looking out, or sounding.

Bormann shrugs, "It's just as well to be working this voyage off. I wouldn't be able to sit idle in the quarters. But is our presence likely to cause a stir among other boats or other locals we might meet?"

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

"Mermaids! Isn't it a little shallow? I thought they lived in the ocean or something.." BB totally buys it until the captain clears his throat. "Oh, hehe..."

BB has K. Nature of 8 and Perception of 7. Lookout or Fishing might be best for him.

"I'd love to do some fishing. Maybe I'll see some water beetles."


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'm not particular suited to any of the above, so perhaps rowing is best for Greta?


NARRATOR Skirgaard GS Map / SS MAP/
Quote:
That is 5 positions that need to be filled plus mucking out the stables. Am I to pull double duty then? Clearing his throat Kurag candidly points out as well, By the way I thought you said 30 minutes ago that the horse was your pa's? Apparently the horse got around a bit.

Bloodtusk counts the jobs on his hands. Yer right. Whatever jobs ya don't take will be taken on by the crew, especially if yer really bad at one. And that's what I said, tha horse was me Ma's! Now stop yaking and start mucking!

Bormann wrote:
"It's just as well to be working this voyage off. I wouldn't be able to sit idle in the quarters. But is our presence likely to cause a stir among other boats or other locals we might meet?"

Naw! This boats known if yer on it, yer accepted until I throw ya to the sharks! He looks at BB to see if he can fool him again.

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

"Sharks? But I thought they live in saltwater oceans..." BB ponders, obviously taken in by the captain's tomfoolery. Huh, I learn something new every day...

"You know what? I'll help with cooking. I'm a smart fellow, I can cobble something together. My old boss used to call me Big Gut Beetle!"


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

Pa's, brother's, now ma's. Next thing this crazy coot is going to say it was his wife's ah well. It sounds like the horse will be mine shortly so better go take good care of it. Kurag holds back his tongue and laughter trying to show a straight face. Yes captain I will head to the stalls then. they will be so clean maybe BB will want to sleep there to avoid any fresh water sharks.

Upon leaving to the stalls Kurag makes a point to slow down to talk to BB. Don't believe a word that man says unless it has to do with sailing. He's the biggest liar I have ever seen. There are no sharks in the water unless he throws himself in first. Just make sure to keep the kitchen clean and we won't have any problems with him hopefully.

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

"Oh, thank goodness!" BB wipes the sweat off his brow. "Sharks don't have enough room to swim through rivers, anyway. Haha, the joke's on me!" BB has a good laugh. "I was kinda looking forward to cooking shark meat, though." He turns towards the mess hall.


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

Kurag hems and haws as he is thinking and a smile gets on his face. Maybe you can cook something that is caught and tell Bloodtusk it is a shark. Turn the table son him if possible and get him to bite.


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

FYI, bull sharks have been spotted in fresh water rivers and estuaries - apparently as far up the Mississippi as Alton, Illinois - just a bit north of St. Louis. I'm just sayin'...

"I'll be sure to keep an eye out for sharks in the nets, BB." Bormann volunteers to help with the fishing and heads for the nets.

I can actually make the DC 18 survival check by taking 10.


NARRATOR Skirgaard GS Map / SS MAP/

Captain Bloodtusk roars, Enough! Get to work! As the crew passes, several slap BB on the back good-naturedly.

Kurag goes to the stables where the old horse chortles on seeing him and whenever he passes by, tries to nuzzle him.

@Kurag: Give me your appropriate check.

BB goes to the well-stocked galley.

@BB: What are you making and role me the appropriate checks.

Greta goes down to row and since they are heading downstream, the rowing seems easy.

@Greta: Give me your appropriate check.

Bormann goes over to where a couple of burly half-orcs are hauling in the nets. Welcome to the fish-hunters! One of them says in a greeting. Grab ahold of that end of the net.

@Bormann: Give me your appropriate check or just take 10.

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

BB thinks carefully. "Well, we can use fish as the protein, maybe some of the leaves here for salad and a side. Let's see, do we have any beans? I can mix that with some rice and BAM!"

Int Check: 1d20 + 3 ⇒ (7) + 3 = 10

"Not too bad, could be better. I hope it isn't too bland!"


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

Kurag moves to the stables after finding a nail on the outside to hang his bow and quiver from. It would not do to get his equipment soiled or broken in the tighter confines.

Take 10 on handle animal for 14.

As he is working Kurag takes him time to get to know each of the horses not just the old warhorse. While he is working he hears some snickering going on at his careful approach. Yes he knew he could probably do better and work quicker but hurrying also lead to mistakes. Since he had the time why rush. If anyone comes to harass him about it directly Kurag just smiles and responds, The horses can tell if you are rushing and do not like it. They like a strong steady presence that does not give way to too much excitement.


NARRATOR Skirgaard GS Map / SS MAP/

Gashnakh looks with amusement as BB whips up his meal. When it is done he will take a fork and try the fish and salad. Well, its not terrible! He nods his assent to start feeding it to the crew.

Kurag brings amusement to the crew who watch him. Ya think he is trying ta figure out which end ta feed? Someone guffaws. The horses don't seem to mind, except the old warhorse. If one didn't know better, you would think it was jealous when Kurag spent time with the other horses.


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

Seeing the warhorse pawing the ground whenever Kurag moved away from him Kurag would smile and take a step back to rub the horse on the nose. Don't worry fella. I will come back to you but I got some work to do first. Can't have you or the others sleeping or staying in a messy stall now. That wouldn't do. Plus Bloodtusk may not agree to let me have you if I don't do a good job. Just take it easy though and we will get this over with.


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

Strength (rowing): 1d20 + 2 ⇒ (9) + 2 = 11


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

Bormann may not be a fisherman, but his experience in wilderness survival stand him in good stead as he helps to haul in the fishing nets.

Taking 10 on Survival for an 18.


NARRATOR Skirgaard GS Map / SS MAP/

It takes a few moments for Bormann to get the hang of hauling the nests, but he finally does, earning strange looks from his fellow fishermen.

While Greta is holding her own at the rails, neither is she looked upon as a powerhouse.

The rest of the day is uneventful and as the sun sets and the crew partakes of BB's gourmet concoction (without joy it seems). It is time to secure the boat to the shore and the lights are turned out with only the lookouts on patrol. One half-orc plays a harmonica while another sings a peaceful orc song - or as peaceful as an orc song can get. The next morning the small craft is untethered from the shore and the journey begins anew.

Everyone give me their daily checks.

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

"Hmpf. I gotta do better today. What we need is some inspiration! Some citrus here, a little sugar there..."

Int Check: 1d20 + 3 ⇒ (9) + 3 = 12

"Biscuits, gravy and...oranges! That should work out... I think."


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

Before Kurag heads to the stalls he stops by the galley to see how BB was faring. Not too bad on the food yesterday BB. Keep up the good work. By the way do you have a melon I can have? It for the horses. They like a bit of rind sometimes as a treat.

Take 10 again...

Assuming that he gets the rind Kurag heads over to the stalls to do his daily job. Taking his time again Kurag easily cleans out the stall while spending time with the better behaived non dwarves on the boat. Even though the warhorse wanted his attention Kurag did his due diligence to the rest as well. However Kurag made sure the warhorse got the biggest of the rind pieces.


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

Taking 10 this time for a 12. Slow and steady rows the boat...


NARRATOR Skirgaard GS Map / SS MAP/

Gashnakh takes a biscuit and sops it with gravy. He tales a bite. With his mouth full and crumbs falling to the floor, the half-orc says, Better than yesterday.

The crew when they are not working watch curiously as Kuarg tends the horses. There is much giggling.

Coxswain Halrex looks a little disappointed at Greta. Is that all ya got? she asks.


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 smiles at her. "A wise woman knows better than to show off her best unless there's something big in it for her. Slow and steady, Halrex. Slow and steady."


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

Bormann continues to work at the nets with his steady pace, helping to set them out, pull them back in, and empty them of the day's catch.

Taking 10 for an 18 on the Survival check

Bormann takes advantage of having duties above deck without being quite so involved with the ship's enclosures (whether the rowing deck, the stable, or the galley) and surveys the landscape as it goes slipping by. He wonders what sort of environment they are heading for in a land stewarded by orcs and where raids and tensions are commonplace.


NARRATOR Skirgaard GS Map / SS MAP/

As Bormann is haling up the nets with the fish, the railing suddenly breaks.

@Bormann:Give me a DC 15 Reflex Save. Pass-You keep your footing,
Fail-You're going for a swim!

1,601 to 1,650 of 5,803 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM RichD's GiantSlayer Gameplay Thread All Messageboards

Want to post a reply? Sign in.