GM Arkwright's Curse of the Trimmed Sky

Game Master Arkwright

Battle Map


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Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

Lucky for you, with Senna's player AWOL, me and Haldern make a consensus. :D

Both of you mark any of those items you want to keep. As embiggening himself is kind of one of Bladud's main schticks, I'm claiming the 3 Enlarge Potions. We should also hand out those CSW potions to the non-healers (pretty much everyone, or just Senna/Alleria if Haldern feels good about his innate healing skillz).

Other than some additional consumables, I can't think of anything I want to buy just now. I'll post a full purchase list when I can nail the exact purchases down (and once we've agreed exactly what the split is).

Bladud waits for a few seconds, then hikes his polearm. "So, we headin' out now or sleeping off that fight first?" He shrugs, "A night of sleep would do me good, but I don't really know our urgency."


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Alleria shuffles timidly at Bladud's mention of their fight. Bladud...said you folks faced off against a linnorm? That's...actually why me and Pig are here - doing some research for the Society on the evolutionary divergence between linnorms and true dragons. It looks like your friend's not going to be able to join in... Do you...do you need another to take his place while he recovers? I'll be no trouble, I swear, and I'm pretty handy with a sling-staff. More chances for up-close research would be incredibly helpful.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

I'll be buying the following, pending GM approval:
Jingasa of the Fortunate Soldier : 5000
First Aid Gloves : 4500
Scroll - Supress charms and Compulisions x2 = 300 gp
Scroll - Saddle surge x 3 = 450 gold

Total 10,250
Leaving me 650 gold extra

"Alleria, we'd be more than happy to have you join us. Fair warning, though, it will likely be very dangerous and we're not at all sure what material rewards will be at the end of it. But, if you still wish to join, you'd be most welcome.

I think that we can afford one good night of celebration here in town before setting off tomorrow"


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

I just realized I'm a Society agent without a wayfinder! D: We'll just say I lost it in my last fight...yeah, lost it...

Arkwright, how do you feel about ioun stones' resonant powers in wayfinders? Don't like them, ok with the static assignments, or do you want it to be random? Here is the list, in case you aren't familiar with the concept. I'm thinking a clear spindle ioun stone (trading in my ring of sustenance since they do the same thing) slotted into the wayfinder for protection from possession and mental control, since, you know, I don't like team-killing.

Anyway, assuming a four-way split, for sure I'm getting a wayfinder (250 gp), a quick runner's shirt (1000 gp), and bracers of falcon's aim (4000 gp). If you're ok with resonant powers, I'll get a clear spindle ioun stone, otherwise I'll pick up something else, probably some potions or a utility wand. If you could be talked into some sort of masterwork tool for +2 to Use Magic Device I'd be eternally grateful, as it would get me to auto-success with wands, but it's definitely not a pre-existing item, so I totally get if it's a no.

Dangerous sounds right up my alley, she answers with a grin. And the chances for study alone more than make up for the trouble.


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

I hope Wayfinders/resonant ioun stone powers are in play, because I definitely have one on Bladud. :/

Bladud nods eagerly at the idea of a night of rest and/or revelry, then looks down at Alleria, his scarred grin widening further. "I don't know how she does it, but she can make that little stick-thing put some hurt on some folk."


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Sir Haldern decides it is against his dignity to make the obvious ribald rejoinder to Bladud's last comment. He does mutter to Jensal who snickers


Where next?


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

The next lead was the fact that Haldern could see the giant's trail from the linnorm's cave, right?

Also, can I get an answer to the gear question in the Discussion thread? :)

EDIT: Also, should we hire a tracker? I don't see a Survival expert. :/
Though Alleria has invested some ranks, so maybe she can fill the role.


Pretty sure Haldern could actually see the giant camp, so no tracker needed.

Up above, the storm still roils and boils, momentarily sated by its release but still prepared for more.


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

Then let's make that the play. So we need to head that way and scout. Head out first thing in the morning. I'd suggest we use Haldern as the aerial scout with Alleria (and her good Perception score) flying with him.

Also, for gear, I'll go with a Clear Spindle Ioun (4,000g) stone and upgrading Bladud's Belt of Giant's Strength +4 to a Belt of Strength +4 Con +2 (6,000g).


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Bladud's plan works for me.


The group head out onto the mountain plains, and after a few days of travel- the town happily packs you a whopper of a picnic basket for the trip- something comes into sight.

Ahead is an ugly, simple camp of crude, hide tents gathered around the side of a rocky, barren hill. A few ill kept fires burn lazily in pits, roasting large haunches of meat or boiling pots of stew whose contents are better left unknown. By human standards, the tents are large, but the giants that live here likely find them barely big enough to sleep in. Piles of crudely painted stones lie near a pile of various weapons; most of the weapons are immense clubs, but there are also a few massive axes, swords, and spears. A few giants wander slowly about the camp, not terribly vigilant or energetic. The entire area stinks of dung, rancid meat, wet leather, old iron, and offal.

Map updated


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

Bladud is boisterous enough on the trip out of town, and settles into becoming an amicable enough traveling companion as he rides on his iron-colored heavy horse.

As the scouts come back reporting what they’ve found, Bladud rides up to the farthest distance from which he can actually see the giants.

Given the size of the campground (and the number of tents), is there any good guess as to how many giants there are here? Also, can Bladud identify what kinds of giants we’re looking at here?
Know (Local): 1d20 + 11 ⇒ (20) + 11 = 31

”So,” he mutters as he looks the campground over, ”what’s the play? Do we want to see if they’ll talk?” He grins, ”Or just go blow’em up?”

It’s obvious the half-orc favors the latter.


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

I'm buying a pony in town as well - no sense in overburdening Jensal the entire trip.

Bouncing along on the back of her new pony (quickly dubbed Pickle, for reasons clear only to her), Ally looks slightly ill at ease. Not much of a rider, but I didn't want to slow everyone down... As Pickle shies slightly at a stone Bladud's horse kicked across the path, Alleria clamps down on the stout pony's shaggy mane. This is going to take some getting used to.

Though she's clearly just as terrified to climb onto Jensal's broad back, her excitement wins out once they begin to soar over the giant's camp. Charming housekeepers, aren't they? she calls out to Haldern over the rush of wind and wings. Makes my camp look downright neat and tidy, and I'm pretty sure I've got stains on my tent I can't even remember the source of.

Rejoining the others on the ground, Ally joins Bladud in surveying the camp from pony-back. Talking could give us some valuable information; it may be worth it. Seeing his face fall, she gives him a sly grin. If they don't talk, then we blow them up. What is it you guys are trying to find out from them, anyway?


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

"We should definitely see if they're willing to talk before dispatching them all. Perhaps we can negotiate. Do any of you actually speak Giant?"


Hard to tell as it depends how tight the giants squeeze up, and there's also a cave. From the tents alone, 10-20?

Senna volunteers that she does not speak giant.


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Not I. I keep meaning to take up a couple more languages, but time never seems to allow for it. Maybe someday.

I realized I hadn't chosen my high-INT bonus languages yet, but I didn't want to be meta-gamey, so I chose Draconic and Elven, since both would feature prominently in the history of magic.


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

"I do," responds Bladud with a grin, "though mostly it sounds like a bunch of insults and fart jokes."

He looks over to Haldern. "While I've always found my tongue to be smoother than silkified silver, some folks have told me I'm not the best at diplomacizing. You want me to take the lead or just translate for you?"

If it's possible for Haldner to make Diplomacy rolls and Bladud to simply translate, that's likely ideal.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

"Well, we could start small. If you teach me the Giant words for "Greetings. We wish to talk with you" we'll at least find out if they're willing to talk at all"

Assuming no disagreement to that, Haldern will mount into Jensal and fly into sight, a good 40 ft up and say 100 ft away, calling that phrase down to the camp (on tablet, will move self on map later)


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

"Worth a shot," responds Bladud. Then he teaches the holy man the requested greetings.

If we can have Senna pop Message on Sir Haldern, he could communicate with her where he and the others are staying in cover. Alternately, Bladud could just go with Haldern (if Jensal can carry both).


Haldern flies low over the camp; eight dire wolves see him coming and bark and howl, drawing the tribe's attention as they scamper and caper beneath him, vainly trying to leap up and devour Jensal.

Some voices ride up high from the tents, eventually forming into a single cry which Bladud recognizes; "LOOK HORRIBLE SHORTIES KILLED BEAR-HUNT GROUP! DEFEND! HIDE!"

Three identical male giants come out of the cave and warily stand guard, wearing banded armor and toting massive two-handed axes.


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

"I don't think it's working," Bladud mutters. Then he looks over at Senna, "They said we're 'horrible shorties killed bear-hunt group' ... is that us?"

Let's assume Senna/Haldern fill us in.

"Huh ... nice. Though I guess we got no element of surprise."

He raises his voice, yelling out in giant. "WE COME TO TELL THOSE WHO ATTACK THE FLOATING CASTLE. STOP. GO HOME. NOW. IT'LL BE EASIER ON EVERYONE!"

Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

I'm not sure if I'm aiding Bladud, he is aiding me, or whatever. But if I can attempt a diplomacy check I would do it

diplomacy: 1d20 + 21 ⇒ (5) + 21 = 26

Right, violence it is then :-)


You hear the vestiges of voices coming from the cave; then, the three giant guards shout. "YOU NO CAN DEFEAT MIGHTY CHIEF'S MIGHTY ENFORCErS- GROB" one shakes a fist "GLOB" one bares his teeth "AND GNOB!" the speaker poses, flexing his muscles. "GO AWAY, BEAR-HUNT GROUP COWARD-KILLERS! CHIEF WORD, CHIEF WAR, CHIEF'S OWN!"


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Back at camp, Alleria waits for Bladud and Haldern to return. A book sits in her lap, with hastily-written notes scrawled inside; perched atop the book is a hedgehog, intently studying a series of Draconic runes scribbled in the margins.

What do you mean, I've transcribed them wrong? she suddenly blurts out seemingly unprompted. Look, it's just fine - and thus did the roguish Kolteris purport to take hold of wise Malfiniesk's - oh. That was supposed to be hoard. She erases one of the runes and more carefully pencils it back in, while the hedgehog gives her what can only be described as a reproachful look.

Oh, don't look at me like that. You know the two terms are closely related in the Draconic tongue.

Just figured I'd get the day's post in even though I'm not going on the scouting mission. ;)


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

I assumed we had all come, just that some of us were staying back hidden in the trees or whatnot.

Bladud gives a mock frown, "I cant tell if they're calling us cowards and killers ... or if they're thankful that we killed off their cowards." He rolls his shoulders and hefts his polearm. "Either way, I think diplomacy has failed." He gives his teammates a wide grin, "Pain and death it is."

"We should fall back and plan a bit. I don't like hitting an entrenched, prepared enemy, but I think that moment has passed. Now we just need to figure out how to make this as painful for them as possible."

Assumign we're all in one place.

"We saw about eight big-ass wolves. (Dire Wolves from the description) And there may be more. Either in the caves or in the tents. Then the three big lumps Grob, Glob, and Gnob. And again who knows how many more giant grunts in the tents or caves." He scratches his chin. "What about that wand you all got from that linnorm's cave. What if we used that to basically bathe the approaching area with fire. Wreck the camp. Soften up any defenses they have, then we can hit those three defenders. Senna can begin her bombardment, I'll step forward to block any counter-attacks, Haldern can prepare to devastate those three big guys with his charging shenanigans, and Alleria can hold back in hiding in case the have some kind of hidden blade or mage."

He shrugs, "I'm guessing there's no reason to plan beyond that .. never know what'll happen at that point."


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

"Before we leave, perhaps you'd tell us the name of your great Chieftain so that we may know his name and fear him. I am Sir Haldern, Paladin of Iomedae"

Pretty much reagardless of the answer :

"If you will not leave peacefully, I'm afraid that we'll have to force you to leave, one way or the other. Negotiations are at an end.

Hmm. I probably shouldn't use big words.

You go or we kill you"

As a paladin Haldern certainly can't resort to deceit. These giants have to know that the parley is over

@Alleria - I loved that vignette. Very nicely done


Gnob flexes his muscles again challengingly. "CHIEF GRUNF'S WARRIORS NOT SCARED, PALLYDIN!"


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Sounds like a plan to me. Ally hands the wand of fireball back to Senna - though not without a certain look of longing in her eye. Still, she knew it was best - and she had her sling-staff. I can add to Senna's bombardment with my bullets, too; it'll help to soften things up.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Haldern returns to the group.

"Well, that went about as well as expected. But we had to try"

Could you please update the map with the wolves and giants?

"Bladuds plan sounds good to me. Are we all ready?"


Senna nods, wand ready.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Haldern positions himself and then casts Saddle Surge. He then awaits the starting booms


Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

Can I assume Bladud also spent 500g on materials to make casting True Seeing possible?

Standing on what is about to be a field of battle, Bladud looks through the trees. Senna stands thirty feet behind him and Alleria hides somewhere near-at-hand. The half-orc sneers at the big wolves, his demeanor already sliding toward his battle aspect.

”Senna, hit the wolves first. Hard. Harder than the wand allows.”

Let’s pop the whole group of dire wolves with a Fireball (not from the wand, from a full cast, but un-boosted by the rod).
Fire damage, Reflex DC 20 for half: 10d6 + 10 ⇒ (5, 3, 3, 3, 6, 4, 3, 4, 5, 3) + 10 = 49

As Senne invokes her flames, Bladud intones his own words of power, pushing them out to envelope everyone on his team within 30 feet.

Bladud casts Blessing of Fervor, duration 12 rds.
I can feasibly hit Senna and Alleria. I’m thinking Haldern’s elevation alone rules him out.
For this round, Bladud will take the increased speed.

From there, let's have Senna go to work with the Wand of Fireball, using it to finish off the dire wolves first, then methodically hit the left side tents then the right-side tents.

I'm hoping the bombardment will reveal any hidden enemies or structures.

STATUS:
HP 111/111
AC 29 CMD 34
Fort +11 Reflex +11 Will +12
.
Conditions/Effects: Blessing of Fervor +30 spd (rd 1 of 12); Magic Vestment: Armor +3 (12 hours), Greater Magic Weapon: Gorum’s Reach +3 (12 hours)
ACP: -3 (armor, light encumbrance)
Wayfinder: Dusty Rose Prism (+2 Insight CMB/CMD)
.
Spells
1st Lvl spells: 7/7
2nd Lvl spells: 7/7
3rd Lvl spells: 6/7
4th Lvl spells: 4/6
5th Lvl spells: 5/5
6th Lvl spells: 3/3
.
Daily Resources
Surprising Charge 2/2
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5

Also, initiative (x3)
Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Initiative: 1d20 + 7 ⇒ (11) + 7 = 18


Init
Bladud- 23
Alleria- 1d20 + 7 ⇒ (7) + 7 = 14
Senna- 1d20 + 4 ⇒ (16) + 4 = 20
Haldern- 1d20 + 1 ⇒ (6) + 1 = 7
Wolves- 1d20 + 2 ⇒ (1) + 2 = 3
Giants- 1d20 - 1 ⇒ (20) - 1 = 19

Everyone first, then enemies

Bladud shifts, then moves himself forwards and summons speed magic.

Senna summons a ball of fire. Four wolves dodge the worst of the flame, the rest are instantly immolated.
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (15) + 6 = 21

Go rest


Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

Watching the flames consume most of the dire wolves, Bladud's eyes shift to the giants. Without moving, he draws a potion, unstoppers it with a thumb, and shoots it. As he doubles in size, the empty, forgotten vial hits the ground.

Draw and drink a Potion of Enlarge Person, duration 10 rds.

STATUS:
HP 111/111
AC 30 CMD 37
Fort +11 Reflex +12 Will +12
.
Conditions/Effects: Blessing of Fervor: +2 attack roll, AC, and Reflex saves (rd 2 of 12); Enlarge Person (rd 1 of 10); Magic Vestment: Armor +3 (12 hours), Greater Magic Weapon: Gorum’s Reach +3 (12 hours)
ACP: -3 (armor, light encumbrance)
Wayfinder: Dusty Rose Prism (+2 Insight CMB/CMD)
.
Spells
1st Lvl spells: 7/7
2nd Lvl spells: 7/7
3rd Lvl spells: 6/7
4th Lvl spells: 4/6
5th Lvl spells: 5/5
6th Lvl spells: 3/3
.
Daily Resources
Surprising Charge 2/2
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Haldern and Jensal will murderize the northern most giant.

Ride check can't fail.
Moved 80 ft before hitting so +16 damage from Saddle Surge.

Power Attack, Higher Ground, Charge, Saddle Surge, Move by, does not provoke from target

lance: 1d20 + 21 + 1 - 4 + 2 + 1 ⇒ (3) + 21 + 1 - 4 + 2 + 1 = 24
damage: 1d8 + 24 + 16 ⇒ (7) + 24 + 16 = 47 x3 = 141 pts of damage assuming the 24 hits

Ok, saddle surge is silly good isn't it?

Jensal doesn't want to be left out. Lunges
bite: 1d20 + 13 + 1 + 2 - 2 + 1 ⇒ (4) + 13 + 1 + 2 - 2 + 1 = 19 for damage: 1d6 + 6 + 16 ⇒ (1) + 6 + 16 = 23


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Sorry for the holdup - been a crazy few days.

Alleria unleashes a fusillade of sling bullets following Senna's fireball, aiming at each of the wolves in turn. The rush of energy from Bladud's spell gives her an extra burst of speed, allowing her to get another shot off.

First attack, damage: 1d20 + 20 ⇒ (10) + 20 = 301d6 + 17 ⇒ (1) + 17 = 18
Second attack, damage: 1d20 + 20 ⇒ (4) + 20 = 241d6 + 17 ⇒ (1) + 17 = 18
Third attack, damage: 1d20 + 20 ⇒ (3) + 20 = 231d6 + 17 ⇒ (1) + 17 = 18
Fourth attack, damage: 1d20 + 15 ⇒ (2) + 15 = 171d6 + 17 ⇒ (6) + 17 = 23
Fifth attack, damage: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 17 ⇒ (2) + 17 = 19

Extra attack from blessing of fervor. Distribute the attacks among the wolves as appropriate.


Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

Ha! I guess we're not keeping our slinger in reserve. :P


The giant's armor is exceptionally well made and he completely deflects Haldern's charge and Jensel's bite. Their three faces split into grins as they realize the foe within close reach of them. With a flurry of slingshots, Alleria downs the rest of the wolves.

Giants emerge from their tents- women, children, old men- and sprint howling in various directions away from the camp.

One enforcer lays into Haldern. "CHIEF GRUNF! OO-RAH! CHIEF GRUNF! OO-RAH!"
1d20 + 19 ⇒ (14) + 19 = 33 3d6 + 12 ⇒ (4, 6, 2) + 12 = 24
1d20 + 14 ⇒ (13) + 14 = 27 3d6 + 12 ⇒ (6, 2, 1) + 12 = 21

The other two enforcers grab massive boulders and mutter a word over them; they launch them at Alleria. "CHIEF GRUNF! OO-RAH! CHIEF GRUNF! OO-RAH!"
1d20 + 11 ⇒ (11) + 11 = 22 1d8 + 8 ⇒ (4) + 8 = 12
1d20 + 11 ⇒ (6) + 11 = 17 1d8 + 8 ⇒ (5) + 8 = 13

Missing the slinger, the boulders fall to the ground a few feet away; to her surprise they grow crude arms, legs and a head, rising and charging at her. "MMF MFF! MMMMM-MAH! MMF MFF! MMMMM-MAH!"
Two medium earth elementals
1d20 + 10 ⇒ (12) + 10 = 22 1d8 + 8 ⇒ (2) + 8 = 10
1d20 + 10 ⇒ (12) + 10 = 22 1d8 + 8 ⇒ (5) + 8 = 13

Go everyone


Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

The big guy takes one thundering step to gain a clean chopping lane on the two elementals, then brings his massive adamantine bardiche down in three powerful strikes.

”ALLERIA! LET’S FINISH THESE ROCK CREATURES FIRST! THEN FOCUS ON THE GIANTS!”

5’ step down-right. Then full attack the elementals, targeting the nearer one first, then switching should it fall.

Bladud Attack Rolls:
Gorum’s Reach = +1 Adamantine bardiche buffed to +3 via Greater Magic Weapon; has a crit range of 17-20.
Gorum’s Reach, extra: 1d20 + 20 - 3 ⇒ (18) + 20 - 3 = 35 <— CRIT?
damage: 2d8 + 13 + 9 ⇒ (4, 3) + 13 + 9 = 29
crit confirm: 1d20 + 20 - 3 ⇒ (10) + 20 - 3 = 27
add’l damage: 2d8 + 13 + 9 ⇒ (8, 3) + 13 + 9 = 33

Gorum’s Reach,1: 1d20 + 20 - 3 ⇒ (19) + 20 - 3 = 36 <— CRIT?
damage: 2d8 + 13 + 9 ⇒ (3, 8) + 13 + 9 = 33
crit confirm: 1d20 + 20 - 3 ⇒ (8) + 20 - 3 = 25
add’l damage: 2d8 + 13 + 9 ⇒ (1, 6) + 13 + 9 = 29

Gorum’s Reach, 2: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
damage: 2d8 + 13 + 9 ⇒ (8, 3) + 13 + 9 = 33

STATUS:
HP 111/111
AC 28 CMD 35
Fort +11 Reflex +10 Will +12
.
Conditions/Effects: Blessing of Fervor: additional attack (rd 3 of 12); Enlarge Person (rd 2 of 10); Magic Vestment: Armor +3 (12 hours), Greater Magic Weapon: Gorum’s Reach +3 (12 hours)
ACP: -3 (armor, light encumbrance)
Wayfinder: Dusty Rose Prism (+2 Insight CMB/CMD)
.
Spells
1st Lvl spells: 7/7
2nd Lvl spells: 7/7
3rd Lvl spells: 6/7
4th Lvl spells: 4/6
5th Lvl spells: 5/5
6th Lvl spells: 3/3
.
Daily Resources
Surprising Charge 2/2
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5

_____________
Senna’s actions

Senna eyes the elementals warily, but ignores them—trusting to her new teammates to handle them as she turns her attention on the surprisingly-resilient giant triplets.

She steps away from the elementals, drawing a pinch of powder from a pouch and throwing casually in the direction of the huddle of brutes. A moment later, a golden-particle explosion erupts between the giants’ feet, spraying in an unusually large fountain that doesn’t quite reach the airborne Jensal and Haldern.

"Haldern!" she yells, her sharp voice carrying easily across the field, "Can you get clear?!"

Blessing of Fervor: +2 to attack, AC, and Reflex this round. 5’ step backwards.Cast Glitterdust, centered on the ground at the intersection of the three giants’ squares. Jensal/Haldern should be out of its area due to their 20’ elevation.
DC 18 Will save or be blinded for 12 rounds.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Haldern lays on hands on himself and then charges one of the elementals.

lay on hands: 6d6 ⇒ (6, 4, 2, 6, 2, 4) = 24

Because of his knights charge this does NOT provoke from the Giants

lance: 1d20 + 21 + 1 - 4 + 2 + 1 ⇒ (15) + 21 + 1 - 4 + 2 + 1 = 36 for damage: 1d8 + 24 + 16 ⇒ (6) + 24 + 16 = 46 times 3 = 138

Jensal doesn't want to be left out. Lunges
bite: 1d20 + 13 + 1 + 2 - 2 + 1 ⇒ (17) + 13 + 1 + 2 - 2 + 1 = 32 for damage: 1d6 + 6 + 4 + 16 ⇒ (2) + 6 + 4 + 16 = 28

status:

Haldern:
AC = 27 (due to charge)
10/11 Lay on hands
hit points 103/124

Jensal: Unharmed


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

"Got it!" With the elementals up so close, her sling bullets weren't likely to do much good - but that's why she had her backup plan. Shifting her grip slightly, she begins to use her sling staff in melee, thwacking at the elementals and trying to break them apart.

Extra attack from blessing of fervor. Two melee attacks to each elemental, switching back and forth.

First attack with Power Attack, damage: 1d20 + 21 ⇒ (8) + 21 = 291d8 + 17 ⇒ (5) + 17 = 22
Fervor attack with Power Attack, damage: 1d20 + 21 ⇒ (6) + 21 = 271d8 + 17 ⇒ (6) + 17 = 23
Second iterative with Power Attack, damage: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 17 ⇒ (3) + 17 = 20
Third iterative with Power Attack, damage: 1d20 + 11 ⇒ (15) + 11 = 261d8 + 17 ⇒ (5) + 17 = 22


The elementals are swiftly dealt with, obliterated and stamped into rubble. The three giants rub at their eyes. One of them lets out a terrible roar as it is blinded.
Will 1d20 + 6 ⇒ (17) + 6 = 23
Will 1d20 + 6 ⇒ (3) + 6 = 9
Will 1d20 + 6 ⇒ (19) + 6 = 25

The remaining two grab boulders and fling them at Senna as the third vainly rubs at its eyes.
1d20 + 11 ⇒ (12) + 11 = 23 1d8 + 8 ⇒ (7) + 8 = 15
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 11 ⇒ (15) + 11 = 26 1d8 + 8 ⇒ (7) + 8 = 15
1d20 + 6 ⇒ (18) + 6 = 24 1d8 + 8 ⇒ (1) + 8 = 9
1d20 + 6 ⇒ (2) + 6 = 8

Two more boulders come alive and grapple with Senna.
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (5) + 10 = 15

Go rest


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Bladud! They can keep chucking those elementals forever! Help Senna - I'll start softening the big guys up some! She starts deftly loading bullets into her sling again, peppering the giants with shots.

Extra attack from Blessing of Fervor. Five foot step forward and full attack, split up as evenly as possible among the giants. They're in my second range increment, so I'll apply penalties.

First attack with Deadly Aim, Rapid Shot, range penalty; damage with Deadly Aim: 1d20 + 20 - 2 ⇒ (8) + 20 - 2 = 261d6 + 17 ⇒ (6) + 17 = 23
Rapid Shot attack with Deadly Aim, Rapid Shot, range penalty; damage with Deadly Aim: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 361d6 + 17 ⇒ (5) + 17 = 22
Fervor attack with Deadly Aim, Rapid Shot, range penalty; damage with Deadly Aim: 1d20 + 20 - 2 ⇒ (13) + 20 - 2 = 311d6 + 17 ⇒ (1) + 17 = 18
Second iterative attack with Deadly Aim, Rapid Shot, range penalty; damage with Deadly Aim: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 231d6 + 17 ⇒ (5) + 17 = 22
Third iterative attack with Deadly Aim, Rapid Shot, range penalty; damage with Deadly Aim: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d6 + 17 ⇒ (5) + 17 = 22


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Haldern and Jensal charge the northernmost giant this time

Because of his knights charge this does NOT provoke from the Giants

High Ground, Power Attack, Charge, Saddle Surge

lance: 1d20 + 21 + 1 - 4 + 2 + 1 ⇒ (20) + 21 + 1 - 4 + 2 + 1 = 41 for damage: 1d8 + 24 + 16 ⇒ (3) + 24 + 16 = 43
crit confirm: 1d20 + 21 + 1 - 4 + 2 + 1 ⇒ (15) + 21 + 1 - 4 + 2 + 1 = 36 for damage: 1d8 + 24 + 16 ⇒ (8) + 24 + 16 = 48

Do, that is, uh, 273 pts of damage. A new record for me the player, let alone the character :-).

Ok, that was just silly :-)

Jensal doesn't want to be left out. Lunges
bite: 1d20 + 13 + 1 + 2 - 2 + 1 ⇒ (13) + 13 + 1 + 2 - 2 + 1 = 28 for damage: 1d6 + 6 + 4 + 16 ⇒ (2) + 6 + 4 + 16 = 28


Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

When the elementals land and attack Senna, Bladud uses Surprising Charge to move back into melee with them (map updated). Also, according to Senna’s char-sheet, her CMD is normally 24, boosted to 26 this round via Blessing of Fervor. So she should not be grappled. Let me know if that’s not the case, as it’ll change her actions.

Bladud is already moving as the elementals try to engage Senna, taking a few thunderous steps that bring the rock-creatures back into reach of his mighty bardiche.

”ON IT!” he roars back to Alleria as he goes to work again, Gorum’s Reach crashing down on Senna’s attackers.

Blessing of Fervor for an extra attack. Then full attack (including Power Attack & flank), targeting the nearer elemental first, then the second if the first drops.

Bladud’s attacks:
Gorum’s Reach = +1 adamantine bardiche, boosted to a +3 via Greater Magic Weapon. Threat range 17-20.
Attack, extra: 1d20 + 20 - 3 + 2 ⇒ (13) + 20 - 3 + 2 = 32
damage: 2d8 + 13 + 9 ⇒ (2, 7) + 13 + 9 = 31

Attack, 1: 1d20 + 20 - 3 + 2 ⇒ (6) + 20 - 3 + 2 = 25
damage: 2d8 + 13 + 9 ⇒ (2, 7) + 13 + 9 = 31

Attack, 2: 1d20 + 15 - 3 + 2 ⇒ (11) + 15 - 3 + 2 = 25
damage: 2d8 + 13 + 9 ⇒ (2, 7) + 13 + 9 = 31

STATUS:
HP 111/111
AC 28 CMD 35
Fort +11 Reflex +10 Will +12
.
Conditions/Effects: Blessing of Fervor: additional attack (rd 4 of 12); Enlarge Person (rd 3 of 10); Magic Vestment: Armor +3 (12 hours), Greater Magic Weapon: Gorum’s Reach +3 (12 hours)
ACP: -3 (armor, light encumbrance)
Wayfinder: Dusty Rose Prism (+2 Insight CMB/CMD)
.
Spells remaining
1st Lvl spells: 7/7
2nd Lvl spells: 7/7
3rd Lvl spells: 6/7
4th Lvl spells: 4/6
5th Lvl spells: 5/5
6th Lvl spells: 3/3
.
Daily Resources remaining
Surprising Charge 1/2
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5

___________________
SENNA

Senna sidesteps the elementals’ grasps then circles quickly, defensively around them to take shelter behind the towering Bladud. From there, she watches the actions of both sets of opponents prudently.

Blessing of Fervor: +2 attacks, AC, and Reflex. Withdraw, stepping left first, then move up and around the elementals’ threatened squares to end adjacent to Bladud (map updated).


With a single charge, Haldern's lance explodes straight through the giant's chest, driving out its back to reveal its still-beating heart impaled upon its point. Gasping in shock, the giant falls to the ground, dead.

Summoning a righteous fury, Bladud similarly crushes the two boulder-men.

Yep, not grappled

"GNOB! NOOOOOOOOOOO!" Furious, the two ignore Alleria's biting bullets, grab boulders and fling them at Haldern.

1d20 + 11 ⇒ (6) + 11 = 17 1d8 + 8 ⇒ (6) + 8 = 14
1d20 + 6 ⇒ (16) + 6 = 22 1d8 + 8 ⇒ (3) + 8 = 11
1d20 + 11 ⇒ (3) + 11 = 14 1d8 + 8 ⇒ (5) + 8 = 13
1d20 + 6 ⇒ (16) + 6 = 22 1d8 + 8 ⇒ (5) + 8 = 13

Once more, the two boulders spring to life and charge at Haldern.
1d20 + 10 ⇒ (19) + 10 = 29 1d8 + 7 ⇒ (3) + 7 = 10
1d20 + 10 ⇒ (6) + 10 = 16 1d8 + 7 ⇒ (2) + 7 = 9

Go rest


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Haldern and Jensal charge the Westernmost Giant. Does not provoke.

Ended up 15 feet in the air (ended up that high last round but I failed to move the marker. Not worth retrofitting so lets assume I dropped down to 10 feet

High Ground, Power Attack, Charge, Saddle Surge

lance: 1d20 + 21 + 1 - 4 + 2 + 1 ⇒ (15) + 21 + 1 - 4 + 2 + 1 = 36 for damage: 1d8 + 24 + 9 ⇒ (8) + 24 + 9 = 41
123 pts

Jensal doesn't want to be left out. Lunges
1d20 + 13 + 1 + 2 - 2 + 1 ⇒ (13) + 13 + 1 + 2 - 2 + 1 = 28 for damage: 1d6 + 6 + 4 + 9 ⇒ (4) + 6 + 4 + 9 = 23


Summoning another burst of mounted fury, Haldern downs another giant.

"GLOB! NOOOOOO!"


Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

I’m not seeing those last two elementals on the map. Are they threatening anyone?

Bladud watches in appreciation as Haldern and Jensal destroy yet another giant defender.

”GROB!” he yells, striding forward with enhanced speed, ”YOUR BROTHERS ARE BEATEN. TAKE THIS LAST CHANCE TO SURRENDER!”

As he nears the fight, he readies Gorum’s Reach to respond to any threats that appear.

Blessing of Fervor: +30 speed (total 60 for the round)
MOVE: closer into the camp (map updated). STANDARD: ready an attack should a threat close into his reach. If something interrupts his movement before he readies the attack, I’ll reconsider the standard action.

STATUS:
HP 111/111
AC 28 CMD 35
Fort +11 Reflex +10 Will +12
.
Conditions/Effects: Blessing of Fervor: +30 speed (rd 5 of 12); Enlarge Person (rd 4 of 10); Magic Vestment: Armor +3 (12 hours), Greater Magic Weapon: Gorum’s Reach +3 (12 hours)
ACP: -3 (armor, light encumbrance)
Wayfinder: Dusty Rose Prism (+2 Insight CMB/CMD)
.
Spells remaining
1st Lvl spells: 7/7
2nd Lvl spells: 7/7
3rd Lvl spells: 6/7
4th Lvl spells: 4/6
5th Lvl spells: 5/5
6th Lvl spells: 3/3
.
Daily Resources remaining
Surprising Charge 1/2
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5

___________________
SENNA

Senna follows Bladud, eyes scanning for additional threats.

Blessing of Fervor: +30 speed
Move to stay with Bladud (map updated), then a check to make a new Perception check for any new threats or oddities.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

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