GM Bigrin's Giantslayer (Inactive)

Game Master bigrin42

Skirgaard camp map

Loot sheet


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Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Yeah. Go, me. :p


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Male Newspaper editor, freelance game designer

So now that Gods & Magic is out, I can say I spent a lot of time thinking about Storn while I was writing one section. Hope it lived up to the legend.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Holy crap, I am delighted and honoured! Reading it as soon as my game updates are done today. Thank you for keeping my favorite hairy maniac in mind. :D


Lads and Quill,

Aebliss posted in another of my games that he has been ill, so I am going to DMPC him until he posts that he is better able to post.

Evil Eyes for everyone!


Female Dwarf Mouser 9 | HP 77/77 | AC28 [32 vs giants] T18 F21 | F+6* R+12* W+5* | Init +7 | Percep +13 | Acro +18 (22 AoO/23 Jump) | EA +12 | Stealth +18 (20 rocky)

Thanks for the update. Please pass along our well wishes.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Much appreciated. ^_^ I'm back-ish.


Female Dwarf Mouser 9 | HP 77/77 | AC28 [32 vs giants] T18 F21 | F+6* R+12* W+5* | Init +7 | Percep +13 | Acro +18 (22 AoO/23 Jump) | EA +12 | Stealth +18 (20 rocky)

Lol it's a miracle? Glad you're back(ish).


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HAPPY ANNIVERSARY!!!!

On this day, five years ago, we launched a new game. A game of excitement, of giants and orcs, and of Dieter (and his various incarnations) getting smashed over and over again. Most of you have been with this game since the beginning, and I really appreciate your commitment and great gameplay. For those that came in to fill spots, thank you for joining this merry band of misfits.

Thank you all!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Nice!


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

WOO!


Storn of Gorum wrote:
WOO!

Shouldn't that be STORN!?


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Congrats to all of us. ^_^

Also, apologies for my absence. I should be more reliable going forward. ^^;


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

FYI, I got asked to help out on a late project, so I may be a little slow to post in my PBPs until I get it done. Will still try to post daily, though.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

If big boy survives to my next round, I'll try hitting him with a Dispel magic. Hopefully that'll lower his defenses some.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Is he in range of your hexes (maybe with twilight haze)? Evil eye is a huge potential help, -4 to his AC to start, then -4 to his attack rolls next round.


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Twilight haze does nothing for my hexes, I'm afraid. I'll need to get eyes on him, and then big boy needs to fail his Will save against DC 18.
I'll try to Evil eye him next round, then Dispel after.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

The hex will always work for 1 round minimum. Get cackle and you can keep it going even if enemies don't fail their saves. It's incredibly versatile.

Which is the fog spell that lets you use hexes on anything inside them? Obviously not twilight haze ... :)


Female Dwarf Mouser 9 | HP 77/77 | AC28 [32 vs giants] T18 F21 | F+6* R+12* W+5* | Init +7 | Percep +13 | Acro +18 (22 AoO/23 Jump) | EA +12 | Stealth +18 (20 rocky)

Barrow Haze maybe?

https://www.d20pfsrd.com/magic/all-spells/b/barrow-haze/


Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Ah. I don't have that one ... yet.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

Yeah, that was it. Thanks, Chwaer.


Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

Maaan this is to the wire. If Storn goes out he'll have died as he lived, screaming incoherently and hitting whatever is in front of him.


Female Dwarf Mouser 9 | HP 77/77 | AC28 [32 vs giants] T18 F21 | F+6* R+12* W+5* | Init +7 | Percep +13 | Acro +18 (22 AoO/23 Jump) | EA +12 | Stealth +18 (20 rocky)

Talked to GM - he'll offline for the next 2-3 days.


Hey guys, sorry for the silence. Being without internet kinda sucks!

But, I'm back now so let the frivolity commence.

What are you guys doing? There is a chest that you haven't opened yet, stairways leading up, a legendary forge to repair (or not), a whole room full of papers and maps you didn't have time to read, and a blind giantess to answer to.


Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

I think we're waiting for you to resolve my attempt to open the chest. After that, we were going to rest, but I'm not sure I realized there were stairs still leading up.

Do we want to hit that before retreating to rest, all?


Somehow, despite rereading the interim posts twice, I missed your chest roll. My apologies.


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I expect you'll have a lot of discussion as to what to do next while you level up your characters. To summarize some of the info you have learned:

  • The Storm Tyrant has a flying castle, which is where he resides most of the time. Urathash (and you) had no idea where it was located, though it could be just about anywhere, given its nature.
  • There is a training camp in the frost giant village of Skirgaard, and you have maps that point to that location. Disrupting this camp would be vital in derailing the Storm Tyrant's plans. The name Skirkatla was mentioned several times in the papers regarding the frost giant training camp, likely the leader there.
  • Minderhal's Forge could be relit, and if the stories Etena was telling were true, it could be used to make and remake very powerful magic weapons. With Agrimmosh, you could even resize weapons made for one species to fit another.
  • Giants are by nature tribalistic and individualistic. Only the strong personalities of the Storm Tyrant and his lieutenants seem to be holding the giant army together. To defeat the threat to the world, you need only kill the heads and let the rest scatter. This also lends itself to your strengths. So far you have fought only a few giants at a time and done well, but it would likely be impossible for you to handle waves of infuriated giants. Your hit-and-run tactics seem to be effective...so far.

    On the tactical side, there are several areas and side-quests you didn't hit in Minderhal Valley, but nothing says you have to clear every zone and find every bit of loot...unless you miss something important and need to come back for it later. That is your choice, after all.

  • Silver Crusade

    Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

    Thanks for the recap. It’s really helpful.

    I’ll get Quill leveled up this weekend.


    Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

    So before I level, I'm open to suggestions. My bombs are obviously very useful ... but also of limited amounts. I have 13 of them, which is a full five rounds of combat if I'm not careful. I've already taken Extra Bombs, and I don't think there's any other way to get more

    I'm trying to decide what to do for non-bomb rounds. I feel like I'll get squashed pretty quickly in melee -- I could add blur to my extract list and get a little more protection, but I'm likely to get hit just about every time if I'm in melee. And I'm Small and don't have Strength to speak of, so I'm not sure I'd be doing much damage even if I add in Bull Strength.

    Same is true of my sling, though I could make that a little more useful if I take Rapid Reload as my feat this turn. IIRC, I'd originally planned to use my sling and poison, but realized that if we're going up against high-Fortitude save giants, that's not very effective.

    I could spend a little more time crafting some alchemical stuff, but even that's typically doing 2d6 at most, which isn't that helpful. I was thinking maybe a lot of tanglefoot bags? I could also perhaps get giant bane on my sling to make it a touch more effective...

    --

    Also, following up on that last idea, what do we want to do with the forge? Getting more powerful magic items might be worth the time/energy/risk to get this reactivated.


    Female Dwarf Mouser 9 | HP 77/77 | AC28 [32 vs giants] T18 F21 | F+6* R+12* W+5* | Init +7 | Percep +13 | Acro +18 (22 AoO/23 Jump) | EA +12 | Stealth +18 (20 rocky)

    +1 on the recap - thanks!

    Level 9 is uncharted territory for me. I'm open to any and all suggestions.

    Silver Crusade

    Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14
    Sander Thistlewight wrote:
    So before I level, I'm open to suggestions. My bombs are obviously very useful ... but also of limited amounts. I have 13 of them, which is a full five rounds of combat if I'm not careful. I've already taken Extra Bombs, and I don't think there's any other way to get more

    Uh, you can take that feat more than once.

    Also, any chance you have UMD for a wand of something? But also, failing that, then maybe getting a ton of just normal fire/acid flasks to toss might be a plan.


    Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

    Hmm. I'm not great at UMD, but I could sink some ranks into it.

    And/or I could grab two more bombs (especially since looking more closely I *haven't* yet taken that feat, even if I can take it multiple times), though really that's just one more round of combat...


    Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

    This is an easy level up for a warpriest. The good s*$~ comes at level 10.

    +8 hp

    Increase to intimidate, sense motive, knowledge religion.

    Feat is (reluctantly) greater weapon focus greatsword. Heartspit is better for fighting giants but maybe there's an opportunity to do a weapon upgrade or find an even better sword.

    Silver Crusade

    Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14

    Good Quill Hunting Lvl 9:

    Last level 5/16/2019.

    ----------------
    Quill's Level:

    +1 lvl Shooter of Arrows
    +6 hp

    +moar spells
    +Feats: Manyshot, Clustered Shots

    +4 skills
    ---------
    +1 Perception
    +1 Spellcraft
    +1 Survival
    +1 Know (Religion)


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    I'd also recommend UMD for certain wands (HASTE?), and for extra bombs. Giant bane on your sling would be VERY useful from this point on.

    I'e always found bomb alchemists to be great novas, but they can't really sustain the damage. On single-target action the giant's bane sling would be best, and use bombs for the BIG guys or multi-targets.


    Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

    Thanks. I'm liking these ideas.

    Also, I just noticed Rapid Reload is only for crossbows. Is there any way to get multiple attacks on slings? (Otherwise it probably makes sense to switch to a light crossbow at the next opportunity.)

    And one more question: Has anyone been keeping track of treasure? I don't think we've sold any since we started this book, so if need be I can try to go through in the next week to compile everything.


    The loot sheet is up to date (I think)

    As GM I would allow Rapid Reload to work for a sling.

    Alternatively, there is the Warslinger ART for halflings.

    Warslinger:

    Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.


    Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

    Oh s@!$ I get two feats! Well in THAT case weapon specialization greatsword.


    Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

    Can I retrain for/retcon in warslinger? Maybe that would make sense to do. :)


    Yep, I would easily allow that.


    Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

    OK, finally got a chance to level up:
    Level 9 alchemist
    +7 hp
    +1 Will save
    +1 bomb/day, +1d6 bomb damage (note, my macros also were slightly off on bomb damage after last level -- should have been +4 because of my Int boost, not +3, so I fixed those)
    +1 third-level extract per day
    +2 formulae (1 for FCB): displacement and bull's strength
    +1 feat: Rapid Reload
    +8 ranks for skills (also noticed, that I didn't bump up the extra ranks when I increased my Int to 18 last round, so adding those in too; 72 ranks total (9 levels * [4+4 Int]): +2 Acrobatics, +1 Craft (alchemy), +2 Fly, +1 Heal, +1 Know (arcana), +1 Perception, +1 Spellcraft, +1 Stealth, +7 UMD


    Male CG Human Warpriest 10 | HP: 75/75| AC: 24 (13 Tch, 21 Fl) | CMB: +12, CMD: 22 (+2 bull rush, +4 vs disarm) | F: +9, R: +2, W: +10 | Init: +2 | Perc: +3, SM: +7 | Speed 20ft | Spells: 6/6 5/5 4/4 1/1 | SW 10/10 | Blessings: 8/8 | CLW: 21/50 LR: 47/50 Fervor 8/8 | Active conditions: Beautiful

    Sorry for spotty posting, I put the games I'm running on hold for a lil bit while I recombobulate to life as it is but will continue with the games I'm playing in.

    ANYWAYS.


    Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

    Apologies for my absence. The world feels like a very strange place right now, and I'm ... off-balance. Not to mention constantly anxious. =_=


    Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

    Okay... level-up.

    Witch 8 / Brawler 1

    Base atk. +1 (+5)
    Will save +1 (+7)

    I get a new Hex, so let's go with... fortune.

    Additional spell slots for 3rd and 4th.
    Spells/day:
    4 / 5 / 4 / 4 / 3
    New spells: Secure shelter (so done with roughing it in the great outdoors) annnd Inflict serious wounds.

    HP: 7 (55)

    Skill points: 2 + 4 Int. + 1 favoured class = 7
    Acrobatics +1 (+18)
    Fly +1 (+7)
    Knowledge (arcana) +1 (+16)
    Knowledge (planes) +1 (+10)
    Linguistics + 1 (Aquan) (+9)
    Sense motive +1 (+16)
    Spellcraft +1 (+16)

    New feat... Empower spell.

    Game on.


    Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

    Today's spell selection:

    0 - Detect magic, Light, Message, Stabilize
    1- Burning hands, Cure light wounds x 2, Mage armor, Sleep
    2 - False life, Inflict moderate wounds, Twilight haze, Vomit swarm
    3 - Dispel magic, Empowered burning hands, Lightning bolt, Summon monster III
    4 - Empowered inflict moderate wounds, Secure shelter, Summon monster IV

    If we ever get anywhere that can sell us spell scrolls, I'll try to pick up Barrow haze and Dimension door. Black tentacles would be pretty useless against Giants...

    Silver Crusade

    Quill Wand of CLW: 24/50 (6612) HP 57; AC 21 (23vgiants)/15/16; F+8,R+8,W+11;Init +5; Perc +18;Kn Eng+5; Rel+12,SenseMot+7,Spllcrft +13;Surv +14
    Sander Thistlewight wrote:
    Wow. That's a deep dive into the rules! :)

    Water are you even doing here with this s~@+ in my good, serious PbP game?


    Male HP 62, AC 19, Touch 14, FF 16, F9/R11/W5, CMD 19 Halfling alchemist 10

    I'm just wetting my whistle for my own games.


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    As a GM, sometimes you must dive into the depths to find things out. Surface knowledge is fine for players, but GMs need a deep understanding to be shore they get things as close to right as possible. If we were scoring these games, a GM could get docked points for merely hand-waving, but would reel in extra points for fathoming the actual content. But, there is a place for all types of playstyles. Whatever floats your boat.

    Also, there is Google. ;-)


    Female Gnome Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

    I apologize for my absence.
    My aunt died around midnight last night, and I do not really feel like playing right now.
    I shall try to get back to posting over the weekend.


    Female Dwarf Mouser 9 | HP 77/77 | AC28 [32 vs giants] T18 F21 | F+6* R+12* W+5* | Init +7 | Percep +13 | Acro +18 (22 AoO/23 Jump) | EA +12 | Stealth +18 (20 rocky)

    Sorry to hear that Molly :(


    Dude, I am so sorry to hear that. Don't worry about us, we can muddle through. Take as much time as you need.

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