GM Bigrin's Giantslayer (Inactive)

Game Master bigrin42

Skirgaard camp map

Loot sheet


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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

Quill looks around guiltily, wanting to do something, but certain others are better equipped to handle this.

”Should we build a smoke fire, Sander? Maybe smoke will draw whatever lives inside back.”


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

Good question, DM. I was waiting for our other players. And wishing everyone would post more frequently.

"I think it's in there already, Quill. Didn't you hear Kipa say there's a dragon in there? I still think we should leave, though ... maybe we need to deal with it when we know it's there so it doesn't ambush us." I'm assuming Kipa came back and told us that, of course.


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 was waiting for Kipa to report back. >_<;

"All depends on what kind of dragon it is, and how old. They get stronger with age, and learn to cast spells. Regardless, it's a cocky one, killing creatures and then abandoning the meat. I'm going to bet it's not hugely smart."


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Sorry, I thought the blurb from the GM posted was my reporting. Been so in the past. I would post more, but I dont have access to the site till after 6 most days and by that point I make a post and have to wait till the next day to see how others reply.

Stumbling back to the group, "Well that was.... interesting. It seems that there is a nest there. I was not able to get a good ID on whats in there but I think its that drake you saw earlier Molly. Or at least one like it. We may be able to take it out with ease but I can not promise that there wont be a larger one coming to get a bit of revenge. Other then that, normal fair I think."


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

Sander sighs as Storn argues presumably to go fight a dragon.

"I guess it would make more sense to try to kill it in its nest instead of letting it come attack us where it has more room," he says gloomily.

Sander would prefer to run (back to Trunau!), but I think picking the fight here makes some sense when we have the advantage of preparation.


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 could fly up and tag it with lightning from a distance. If you all wait around the entrance, you can jump it when it comes out to murder me," Molly suggests.

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

Quill nods, liking Molly’s plan.

He finds a good place from where he can shoot and readies.

Will do one buff as Molly/Kipa do their thing.


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

Sander nods and makes sure he has his bombs ready. He'll give Molly ones of his extracts of shield to drink before she flies up and then drink the other when she takes off.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

"When we are ready, I can show you the way to where it is." WHen everyone is ready, Kipa shows Molly and the others where the nest isand gets ready to fight.


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

Sory I think we were all waiting on each other!

Realizing what they're facing, Storn becomes like a giddy child. Quickly, he swaps into his dragon fightin' gear, grabbing his half-plate from his backpack and grabbing Gorum's Thorn for the fight.

"Gorum has truly blessed us! Come friends, let's go see what valuables it has we can use to fight the giants. Also kill a dragon."

Are there any issues with getting us into the cave?


I'll need climb checks from anyone actually climbing up the cliff face.


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

Sander looks for any cover he can hide under for when the dragon -- why in the world are we trying to fight a dragon?! -- emerges from the cave.


Preparations in place, Molly waits for Kipa to climb back up to the temple's entrance before flying up to get a look inside. She quickly realized what Kipa had in his first visit to the temple cave - the brightly lit outdoors contrasted too sharply with the darkened interior for her to simply fire a lightning bolt accurately at the sleeping drake. She was either going to have to have Kipa guide her shot in, or go into the cave herself.


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

After getting ready to tackle the cliff, Storn takes a long look at it and realizes that this is probably not the best way to do things. He sighs, and sheathes Gorum's Thorn, deciding Heartspit's superior reach is the best way to do things.

"I forgot that dragons fly. Why did I forget that dragons fly."


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

Sander's jaw drops as he hears Storn.

"If you can signal Molly to hold off a little, I can prepare another extract to let you fly. But it's going to take me a minute!" Sander says with a note of panic in his voice.


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

"We'll be FINE I brought this really long spear and everything!"


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

climb: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18
Taking his time to carefully move his way up the cave entrance "I saw it in here, let me take a second and I will head in and help guild you to our target"

Kipa takes a moment to breath then heads in to help Molly get a better shot.

stealth: 1d20 + 20 - 1 ⇒ (2) + 20 - 1 = 21

Move to a point where Kipa can help guild Molly's shot to here target as bbest as he can while not making it obvious to the creature that he is there.

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

Quill readies his bow, charging it with electrical energy. Lasts one minute.

He moves to where he hopes he can get a clear shot.


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

Molly holds off until Kipa can guide her shot, hanging suspended in midair and quietly reciting the incantation...

Ready when you are.


GM screen:

Kipa 1d20 + 6 ⇒ (7) + 6 = 13
Molly 1d20 + 1 ⇒ (14) + 1 = 15
Quill 1d20 + 4 ⇒ (14) + 4 = 18
Sander 1d20 + 3 ⇒ (11) + 3 = 14
Storn 1d20 + 2 ⇒ (6) + 2 = 8
drake 1d20 + 1 ⇒ (5) + 1 = 6

Kipa moves to where he is exactly between Molly and the drake, signals her to wait, then scampered out of the way. Molly took in a deep breath and let it out slowly, then launched her spell.

Go ahead and roll damage, Molly

Inside the cave was an ear-shattering roar as the drake was abruptly woken from its nap!

Round 1:

in bold may post

R1: [b]quill, molly, sander, kipa, storn, drake[/ooc]

here's the map


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

Lightning bolt for 7d6 ⇒ (3, 4, 4, 3, 3, 1, 4) = 22 electricity damage, Ref. 18 half!

Draconic:
"Wakey wakey, you ugly, inferior mutant!"
Molly shouts -- and quickly moves back away from the cave mouth and back to the ground.

Snake style! AC vs. Drake becomes 1d20 + 15 ⇒ (1) + 15 = 16


I messed up the coding. Entire party is up before drake

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

Quill waits with cracking bow for the drake to show itself.

Delay.


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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

I hope you meant crackling, 'cause it'd be a huge hassle if your bow broke in the middle of this fight. ;)


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

Wait, I'm using STORN for cover? I was trying to find something a bit more useful than STORN! Could I be at O-14?

Quick stats:

HP 55/55 (+16 for extract)
AC 22, touch 14, flat-footed 18 (inc. barkskin)
Fort +11 (+6 vs. poison), Ref +10, Will +4 (+2 vs. fear)
CMD 18
Bombs: 7/12; Mutagen: 1/1; Spontaneous healing: 0/20; Blast
Sipping jacket: Bomber's eye (3/8); +10 range increment, +1 to hit
Effects: barkskin

Extracts; Blast Finesse ritual: []
1st (5/day): bomber's eye [x], endure elements [], enlarge person [], shield [][]
2nd (3/day): alchemical allocation [], barkskin [x], perceive cues [], XXX []
3rd (2/day) fly [], invisibility [], XXXX []

Sander gets ready to throw when the drake emerges. As long as the creature isn't blue, he'll throw a cold bomb. Otherwise, he'll throw a fire blast.

It's a 30 ft. range increment. I took a -2 penalty, but could be an additional -2 if it's 60-90 feet away.
Bomb (ranged touch): 1d20 + 12 + 1 - 2 ⇒ (6) + 12 + 1 - 2 = 17
Damage (fire damage): 4d6 + 3 ⇒ (2, 3, 3, 6) + 3 = 17
Damage (cold damage), plus DC 16 Fort or be staggered next round: 4d6 + 3 ⇒ (4, 4, 6, 1) + 3 = 18
Miss direction (20 ft.): 1d8 ⇒ 3


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

By the way, I'll be flying on a downward angle to G-6, getting as close to the ground as I can.


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

The roar sends goosebumps along Storn's skin as he grips his spear, waiting. As he does so, he mutters a prayer and his skin becomes as hard and grey as iron.

"FOR GORUM! WWWHARHRHR!!!"

Holding position, casting ironskin. AC is now 27 with the spiky plate and the ironskin.


@Molly - thank you for clarifying position

@Sander - sure. Also, don't forget that cave opening is 100' in the air

@Kipa - I am assuming you wish to stay in hiding while the drake flies past, so I'm going to simply delay you until next round.

GM screen:

Molly came blasting out of the cave to the screams of an enraged dragon. The veered to the side and landed hard, hoping the drake would ignore her and go after the big guy. Storn cast a preparative spell, and set his spear to receive a charge. Almost on cue, the drake burst out of the entrance to the temple, its wings back-beating as it blinked in the bright light of the afternoon sun, but quickly finding Storn and the others below.

Round 1-2:

R1: molly, storn, drake, quill, sander, kipa
R2: molly, storn, drake, quill, sander, kipa

Here's the map
The drake is about 120' in the air


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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

Roaring with delight, Storn mimes throwing an object and a ghostly greatsword manifests before pinwheeling into the air to collide with the drake. He then starts chanting prayers to Gorum, empowering his spear.

Spiritual Weapon: 1d20 + 6 + 3 ⇒ (16) + 6 + 3 = 25
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Casting spiritual weapon. Then buffing myself with quickened blessing: destruction as a swift action. So +4 to damage.

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

Round 1

Quill is surprised by the appearance of the dragon despite knowing it was coming. One might think he would be wary and ready, but no, he hesitates before taking aim and firing thrice.

1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23 to hit; (+DF)
1d8 + 8 + 3 + 1d4 ⇒ (5) + 8 + 3 + (3) = 19 magic/electric cold iron damage;

1d20 + 9 + 3 ⇒ (7) + 9 + 3 = 19 to hit; (+DF)
1d8 + 8 + 3 + 1d4 ⇒ (7) + 8 + 3 + (3) = 21 magic cold iron damage;

1d20 + 4 + 3 ⇒ (5) + 4 + 3 = 12 to hit; (+DF)
1d8 + 8 + 3 + 1d4 ⇒ (3) + 8 + 3 + (3) = 17 magic cold iron damage;

Quill Combat:

AC 19
HP 51/51
Bless: 1/7 used
Ferves: 2/7 used
SacWeap: 0/8 used (+1,swift)
PoP 1: 0/1 used

To Hit: +6 BAB, +5 Dex, +1 WF, +1 Magic +1 PBS -2 DA =+12
Damage: 1d8 + 1 Str +1 magic + 2 weap spec +1 PBS +4 DA = +9

[ dice]1d20+10-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.


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

Molly judges the enemy -- and starts chanting a long, complex spell while its attention is on the others.

Summon monster IV!


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Kipa knowing he will not do much good till this thing is on land, holds off and stays in hiding till it lands.

Hold action till it lands then will attempt to move into a flank position if possible.


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

Did my readied action go off? It should probably be an additional -5 if it was 100 feet in the air (-4 more than I rolled for 90-120 feet away, and -1 for it being above us.

Quick stats:

HP 55/55 (+16 for extract)
AC 22, touch 14, flat-footed 18 (inc. barkskin)
Fort +11 (+6 vs. poison), Ref +10, Will +4 (+2 vs. fear)
CMD 18
Bombs: 8/12; Mutagen: 1/1; Spontaneous healing: 0/20; Blast
Sipping jacket: Bomber's eye (4/8); +10 range increment, +1 to hit
Effects: barkskin

Extracts; Blast Finesse ritual: []
1st (5/day): bomber's eye [x], endure elements [], enlarge person [], shield [][]
2nd (3/day): alchemical allocation [], barkskin [x], perceive cues [], XXX []
3rd (2/day) fly [], invisibility [], XXXX []

(Only 7 bombs used if readied action didn't go off.)

Sander waits as long as he can for the drake to dive and then throws another bomb but it goes badly awry.

Ready action to throw a bomb if it dives at Storn. The 1 means I miss, but it should have gone off to the north of Sander and not hit anyone.
Bomb (ranged touch): 1d20 + 12 - 1 + 1 ⇒ (1) + 12 - 1 + 1 = 13
Splash damage: 8 (DC 16 for half)
Miss direction (30 ft.): 1d8 ⇒ 8


@Sander - yep. sorry I missed it in the update. Cold blast hit

GM screen:

1d20 + 10 ⇒ (3) + 10 = 13

5d6 ⇒ (3, 1, 5, 6, 3) = 18

One of Quill's arrows penetrated the drake's scaly armor, but the other two failed to get through the scales. The drake screamed in pain from the arrow, and from the magical hammer pounding it in the back of the head. Molly started chanting and Storn prepped himself for the coming battle.

The drake sped downwards, landing in front of Storn and breathing out a blast of jet-black dust that clung to Storn, Quill, and the ground between them, eating away at their bodies.

Kipa, are you going to wait in the temple entrance, or try and climb down the cliff? Remember you were about 120' up the wall.

@Storn - if you had your spear readied, then AoO

Round 2-3:

Quill and Storn each take 18 damage Will DC 18 for half. You also take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 ⇒ 3 rounds (1 if you passed the save)

R2: molly, storn, drake, quill, sander, kipa
R3: molly, storn, drake, quill, sander, kipa

Here's the map
The drake is on the ground

current status:
kipa 59/59 (energy drain 1)
molly 43/43
quill 42(33?)/51 (hampered until R5)
sander 55/55
storn 58(49?)/67 (hampered until R6)

drake -45

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

Round 2

1d20 + 10 ⇒ (10) + 10 = 20 Will - Will save, huh?

Quill chokes on the miasma like he would on an honest compliment. He continues to fire at the drake after 5’ stepping closer.

1d20 + 10 + 3 - 2 ⇒ (5) + 10 + 3 - 2 = 16 to hit; (+DF)
1d8 + 9 + 3 + 1d4 ⇒ (8) + 9 + 3 + (4) = 24 magic/electric cold iron damage;

1d20 + 10 + 3 - 2 ⇒ (13) + 10 + 3 - 2 = 24 to hit; (+DF)
1d8 + 9 + 3 + 1d4 ⇒ (2) + 9 + 3 + (3) = 17 magic cold iron damage;

1d20 + 5 + 3 - 2 ⇒ (15) + 5 + 3 - 2 = 21 to hit; (+DF)
1d8 + 9 + 3 + 1d4 ⇒ (3) + 9 + 3 + (1) = 16 magic cold iron damage;

Quill Combat:

AC 19
HP 51/51
Bless: 1/7 used
Ferves: 2/7 used
SacWeap: 0/8 used (+1,swift)
PoP 1: 0/1 used

To Hit: +6 BAB, +5 Dex, +1 WF, +1 Magic +1 PBS -2 DA =+12
Damage: 1d8 + 1 Str +1 magic + 2 weap spec +1 PBS +4 DA = +9

[ dice]1d20+10-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.

[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.


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

Power AoO!: 1d20 + 11 ⇒ (15) + 11 = 26 Damage: 2d6 + 9 + 6 + 4 ⇒ (3, 5) + 9 + 6 + 4 = 27
Reflex: 1d20 + 2 ⇒ (3) + 2 = 5

Storn roars with delight having just the best time as the drake lands. He stabs out as it closes in, but suffers for his trouble as the drake breathes some sort of nasty dusty gunk all over him. "OWWW WHAT THE HELL IS THIS STUFF?!"

However, that's all part of the fun. With the spear having done its job, Storn drops it and whips out Gorum's Thorn which promptly bursts into flame.

Power Attack: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 Damage+Flaming: 2d6 + 14 + 4 + 1d6 ⇒ (3, 3) + 14 + 4 + (2) = 26

Status:

Buffs: Destructive Attacks (9 rounds, +4 damage), Ironskin (8 mins) (+5 natural armor), Sacred weapon (flaming, 8 rounds)
HP: 49/67
Debuffs: Nasty dragon gunk (-2 to most checks for 3 rounds)

Drop spear, draw sword, swift action to activate scared weapon. Hit the drake.


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

Quick stats:

HP 55/55 (+16 for extract)
AC 22, touch 14, flat-footed 18 (inc. barkskin)
Fort +11 (+6 vs. poison), Ref +10, Will +4 (+2 vs. fear)
CMD 18
Bombs: 10/12; Mutagen: 1/1; Spontaneous healing: 0/20; Blast
Sipping jacket: Bomber's eye (4/8); +10 range increment, +1 to hit
Effects: barkskin

Extracts; Blast Finesse ritual: []
1st (5/day): bomber's eye [x], endure elements [], enlarge person [], shield [][]
2nd (3/day): alchemical allocation [], barkskin [x], perceive cues [], XXX []
3rd (2/day) fly [], invisibility [], XXXX []

Now that the drake's close enough, Sander throws two more bombs in its direction, realizing he's almost out of the alchemical devices. Still, it's close enough now that the frozen devices hit easily, hopefully staggering the creature.

Bomb (ranged touch), point blank range, Rapid Shot, bomber's eye: 1d20 + 12 + 1 - 2 + 1 ⇒ (16) + 12 + 1 - 2 + 1 = 28
Damage (cold damage), plus DC 16 Fort or be staggered next round: 4d6 + 3 + 1 ⇒ (2, 4, 4, 3) + 3 + 1 = 17

Bomb (ranged touch), point blank range, Rapid Shot, bomber's eye: 1d20 + 12 + 1 - 2 + 1 ⇒ (12) + 12 + 1 - 2 + 1 = 24
Damage (fire damage): 4d6 + 3 + 1 ⇒ (5, 2, 5, 6) + 3 + 1 = 22
Damage (cold damage), plus DC 16 Fort or be staggered next round: 4d6 + 3 + 1 ⇒ (6, 1, 1, 4) + 3 + 1 = 16


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Kipa starts to make his way down the wall so that he can join the fight as quickly as he can.

Kipa moves down so that he can flank the beast w/ those in combat with it. I take it will take more then 2 activations to do so. Can I use th eheld action from last turn that was held till it landed and this one to make it down?


So, the last post got eaten, but it was basically saying "Kipa, it will take you about 6 rounds to climb down", but it's unnecessary now.

Between them, Quill, Sander, and Storn killed the spire drake, even as the Storn was trying to shrug off the effects of the clinging black dust.

Kipa was starting to climb down, when he saw the others kill the drake. Sighing, he then had to decide to descend or just wait up top.


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

Can I keep the spell, or is it lost?


I believe once you start casting, the spell is lost.


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

Aw, nuts. :-/

"Right, then," Molly says. "That plan went off like a dream, apart from Storn getting dusted! Kipa, you see anything up in that cave that looks like it might be useful fer killin' the 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

”Well okay....good!” Quill shouts happily. ”That plan actually worked. And Storn didn’t get too beat up. That was good!” Quill seems surprised as any that teamwork and planned paid off...or that the team was even able to do that.

He turns his attention to Kipa.

”Yeah, don’t come down. Just see what’s up there and toss that down to us!”


Kipa, with the time to examine the cave without fear of a drake awakening, took his time exploring. The ledge around the cave was littered with giantish baubles, covered in centuries of dust. Many of the items looked to be tablets carved with giant runes. Around the stone in the center of the cave were the enormous bones of a large giant. But, it wasn't until Kipa started examining the drake's nest that he found the valuable items he was looking for.

In the nest was the drakes' haul. Like any good dragonkin, the spire drakes apparently hoarded their favored goods and slept on or near them. In a small pile in the bottom of the nest were a 4'-long spiral horn, an amulet the size of Kipa's head, a few potions and scrolls, a heavy pick that looked like Storn would have trouble lifting, two copper and silver armbands that looked fit for a human, with filigreed snakes eating their own tails, a set of silver thumbrings with different jewels on each ring, a double handful of gemstones, and a pile of coins of different denominations, ages, and source.

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

If and when Kipa tosses or brings down the loot to Quill’s waiting arms, he will cast Detect Magic and try to identify anything that’s magical. He thinks there probably is some magic therein.

1d20 + 11 ⇒ (4) + 11 = 15 Spellcraft - horn
1d20 + 11 ⇒ (3) + 11 = 14 Spellcraft - amulet
1d20 + 11 ⇒ (14) + 11 = 25 Spellcraft - potions
1d20 + 11 ⇒ (15) + 11 = 26 Spellcraft - pick
1d20 + 11 ⇒ (12) + 11 = 23 Spellcraft - armbands
1d20 + 11 ⇒ (11) + 11 = 22 Spellcraft - ring


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

And in case Quill missed any of them, Molly gives them a once-over as well:
Spellcraft - amulet 1d20 + 15 ⇒ (10) + 15 = 25
Spellcraft - armbands 1d20 + 15 ⇒ (11) + 15 = 26
Spellcraft - horn 1d20 + 15 ⇒ (20) + 15 = 35
Spellcraft - pick 1d20 + 15 ⇒ (7) + 15 = 22
Spellcraft - potions 1d20 + 15 ⇒ (5) + 15 = 20
Spellcraft - rings 1d20 + 15 ⇒ (13) + 15 = 28
Spellcraft - scrolls 1d20 + 15 ⇒ (18) + 15 = 33


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

Storn beams as he jams his sword into the drake and it is killed. "RAAAAHHHH!!!! VICTORY!"

A little upset at how short the fight was mentally rating it a 6/10 thanks to excellent planning from the group, Storn cleans off his weapons and takes some time to remove his armour and heal himself with his wand and rub off the drake goo. He then tries to scale the cliff.

CLW: 3d8 + 3 ⇒ (6, 1, 5) + 3 = 15

Taking 10 for a DC 15. If at all possible.


Male Halfling unchained rogue/8 HP:59 AC:23Touch:17 FF:NA CMD:20 F:5 R:13 W:6 Inti:+7

Whistling "Well look at all of this now..... Kipa starts throwing what he can to the group. After all the treasure was packed up, he starts to look around to see if they should head up or keep going the way they were to reach their true goal.

perception: 1d20 + 15 - 1 ⇒ (5) + 15 - 1 = 19


loot:

  • Drakesbane Horn
  • dragonfoe amulet
  • elixir of tumbling
  • potion of spider climb
  • scroll of poison (x2)
  • masterwork heavy pick (large)
  • copper and silver armband set
  • silver ring set with gems
  • loose gemstones
  • coins
  • Drakesbane Horn:

    The Drakesbane Horn is a 4 -foot-long spiraling horn cut from the skull of a primordial drake. Its surface is carved with an intricate pattern of interlocking knots inlaid with silver and copper. When sounded, the horn can drive off or attract dragons of all varieties. Lesser dragons such as drakes typically flee in terror from the sound of the Drakesbane Horn, while more powerful dragons are compelled to seek out the horn. Creatures must be able to hear the horn to be affected by it.

    The Drakesbane Horn affects dragons based on their CR, as detailed below.

    Creatures of the dragon type of CR 5 or less within 400 feet must succeed at a DC 13 Will save or be affected as if by scare (no HD limit).

    Creatures of the dragon type of CR 6 to CR 10 within 400 feet must succeed at a DC 22 Will save or be affected as if by sympathy. Adult or older true dragons and creatures of the dragon type of CR 11 or greater are immune to the horn’s effects, though they are likely to seek out the horn and attack its bearer.

    If the character playing the horn has the bardic performance class feature or the raging song class feature and succeeds at a DC 15 Perform (wind instruments) check, dragons of CR 5 or less are instead affected by fear (Will DC 16), while dragons of CR 6 to CR 10 affected by the horn’s sympathy effect must succeed at an additional Will save (DC 10 + 1/2 the character’s level + the character’s Charisma modifier) or also be fascinated for as long as the character continues to play the horn.

    A creature that successfully saves against the horn’s effects is immune to further blasts for the next 24 hours. Note that the Drakesbane Horn d oes n ot g rant t he character playing it any ability to communicate with or otherwise control creatures affected by the horn.

    DESTRUCTION
    The Drakesbane Horn is destroyed if it is soaked in the blood of an ancient dragon and then played by a stone giant elder.


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

    Is there anywhere else still unexplored other than the giants' camp?

    "Maybe we could try to call a dragon down on the giants?" Sander suggests. "Otherwise I think we're going to have to try to sneak in..."

    Other option is posing as gladiators but I don't like that idea at all ...

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