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

Lol. Looks like we have the absolute maximum distance to go. Good on us. LOL.

Quill gets ready to march.

"Let's get to that underwater temple. I'll see if the Elf that Hugs Hunts the World has any abilities to help us explore underwater," Quill offers helpfully.

Will trade out some spells for Water Breathing as we'll prob have to camp on the way. He's still prepping a daily Create Food & Water which I assume is still need, unless we want to start eating halfling flesh.


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

Sander nods, and offers the thought that maybe they could fly if people think they could get there faster as the crow flies.

I could use 4 fly extracts on Storn, which would get us 37 minutes of flight -- would that let us go over the heights instead of around? Note that we wouldn't be invisible the entire time we did that (unless Molly can help with that)...


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

Or dwarf flesh. Chwaer is probably meatier.

Storn stares at the maps like the big doofus he is and after a while he speaks. "Well... hop aboard? I can't see any way we do this that isn't flying. Just fly out of bowshot."


Okay, you are in the caves, maybe halfway between entrances. Which side do you want to exit from? Remember, one side had giant guards that let you through rather than have you kill them and their families. The other side is the main army encampment.


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

"Let's go back and hope the family lets us through again?" Sander suggests. "That seems like it's safer than going back where the army is." Thanks for the reminder. (Also, I'm assuming invisibility has worn off.)

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 agrees with Sander, and follows the halfling in that direction.

”Let’s hope the families aren’t angry about us...or we didn’t kill any of their kin.”


The slog back through the caves was long. Not everyone was comfortable in the darkness, and not everyone could see without magical aid or a light source, which made the entire group nervous. Fortunately, you managed to hike through the cave system, coming out on the other side in mid-afternoon. Where before there were guards and family units, now there was just signs of a hasty exit. Many non-essential and non-personal items had been left behind by the giant families when they left, so they must have done so in a hurry.

Sander popped another flight extract on giant Storn and you used the living zeppelin to fly over the mountain ridge to the due south, as your map indicated. Once over the peak, you could see the lake slightly off to the east. You could also see several small bands of roving giants in the valley, and a large winged shape landing on the top of the spire of the Cathedral of Minderhal. From this distance, it was hard to make out exactly, but you are sure it was some kind of dragon or dragon-like creature.

The glen where the lake was was not currently populated with giants, and Storn landed with minutes to spare on his last flight potion. In fact, he landed almost exactly where you had made camp the last time you were here. The sun was dipping near to the mountain ridgeline at this point, and you had a decision to make. Camp and hit the underwater ruins in the morning? Or try now and risk being caught in underwater darkness?


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

Someone want to loot look through the caves? I would, but Sander's far too polite to go through someone else's stuff. :)

Sander moans in displeasure at sight of the dragon.

"I've used most of my extracts already," Sander says, urging the group rest. "And we don't want to fight a dragon in the middle of the night."

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

Molly? Chwaer?

Quill is happy to look through the caves, if it can be done safely. He is happy to wait for morning and fresh light (and spells) before going underwater.


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)

Chwaer is glad to be back on the ground. She wasn't sure why Storn was eyeing her like a rack of lamb. "Was that a dragon? Are we safe here or do we need to get underground?!?" she asks a little frantically. "We should rest up and start fresh at first light."


You spent time to go through the detritus in the cave, but found nothing of real value or interest. Most of what was left behind were scraps of cloth, pots, and mattresses. You did find a single bauble that had slid under one of the filthy mattresses, a golden locket whose portraits were missing.

loot:

1 golden locket


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

"We should try to find somewhere we can hide while we're camping," Sander says nervously, casting another glance in the dragon's direction.

Stealth: 1d20 + 12 ⇒ (5) + 12 = 17 to find a spot


There's not much shelter around the lake other than a small copse of trees.


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)

Chwaer agrees and helps search.

Stealth: 1d20 + 17 ⇒ (18) + 17 = 35

Dammit - bruced

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

"Yeah, we can move further away in hopes of finding better shelter. Not sure really what to expect," Quill notes, while looking for tracks of anything to hunt...or might be hunting them.

1d20 + 13 ⇒ (8) + 13 = 21 Survival


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

"What are you wimps complaining about, we camp in the open and kill anything that gets mad about it!"

Survival: 1d20 + 9 ⇒ (15) + 9 = 24

So Storn and Quill stock up on water breathing spells for tomorrow?


Using the coldfire bricks Kipa had found in that shrine you were heading back to, you managed a decent night in the cold, wintry mountains. No one and nothing crept up on you in the middle of the night, and the morning downed crisp and cold. You peered at the frigid lake nearby and knew that the water was going to sap you of vital body heat, even if you could breathe under it.

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 has water breathing and resist cold ready to go, but can’t swim for a damn. Anyone?

Quill dips a finger in the water, then retreats back well away from the cold damp stuff.


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

I have endure elements but nothing to help with water breathing or Swim.

Sander looks around, thinking this might be more difficult than they'd imagined.


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)

Unless Pirannah Strike has some hidden swim benefit, I'm SOL.


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

"So what's the main goal here?" Molly asks as she buffs her fingernails on her shirt.

Eyeing them critically, she huffs on them once or twice, then continues: "'Cause if it's something that's easy ta get, I'd as soon conjure up some water elementals an' tell 'em off to go get it for us. I'm not swimming in that unless I have to."


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

Okay, so memorizing nothing but water breathing for my level 3 spells, and endure elements - communal at level two.

"Well then do it, let's see what's down there. I've got some magic so we can go for a swim but maybe there's an easy way."


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

"We need to collect the xxx," Sander says. "I don't know if we can just have water elementals do it."

Looking back, I'm not sure it's quite clear which spot we're at. Below is what we know.

Information:

Etena told us:
“The first was Mymrith the Maker, priestess of Fandarra, who prepared fallen warriors for the afterlife by anointing their bodies with sacred clay. She lined the forge with the clay to contain the fire within."

“The second was Aduromi, the Priestess of Crystals, whose veins ran hot with molten metal and who could temper steel to a hardness that would cut diamonds. She brought with her the secrets of the fire geodes, which once ignited would burn for a century.

“The third was Jogrothir the Hunter, guardian of the sacred horn Drakesbane, which he used to call the ancient drakes native to the surrounding peaks. Jogrothir brought the forge to life, for he alone was able to capture the dragon’s breath, the only flame hot enough to ignite the fire geodes."

“The last was Rosag, the Preserver of the Forge. A great priestess of Minderhal, Rosag held the secrets of water—both its ability to temper metal as well as its capacity to quench the sacred flames. She performed the Blessing of Rosag, the final incantation that stoked the fires and sanctified the forge."

“Only by following in the footsteps of the blessed ancients, by repeating those acts which have been undone, shall the fires of Minderhal’s Forge once again blossom.”

The mural showed us:
The ancient runes seem to spell out four names, each associated with one of the murals: duromi, the Priestess of Crystals; Jogrothir the Hunter; Mymrith the Maker; and Rosag, Preserver of the Forge. These names are immediately recognizable from Etana's litany of heroes.

From the center of the room, lines radiate outward, intersecting the murals. Notched lines in each of the radial lines seem to indicate distance of some sort.

One line points to a painting of a large stone temple in the middle of a lake. According to the compass, this temple lies approximately 10 miles southsouthwest of where you are. You recognize this as the lake that you camped beside a week or so back.

The second line points to the drawing of a small chapel overlooking a canyon. This area is about 20 miles to the north-northeast.

The third line indicates a small cave in the mountains around 24 miles eastnortheast of here.

The fourth and final line leads to a stone temple in a swamp. This temple is to the east-southeast, approximately 25 miles from these caves.

I don't think we necessarily know which spot is which, though. I think we can assume:
Aduromi = geodes, which we have (fire) -- I think this is the second line, the small chapel.
Jogrothir = the horn, which I believe we also have (air) -- this ir probably the third line, the cave where we fought the drake
Mymrith = the clay (earth) -- I'm guessing this is the stone temple in the middle of the lake, which is where we are now.

Rosag = the water -- the stone temple in a swamp?

I could have those last two backward. But we need to either find some magic clay or some magic water in the underwater ruins.

Note I still need to figure out my extracts for the day. I'm guessing I'm not going to be able to use my bombs if we're underwater, though.

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

Lol. We don't need multiple castings of Water Breathing. Just one will get us 18 hours of shared water breathing.

When everyone is ready to go, Quill will strip down to his skivvies, his old masterwork chain shirt, and dagger, cast Resist Energy Cold and be happy to go with the party to see what's down there. Oh, and he'll bring a sunrod.

Sure, he can barely swim, but he won't be cold while doing it.


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

Quiet you. Storn can't read very well, remember?

Storn very unhappily ditches his plate armour and soon just looks like an oversized mammoth of a man covered in too much hair.


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)

Chwaer is glad she was able to find a mithril shirt in her size since she believes it won't affect her swimming. She averts her eyes as Quill and Storn strip down.


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

Do any of us have a bag of holding? I think I need to have something for my formula books. Unless the GM says I can have them protected some way.

Once he's done his preparations, Sander is ready to head into the water.


You could always leave them on the shore. I'm sure nothing will happen to them. Bwahahahahahaha!

I am assuming you have enough water breathing and resist energy spells to go around. If not, please let me know.

Once your spells have been set and you are ready to enter the water, you all splash in. From the shore, the water looked fairly clear, but as you waded in, your feet stirred up silt and mud, clouding the visibility. In fact, it wasn't until you were swimming twenty feet out from the shoreline that the water cleared up again, and only those whose feet defiantly clung to the bottom of the lake, forty feet below the surface, still had their sight impeded.

The ruins were a good sixty feet out, and some multi-storied buildings came within ten feet of the surface. There is one building in the ruins that appears to be partially intact, and your instinct led you there. It took a bit of sharp-eyed searching, but you finally found a tunnel in the rubble that led into the structure. Unfortunately, the tunnel was small and cramped, and moving through it filled the water with more of the silt, making it hard to see.

Finally you made it into an open room, which looked to be the vestibule of a temple. Great blocks hedge in the walls of this room, sealing it from the outside. Lake minnows dart briskly through cracks in the walls. The floor is covered with small indentations filled with silt, detritus, and pebbles.

Map coming as soon as I get internet back


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 raises a hand and incants two Words of Power. A simple copper ring on her hand starts to glow with a harsh, cold light.

Detect magic and Light are up.

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 only has the one Resist Energy prepped, but Storn can probably storn out a communal resist energy instead of the water breathing.

Quill is ready to dive in and swim around. Nothing can possibly go wrong.


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 has storned out a communal resist energy and has a spare water breathing just in case.

Storn crams his gear into his oversized bag of holding and stuffs that as the only thing in his backpack before heading into the water with his super-spear at the ready.

He casts a second light spell at his speartip and starts looking around.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11


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GM screen:

Initiatives:

Chwaer 1d20 + 7 ⇒ (6) + 7 = 13
Molly 1d20 + 1 ⇒ (4) + 1 = 5
Quill 1d20 + 4 ⇒ (16) + 4 = 20
Sander 1d20 + 3 ⇒ (19) + 3 = 22
Storn 1d20 + 2 ⇒ (7) + 2 = 9
gar 1d20 + 5 ⇒ (6) + 5 = 11

The light revealed the room in its entirety. It also revealed a lithe shape, three times as long as Storn proof that Americans will use ANY unit of measurement that not the metric system, move past the doorway on the opposite wall. Then, the shape circled back and swam at you fast, double rows of sharp teeth flashing in the light of your spells!

Round 1:

R1: sander, quill, chwaer, gar, storn, molly

here's the map

current status:

chwaer 69/69
molly 55/55
quill 57/57
sander 62/62
storn 67/67

gar -0


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)

Having never fought underwater before, what are rules? These?


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

What kind of knowledge check can identify this critter?

Molly blows a stream of bubbles in lieu of cursing, and struggles to shift into her martial arts stance.

(AC vs. creature becomes 1d20 + 16 ⇒ (1) + 16 = 17)

While the enemy is still at a distance, the Witch starts chanting under her breath...

Summon monster III.

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

Mostly useless in water, Quill tries to swim at half speed...

1d20 + 0 ⇒ (5) + 0 = 5 vs. DC 10

...and fails, and then he tries again...

1d20 + 0 ⇒ (3) + 0 = 3 vs. DC 10

And flops in place again. He will quick cast Divine Favor.


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

Before entering the water, Sander drinks his mutagen and extracts of barkskin and clayskin (will last 90 mins. each), and soaks his jacket with displacement. New set of prepped extracts in the below spoiler.

Quick stats:

Perception: 1d20 + 17 ⇒ (1) + 17 = 18

[spoiler=Quick stats]
HP 62/62(+18 for extract)
AC 27, touch 18, flat-footed 24
Fort +9 (+6 vs. poison), Ref +10, Will +5 (+2 vs. fear)
CMD 18
Bombs: 0/13; Mutagen: 0/1; Spontaneous healing: 0/20; Blast 0/1
Sipping jacket: displacement 0/9
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha; barkskin (+4 AC); clayskin (DR 5/adamantine; 45 pts); shield (+4 AC)

Extracts; Blast Finesse ritual: []
1st (5/day): expeditious retreat [], enlarge person [], shield [][], stone fist []
2nd (4/day): alchemical allocation [][], barkskin [x], perceive cues []
3rd (4/day) fly [], invisibility [], clayskin [x], displacement [x]

Realizing he's likely about to die again but that his bombs are all but useless, Sander drinks an extract of shield for more protection and hefts his morningstar in defense I'm assuming I had that out, since obviously we were going to be attacked here.


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)

Chwaer tries to move a bit closer but succeeds in doing nothing but making a show of waving her axe. She stares at the gar, waiting to see what it does.

Swim: 1d20 ⇒ 3
Swim: 1d20 ⇒ 6

Assuming I can't swim any closer with those stellar rolls - wasn't sure if we were floating or on the floor and able to move.


K. Nature DC 16:

It's an enormous fish! A gar to be exact. They see well in the depths, bite hard, and swallow small creatures whole.

Yes, Chwaer, those

You guys are carrying enough gear that you can walk on the floor...but it is VERY silty and will reduce your vision to 5' if you do.

Gm screen:

1d20 + 13 ⇒ (10) + 13 = 23
2d6 + 15 ⇒ (5, 2) + 15 = 22
1d20 + 21 ⇒ (17) + 21 = 38

Unfamiliar with fighting underwater, most of you simply floundered in place. The gar, meanwhile, was at home here, and it picked out the tastiest morsel of the bunch...Storn, with his armor gone and fleshy belly hanging out. As long as you don't mind the hair, which the gar apparently did not. With a flick of its tail, the gar drove in, scales flashing and teeth glinting in the light. The razor-sharp teeth ripped open Storn's side, and blood clouded the water as the fish thrashed, keeping a firm grip on its victim.

Round 1-2:

Storn is hit for 22 damage and is grappled.

(everyone is up. Molly has already posted actions)
R1: sander, quill, chwaer, gar, storn, molly
R2: sander, quill, chwaer, gar, storn, molly

here's the map

current status:

chwaer 69/69
molly 55/55
quill 57/57 (divine favor)
sander 62/62
storn 45/67

gar -0


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

Quick stats:

HP 62/62(+18 for extract)
AC 27, touch 18, flat-footed 24
Fort +9 (+6 vs. poison), Ref +10, Will +5 (+2 vs. fear)
CMD 18
Bombs: 0/13; Mutagen: 0/1; Spontaneous healing: 0/20; Blast 0/1
Sipping jacket: displacement 0/9
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha; barkskin (+4 AC); clayskin (DR 5/adamantine; 45 pts); shield (+4 AC)

Extracts; Blast Finesse ritual: []
1st (5/day): expeditious retreat [], enlarge person [], shield [][], stone fist []
2nd (4/day): alchemical allocation [][], barkskin [x], perceive cues []
3rd (4/day) fly [], invisibility [], clayskin [x], displacement [x]

Unable to swim, Sander moves along the floor, trying to find his way to the fish and hoping it can't bite him as long as it has a hold of Storn.

Move: Try to swim. Fail.
Swim: 1d20 ⇒ 1
Standard: Walk to E-19.

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

Quill will step forward and slash at the gar with his nice dagger.

1d20 + 8 + 3 - 2 ⇒ (2) + 8 + 3 - 2 = 11 to hit;
1d4 + 1 + 3 ⇒ (1) + 1 + 3 = 5 damage.

Quill Combat:

AC 21 (23 vs. giants)
HP 57/57
Bless: 1/7 used
Ferves: 0/7 used (3d6)
SacWeap: 0/9 rounds used (swift,+1/shock/flaming/frost)
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+12-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.
[ dice]1d8+9[/dice] cold iron damage. (manyshot)

[ dice]1d20+12-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.

[ dice]1d20+7-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.


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)

Chwaer sees Sander get in position and does the same. Stumbling through the silt to H22 and swinging her axe.

+2 dwarven waraxe 1: 1d20 + 17 ⇒ (17) + 17 = 34 for Piercing Dmg 1 +Precise Strike: 1d10 + 8 + 8 ⇒ (7) + 8 + 8 = 23
Are we flanking even if I can't see Sander?


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 lets out a big bubbly roar as the gar chomps onto him. Although about to make use of his spiked armour, Storn realizes sadly he's not wearing it and instead just starts trying to wriggle out of its grip.

CMB: 1d20 + 11 ⇒ (7) + 11 = 18


@Chwaer - it doesn't matter if YOU can see, but if the gar can see...which it can

Gm screen:

1d20 + 13 ⇒ (14) + 13 = 27
2d6 + 15 ⇒ (1, 3) + 15 = 19
1d20 + 21 ⇒ (12) + 21 = 33

Molly stopped her bubbly chanting and a new ally appeared to join the fray. What kind?

Storn grappled with the giant gar, but the fish was hard to hold on to, and every time Storn tried to pry the jaws apart, the razor-sharp teeth sliced into his fingers. The others tried to move up to help, slashing and banging on the gar's scales. Only Chwaer was able to connect, though, the dwarf's axe biting deeply into the gar's side. The gar writhed and pulled, trying to rip free a chunk of Storn meat. It did, quickly swalloed it, and latched on to Storn again.

Round 2-3:

Storn is hit for 19 damage and is grappled.

(everyone is up. Molly has already posted actions)
R2: sander, quill, chwaer, gar, storn, molly
R3: sander, quill, chwaer, gar, storn, molly

here's the map

current status:

chwaer 69/69
molly 55/55
quill 57/57 (divine favor)
sander 62/62
storn 26/67

gar -23


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)

Chwaer sluggishly swings her axe, trying to sink it deep enough to kill or scare off the gar.

+2 dwarven waraxe 1 +flank: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 for Dmg 1 +Precise Strike: 1d10 + 8 + 8 ⇒ (8) + 8 + 8 = 24
+2 dwarven waraxe 2 +flank: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 for Dmg 2 +Precise Strike: 1d10 + 8 + 8 ⇒ (10) + 8 + 8 = 26

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 3

Quill will step forward and slash at the gar with his nice dagger. His weapon seems to shock with electricity and Quill worries that he’s going to zap himself. Adding +1 and shock.

1d20 + 8 + 1 + 3 - 2 ⇒ (20) + 8 + 1 + 3 - 2 = 30 to hit;
1d4 + 1 + 3 + 1 + 1d6 ⇒ (1) + 1 + 3 + 1 + (3) = 9 damage.

1d20 + 3 + 3 - 2 + 1 ⇒ (3) + 3 + 3 - 2 + 1 = 8 to hit;
1d4 + 1 + 3 + 1 + 1d6 ⇒ (1) + 1 + 3 + 1 + (6) = 12 damage.

Pot crit:
1d20 + 8 + 1 + 3 - 2 ⇒ (12) + 8 + 1 + 3 - 2 = 22 to hit;
1d4 + 1 + 3 + 1 ⇒ (4) + 1 + 3 + 1 = 9 damage.

Quill Combat:

AC 21 (23 vs. giants)
HP 57/57
Bless: 0/7 used
Ferves: 1/7 used (3d6)
SacWeap: 1/9 rounds used (swift,+2/shock/flaming/frost)
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+12-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.
[ dice]1d8+9[/dice] cold iron damage. (manyshot)

[ dice]1d20+12-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.

[ dice]1d20+7-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.


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

Quick stats:

HP 62/62(+18 for extract)
AC 27, touch 18, flat-footed 24
Fort +9 (+6 vs. poison), Ref +10, Will +5 (+2 vs. fear)
CMD 18
Bombs: 0/13; Mutagen: 0/1; Spontaneous healing: 0/20; Blast 0/1
Sipping jacket: displacement 0/9
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha; barkskin (+4 AC); clayskin (DR 5/adamantine; 45 pts); shield (+4 AC)

Extracts; Blast Finesse ritual: []
1st (5/day): expeditious retreat [], enlarge person [], shield [][], stone fist []
2nd (4/day): alchemical allocation [][], barkskin [x], perceive cues []
3rd (4/day) fly [], invisibility [], clayskin [x], displacement [x]

Sander swings furiously at the creature, trying to help Storn as best he can. Believe it's a -2 to hit for being underwater, but that's offset by the flanking

Morningstar: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 ⇒ 2
Morningstar: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 3


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)

Dwarven war axe is piercing/slashing - I think we get to pick the beneficial one? Piercing has no penalty underwater but Slashing is -2.


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

As Molly's chant ends, a shark appears directly behind the gar's tail. Eyes rolling up, the apex predator attacks the prey in front of it!

Shark flanks with Storn. Bite 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 for 1d8 + 4 ⇒ (4) + 4 = 8 damage.

Molly fixes the gar with an eldritch glare, attempting to weaken its grip on Storn.

Evil eye to lower base attack by 2. Will save DC 19 to resist.
Snake style AC vs gar = 1d20 + 16 ⇒ (1) + 16 = 17


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

Liberating Command: 1d20 + 18 ⇒ (16) + 18 = 34

EXTREMELY unhappy with being eaten by a fish, Storn chants a quick prayer to Gorum and then wriggles free. Furiously, he starts stabbing out with his spear, doubly annoyed that his favoured greatsword isn't particularly great under water. Deciding the best defense is killing a giant fish, Storn shimmers with energy as he starts stabbing out again and again and again.

Attack: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 Damage: 2d6 + 9 + 6 ⇒ (6, 4) + 9 + 6 = 25
Attack (haste): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 Damage: 2d6 + 9 + 6 ⇒ (5, 1) + 9 + 6 = 21
Attack (iterative): 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Damage: 2d6 + 9 + 6 ⇒ (2, 1) + 9 + 6 = 18

Immediate action for liberating command. Assuming I'm free, swift action for channel vigor and then full attack.


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

Don't forget you're flanking with Jaws. ;)

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