
GM Fuzzfoot |

Aha!
As the giantess comes confidently charging in, Balmir dosges her attach and smacks her in the backside with the legendary hammer. In addition to howling in pain, the giant form seems to twist and contort as it gets smaller in size. While still a giant (large now, not huge), she seems much less imposing. The (yellow) troll shrieks in surprise! (The other trolls are still too fascinated to notice yet.)
Derrik - you're up! The readied action never triggered, but you can keep it for another round if you like. (even take some movement first)

Derrik Nular |

Derrik moves forward 20' and stabs Heartspit at the Giantess attacking Balmir.
"We have some for those you have taken to return them, we will not allow you to take any more people!" Derrik states proudly.
Heartspit: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 302d4 + 4 + 2 + 2d6 ⇒ (2, 2) + 4 + 2 + (6, 6) = 22
Confirm: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 142d4 + 4 + 2 + 2d6 ⇒ (4, 3) + 4 + 2 + (2, 6) = 21
Free Grapple if confirmed: 1d20 + 7 ⇒ (2) + 7 = 9
Do I get the +2 bane bonus since it is a Bane Giant weapon?

GM Fuzzfoot |

Yes, the giant-bane extra +2 bonus does apply here. Unfortunately, it still isn't enough to confirm, but a solid hit nonetheless.
Yellow double moves.
Round 3 (Bold may act)
Somer (4 dmg)
Purple Moss Troll (fascinated)
Blue Moss Troll (fascinated)
Giantess (64 dmg)
Balmir (5 dmg)
Derrik
Tamxander
Mouser
Yellow Troll

Somer Hiondu |

Somer drifts to the north a little to get a better line of sight and so as not to get caught on his own. As he moves he draws his arrows and whispers a quick spell calling snow to his already acid covered arrows.
+1 Merianna's Thorn PB SC: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Acid Damage: 1d6 ⇒ 3
+1 Merianna's Thorn PB SC: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Acid Damage: 1d6 ⇒ 2
Snowball: 5d6 ⇒ (2, 6, 4, 6, 2) = 20

GM Fuzzfoot |

Who are you targeting?
Purple and blue remain fascinated. Red tries to swipe Balmir aside.
Attack: 1d20 + 16 ⇒ (11) + 16 = 27
Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Frustrated, the giant huffs and looks around for easier targets.
Round 3 (Bold may act)
Somer (4 dmg)
Purple Moss Troll (fascinated)
Blue Moss Troll (fascinated)
Giantess (64 dmg)
Balmir (5 dmg)
Derrik
Tamxander
Mouser
Yellow Troll

Balmir |

Balmir steps aside as the giant tries to hit him then he responds with agrimmosh.
agrimmosh@giantess,power attack: 1d20 + 16 - 3 ⇒ (2) + 16 - 3 = 15
dmg,power attack: 2d6 + 7 + 6 ⇒ (5, 5) + 7 + 6 = 23
second attack agrimmosh@giantess,power attack: 1d20 + 11 - 3 ⇒ (7) + 11 - 3 = 15
dmg,power attack: 2d6 + 7 + 6 ⇒ (4, 4) + 7 + 6 = 21

Somer Hiondu |

Woops. The giantess.

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Invisibly, Mouser steps up and continues his assault on the troll he had attacked. He laughs at how fun it is to be unseen.
+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 281d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (4, 6, 5, 2) = 17
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 201d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (5, 1, 3, 6) = 15
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
If attacked and attack misses, spend 1 panache to activate underfoot assault + limb-climber.
3 Panache remaining
limb-climber (climb check vs. creature's CMD): 1d20 + 13 ⇒ (2) + 13 = 15
exploitative maneuver (CMB vs. creature's CMD): 1d20 + 11 ⇒ (8) + 11 = 19 If successful, creature takes -4 on its attack against Mouser, and Mouser receives +4 to his AC.

Derrik Nular |

Derrik stabs again at the Gaintess attacking Balmir.
Stab: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 252d6 + 4 + 2 + 2d6 ⇒ (4, 1) + 4 + 2 + (4, 2) = 17
'Tell us where you have your prisoners" Derrik commands of the Giantess

GM Fuzzfoot |

Derrik stabs the giantess again, and her face contorts in rage. She turns her attention to Derrik.
Mouser stabs and stabs, definitely breaking the trolls fascination with Tam's spell, but not soon enough to avoid falling to the small one's blade.
Yellow troll looks at Tam and at Somer, and judges the distances. Ultimately, he charges Somer. Somer sees him lumbering in, though, and easily dodges the attack.
Charge attack, claw: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Round 4 (Bold may act)
Somer (4 dmg)
Purple Moss Troll (54 dmg)
Blue Moss Troll (fascinated)
Giantess (81 dmg)
Balmir (5 dmg)
Derrik
Tamxander
Mouser
Yellow Troll (-2 AC due to charge)

Somer Hiondu |

The trolls attack is easy to sidestep and in the process Somer moves a step further away before he speaks a spell and launches some arrows.
+1 Merianna's Thorn PB SC: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Acid: 1d6 ⇒ 3
+1 Merianna's Thorn PB SC: 1d20 + 7 + 1 - 2 ⇒ (14) + 7 + 1 - 2 = 20
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Acid: 1d6 ⇒ 6
Gloombolt DC17 Reflex of Blinded 1 turn: 4d5 ⇒ (1, 5, 1, 4) = 11
Covered in dark negative energy the arrows fly pretty straight and he smiles as he speaks.
"Should have stayed further back mister troll!"
His words may be more bravado as he knows he was lucky not to be struck a moment before.

GM Fuzzfoot |

Somer drops the advancing troll, and the acid sizzles as it makes sure those wounds are permanent.
Big red tries to smash the dwarf, but again the dwarf knows giant tactics well, and easily manages to dodge the blows.
Attack: 1d20 + 16 ⇒ (8) + 16 = 24
Attack: 1d20 + 11 ⇒ (7) + 11 = 18
The purple moss troll charges Derrik (AoO to Mouser - better resolve that before attacking Derrik.)

Balmir |

Balmir shrugs off the giant's attack and moves to the side. He swings the hammer sideways at her knees.
agrimmosh@red,power attack, orphaned: 1d20 + 16 - 3 + 1 ⇒ (18) + 16 - 3 + 1 = 32
dmg,power attack: 2d6 + 7 + 6 ⇒ (2, 3) + 7 + 6 = 18
agrimmosh@red,2nd, power attack, orphaned: 1d20 + 11 - 3 + 1 ⇒ (18) + 11 - 3 + 1 = 27
dmg,power attack: 2d6 + 7 + 6 ⇒ (3, 4) + 7 + 6 = 20

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Mouser stabs at the moss troll as it charges away.
+1 Rapier (sneak attack): 1d20 + 14 ⇒ (6) + 14 = 201d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (6, 2, 2, 4) = 14

GM Fuzzfoot |

Both the giant and the troll drop like very large sacks of potatoes!
You have one left that is still fascinated.

GM Fuzzfoot |

@Derrick - you would have, but Mouser dropped it before it got to you.

GM Fuzzfoot |

At this point, I don't know that we need to stay in rounds. You have 1 troll fascinated and all of you can take a breath to decide how to best finish it off.

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Mouser will definitely want to finish off the troll. Once we do that, let's search them for anything useful.

GM Fuzzfoot |

OK, I am going to call that an action!
You finish off the troll, and after making sure none of them will be regenerating, you search the large bodies.
Gristlecrack (the giantess) carries a bag containing a +1 short sword, a potion of gaseous form, a scroll of mirror image, a gold bowl engraved with images of dwarves fighting giants (worth 400 gp), a gold flute (worth 1,000 gp), a small diamond (worth 900 gp), two opals (worth 500 gp each), 679 gp, 180 sp, 900 cp, and a collection of 14 feet (dwarven, half ling, and human). The trolls had nothing of value.

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Mouser's eyes glitter with greed at all the treasure they have found.
"Amazing! This will buy a lot--a lot of good things!" he says with a smile.
"For you double-lings, your share will only go half as far! Anyone want this potion that turns you into gas? I think that would be all kinds of fun."

Balmir |

"A gas potion? No, I don't need that." Balmir's eye were drawn to the gold bowl. "Is that dwarves on that?" He picks it up and examines it more carefully. "Hey. These dwarves are fighting giants on this bowl. Can I keep it, at least for a while?"

GM Fuzzfoot |

After clearing out the available treasures, you sit and rest for a bit. Then you continue one.
Do you need a nights rest before next area? It is less than 10 miles away...
Again picking left to follow a tributary, you find something of interest.
A broad wood of young aspens and birches sweeps through this vale. The trees sway softly, their pale branches glimmering in the light. Near the edge of the grove, a forgotten pathway of badly weathered dark stone pokes through the forest floor, leading to a clearing containing a large structure of timeworn stone. Colorful lichens cling to the walls, and most of the slate roof has collapsed inward. Jumbles of great granite blocks lie around the building, half buried beneath the soil and fallen leaves.

Balmir |

"I wonder what this used to be way out the middle of nowhere here. Maybe someone's small castle?"
Bamir scratches his head while looking at the ruins from across the clearing. "Often times abandoned buildings like this aren't really abandoned. We should be careful. Mouser, do you want to sneak up there and see what you can see?"

Somer Hiondu |

"Agreed Balmir, not often a ruin in golorian is just a historical significant location. Always something that wants to kill you."
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Somer keeps a watchful eye but gives Mouser a chance to scout before mocing forward.

GM Fuzzfoot |

I assume Mouser would jump at the chance to scout ahead, so let's assume he does...
Sliding up to the double doors, that are clearly giant sized, he hears nothing beyond. He might need some help opening a door though.

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Mouser gives the door a push after checking it for traps.
If I can't open it, I'll run back and grab Balmir.
str check: 1d20 ⇒ 17
stealth: 1d20 + 21 ⇒ (14) + 21 = 35
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (7) + 15 = 22
disguise (Fit In): 1d20 + 12 ⇒ (17) + 12 = 29

GM Fuzzfoot |

Mouser does not find any traps, and is surprised by how his muscles all kick in to pull the heavy door open.
A row of five half-columns splits this foyer, their crowns carved into small stone offering bowls. Beyond the foyer, a wide set of stairs descends to a recessed central chamber with three long prayer benches. The stone benches are cracked and covered with moss.
Much of the ceiling has collapsed into piles of giant slate shingles. Shrubs and weeds grow through the floor, covering everything in verdant tangles. Along the west wall, two flights of stairs climb to raised balconies with cracked stone railings. The first staircase coils around a slender menhir topped with the crudely carved countenance of a heavy-browed fire giant. To the north, a set of steps climbs to a broad dais facing the benches. A huge fire pit fashioned from sheets of hammered black iron, bent and riveted together, stands upon the dais atop an ornately forged cast iron frame. A wide stone altar stands behind the fire pit, engraved with a giant helm with huge fangs. The altar and dais are draped in a thick blanket of stringy greenish moss.

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With no visible enemies, Mouser makes his way back to his allies. "Lots of altars and stairs and statues and such ahead. No enemies though. Some moss, too," he says as he gestures for the others to come forward.

Somer Hiondu |

Somer smiles.
"Maybe a break for us.. maybe the moss will try and eat us. Still lets go take a look."
Dungoennering on the moss, maybe, when we can see it?
Dungeoneering: 1d20 + 12 ⇒ (2) + 12 = 14 Poop.

GM Fuzzfoot |


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I can't make that check.
Mouser can't make anything of the altar or anything else. "Well--let's pass through here. I'll scout to the other side," he says.
stealth: 1d20 + 21 ⇒ (2) + 21 = 23
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (2) + 15 = 17
disguise (Fit In): 1d20 + 12 ⇒ (1) + 12 = 13

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"It's big--I just meant to the other side," the halfling whispers as he sets out.
I'll start on the south.

Somer Hiondu |

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Seeing Mouser moving Somer slips a small bit in so he will have a shot when things inevitably go wrong.

GM Fuzzfoot |

Mouser sees a little better now, and there are stairs off to the west (other than those to a balcony), and a door beyond a pool of water.

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Seeing no enemies, Mouser motions for the others to follow. He pads up toward the pool of water and investigates.
stealth: 1d20 + 21 ⇒ (12) + 21 = 33
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (12) + 15 = 27
disguise (Fit In): 1d20 + 12 ⇒ (6) + 12 = 18

Balmir |

Seeing Mouser give the all-clear, Balmir moves into the structure. He spots the two sets of stairs on the left. "Did you check those places yet?" he asks Mouser.

GM Fuzzfoot |

The water is sort of a brownish sludge, and seems to be coming from under the door to the east.

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Almost invisible to the naked eye, Mouser slowly moves toward the door with the sludge coming out of it and pushes it open.
stealth: 1d20 + 21 ⇒ (20) + 21 = 41
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (13) + 15 = 28 please note I auto check for traps within 20'
disguise (Fit In): 1d20 + 12 ⇒ (19) + 12 = 31

GM Fuzzfoot |

Mouser is as quiet as a mouse as he slowly and gently opens the door.
The ceiling in this room remains whole, but dark mildew and splattered patterns of black mold cover all surfaces except the floor, which hides beneath a layer of stagnant brownish sludge.
The room’s current state of disrepair makes its original purpose indeterminable. The only objects of any note are a neat pile of six round stones with a rough, rind-like surface stacked in the northeast corner. Each stone is about 2 feet in diameter.

Somer Hiondu |

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Growing concerned that Mouser is getting far away Somer slips up closer to the pews in the hope of being able to help if needed.

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Mouser waves for the others to come closer.
Double-lings need to get up here. I might be the scout, but I'm not touching this crap.

Somer Hiondu |

With a shrug Somer moves up so he has a direct line on the door with his bow at the ready. He looks back at Balmir and Derrik and motions them forward.