
| Somer Hiondu | 
 
	
 
                
                
              
            
            Still smarting from the acid and knowing his arcane knowledge is childish next to Tam, Somer goes and sits in a bench.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            The bag is indeed magical, and it seems to be a giant sized bag of holding.
It is, however, currently empty.
This appears to be a rugged leather sack about 4 feet by 6 feet in size. It functions exactly the same as other types of bags of holding, but weighs more and has greater weight and volume limits.
Type V 100 lbs. 2,500 lbs. 450 cubic ft. 12,500 gp
Because of the larger volume of a giant-sized bag of holding, retrieving a specific item from it is always a full-round action.

| Balmir | 
 
	
 
                
                
              
            
            After pushing all of the large round stones into the main area, Balmir sits on top of one of them. "This place looks relatively safe now. Should we go ahead and camp here? We can pick up the trail in the morning."

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser puts some of his extra items he'd been carrying around in the bag, just to test it out.
"Who wants to carry this monster around. It's a little big or me, but pretty useful if you ask me."
When Balmir suggests resting here, the halfling agrees.
"We had a pretty bad fight back there. We should rest."

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Since we are moving so slow, I am going to cheese a little bit here...
Derrik agrees to a rest, and prays for spells to help heal everyone. Upon waking, he claims to have had a vision from his deity that he is needed elsewhere, and provisions have been made for a replacement in you mission.
After healing everyone of their wounds, Derrik bids you goodbye, and heads out the door.
After about an hour or so, while you are still trying to make sense of the sudden departure, you hear a knock on the very large door.
Enter Toboyn...

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Good work-around!
Mouser looks curiously at the knock on the door and draws his rapier.
"Who's there?!" he whispers harshly.

| Toboyn | 
 
	
 
                
                
              
            
            Slowly, the door drifts open, and a voice from the other side says "A friend, and I think you're in need of one." Old non-threatening #7, Toboyn decides: He stands for a moment and slowly grins and cocks his head just so, hands visible, as he's done a thousand times in a thousand mirrors. No saving throw required, but he's selling it with every one of his 20 Charisma points.
"I met your friend, Derrik, a short way from here. Follower of Milani; fine people, really (a little tightly wound, y'understand). He said you gentlemen might have need of a healer."
Of course, to followers of Cayden Cailean, everyone seems a little tightly wound ... and like any good religion, they have an answer to that.

| Toboyn | 
 
	
 
                
                
              
            
            Toboyn looks at the bag of holding, then at the ball-stones ... then back at the sack. "Is that a ba..." no, he decides, too early. "a bag for those stones?", he asks guilelessly.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser was sad to see Derek go, but glad to have someone else that seemed to be a healer.
"So--we'd be glad to have you. But what are you doing here? This seems a strange place for you to be. You have something against giants?"
Mouser agrees that they should fill the bag with the stones. "You never know when we might need to drop them on top of a giant from great heights."

| Somer Hiondu | 
 
	
 
                
                
              
            
            Somer perks up at the newcomers arrival. He slides off the bench to join the others.
"Healer you say. Good...good. One thing, if I am swallowed and being digested... You know what, never mind just do your thing I guess."
He considers the giants ballsack but just decides to leave that bit of the conversation alone, his humor is still back with the acid for the moment.

| Toboyn | 
 
	
 
                
                
              
            
            "You must be ... Summer, is it? Toboyn. Merick mentioned something about a plant. Well, if that’s your taste and times being what they are, I could leave you to that, but my natural inclination would be to get you loose.". He smiles at Mouser, "Giants? No particular friend to giants, no. Ungainly, really. I was outside this structure on a rather lengthy trip, a walkabout, sent by Cayden Cailean himself! At least that's how I took his meaning, waking up so far from any town after an extended worship."
He glances around the room.
"Perhaps this is what he had in mind. Shall we drink to that?" He pulls an empty bottle from his pack, mutters a moment and makes an intricate motion with the bottle, now filled.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            "I'll drink to that," Mouser says. "And then, let's finish looking around so we can get out of this place."
I think we already rested, so we should be good to go. Any other places we can check out here? Are there stairs up or down?

| Toboyn | 
 
	
 
                
                
              
            
            We're at slide #1 in the GSC Google doc, right? Have we explored the two western staircases? They look sort-of like they just lead to platforms in the image. Has anybody checked for secret doors at the alter? Other than that, the only egress looks like the double-doors to the south.

| Balmir | 
 
	
 
                
                
              
            
            Yep, we checked all those places.
Balmir gathers up his belongings and eyes the large bag. "Who's going to carry that. I can if no one else wants to." He reaches and picks it up.
"Ok. Let's go. We're still heading to that village. What was it called?"

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser looks around. "Yeah, I think we already checked those stairs, up and down. I've searched around these secret doors, too. I think at this point, we should head back to town, like Balmir says. Let's go get some new supplies and see if the giants are behaving themselves. I doubt it."

| Somer Hiondu | 
 
	
 
                
                
              
            
            Happy for the drink Somer brightens up a bit.
"New company, new mindset. I was just suprised by how much that hurt. Lets get back to town and see what is next on the list of problems that need a solver."

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            It sounds like you all have forgotten what you are doing! PbP can drag on so long, I can see how that happens.
You are currently in the Mindspin Mountains, specifically in Minderhal’s Valley, tracking giants to their source. You passed through a town called Shimmerman's Fortune, and having saved a number of its citizens from giant cookpots, you can expect to be treated as heroes there.
I moved the overland map back to Slide 1 position. You are currently at point M. You are certainly welcome to trek back to a town, or even Janderhoff which is a bit larger and might have more if you are looking for magical equipment. There is still much of the valley to explore.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Sorry, you're indeed right that I lost a bit of vision for next steps. I don't need to go back to town, unless we have a good deal to spend. I'm happy to continue exploring the valley.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser considers their options. "I can't tell if there would be anything left to explore up this valley," he says. "Probably not."
"We should probably go back to the main valley and then head east," he suggests.

| Balmir | 
 
	
 
                
                
              
            
            Standing outside of the ruins, Balmir looks up and down the narrow valley they are in. The small tributary streams from the northeast and continues to the southeast, eventually coming to the river they had been following. "There might not be anything else in this valley Mouser but I really don't know. Why would someone have built this little chapel along this fork of the river if there wasn't something further on. Based on the look of the surrounding hills I would guess that it would take us just a couple hours to head northeast and see where the valley ends. At least, that's my thinking. If there is a giant camp up there, I don't want to miss the chance to eradicate more of those horrible beasts."

| Toboyn | 
 
	
 
                
                
              
            
            Toboyn looks over the group. A little too early to venture an opinion, but "I came from that way", he says, nodding to the southwest (ie., 'L'). "Not much there worth our time. I'm with Balmir on this one."

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            In the interest of time, I will assume 2 votes to one and uncover the rest of the North route, which does simply end.
Following your general rules, you continue to explore, treking another 20 some miles before finding anything else of note, until you reach N on the map.
A small river runs through the center of this valley. The precipitous slopes of the rocky canyon walls are dotted with a few dozen dark cave entrances.
Each cave entrance is carefully framed with a stone arch set with a keystone carved with Dwarven runes—the name of the dwarven family that once managed each mine. None of the caves extend more than a few dozen yards into the mountains before ending in a wall of collapsed rock.
You also find three cave giants, sitting around a fire in the shade of a large overhang, roasting several large game birds on a wooden spit. As soon as they spot intruders, they pick up their weapons and attack.
Balmir: 1d20 + 3 ⇒ (3) + 3 = 6
Mouser: 1d20 + 6 ⇒ (12) + 6 = 18
Somer: 1d20 + 5 ⇒ (11) + 5 = 16
Tamxander: 1d20 + 1 ⇒ (11) + 1 = 12
Toboyn: 1d20 + 5 ⇒ (10) + 5 = 15
Giants: 1d20 + 0 ⇒ (13) + 0 = 13
Round 1 (Bold may act)
Mouser
Somer 
Toboyn
Tamxander 
Giants: Red, Green, Blue
Balmir 

| Toboyn | 
 
	
 
                
                
              
            
            "They've provided dinner! Only fair we should bring the entertainment, eh?", Toboyn observes. He peers skyward and invokes his deity: 
Holy Smite: 4d8 ⇒ (1, 6, 8, 8) = 23
20 ft radius burst, DC19 Will => half damage + no blindness

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser, seeing the enemy, makes a beeline for the shrubs to hide. double move
stealth: 1d20 + 21 ⇒ (14) + 21 = 35
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (8) + 15 = 23

| Toboyn | 
 
	
 
                
                
              
            
            The first moment of battle. Time seems to stretch as Toboyn takes a moment to consider the scene. He glances at the giants to see if any can still see his party; it's hard to tell if the flurry of activity is purpose or panic. His gaze wanders up to the cave walls. This place once belonged to Dwarves; he wonders what Balmir is making of this.

| Somer Hiondu | 
 
	
 
                
                
              
            
            Seeing multiple big, non-plant, targets Somer grins a little. This he is better at dealing with. Before moving forward he casts glitterdust on the giant in the rear.
 Glitterdust DC16 @ blue. 
 Once Balmir moves I will update map, don't want to get ahead of him. 

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Will Save, Red: 1d20 + 3 ⇒ (13) + 3 = 16
Will Save, Green: 1d20 + 3 ⇒ (16) + 3 = 19
Will Save, Blue: 1d20 + 3 ⇒ (13) + 3 = 16
The holy smite is quite effective, and as Tam casts his spell, Mouser disappears.
Going to redirect Somer's spell to Green, since he is not blinded.
Will Save, Green: 1d20 + 3 ⇒ (1) + 3 = 4
Blinded, all three giants stumble into each other and are unable to effectively do much.
Round 1 (Bold may act)
Balmir 
Round 2 (Bold may act)
Mouser
Somer 
Toboyn
Tamxander 
Giants: Red (23 dmg, blind), Green (11 dmg, blinded, glittered), Blue (23 dmg, blind)
Balmir 

| Balmir | 
 
	
 
                
                
              
            
            GM, do I know anything about these mines?
"Oh good. More giants to kill." Balmir moves directly towards the giants, readying his hammer as he moves.
Double move

| Somer Hiondu | 
 
	
 
                
                
              
            
            With Balmir in front of him Somer fires off two arrows at the lead giant.
"We do seem to run into quite a few of them. Maybe we should have been keeping coung."
 +1 Merianna's Thorn PB SC: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
 Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
 +1 Merianna's Thorn PB SC: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
 Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

| Toboyn | 
 
	
 
                
                
              
            
            Well, no questioning Balmir's enthusiasm, Toboyn muses. He takes a few steps forward, eager to see what the dwarf is made of, and concerned that the giants may still have a bit of fight still left in them. He decides to hold his remaining spells against later need.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Nearly cackling with glee being invisible, Mouser rushes the closest giant and stabs it behind the knee.
+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 301d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (1, 2, 3, 1) = 7
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
exploitative maneuver (CMB vs. creature's CMD): 1d20 + 11 ⇒ (1) + 11 = 12 If successful, creature takes -4 on its attack against Mouser, and Mouser receives +4 to his AC.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Flank?? You are invisible and the giant is blind, so sneak is fine anyway - just wondered if I am missing something.
Balmir rushes in as Somer places two arrows in red Second was a miss, but blindness gives -2 AC. Mouser strides up to Green and you all see him blink back into view as he is stabbing it in a sensitive spot.
Round 1 (Bold may act)
Balmir 
Round 2 (Bold may act)
Mouser
Somer 
Toboyn (delayed)
Tamxander 
Giants: Red (45 dmg, blind), Green (26 dmg, blinded, glittered, disorientated), Blue (23 dmg, blind)
Balmir 

| Toboyn | 
 
	
 
                
                
              
            
            "Careful; they'll be seeing clearly again in a moment!", Toboyn calls to Mouser.
Smite-blindness only lasts a round.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Two of the giants regain their site, and seeing the dwarf so close, look furious.
Red tries to cut Balmir in half, but just can't connect.
Greataxe: 1d20 + 12 ⇒ (6) + 12 = 18
Greataxe: 1d20 + 7 ⇒ (4) + 7 = 11
Green stumbles around and finds a big rock to pick up. (Mouser can take an AoO)
Blue strides up to also try to crush Balmir. One finally connects.
Greataxe: 1d20 + 12 ⇒ (5) + 12 = 17
Greataxe: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 9 ⇒ (5, 3) + 9 = 17
Round 2 (Bold may act)
Balmir (17 dmg) 
Round 3 (Bold may act)
Mouser
Somer 
Toboyn (delayed)
Tamxander 
Giants: Red (45 dmg), Green (26 dmg, blinded, glittered, disorientated), Blue (23 dmg)
Balmir 

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser continues stabbing at the blinded giant, his rapier drawing trails of blood.
+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 221d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (1, 6, 6, 5) = 18
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 241d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (1, 6, 3, 6) = 16
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).[/ooc
[ooc]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 ⇒ (19) + 13 = 32

| Balmir | 
 
	
 
                
                
              
            
            GM, did you remember that I get +4 to AC against giants?
Balmir growls and he swings agrimmosh at the giant in front of him. He takes a second swing and let's the follow through smack into the second giant as well.
agrimmosh@red,power attack: 1d20 + 16 - 3 ⇒ (2) + 16 - 3 = 15
agrimmosh@red,power attack: 1d20 + 11 - 3 ⇒ (16) + 11 - 3 = 24
damage,power attack: 2d6 + 7 + 6 ⇒ (6, 1) + 7 + 6 = 20
cleave@blue,power attack: 1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27
damage,power attack: 2d6 + 7 + 6 ⇒ (3, 1) + 7 + 6 = 17
-2 to AC for this next round due to cleave

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            I did not remember that! So that hit missed.
Mouser stabs green in rapid succession in two vital arteries. The giant drops as Mouser scrambles out of the way.
Balmir almost kills Red (2 hp remain), and cuts blue pretty deep as well.
Round 3 (Bold may act)
Mouser
Somer 
Toboyn
Tamxander 
Giants: Red (65 dmg),Blue (40 dmg)
Balmir 

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            The little gnome strikes home, putting the small bolt right in the giant's eye. Red drops to the ground.

| Somer Hiondu | 
 
	
 
                
                
              
            
            With only one target left Somer is not going to waste a big spell, instead he coats his arrows with frost and lets two fly.
 +1 Merianna's Thorn PB SC: 1d20 + 12 + 1 - 2 ⇒ (16) + 12 + 1 - 2 = 27
 Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
 +1 Merianna's Thorn PB SC: 1d20 + 7 + 1 - 2 ⇒ (1) + 7 + 1 - 2 = 7
 Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Ray of Frost: 1d3 ⇒ 1

| Toboyn | 
 
	
 
                
                
              
            
            Toboyn watches with some surprise at the short work his party makes of the giants. Hmph, he chuckles ... 'short' work from a dwarf. He decides that, at this point, he has little to add ... but moves toward the fight, in case of need. "I believe their birds are cooked! Also, dinner seems nearly ready ... can we move this along?"
 
	
 
     
     
    