GM Fuzzfoot's AP: Giantslayer

Game Master PJP

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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Mouser could probably accomplish that.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

"I'm never seen," Mouser brags before running toward the wall.

True to his word, even his companions soon lose track of the wily halfling.

stealth: 1d20 + 21 ⇒ (20) + 21 = 41
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (6) + 15 = 21


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Somer's mouth kind of hangs open watching Mouser go. He knows he is capable of moving quietly but not liek that.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You should probably have made a number of stealth and climb checks here, but as you got a Nat 20, I am going to handwave it.

Mouser works his way slowly but steadily up the wall. Tying the rope to let the others climb up isn't too hard either, although that last 5' will be tougher for everyone, since he can't very well tie it on the other side of the gate without being seen (or at least the rope being obvious).

For the rest of you, though, it is a decent distance to get to the gate and then climb it. I would say 4 stealth checks each to approach, and then 4 climb (DC 5 with the rope) and stealth checks to ascend. I also need a marching order, since it will become relevant if anyone gets spotted.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Seeing Mouser scamper up the wall and tie off the rope, Balmir turns to Tam. "So, do you think you could do something to distract those giants while the rest of us climb up?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Tam, tam he's the man! Whatcha got for the team, my little illusionist?

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser tries to remain out of sight while the others get into position.

stealth: 1d20 + 21 ⇒ (3) + 21 = 24


INACTIVE - GAME DIED

Tam squints, strokes his goatee, and thinks.

"I could try another rainbow pattern on the giants," says Tam. "Might keep a few of them occupied, and the others would of course try to figure out what's going on. Unfortunately I don't really have a spell to create a specific image or distraction."

While Tam's an illusionist, he focuses principally on spells that enthrall or grant invisibility, and he doesn't actually have any spells that make images!


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

"I don't know much about magic but if that's what you've got, then go for it."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Normally, I would require someone to state an action, but in the interest of moving forward...

Tam casts his spell up on top of the gate. Both the hill giant and ettin notice it. Both seem fascinated with it, enough so that Mouser is now able to secure the rope up top.

Will Save, Hill Giant: 1d20 + 3 ⇒ (11) + 3 = 14
Will Save, Ettin: 1d20 + 5 ⇒ (10) + 5 = 15

The rest of you are able to climb up, unhindered.

On the other side of the gate,you see that as the valley widens, all traces of vegetation disappear, having been cut down or trampled into the dirt and mud. Plumes of smoke from countless campfires rise into the sky, and loud, guttural speech and shouts fill the air. Ahead, a towering edifice of stone looms over the canyon, carved into the face of a mighty mountain. Between the sheltering slopes of the surrounding peaks stretches a broad, muddy expanse where countless giants have set up makeshift camps. Wide roads of trampled earth traverse the valley floor, connecting the camps to smaller side canyons to both the north and south.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"Excellent Tam, much better then trying to deal with them and not cause a fuss."

Seeing the number of giants Somer chuckles softly.

"Right! Frontal assault then?"


INACTIVE - GAME DIED

"Glad it worked," whispers Tam. "But, uh, now that we're here... where do we go next?"

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

"Ouch," Mouser laments as he views the countless giants.

"We're pretty good--but that's a lot of giants."

Looking around, he spies the towering edifice. "Maybe if we get up there and cut off leadership, the whole rotten edifice caves in?" he says hopefully.


INACTIVE - GAME DIED

"I wonder what's brought so many giants together in the first place?" muses Tam. "A central strong leader? A story or myth that's brought them all here, now? A magical artifact exerting influence on them?"


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir's mouth drops open at the sight of all the giants. On the one hand, he desires nothing more than to jump into the middle of them and slay as many as he can before they stop him. But on the other hand, he knows the futility of that course of action.

"I don't know what to do. I'm not the one in our group with the brains."

It's been a bit too long. Why are were here?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As the adventure begins, the Player Characters have learned that the storm giant warlord Volstus the Storm Tyrant is gathering an army of giants in a hidden valley in the Mindspin Mountains. So extensive are the Storm Tyrant’s efforts that this army would threaten not only Belkzen (and the town of Trunau), but also the other human nations bordering the huge mountain range, including Lastwall, Molthune, Nidal, Nirmathas, and Varisia. If the PCs returned to Trunau after the conclusion of “The Hill Giant’s Pledge,” Halgra and Silvermane should encourage them to travel to the valley to try to stop Volstus before he can assemble his army, thus preventing untold bloodshed and destruction across western Avistan. Fortunately, the PCs found a map to this “valley of giants” among the dowry of the hill giant chieftain Grenseldek in Redlake Fort.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"Quite the situation. I think we should find a place to quietly camp out and watch. If there is a way to get to the leadership we do that. Maybe make a display of their bodies?"

He looks over the area again.

"At least its a start."


INACTIVE - GAME DIED

Well, that answers my question of why all the giants are gathered here.

"Looks like Volstus already has his army," says Tam. "This is... bad."

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Thanks for the recap--that was helpful.

Mouser nods as Somer suggests finding a place to wait and plan.

"I bet we could easily find a place--though there are lots of eyes, they are probably not on the alert. Someone would have to be criminally insane to try to get in here," he muses, apparently not seeing the irony.

"Let me look around real quick. Back in a jiffy."

I'll go look around for a place we can 1) remain unseen 2) have a good place to survey the whole lot of them 3) observe command an control.

stealth: 1d20 + 21 ⇒ (4) + 21 = 25
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (19) + 15 = 34
disguise (Fit In): 1d20 + 12 ⇒ (10) + 12 = 22


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Don't forget... there is a hill giant and an ettin right next to you. They won't stay fascinated for ever.


INACTIVE - GAME DIED

"Someone wanna murder these guys... ?"


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Thanks for that GM.

"Yep. Looks like an army to me too. Not sure how we would stop that." Balmir pulls at his beard as he gazes out over the campfires.

Tam wrote:
"Someone wanna murder these guys... ?"

Balmir scrunches his eyes and frowns. "I'm just as keen as the next guy to kill some giants but that's way too many for me." Then he realizes that Tam is talking about the giant and ettin on the top of the gates -- right next to them. "Oh. Yeah." he chuckles then unslings his hammer. Walking up behind the giant, he takes a massive swing at it.

agrimmosh@giant,PA,vital strike: 1d20 + 16 - 3 ⇒ (4) + 16 - 3 = 17
dmg,PA,vital strike: 2d6 + 7 + 6 + 2d6 ⇒ (6, 3) + 7 + 6 + (2, 2) = 26


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

I had assumed we have moved a but away. :)

"Oh, almost forgot our dummy friends."

Somer aims for whatever one Balmir did not after adding acid to his arrows and whispering a spell. Sadly he is distracted.

+1 Merianna's Thorn PB SC: 1d20 + 12 + 1 - 2 ⇒ (5) + 12 + 1 - 2 = 16
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Acid: 1d6 ⇒ 5

+1 Merianna's Thorn PB SC: 1d20 + 7 + 1 - 2 ⇒ (5) + 7 + 1 - 2 = 11
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Acid: 1d6 ⇒ 1

Ray of Frost: 1d3 ⇒ 2


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Initiative:

Balmir: 1d20 + 3 ⇒ (9) + 3 = 12
Mouser: 1d20 + 6 ⇒ (18) + 6 = 24
Somer: 1d20 + 5 ⇒ (3) + 5 = 8
Tamxander: 1d20 + 1 ⇒ (1) + 1 = 2
Toboyn: 1d20 + 5 ⇒ (14) + 5 = 19
Hill Giant: 1d20 - 1 ⇒ (16) - 1 = 15
Ettin: 1d20 + 3 ⇒ (11) + 3 = 14

Balmir and Somer snap both large guards out of their stupor as they attack them. Unfortunately, both of them fail to actually hit their targets. But the giants are alert now, and a bit angry.

Round 1 (Bold may act)
Mouser
Toboyn

Hill Giant
Ettin
Balmir
Somer
Tamxander

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

I'm guessing we can all get in position before we attack?

Mouser begins striking the hill giant where it hurts.

+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 361d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (2, 4, 4, 6) = 16
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 171d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (1, 1, 1, 1) = 4
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).

CRIT?: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 251d4 + 7 ⇒ (3) + 7 = 104d6 ⇒ (2, 1, 5, 1) = 9


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Of course!

Mouser tries to strike twice, and only succeeded with the first, but it was an excellent spot, causing the hill giant much pain.

Round 1 (Bold may act)
Mouser
Toboyn
Hill Giant (46 dmg)
Ettin
Balmir
Somer
Tamxander


Male Human Cleric 8 (Cayden Cailean) | 66/66HP | AC16 T11 FF15 | Fort +7 Ref +3 Will +11 Init +5 | Perc +9 | Channel 9/10 | Might 7/8 | Daze 8/8 | Str Srg 8/8 | Smile 8/8 |Used 1xSearing Light, 1xSmite

Toboyn shakes his head; he's let his mind has wonder at a time like this!
He turns to the two giants and unleashes the anger Cayden Cailean upon them.
"Can't kill an army, but we can chip away at it"
Holy Smite: 4d8 ⇒ (6, 7, 5, 7) = 25
He feels as though Cayden's with him on this one.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Hill Giant Will Save: 1d20 + 3 ⇒ (3) + 3 = 6
Ettin Will Save: 1d20 + 5 ⇒ (18) + 5 = 23

The hill giant is looking pretty bad, and now is blinded to boot. He swings at Mouser, but barely misses due to his lack of sight.

Attack, blind: 1d20 + 14 - 4 ⇒ (19) + 14 - 4 = 29
Conceal miss chance, 50%: 1d100 ⇒ 46

The ettin steps forward to smash Toboyn.
Flail 1: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Flail 2: 1d20 + 7 ⇒ (7) + 7 = 14

Flail 1: 1d20 + 12 ⇒ (4) + 12 = 16
Flail 2: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Only hitting him twice, it still packs a whallop.
Round 1 (Bold may act)
Balmir
Somer
Tamxander


Round 2 (Bold may act)
Mouser
Toboyn (21 dmg)

Hill Giant (71 dmg, blinded)
Ettin (12 dmg)
Balmir
Somer
Tamxander


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

No map, right? I assume I'm close enough to both of the creatures so I can take my pick. Going for the giant of course.

Balmir snarls at the giant and swings his hammer.

agrimmosh@giant,power attack: 1d20 + 16 - 3 ⇒ (13) + 16 - 3 = 26
dmg,power attack: 2d6 + 7 + 6 ⇒ (2, 1) + 7 + 6 = 16

agrimmosh@giant,power attack: 1d20 + 11 - 3 ⇒ (5) + 11 - 3 = 13 Probably missed but I'll roll dmg anyway
dmg,power attack: 2d6 + 7 + 6 ⇒ (5, 2) + 7 + 6 = 20

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

With the giant struggling to see, Mouser is able to take advantage. He strikes at it multiple times.

+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 251d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (3, 5, 4, 6) = 18
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 261d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (1, 4, 5, 2) = 12
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Balmir is next in order, so he gets the death blow for the hill giant.

Balmir smacks the hill giant in the knee, crushing it and causing the large beast to fall to the ground in front of the gate with a big thud!

Mouser turns his attention to the Ettin, flanking the creature with Toboyn on the opposite side.

Yah, I didn't figure we really needed a map for this one.
Round 1 (Bold may act)
Balmir
Somer
Tamxander


Round 2 (Bold may act)
Mouser
Toboyn (21 dmg)
Ettin (62 dmg)
Balmir
Somer
Tamxander


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Somer lets out a little gasp when the ettin's attacks hit.

"Over here big guy, leave him be."

+1 Merianna's Thorn PB SC: 1d20 + 12 + 1 + 4 - 2 ⇒ (10) + 12 + 1 + 4 - 2 = 25
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

+1 Merianna's Thorn PB SC: 1d20 + 7 + 1 - 2 ⇒ (7) + 7 + 1 - 2 = 13
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Snowbll wiht 1st Hit: 5d6 ⇒ (2, 3, 3, 4, 6) = 18


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

And with that, the Ettin keels over and drops in place, still on top of the wall, two heads lagging with open dead eyes.

Not sure why I felt this needed more visuals...

Looking down the valley, it is very clear that brute force won't get you past this army.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Peraonlly like the visual. It messed with the healer. :)


Male Human Cleric 8 (Cayden Cailean) | 66/66HP | AC16 T11 FF15 | Fort +7 Ref +3 Will +11 Init +5 | Perc +9 | Channel 9/10 | Might 7/8 | Daze 8/8 | Str Srg 8/8 | Smile 8/8 |Used 1xSearing Light, 1xSmite

"Much obliged; I don't know if I could have taken too many more of those. Toboyn is impressed ... is he the only one who was even struck? Cayden has delivered him into a worthy band.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser looks around for anywhere they might hole up and make a plan.

"We need to get out of sight while we figure out how we want to get to the fortress," he says.

perception: 1d20 + 15 ⇒ (2) + 15 = 17


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir gazes across the camp of giants. He wants to jump down to the ground level and just start attacking as many as he can before he is overcome. The muscles in his shoulders bulge and knot as the tension mounts. But he knows that taking on all the giants at once would be a foolhardy venture, at best.

He turns away from the camps when Mouser speaks.

"Yes, you're right my little friend. Maybe a little wisdom is best."


Male Human Cleric 8 (Cayden Cailean) | 66/66HP | AC16 T11 FF15 | Fort +7 Ref +3 Will +11 Init +5 | Perc +9 | Channel 9/10 | Might 7/8 | Daze 8/8 | Str Srg 8/8 | Smile 8/8 |Used 1xSearing Light, 1xSmite

I'm a little unclear on where concealment might lie ... is this gate a building with an interior or just a ... gate?
"I wonder how often the guard changes here. These would be terribly hard to move; do you think we can position them to look as thought they slew each other? Eh, probably not. Anyone care to check for any valuables on these two before we make ourselves scarce?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Think of it as a dam/barricade with a large gate in it.You are on top of it at present.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

"Yes, let's check them for valuables and then I'm inclined to just leave them here to rot. As for propping them up, I don't think that the giants down there are clever enough to notice if these guys are missing or not. Doesn't seem worth the effort."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The giant on the ground outside the gate has a magic belt. Other than that, there is nothing of value to you.


INACTIVE - GAME DIED

"Too large for me to just turn the bodies invisible," says Tam. "Honestly I'm a bit stumped. It seems like we want to get to the head of the leadership so that this army will fall apart, but I don't know the best way to do that."

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

"Who knows--maybe they have fights among the giants and some die--let's just get out of here and find somewhere we can observe until nightfall."

Did I spot any good places to hide yet?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It is a forest. You find a place to hide and watch.

Getting through or around the army of giants surrounding the Cathedral of Minderhal is a difficult task. While the PCs cannot simply stroll around the giant camps without attracting attention, none of the giants here expect to encounter humans or other small folk, giving the PCs the opportunity to sneak around the grounds without being immediately discovered.

Knowledge (geography) DC 20:

The immense stone structure overlooking the valley to the west is the ancient Cathedral of Minderhal (area Z). The cathedral is cut from the stone of the tallest of the valley’s surrounding mountains; you recall that the giants call this lofty peak Utgorheim.

Below the cathedral, numerous ogres, trolls, and several varieties of giants have set up camp here, desperate for attention and waiting impatiently to prove their worth and be accepted. Most of the giants have clustered together with others of their own kind; their encampments are widely spaced, with several hundred yards between them. In the middle of the valley, dirt- and blood-splattered giants form a long, snaking column, pushing and shoving their way up the western side of the valley toward the great gates of the Cathedral of Minderhal. These giants are mostly hill giants, a few stone and cave giants, and a smattering of lesser giants (ettins, ogres, and trolls.

More giants trudge along the roads crossing the valley floor. Those heading south drag loads of timber, herds of livestock, great sacks of provisions, and other supplies for the growing encampments. The giants traveling north carry little but their own weapons.

As you study the assembled giants or their camps, you notice that a group of ogres comes through the area with a cart filled with dung every half hour or so, stopping for a few minutes here and there to shovel up the giants’ waste before heading off again. Under the command of their cantankerous boss, four ogre dungsweeps pull their dung carts through the giant camps and, less frequently, up to the cathedral itself.

The boss has a lumpy pate with long, stringy hair that she ties into knots and decorates with beads and pieces of tusk. She wears nothing but ratty hides, and her meaty hands are black with accumulated filth.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

As the group silently observes what is happening, Mouser has a cruel realization.

"Unfortunately, those dung wagons look like the best way up," he says. "I don't want to hide in giant crap, but that may be our ticket in. Or, we just wait for nighttime, I start a big fire somewhere to distract, and we try to sneak in another way. "

He looks back up at the fortress. "Of course, when I say the dung wagons may be the best way for us to get in, I mean the best way for you to get in. I've got much better ways for me."


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

"No way!" Balmir nearly shouts but manages to keep his voice low. "There is no way I'm hiding in there."


INACTIVE - GAME DIED

"I can use group invisibility again, assuming none of the giants have especially keen hearing or vision," suggests Tam.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"I would much prefer that over hiding in their waste. While it is easy enough to magically clean yourself it is qutie unappealing to have that in my hair. Once in we can cut the head of the snake so to speak."

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser frowns in disappointment. "Aw, fine! Suit yourselves. Invisibility it is. But we should probably go in with the carts, since they seem to be letting them through."


INACTIVE - GAME DIED

"Also, as bad as the smell is, that might help disguise us from guard hounds or giants with an unusually keen sense of smell," says Tam. "Plus the noise of the cart-wheels can cover for the sound of our footsteps." He nods to Mouser. "Smart thinking."

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