GM Fuzzfoot's AP: Giantslayer

Game Master PJP

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INACTIVE - GAME DIED

Gloomblind bolt ranged touch attack: 1d20 + 6 ⇒ (17) + 6 = 23
Gloomblind bolt damage: 4d6 ⇒ (6, 6, 6, 4) = 22

Tam slams a bolt of shadowy illusion into one of the other ogres to slow it down.

Ref save DC 21 or blinded for 1 round.

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 takes a swipe at the lead giant as it passes by, striking at its calf with his rapier.

Then flanking with Balmir, he quietly takes another couple of attacks.

AoO +1 Rapier (sneak attack, flank): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 251d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (5, 1, 4, 6) = 16

+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 181d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (6, 5, 5, 4) = 20
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (4, 5, 6, 6) = 21
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 ⇒ (16) + 13 = 29
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.


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

Mouser cuts the first ogre down as Balmir smacks it hard, and between the two, it drops dead. Turning his attacks to the green one, he manages it stab it in the knee, causing it to stumble low enough that he also stabs it in the ear, ending it's life as well.

Tamxander sees both beasts fall, so redirects his spell to the troll. Both heads seem clouded in blindness.

Ref save: 1d20 + 3 ⇒ (15) + 3 = 18

He moves closer, but carefully since he is blinded.

"I will eat you, every one!" he yells.

Round 2 (Bold may act)
Toboyn (haste)
Mouser (haste)
Somer (haste)
Mouser AoO vs Purple
Balmir (haste)
Tamxander (haste)

Troll (blinded)


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 moves with unnatural speed up to the troll and strikes with the hammer.

agrimmosh@troll,haste: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
dmg,vital strike: 2d6 + 2d6 + 7 ⇒ (1, 1) + (6, 6) + 7 = 21

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 leaps into a flanking position, stabbing at the ogre when he's not looking.

+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 351d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (3, 3, 1, 3) = 10
CRIT?: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 221d4 + 7 ⇒ (3) + 7 = 10

If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).


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 glances to see if the troll is still standing. He (is/isn't), at which point Toboyn (casts/does not cast) a dazzling spear of light at the foul thing.
Searing Light, touch attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 4d8 ⇒ (7, 4, 3, 6) = 20
"You have already dined your last, foul beast!"


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 |

Seeing that things are going well so far Somer advances and fires one arrow as he moves.

+1 Merianna's Thorn PB SC: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8


INACTIVE - GAME DIED

Roll: 1d20 ⇒ 12

Tam idly fires a crossbow bolt at the troll, but he doesn't really try that hard as he figures that the team has it handled.


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

LOL - Tam! Yes, 69 damage was pretty significant! But, not quite enough to down him.

The troll, having two heads, seems to consider each has a different enemy here.

Scimitar vs Balmir: 1d20 + 12 ⇒ (7) + 12 = 19
Scimitar vs Balmir: 1d20 + 7 ⇒ (19) + 7 = 26

Scimitar vs Mouser: 1d20 + 12 ⇒ (1) + 12 = 13
Scimitar vs Mouser: 1d20 + 7 ⇒ (15) + 7 = 22

Crit vs Balmir: 1d20 + 7 ⇒ (1) + 7 = 8

Damage to Balmir: 1d8 + 5 ⇒ (3) + 5 = 8

Balmir takes a slight cut, but nothing that concerns him greatly.

Round 3 (Bold may act)
Toboyn (haste)
Mouser (haste)
Somer (haste)
Mouser AoO vs Purple
Balmir (haste, 8 dmg)
Tamxander (haste)

Troll (69 dmg)


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 glances at the cut on his arm only for a moment before he swings the hammer at both of the troll's heads.

agrimmosh@troll,PA,haste: 1d20 + 16 - 3 + 1 ⇒ (2) + 16 - 3 + 1 = 16
dmg,PA: 2d6 + 7 + 8 ⇒ (1, 2) + 7 + 8 = 18

agrimmosh@troll,PA,haste -- hasted attack: 1d20 + 16 - 3 + 1 ⇒ (5) + 16 - 3 + 1 = 19
dmg,PA: 2d6 + 7 + 8 ⇒ (5, 1) + 7 + 8 = 21

agrimmosh@troll,PA,haste: 1d20 + 11 - 3 + 1 ⇒ (1) + 11 - 3 + 1 = 10

Some pretty bad rolls there

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

Still flanking with Balmir, Mouser continues striking the troll in an incredibly disorienting manner.

+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 261d4 + 7 ⇒ (4) + 7 = 114d6 ⇒ (2, 1, 4, 2) = 9
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 271d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (2, 2, 4, 4) = 12
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).


INACTIVE - GAME DIED

Remember that the troll is blinded by my gloomblind bolt, so he has a 50% miss chance on all of those melee attacks.


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

I thought he was only blinded for 1 round - he moved at 1/4 that round. Or am I wrong?

Balmir misses with the first hit, but manages to connect with the second. Don't forget your flanking bonus, although first attack still misses.

Mouser fairs much better, but then realizes Balmir had already hit it so hard that it was unconscious and just hadn't fallen yet.

It's a troll, but it will have a pretty long recovery time at this point.


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 breaths a (hasty) sigh of relief, "Well, there's only the cleaning up to do now to ensure we aren't found." He (hastily) advances to help drag the two dead between the pews while the others ensure the troll doesn't arise.


INACTIVE - GAME DIED

Tam shoulders his crossbow, saunters up to the fallen troll, and deploys an acid splash cantrip.

Acid splash damage: 1d3 ⇒ 1


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

That should be enough to do it.


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

"Ok. Now let's go look at the anvil. It's still tugging at the hammer." Balmir moves to the stairs to the left of the dais.

Anything happen when I move to the stairs? I'm ready to go up to the anvil.

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 agrees they should check out the anvil, and searches the dead first, then keeps watch while Balmir advances.

"Go for it, my dwarven friend. See if you can find some valuables while you're up there."

perception: 1d20 + 15 ⇒ (8) + 15 = 23


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

The nave of the cathedral opens into a huge amphitheater. Three tiers of curved stone benches are arranged in immense horseshoes around the chamber’s centerpiece, a great pit filled with cold black slag. From the middle of the slag pit rises a wide, round platform of black basalt. A great forge, its fire gone cold, sits in the center of the platform, along with a massive iron anvil the size of a cow. The soot-stained ceiling arches far above the chamber floor. A bridge of stone connects the platform to a dais at the rear of the hall, where a towering statue of a stone giant ominously overlooks the entire cathedral.

Eighty feet above the floor, 4-foot-square openings in the walls on either side of the forge connect to chimneys within the cathedral’s side towers, providing ventilation for smoke from the forge. Both the forge platform and the dais at the rear of the room are 15 feet above the sanctuary’s floor. The slag pit surrounding the platform is 20 feet deep, though the slag fills the pit to a depth of 10 feet.

Balmir feels nothing new as her approaches, but something tugs at him - touch the hammer to the forge

DC 20 Knowledge (religion):
The statue on the dais behind the forge is nearly 60 feet tall and depicts Minderhal, He Who Makes and Unmakes, the giant god of creation, crafting, and justice.

DC 25 Perception check:
You discovers a giant-sized secret door in the north side of the statue’s base.


INACTIVE - GAME DIED

Perception: 1d20 + 14 ⇒ (3) + 14 = 17

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 follows along behind quietly. Something catches his eye at the statue's base.

"Hey, big secret door there--careful," he says to Balmir.

perception: 1d20 + 15 ⇒ (13) + 15 = 28


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 |

Perception: 1d20 + 12 ⇒ (13) + 12 = 25

"Ahh I see it as well. Quite the place for a blacksmith to work, must be one heck of a forge."

Somer moves with Balmir up towards the stairs to the dais.


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

"Secret door? I guess we should check it out but first, my hammer wants to touch the anvil. Everyone be ready. I'm going to do it."

Balmir walks to the anvil and directly slams the hammer onto the top of the anvil.


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

There is a loud "clang!" as he does so, and suddenly Balmir looks as if he just learned kung fu.

Balmir:

Images flood your mind. You are immediately aware of Agrimmosh’s dormant powers, as well as the fact that together, both artifacts (hammer and forge) can be used in a way that neither can accomplish alone—but only if Minderhal’s Forge is first reactivated.

The forge functions as an altar of Minderhal (see page 246 of Pathfinder Campaign Setting: Inner Sea Gods for rules on altars). Any creature (not just a worshiper of Minderhal) can pray at the altar, though accepting the altar’s blessing is both an evil and lawful act. Praying at the altar grants a +2 circumstance bonus on Craft and Sense Motive checks, or one of the following weapon special abilities (creature’s choice) to one magic weapon carried or wielded by the creature: axiomatic or unholy. This effect is suppressed if the weapon leaves the creature’s grasp, but resumes if the weapon is returned to the creature.

Minderhal’s Forge is also a fully working forge. Any creature using the forge can create magic weapons, armor, or shields as if it possessed the Craft Magic Arms and Armor feat. If the creature already has that feat, the forge grants a +5 circumstance bonus on the Craft check needed to create a magic weapon, armor, or shields. Crafting any sort of item, whether magical or otherwise, using Minderhal’s Forge takes half the normal amount of time.

In addition, Minderhal’s Forge has 10 charges, which renew at the beginning of each day. A creature using Minderhal’s Forge can expend the listed number of charges to activate one of the following spell-like abilities as a full-round action, which can affect targets within 10 feet of the forge.
• Bull’s strength (1 charge)
• Magic weapon (1 charge)
• Make whole (1 charge)
• Fabricate (3 charges)
• Major creation (3 charges)
• Stone shape (3 charges)
• Stoneskin (3 charges)
• Iron body (5 charges)
• Stone to flesh (5 charges)

Lastly, Minderhal’s Forge can be used in conjunction with Agrimmosh, the Hammer of Unmaking to resize armor and weapons. When a weapon, suit of armor, or shield is placed in Minderhal’s Forge and struck with Agrimmosh, the equipment permanently resizes to match the size of Agrimmosh’s wielder. This power is so strong that magic or even intelligent items are always affected; only artifacts receive a saving throw (Will DC 25 negates) to resist this effect.


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 flinches and looks over his shoulder. "We're trying to fight them one at a time, you know ..."

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 cringes at the sounds, watching the secret door.

"What did you do?!" he whispers harshly after a few moments.


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

I am not sure if Balmir just chose not to mention his spoiler or due to the delays has just not thought about it.

In any case, the clanging does not seem to have brought any new notice to you. The secret door remains closed.

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

"Hey, Balmir--what did you find?" Mouser asks a little more loudly.

Welcome back Fuzzfoot--sorry for the difficulties you've had.


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 reels as the clang reverberates throughout the chamber. He immediately grabs his head as images and knowledge flood into it. After a few moments the surge seems to stop and his mind stops spinning. "As I said, this is some forge!" He turns to the others who are looking at him. "This is a magical forge, you may have guess. But it's also evil."

Balmir relates all the new information that he received.

Feel free to read the spoiler rather than having me repeat it all. And then, let's discuss what to do next.

"Somehow we need to activate this forge. I'm not sure how.


INACTIVE - GAME DIED

"Why do we need to activate it if it's evil?"


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'm not sure. I know my hammer here will become more powerful and that will allow me to kill more giants. So it can't be all bad."

Balmir scowls at the forge.

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 nods. "I'm inclined to try to activate it. Just because it's been used for evil doesn't mean we can't use it for good. If it makes the hammer stronger, fantastic. Maybe we can make some other stuff, too. Let's figure out how to turn it on."

He looks around and then settles on the secret door.

"Should we try there next?" he suggests.

stealth: 1d20 + 21 ⇒ (15) + 21 = 36
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (8) + 15 = 23
disguise (Fit In): 1d20 + 12 ⇒ (13) + 12 = 25


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

No traps. Way looks clear to head down some stairs.

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

"Alright, folks. Let's go," Mouser says, leading the way quietly.

stealth: 1d20 + 21 ⇒ (16) + 21 = 37
perception: 1d20 + 15 ⇒ (8) + 15 = 23I'll be 30' ahead


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

"Did we not come across tablets that described the lighting of some forge? Perhaps with the blood of a dragon, or a torch lit from its breath ... and something about geodes", ponders Toboyn? "I gathered a bit of dragon's blood, but it was, sadly, only a soot dragon whom we slew. Nothing that might light a forge, I'm guessing."


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

Search of the thread for dragon blood for the point (a bit over a year ago!) when we ran into this.


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 |

"Perhaps we should explore the rest of this building before meddling with that? All we need is some commotion and to find there are giants just threw those doors."

He points to the north. because the map is sideways, thanks Paizo! :)


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

Yah, you explored most of the valley, so a few things you need you have already seen and basically ignored...


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

Are you saying that we need to go back into the valley to get some stuff we need?

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

When the campaign is over multiple years, sometimes it's hard to remember all the details. Can we roll wisdom checks to recall anything we've seen previously?

Wis: 1d20 ⇒ 12


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

You have not yet discovered a way to re-ignite the forge... but when you do, I will help you recall what you need.

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 shrugs as they can't figure out how to activate the forge. At least, not yet.

"Let me see what's out here," he says, moving to the other set of double doors and silently scouting ahead.

stealth: 1d20 + 21 ⇒ (17) + 21 = 38
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (7) + 15 = 22
disguise (Fit In): 1d20 + 12 ⇒ (19) + 12 = 31


INACTIVE - GAME DIED

Boo!


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

As Mouser approaches the doors, he can hear the ruckus of boisterous voices echoing behind its doors, punctuated with the sounds of cracking wood and smashing pottery. He peeks in.

Rough wooden benches sit alongside huge feasting tables the size of river rafts, stained black with beer and blood. Atop the tables lie greasy piles of chipped wooden bowls of congealed stew, piles of bruised apples and scorched root vegetables, dirty iron cutlery, and the cracked bones of half-eaten meat shanks.

The floors are equally filthy and are littered with rotting straw, food scraps, and puddles of slop. In huge recesses along the outer walls, iron cauldrons suspended by thick chains simmer above blazing fires in massive hearths of soot-blackened stone. Three huge hogsheads stand against the western wall. The hall is uncomfortably hot and reeks of sweat, fetid stew, and stale beer. Rats skirt the room’s fringes, greedily darting from shadow to shadow.

Five giants currently occupy this room: a frost giant, two hill giants, and two ogres. The giants are preoccupied with feasting, fighting, and drinking themselves blind, so they take no notice of little Mouser.


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 holds back as Mouser sneaks ahead but his patience runs thin. "What is it? What do you see? I hear a lot of noise from that room."

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

"Some kind of fight," Mouser responds. "I'm guessing we can surprise them pretty easily.

[b]"I'll sneak in, then you throw the door open and attack."

Mouser moves forward, getting in position in the hall before his allies attack.

stealth: 1d20 + 21 ⇒ (10) + 21 = 31


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 |

"If they are close together I will try and blind some of them at the opening as well."

Somer gets ready to cast glitterdust at the first chance.


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 bet there are giants in there. I'm ready to smash them all!"

Balmir takes a tight grip on the war hammer and gets himself ready to storm in.

Ready when everyone else is.


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

So charging in?

Initiative:

Balmir: 1d20 + 3 ⇒ (15) + 3 = 18
Mouser: 1d20 + 6 ⇒ (7) + 6 = 13
Somer: 1d20 + 5 ⇒ (9) + 5 = 14
Tamxander: 1d20 + 1 ⇒ (18) + 1 = 19
Toboyn: 1d20 + 5 ⇒ (3) + 5 = 8
Frost Giant: 1d20 - 1 ⇒ (12) - 1 = 11
Hill Giants: 1d20 - 1 ⇒ (16) - 1 = 15
Ogres: 1d20 - 1 ⇒ (15) - 1 = 14

Round 1 (Bold may act)
Tamxander
Balmir

Hill Giants
Somer
Ogres
Mouser
Frost Giant
Toboyn


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

Is there any other way? (besides charging in)

Balmir rushes the door and slams it open then turns to charge directly at the giants.

double move

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