GM Fuzzfoot's AP: Giantslayer, Dwarven Brigade (Inactive)

Game Master PJP

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Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

Almost a certainty. Ulark agrees. Still, the dwarf readies his spear. But there're innocnets in the center of it. Best to walk in loud to spring it 'fore we're right in with them and the rocks are raining down.

You and Thozar want to move wide and sneak for better shots and flanking, now's the time. Because I am striding straight in.

And after giving the others a moment to react and adjust, Ulark does just that.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Ingrahild started to move to flank, but she was as stealthy as the average dwarf...


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

"Agreed, any delay and they'll just get their bones ground to Giant's Flour," Thozar points out. Taking the invitation, he tries to creep into the bushes as well.
________
Stealth: 1d20 + 2 ⇒ (9) + 2 = 11


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Do I count my previous post as a move? If we're in initiative I can't take 10, right? And finally, can the trees/foliage be move through?

My plan would be to continue circling around the area to the far side.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Belir moves up with Ulark and taps hi hammer to the other dwarf's spear. "Let's do this."


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

The trees are forested areas, so consider them as difficult terrain.

You can use take 10 because we have not yet rolled initiative and you aren't distracted or in immediate danger (that you are aware of). I was just looking for a gameplan though - now that we have one, we will be going to initiative since clearly stealth wasn't a viable option here, it seems. :)

Initiative:

Belir: 1d20 + 8 ⇒ (11) + 8 = 19
Gundar: 1d20 + 1 ⇒ (19) + 1 = 20
Ingrahild: 1d20 + 3 ⇒ (10) + 3 = 13
Thozar: 1d20 + 2 ⇒ (5) + 2 = 7
Ulark: 1d20 + 1 ⇒ (20) + 1 = 21

Ogres: 1d20 - 1 ⇒ (7) - 1 = 6

Perception:

Belir: 1d20 + 7 ⇒ (16) + 7 = 23
Gundar: 1d20 + 12 ⇒ (11) + 12 = 23
Ingrahild: 1d20 + 15 ⇒ (4) + 15 = 19
Thozar: 1d20 + 19 ⇒ (18) + 19 = 37
Ulark: 1d20 + 12 ⇒ (5) + 12 = 17

As you get closer, seeing the ogres hiding in the woods is really not that difficult. They see that you see them, but not before you get to act fist.

Round 1: (Bold may act)
Ulark
Gundar
Belir
Ingrahild
Thozar

Red Ogre
Green Ogre
Blue Ogre
Orange Ogre


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Hit Green: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 2d6 + 14 ⇒ (1) + (5, 6) + 14 = 26

Ingrahild’s stealth had been most unproductive. She ran forward to get line of sight to a giant-kin foe, and once it was unobscured loosed an arrow at it.


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

The arrow strikes home, practically dropping the giant.

Round 1: (Bold may act)
Ulark
Gundar
Belir

Ingrahild
Thozar
Red Ogre
Green Ogre (26 dmg)
Blue Ogre
Orange Ogre


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

As the other dwarves opt for a decidedly less-than-stealthy approach, Gundar shrugs. This is why I generally hunt alone, he thinks. Of course, he also generally doesn't hunt warbands of ogres. More's the pity.

He charges at the nearest ogre just as Ingrahild's arrow strikes it, wanting to make sure the two on this side don't decide to try do anything with the helpless captives.

Attack Green: 1d20 + 12 + 2 - 3 ⇒ (11) + 12 + 2 - 3 = 22
Damage: 2d6 + 5 + 6 ⇒ (6, 6) + 5 + 6 = 23

AC 26 v Giants


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Thozar pushes past some bushes and brings his full attention to the northern pair of Ogres. Ugly brutes'll probably try a last ditch slaughter of the captives...
________
DC 18 Reflex on Create Pit (40ft deep with Place Magic), readied to try and get both Ogres if they approach the captives.


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

Get behind us! Ulark yells as he charges forwards, stabbing out at the nearest ogre red as he nods to get the captives to retreat behind him.

As for you lumbering beasts, maybe this will stick in your craw!

Attack, PA, FF: 1d20 + 12 + 2 + 2 + 1 ⇒ (2) + 12 + 2 + 2 + 1 = 19 for Damage: 2d6 + 7 + 6 + 2 + 2d6 ⇒ (4, 4) + 7 + 6 + 2 + (2, 3) = 28

AC 19 for the round


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

Round 1: (Bold may act)
Ulark
Gundar
Belir
Ingrahild
Thozar (readied action)
Red Ogre (28 dmg)
Green Ogre (49 dmg)
Blue Ogre
Orange Ogre

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Belir stomps heavily across the grounds as he tries to intercept a group of the ogres. "Nasty beasties." He draws Aggrimosh, ready to smash.

Double move.


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

I am not sure if the readied action should go off or not. Red doesn'mt move, but Blue and Orange both technically move closer to the captives, but clearly they are aiming for all of you and not the captives.

Red and blue use their long reach to try and pummel Ulark, while green and orange concerntrate on Gundar.

Greatclub attack: 1d20 + 7 ⇒ (1) + 7 = 8
Greatclub attack: 1d20 + 7 ⇒ (16) + 7 = 23
Greatclub attack: 1d20 + 7 ⇒ (12) + 7 = 19
Greatclub attack: 1d20 + 7 ⇒ (15) + 7 = 22

Because these are giants, the +4 AC here saved all of you from getting hit.

Round 2: (Bold may act)
Ulark
Gundar
Belir
Ingrahild
Thozar

Red Ogre (28 dmg)
Green Ogre (49 dmg)
Blue Ogre
Orange Ogre


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Hit: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 2d6 + 13 ⇒ (1) + (3, 6) + 13 = 23

Hit: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 2d6 + 13 ⇒ (5) + (6, 4) + 13 = 28

Ki Hit: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d8 + 2d6 + 13 ⇒ (7) + (3, 4) + 13 = 27

Hit: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 2d6 + 13 ⇒ (7) + (1, 5) + 13 = 26

Now with her feet firmly planted, Ingrahild began laying down a hail of arrows. Like most dwarves, she was most dangerous when she chose a spot to defend.


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

So, can't even hit a real fighter? Ulark yells at the ogres as he stabs out again. I'll show you the real strength of a giant!

Attacking Red first. If it drops after the first attack, second will be on blue

Attack, PA, FF: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21 for Damage: 2d6 + 7 + 6 + 2 + 2d6 ⇒ (5, 5) + 7 + 6 + 2 + (5, 3) = 33
Attack, PA: 1d20 + 7 - 2 + 2 + 1 ⇒ (7) + 7 - 2 + 2 + 1 = 15 for Damage: 2d6 + 7 + 6 + 2 + 2d6 ⇒ (5, 6) + 7 + 6 + 2 + (3, 4) = 33

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Using Agrimmosh Belir grows to the size of the ogres, raising the hammer before them. "You ready fer this. Last chance to run mush fer brains."

Use Aggrimosh to enlarge for 20 minutes.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

As the two Ogres form up on Ulark, Thozar let's them throw their full attention on him before trying to pull out the rug from under them. A one, a two, a...

A large hole 40ft deep drops into existence beneath the Ogre, with his companion precariously close to the edge!
________
No worries GM, captive aren't being harmed.DC 18 reflex for red vs create pit. If light blue ends it's turn while adjacent to the pit, it needs to save with a +2 bonus or fall in as well.


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

Ulark drops the red ogre, but blue dodges the second attack.

Red is dead, so redirecting Thozar's pit to under orange.

Reflex Save: 1d20 + 0 ⇒ (14) + 0 = 14
Reflex Save: 1d20 + 2 ⇒ (10) + 2 = 12

Suddenly, a hole appears beneath the orange ogre, who drops 40'. Tippling over, the green one fallows him down the pit.

The blue ogre swings at Ulark.

Attack: 1d20 + 7 ⇒ (10) + 7 = 17

Round 3: (Bold may act)
Ulark
Gundar
Belir
Ingrahild
Thozar

Blue Ogre
Orange Ogre (in a pit, buried by a dead green ogre)


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Dwarven”Ulark! Five feet to the side!” Ingrahild called out. Once she had a clean line of sight, she opened fire on the giant that he was facing.

Hit: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 2d6 + 13 ⇒ (1) + (6, 1) + 13 = 21

Hit: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 2d6 + 13 ⇒ (4) + (5, 6) + 13 = 28

Hit: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 2d6 + 13 ⇒ (4) + (1, 5) + 13 = 23

The arrows came in, aimed slightly high so that no matter what she wouldn’t hit her comrade.


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

Two solid thuds in the blue ogre's chest, and he falls back, dead.

We can call this combat over. There is still one potentially alive in the bottom of the pit, but between fall damage and ogre on the head damage, I think it is trivial for you all to finish it off before the spell ends.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

"Like a garbage bin on demand! Haha!" Thozar cheers. "Who wants to parlay with the captives? Ulark? You always like to make friends!"


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

Ulark can't quite tell if Thozar is joking or not, but odes move towards the villagers as soon as the last ogre is dropped.

All right now. They're back to the dirt. You're safe. the warrior says to the assembled captives. He lowers his spear and - somewhat sheepishly - shifts his stance to keep his metal arm more out of sight from the scared humans. Any of ye hurt? Or missing - they take off with some of you?

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Belir sighs and curses his stubby legs and heavy armor.His chest heaves as he tries to catch his breath. "Don't know how them lanky elves like all that running. It is horrible." He towers as tall as the giants. "Hurt, I couldn't even make it to 'em. Good job lads!"


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

The ogres’ captives include four villagers from Shinnerman’s Fortune and three prospectors who were working claims upstream. All are bruised from beatings. They know at least one more band of giants went on ahead with more prisoners, but few among them have any hope that those victims have survived. They aren’t sure whether Alderman Tarram Shinnerman was among those taken, as all of the prisoners were bound, gagged, and had thick leather sacks tied over their heads.

One of the prisoners, a middle-aged woman named Cerrina, recalls the giants conversing about meeting at some sort of cathedral called the Tinderhall. Another captive, a boyish-looking prospector named Hap, remembers a conversation about not wanting to be late for the "mustering for the Storm Tyrant’s army".

DC 20 Knowledge (local) or Knowledge (religion) check:
You think that Cerrina probably misunderstood a conversation about the giant god Minderhal. Long ago, ancient giants constructed a massive cathedral to Minderhal in a remote valley somewhere within the Mindspin Mountains—likely the same valley you are currently searching for. If so, the cathedral would be a natural gathering place for the giants.

Treasure: Among the various junk in their sacks, the ogres also have a broken set of fine china, a gold censer with platinum inlays (worth 400 gp), a gold f lute (worth 1,000 gp), a small marble statuette of Torag (worth 300 gp), and 600 gp in assorted coins.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

”Sounds like they were taken alive for a reason.” Ingrahild mused. ”Any of ye boyos able to find their tracks? Seems the giants be going where we are anyways.”


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

"Bah, probably for slaves... Like she said though, sounds like we're in for a twofer!" Thozar chimes in, ready to smash more Giants and their plans.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Knowledge Local: 1d20 + 7 ⇒ (9) + 7 = 16

"Storm Tyrant?" Belir dips his hands through the sacks of coins. "Since when do the giants take prisoners of our kind? Sometin ain't right." He tries to see what he can find for tracks.

Survival: 1d20 + 1 ⇒ (5) + 1 = 6


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

Belir doesn't seem to be able to find a singe giant footprint, despite standing in the middle of one.

After leaving the ogre camp, the you reach the edge of the mountain forest, where the stream you’ve been following—now a river—drops down into a large, winding valley. A wide, well-trodden trail, which is clearly the path the giants used to raid Shinnerman’s Fortune and the surrounding area, descends into the valley alongside the river.

The valley lies beneath the slopes of several tall mountains, carved by a snaking river fed by numerous mountain streams that spill from the Mindspins’ icy spires. These mountains are thousands of feet high, with steep slopes, cliffs, and rock walls. It is immediately apparent that moving across the valley floor will be significantly easier than traversing the mountain slopes above the valley. The valley floor is considered trackless plains. You should be able to cover 12 miles per day. The riverside trail into the valley leads to area B.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

"Maybe I ought to teach you about tracking..." Gundar wonders aloud with a wink at Belir.

Arriving in the mountains:

"Well, taking their own main road will be fast, but not sneaky. Then again we've already found what happens when we try to sneak about," Gundar says.

Gundar will try to take point and use Perception/Survival to get the jump on any giants the party approaches.
Survival: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Perception: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33


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

Gundar expertly leads the way, and points out many of his favorite plants and insects. As darkness approaches you find a place to camp for the night. A pale moon struggles to peek through the heavy clouds that have gathered over the jagged peaks that hem the secluded valley. As the temperatures quickly begin to drop, the vestiges of the ancient mountain trail become nearly impossible to identify in the darkness.

Gundar then notices something in the dark - maybe a large cat, that seems to be stalking the party.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

”Bein’ followed, eh? Think it’s actually a cat or a Druid type?” She took an arrow from her quiver. ”Say the word and I’ll put a warning shot into it’s head.”


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

"No reason to wait for permission, either cat or Druid would be undesirable," Thozar weighs in. If that doesn't deter it, then we'll just have to do it the hard way.

The Dwarf does his best to remain nonchalant about the situation and continues to chow down on a dried sausage.
________
I think it would be a disguise check with a +10 bonus vs perception to fool us if it were a wild shaped druid. Also I'm assuming we wouldn't have a fire since we all see in the dark.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

"Being here it can't be friendly by any means. Shoot away." Belir calls out, squinting his eyes as he tries to catch sight of the shape. "You want first watch then Ingrahild?" Belir tosses out his bedroll and plops down.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

”Aye then. Let’s make camp. I’ll keep an eye on it, and will put a warning shot into it’s head if it gets any closer. Or if I just feel like it.”


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

You make camp, without a fire despite the dropping temperatures.

Perception:

Belir: 1d20 + 7 ⇒ (13) + 7 = 20
Gundar: 1d20 + 12 ⇒ (19) + 12 = 31
Ingrahild: 1d20 + 15 ⇒ (5) + 15 = 20
Thozar: 1d20 + 19 ⇒ (16) + 19 = 35
Ulark: 1d20 + 12 ⇒ (8) + 12 = 20

Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Stealth: 1d20 + 9 ⇒ (9) + 9 = 18

Despite the stealthy approach, Thozar rolls over in his sleep and notices two dark shapes slinking toward you from opposite directions. Still, they move before you do and they attack in the night!

Initiative:

Belir: 1d20 + 8 ⇒ (13) + 8 = 21
Gundar: 1d20 + 1 ⇒ (20) + 1 = 21
Ingrahild: 1d20 + 3 ⇒ (13) + 3 = 16
Thozar: 1d20 + 2 ⇒ (19) + 2 = 21
Ulark: 1d20 + 1 ⇒ (5) + 1 = 6

Monsters: 1d20 + 5 ⇒ (18) + 5 = 23

Bite Attack vs Ingrahilde: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12

Bite Attack vs Gundar: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Round 1: (Bold may act)
Beasts
Thozar
Gundar (13 dmg)
Belir
Ingrahild (12 dmg)
Ulark

Blue
Purple


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Punch!: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Standard attack, move grab quiver

”Who was on watch?!” Ingrahild yelled as she was bitten awake. Without her bow and arrows all she could do was punch back. And while she was a trained pugilist, it was clear that her real talent was with her bow.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

"I don't know but it's water under the bridge now!" Thozar shouts as he stands up and calls forth two jagged shards from the ground beneath one of the cats. "What are they anyways?"
________
Knowledge? (Dungeoneering +13 or Nature 6): 1d20 ⇒ 1
Ice Spears (Place Magic) vs Blue (DC 19 Reflex for Half): 4d6 ⇒ (2, 1, 3, 5) = 114d6 ⇒ (5, 3, 1, 3) = 12 Piercing and Cold Respectively
Trip (Only if Reflex fails) vs Blue (CMD): 1d20 + 8 + 5 + 10 ⇒ (6) + 8 + 5 + 10 = 29
Been a while since we've been jumped in the night (in an inn iirc!) so we probably haven't formally set a watch rotation in a long time... btw GM Thozar's perception mod is +20 now. Since we were all sleeping, assuming we are prone for my actions. Would Thozar be able to act in the surprise round at all? If so, he'd cast Winter's Grasp underneath Blue without getting anyone else. If WG goes off, Blue is at a total of -4 on the reflex save and the trip attempt gets an additional +4.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Belir rolls to his side, completely armorless and grabs his hammer, raising it in front of him. "What...what is happening?"

Probably provoke an AoO for standing up from his sleep.


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

I was under the impression that Ingrahilde was on watch, and Thozar has such a high perception that I assume he also noticed, but this is a stealthy opponent hunting you in their own territory. There was no way you were getting a surprise round. As it happens, you did prevent them from getting one - but they still one initiative, so acted first.

This freakish beast has the head of a badger, the hooves of a stag, and a wide mouth with sharp ridges of bone instead of teeth.

Knowledge, arcana DC 15:
These are Leucrotta.

Thozar starts casting, and the large creature snaps at him. Luckily, the attack misses and the spell works.

Purple AoO vs Thozar: 1d20 + 10 ⇒ (1) + 10 = 11

Reflex Save: 1d20 + 6 ⇒ (15) + 6 = 21

Belir stands up, taking the AoO as expected from Blue. (You can still take a standard action.)
Purple AoO vs Thozar: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14

Round 1: (Bold may act)
Purple Beast (7 dmg)
Blue Beast (12 dmg)
Thozar
Gundar
Belir (14 dmg)
Ingrahild
Ulark

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

MA- Stand up; SA- draw his hammer.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

"'The hells are you, beasty?" Gundar exclaims. They were unlike any creature he'd seen before, which was a rarity in the mountain forests.

Still and all, the appropriate response was clear...

Attack Blue 1: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Damage: 1d6 + 1d6 + 5 + 4 ⇒ (4) + (2) + 5 + 4 = 15

Stand and attack.


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

What in the hells? Ulark says as he groggily stands And takes an AoO from purple? and clutches for his spear.

Move to stand, then to draw out his weapon.


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

Lucky for you, Purple only gets 1 AoO.

Gundar smacks blue hard, but it still is quite ready to fight. Purple wails on Ingrahild, fighting tooth and hooves. Luckily, each just barely misses.

Bite Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Hoof Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Hoof Attack: 1d20 + 5 ⇒ (16) + 5 = 21

Blue strikes back and Gundar, but the armor holds strong.
Bite Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Hoof Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Hoof Attack: 1d20 + 5 ⇒ (12) + 5 = 17

Round 2: (Bold may act)
Purple Beast (7 dmg)
Blue Beast (27 dmg)
Thozar
Gundar
Belir (14 dmg)
Ingrahild
Ulark


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Kick!: 1d20 + 9 ⇒ (15) + 9 = 24
Damage!: 1d8 + 4 ⇒ (3) + 4 = 7
Move action pick up bow

Ingrahild dodged, weaved, picked up her bow, and kicked her assailant in the face. The surprise was starting to wear off, and she was getting angry. ”The fook ye think ye are?!” She yelled, unable to come up with anything better in the heat of the moment.

Actually using unarmed fighting! Actually glad to have a reason to use it


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

As his armor absorbs the creature's fury, Gundar laughs in its monstrous face. "You'll have to do better than that! he roars as he returns the attention in kind.

Attack Blue 1: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Damage: 1d6 + 1d6 + 5 + 4 ⇒ (4) + (1) + 5 + 4 = 14

Attack Blue 2: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage: 1d6 + 1d6 + 5 + 4 ⇒ (4) + (2) + 5 + 4 = 15


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

With no choice, Thozar steps to the side of Gundar. He does his best to keep out of the whirlwind of hooves and clamping jaws while coalescing frost across his hand. Having reached critical mass, he tries to reach out and touch the beast. "This'll slow it's attacks for but a moment, make the best of it!"
________
Cast Defensively, DC 19: 1d20 + 12 ⇒ (9) + 12 = 21
Frigid Touch vs Blue: 1d20 + 5 ⇒ (17) + 5 = 224d6 ⇒ (3, 4, 4, 2) = 13
5ft step, cast Frigid Touch.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Belir bends down to pick up his shield Provoking to raise it in front of himself defensively. Lifug his hammer he swats it at one of the beast's snouts.

Agrimmosh; PA: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
Damage: 2d6 + 7 + 4 ⇒ (6, 5) + 7 + 4 = 22


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

I'll certainly try Ulark yells back to Thozar as he stabs out at the frosty beast.

Attack, PA, FF: 1d20 + 12 ⇒ (3) + 12 = 15 for damage: 2d6 + 7 + 6 ⇒ (4, 5) + 7 + 6 = 22
Attack, PA, FF: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 for damage: 2d6 + 7 + 6 ⇒ (4, 2) + 7 + 6 = 19

Any idea what these monsters are?


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

Thozar dodges and weaves as he casts a spell, reaching out to cover one of the creatures in frost, damaging it and slowing it down. Gundar follows up with one hit after another, and puts the creature down.

Ingrahild kicks out, connecting with the other creature's jaw, as

(Belir, your target is gone, and you don't have enough action left to pick up the shiled and mvoe and attack the other - so you can either get the shield and move, or move and attack using your roll. Ulark - likewise, you can move and use the first attack only - although you missed both times, so it makes little difference. In any case, Belir won't have enough to put it down, so just tell me what you wanted to do in your post with your next action.

The purple hued creature continues to wail on Ingrahild.

Bite Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
Hoof Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Hoof Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Miss

Round 3: (Bold may act)
Purple Beast (14 dmg - maybe +22 depending on Belir)
Blue Beast (69 dmg, staggered, dead)
Thozar
Gundar
Belir (14 dmg)
Ingrahild (23 dmg)
Ulark

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

Please check in here, feel free to discuss any out of character topics here. Feel free to dot in the gameplay thread with a short note. You are all just gathered with the rest of the town to participate in a ceremony.


DECEASED

Kragmyr here. Ready to put down some Giants.


Male NG Dwarf Geokineticist 3, Investigator (Scavenger) 1 | HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 (21 vs Trip/Bull Rush) | F: +7, R: +10, W: +6 (+2 vs posion/spells/spell like) | Init: +4 | Perc: +9(+2 stonework, +1 traps), SM: +2 | Speed20ft | Current Burn: 1 | Infusions: 1burn – Extended Range, Kinetic Blade | 0 burn - Kinetic Cover | Extracts: CLW, Comp. Lang. | Active conditions: Flesh of Stone (DR1/ adamantine), Elemental Overflow (+1/+2)

Torith Torson ready to bash some giants with flying rocks!

I'll update his quick reference details this evening after work.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar checking in! An all dwarven party... don't see that a lot on here.

Also, so that the other dwarves can decide how well they know Gundar/what they know about him/what they think of him, here's a brief account of his history and some general guidelines to his personality/behavior.

History:

This is what Gundar would share easily with anyone he speaks to, and so would be public information to anyone who had bothered to ask. The history in his profile represents a more private and in-depth account.

Gundar grew up in a subhold of the Sky Citadel Kraggodan, but it was a primarily subterranean hold that guarded an entrance to the Darklands. Thus he never saw the surface until he was almost 25. Shortly thereafter he was sent away to become a ranger. He studied under a half-elf around Skelt for a time until he came further north to help in the defense of Trunau. He has lived here fairly happily for five or six years now and considers it his home.

He usually takes part in long patrols outside the town to scout for signs of enemy activity. While not on duty he is usually found drinking at the tavern, sitting silently by the Hopespring with Silvermane the druid, or hiding out in some secluded corner of the town practicing on a flute that he whittled himself. He's not very good at it and never talks about this, but it's sort of an open secret about town.

Personality:

Gundar doesn't talk much, which some people take for standoffishness. However he is friendly enough - but his years in the wilderness with very little company (and often imminent danger) have made him taciturn, preferring to watch and listen to any goings-on.

Some rare exceptions include when he speaks about the beauty of nature, especially when he's been drinking. In most other things Gundar is a typical dwarf who admires good stone and metalwork and other forms of crafts, as well as tradition, history, and family.


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

Yah, I think this will be fun! The broad variety of dwarf characters really made me want to try this.

We will wait for all to check in before getting started, but if you could, please add your basic stats to your tag line like this:

Male Halfling Empiricist Investigator 2 / Alchemist 2| HP: 25/25 | AC: 18 (14 Tch, 15 FF) | CMD: 14 | F: +4, R: +10, W: +4 | Init: +3 | Perc: +13/+14TF, SM: +9 | Active conditions: none

You can add additional info if you like, but this is good quick reference for me, especially during combat.

Also, if you don't have it, please add your character sheet to the profile so I can access it. If you prefer to keep it in a different system (Mythweavers, Dropbox, etc), just add a link that I can get to it quick enough.

I am using Google Sheets for tactical maps since some who play via phone seem to have a better time with that. I have also put up a map of Trunau, and a key in the Campaign Info area.


DECEASED

Is this alright with you? Made two lines, one with rage and one without.

Also, for everyone. I plan to do the following:

Lvl 3: Lessor Beast Totem (gives everyone 2x primary natural attacks doing 1d6 damage)
Lvl 6: Beast Totem (with rage penalty taken into account, gives everyone +2 AC)

These will apply with inspired rage. So at Lvl 6 he will be giving the entire party: +2 str +2 Con +2 AC +1 Will saves

Lvl 9: Damage Resistance (1)

Lvl 12: Greater Beast Totem (pounce)

Lvl 15: Damage Resistance (2)

Lvl 18: Damage Resistance (3)

If there are any rage powers you want in place of one of the above please tell me.


DECEASED

Do we currently have any healing?


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Doesn't seem like it? So far we look like a ranger, paladin, skald, occultist, and kineticist. Without delving very far (and admittedly not knowing much about the Occult classes), I don't think we have much/any healing in this group until the paladin hits level 2 or unless we're still missing a character. Aside from your own heal spell, of course.


Male Dwarf Warpriest of Torag 6
Character Information:
[HP: 51/51]; [Armor Class: 23; Touch: 12; Flat Footed: 22]; [BAB: +4; CMB: +7; CMD: 19]; [Saves: Fortitude: +8*; Reflex: +5*; Will: +9* (+3 v. poison, +5 v. spells and spell like abilities)]; [Initiative: +5]; [Perception: +11 (+2 to notice unusual stonework)]
Blessings: 3/3

Sorry everyone. I had hoped to get a post up earlier, but it's been a busy couple of days at work. I'll get a post up in the game play thread later tonight.


DECEASED

Torag be praised! A warpriest is just what we needed


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I am possibly the final member and I'm a druid! Not a healer though :/

Will update character sheet more tomorrow night


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Big party. Baruk Khazâd! Khazâd ai-mênu!


DECEASED

Given how we're all dwarves, our battle plan should be somewhat organized.

Looking at it, we have...

Front Line
Kragmyr (Skald, axe and shield)
Gundar (Ranger, axe and shield)
Belir (Battlehost, axe and shield)

Second Rank
Ulark (Paladin, longaxe)

Ranged and Casters
Thozar (Druid...no gear selected. Suggest a reach weapon to fight in the second rank and to cast safely)
Torith (Geokineticist)
Thuradin (Warpriest. Has a hammer and light crossbow)

So for combat, my idea would be to create a shield wall. Three heavily armored dwarves in front to tie up the enemy. Two reach weapons behind. A ranged build. And our warpriest. Who might want a reach weapon as well? A Longhammer would work well. So we'd have 3/3/1 for the marching order.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar also carries a crossbow for ranged engagements, but he's very much a front-liner. And certainly makes sense for us to arrange ourselves with discipline once we get out at the enemies - though maybe not all of us grew up among lots of other dwarves?

Do love that so many of us defaulted to axe and shield. Dwarven brigade, indeed.


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

DWARVES!!!!!


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I havent done my gear yet, but will tomorrow night. With a 10 strength, I don't intend on really touching a weapon. I think that plan will work well for us. We have the numbers to do some legit tactical planning, hooray! :D I think we are going to wreck shop


DECEASED

More late game, but...

Heavy Wooden Shield (+2 AC)
Stoneplate (+1 AC)
Cestus (Hand is free for casting spells. Hits like a dagger)

So you still focus on casting, but get to rock (literally) 21AC. You could then drop your Dex to 12 and get Str13.

Finally...maybe you could even make your own stoneplate. Replace Greed with Craftsman. Take 1 skill point in Craft-Armor (or stonework if the GM would let you). So at lvl1 you have +8. It's a DC19 to make. Kragmyr or another dwarf could even help you for the aid another bonus. So you should have the stoneplate by lvl2.

Especially with this trait (Spark of Creation (Magic)
You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.)

That gives you +9 at Lvl1. Enough to take 10 on the craft roll.

The armor costs 1800 gold. Making it yourself costs 600 gold. And you can later even use your intelligence and skills to start imbuing the power of nature into the stone (i.e.: make it magical)

For your second trait....go with rich parents. Your starting gold is now 900. Make your own suit of armor, have more than enough left over for any other gear you need.

---

And now that I think about it, if you do want to go down that path I'll switch my axe/shield for a dwarven longaxe. They whistle when you swing, making them great skald weapons (thematically, at least)


Male NG Dwarf Geokineticist 3, Investigator (Scavenger) 1 | HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 (21 vs Trip/Bull Rush) | F: +7, R: +10, W: +6 (+2 vs posion/spells/spell like) | Init: +4 | Perc: +9(+2 stonework, +1 traps), SM: +2 | Speed20ft | Current Burn: 1 | Infusions: 1burn – Extended Range, Kinetic Blade | 0 burn - Kinetic Cover | Extracts: CLW, Comp. Lang. | Active conditions: Flesh of Stone (DR1/ adamantine), Elemental Overflow (+1/+2)

I'm going to switch Torith's feat and infusion selection. The melee option for Kineticist is handy but taking it at level one delays taking Precise Shot, so i've gone off that idea.

I think we have a nice mix of characters and options here, and it'll be REALLY fun to have an all Dwarf party!


Male Dwarf Warpriest of Torag 6
Character Information:
[HP: 51/51]; [Armor Class: 23; Touch: 12; Flat Footed: 22]; [BAB: +4; CMB: +7; CMD: 19]; [Saves: Fortitude: +8*; Reflex: +5*; Will: +9* (+3 v. poison, +5 v. spells and spell like abilities)]; [Initiative: +5]; [Perception: +11 (+2 to notice unusual stonework)]
Blessings: 3/3

I think either Belir or Torith should roll for the initiative as they both have a +3 modifier.


DECEASED

Switched my axe and shield out for a longhammer. Why?

(1) Easier to cast
(2) "These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air."
- Thus the description just screams 'skald'
(3) Casting from the second rank with a reach weapon means no casting defensively


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Took me a bit of digging to realize who Kharl and Trini were, Ulark! And I thought I'd read all the available backgrounds already...


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I've been look at everyone's character sheet to get a gist of what we can do as a party. Belir, what exactly is a Battle-Host? I'm not very familiar with the Occult classes beyond the kineticist.

Ulark, let me know how you like the Tortured Crusader! I have one in another PbP campaign and I'm loving the flavor/RP options of being a grittier paladin (which is just my take on the archetype).


DECEASED
Thozar Earthchanter wrote:

I've been look at everyone's character sheet to get a gist of what we can do as a party. Belir, what exactly is a Battle-Host? I'm not very familiar with the Occult classes beyond the kineticist.

Ulark, let me know how you like the Tortured Crusader! I have one in another PbP campaign and I'm loving the flavor/RP options of being a grittier paladin (which is just my take on the archetype).

Battle Host: "Well versed in military history, battlefield lore, and the occult, a battle host forms a supernatural bond with a chosen weapon, suit of armor, or shield, from which he can channel psychic energy to cast spells, conjure the spirit of the object's former owner, increase his own physical might, and produce a number of other remarkable abilities."

http://www.thedicedecide.com/mack-blog/pathfinder-occultist-guide-part-four /

"Battle Host
The first archetype helps to create a melee focused Occultist. It gains a couple of knowledge skills, and doesn’t give anything up directly for the boost. They aren’t impressive (local and nobility) but they don’t hurt. Most notably, however, is the gain of Heavy Armor and Tower shield proficiency. These couple very well to create a martial minded character, especially defensively.

You’re going to only have 2 implements until level 10 (when you get your third). Those are likely going to be Abjuration and Transmutation, which work to make you a competent frontliner, especially once you have a magic weapon and start giving it Bane. Alternatively, you could choose just Abjuration (for defense) or Transmutation (for offense) and then take a more casterly implement school. This can give you a battle-caster style that can be hard for other classes to get right."

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So, as far as I can tell...he's a front-lining spontaneous caster. Bane sticks out to me. Being able to apply that as needed is pretty awesome, especially as it looks like he can toughen himself up too.

I'm picturing him as something of a runesmith at this point, imbuing his armor and weapons with magic. Am I picturing it right?


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Very nifty, I'm excited to see this play out. I have an oracle of battle in PFS as my take on a frontline caster and would love to experience how other classes do their version of it.


DECEASED

The other cool one is the Dwarven Marshall Magus

* Need to use Dwarven weapons for the class to work
* Get free skills each level in Knowledge Engineering and Profession Miner
* Add weapon enchantment to overcoming spell resistance
* Add 1/2 your weapon enchantment to spell levels. Can also use your arcane pool to increase weapon enchantment.

So for example. You are a Lvl 5 Magus with a Dwarven Waraxe+3 and Str16. Usually your shocking grasp is 1d10+6d6+ 6. But you use your arcane pool as a swift action to make your axe +4. Your damage now jumps up to be 1d10+7d6+7.

So grab an axe and buckler (free hand needed for casting). Cast shocking grasp and roll an insane number of d6s. It's a mini-nuke in your hand!

For me though the best part is the free skill points. Especially when playing with background skills. As they both use your intelligence (and it should be 16) you'd then be able to pick up craft armor and weapons. Giving you the most Dwarven of Dwarves.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Sorry. Will get a decent post up tomorrow afternoon. Super busy weekend and hotel's internet is down....


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I have no issue with using any of the listed methods to accommodate splitting the party.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Alright, who let the dogs out?


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

The Druidic Wildlife Liberation Front strikes again! (no offense to Thozar)


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

*tap tap taps pointy stick*


Male Dwarf Warpriest of Torag 6
Character Information:
[HP: 51/51]; [Armor Class: 23; Touch: 12; Flat Footed: 22]; [BAB: +4; CMB: +7; CMD: 19]; [Saves: Fortitude: +8*; Reflex: +5*; Will: +9* (+3 v. poison, +5 v. spells and spell like abilities)]; [Initiative: +5]; [Perception: +11 (+2 to notice unusual stonework)]
Blessings: 3/3

Sorry for the delay in posting but it's not often we get temperatures in the 70's in February so my family and I took advantage of it and I just got home from my RL game and am dead tired, so I'll get a proper post up tomorrow. GM Fuzzfoot, you are correct, Thuradin would have a room at the Ramblehouse.


DECEASED

2HP, 12AC, provoked an AAO. Love me deadly APs.

If I die...am I out of the campaign or do I Reroll a new character?


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

Competent assassins = deadly AP! In fact, if it wasn't for a really good perception check, this could have been a TPK. And this is actually designed for a party of 4???

I haven't yet decided what to do about character deaths yet. But I am not planning on losing anyone from the campaign this early!


DECEASED

I like it! I grew up on WFRP, and I've lost plenty of characters to competent opponents. I'll never complain about opponents acti smart.

Especially as this is our fault. They just tried to kill us. We knew about it. And like fools we all went to be without setting a watch. So we paid the price. If we did our due diligence we'd be fighting really weak foes.

+2 to hit
1d6+2 damage

Most of us would have AC17+ and much better combat stats. It'd be a slaughter. So if we survive we'll learn from this. Heck, one of my old DMs would be happily killing the downed dwarves right now and making us re-roll....

Hell. When I saw what was happening I was already thinking up new characters. Was going to go for either a zen monk or a stonelord. :p Probably Zen Monk, fluffed to be a dwarven trapper who only wears heavy fur clothes.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

I had been thinking about adding a note that Gundar would try to "sleep lightly" because he no longer assumed Trunau was a safe place. Oh well. Might not have mattered mechanically. The IC decision to rush out of the room rather than take the extra round to put my armor on probably will, though...


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

Yah, I might have given a slight perception bump for that, but nothing beats setting a watch, alarm spells, etc.

Luckily, these guys biggest strength is in surprise and stealth. They also have the gangup feat, but it is fairly useless here due to the cramped quarters...


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

...he says right before he gangs up on Gundar and facerolls him... Might want to think about that dead PC policy ;)

On a hopefully lighter note, how are the other groups fairing?


Male Dwarf Warpriest of Torag 6
Character Information:
[HP: 51/51]; [Armor Class: 23; Touch: 12; Flat Footed: 22]; [BAB: +4; CMB: +7; CMD: 19]; [Saves: Fortitude: +8*; Reflex: +5*; Will: +9* (+3 v. poison, +5 v. spells and spell like abilities)]; [Initiative: +5]; [Perception: +11 (+2 to notice unusual stonework)]
Blessings: 3/3

Well if this thing goes totally south you can always have Kurst and the town guards save our asses.


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

The first group decided to all sleep in different parts of town, so I split the assassins up to cut them a break. If they had all attacked one at a time it would have been a very short game. And they also got a very lucky roll on a perception check.

The third group hasn't gotten there yet.


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

When Ulark wakes up he is going to feel terrible about not staying with you at the inn.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I forgot Ulark isn't here! XD talk about a tortured crusader. There is going to be some real guilt coming up!


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)
Thuradin Drackenforge wrote:
Well if this thing goes totally south you can always have Kurst and the town guards save our asses.

Well, that's something I should have thought of. Had I not been IMMEDIATELY critted, I would have called for the watch. Hint. Hint.

On another note, it's nice to see that my armored coat wouldn't have done s+#~ against a critical hit in round one of combat. Bodes well for Gundar's future in the campaign, I'm sure. Guys, when we tell this story later, there were twice the number and they were very, very skilled and tough.

And on a final note, GM Fuzzfoot - I don't know why I completely forgot about the existence of dwarven waraxes, but is it a big deal if I swap out Gundar's battleaxe for that? Whatever equipment he has he probably brought from home.


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

Yah, its fine to swap out the axes.


DECEASED

It almost seems like fighting unarmed in close quarters is dangerous. Never would have guessed it...


Male NG Dwarf Geokineticist 3, Investigator (Scavenger) 1 | HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 (21 vs Trip/Bull Rush) | F: +7, R: +10, W: +6 (+2 vs posion/spells/spell like) | Init: +4 | Perc: +9(+2 stonework, +1 traps), SM: +2 | Speed20ft | Current Burn: 1 | Infusions: 1burn – Extended Range, Kinetic Blade | 0 burn - Kinetic Cover | Extracts: CLW, Comp. Lang. | Active conditions: Flesh of Stone (DR1/ adamantine), Elemental Overflow (+1/+2)

Oh i wish i'd picked Kinetic Blade now! Being ranged in this combat is very difficult. If it didn't take so long to open doors, etc, i'd send Torith the long way round to... errr flank.. certainly not retreat ;)


DECEASED

One wounded dwarf against two assassins. And going from past dice rolls, he has a 50% chance of being critted!

One of two things is going to happen:

(1) Belir is going to rise to the occasion and be a hero, or;
(2) Ulark is going to earn that 'tortured' crusader title and will have to call his clan for reinforcements.


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

I added a party treasure link at the top. If you want to transfer something to your personal inventory, just do so in character, and I will adjust the list and track it (so we can make sure it is somewhat fair over time).

Just so you know, I follow the basic rules for treasure. You can sell gear back for 1/2 listed price, trade goods and gems are full price. Art and jewelry are typically half. Also, you can't sell too much to a small economy. Again, I refer to the settlement size rules.

Trunau is a Small town of 780 residents (201–2,000).


DECEASED

Thanks for adding the party treasury link! Very useful.

Quote:

OK, so here's the deal. The priests of the temple will provide Heal checks for each of you each day until you are fully recovered, at no cost (although you should expect to donate something, either service or monetarily, if you want continued good support). Kragmyr seems the worst off at 17 dmg, which is 5 days, if he keeps to complete bedrest for the whole time.

They can also offer spellcasting services and potions at normal cost.

First for this. We have 2 healers. Kragmyr (Skald, cure light wounds 2x times per day) and Thuradin (Warpriest, cure light wounds). Thuradin is at -1 HP. Give him the healing potion and he will be back on his feet.

After 8 hours of rest he will have cure light wounds up. He then gets Kragmyr back into positives. I will then have 2 castings, which will get another dwarf back up. Both of us rest for 8 hours, and we will have the entire party back into positive hit points. Rest another 8 hours, and we should have everyone back to full hit points.

So if we follow this plan, I suggest that we just do a post each describing what we are doing (ie: healing), and for Ulark, either helping tend to the wounded or reporting this to the guard.

Quote:
Eventually, I expect you will search the bodies of the assassins. You do find that each has in their possesion: potion of cure light wounds, antitoxin, smokestick, leather armor, light crossbow with 10 bolts, short sword, thieves’ tools, beryl worth 50 gp, 4 gp. You can sell back equipment at 1/2 cost. 2 escaped, but that gives you a little to work with.

Of all of this, the only thing that I could use is the light crossbow with 10 bolts. But I don't plan on playing a ranged character, as I'm using a reach weapon. But a backup ranged weapon never hurts. Anyone else want it? I think we could also keep the antitoxin and smokestick, while selling the rest back and splitting the gold.

But on second thought, I say that we could give the beryl to the clerics as a 'thank you' for tending to our wounds free of charge. Dwarves don't only remember grudges, but also those who helped them in times of need, eh?


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar's already got a crossbow. And I agree with donating the beryl to the temple. With their help and getting our own healer's up we should be back in order relatively quick.

As soon as Gundar is conscious, he would mention that we should check on Omast Frum and anybody else connected to Rodrick, including his girlfriend/wife/whatever.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I don't need any of the items. I can also prepare cure light wounds in the morning if we need it. My preference is to donate the beryl for the goodwill, but also use our own spells to speed up the process of bedrest. Thoughts?

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