Giant Slayer PbP (Inactive)

Game Master Batpony

Maps & Handouts


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Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

Will, Pro vs. Evil, Heroism: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23

Theodric moves 10 feet towards the creature and strikes with his falcata:

Two-handed +1 adamantine Keen Falcata, Enlarge, Heroism, Inspire Courage: 1d20 + 24 + 0 + 2 + 3 ⇒ (13) + 24 + 0 + 2 + 3 = 42 for 2d6 + 18 + 2 + 3 ⇒ (3, 6) + 18 + 2 + 3 = 32 adamantine, magical, slashing dmg.

Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. --> AC 32

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used
GM Batpony wrote:
Will DC18 Halves

Will Save: 1d20 + 19 ⇒ (15) + 19 = 34 Glaube winces as he takes 10 HP of damage.

Move Action: Move towards enemy

Standard Action: Intimidate to demoralize: Intimidate: 1d20 + 6 ⇒ (18) + 6 = 24

Saddened that the creature has chosen a path of destruction, the human tries one last tactic to end the bloodshed. "You know that wasn't nice. Surrender now and my friends might spare you. Please, let's break this cycle of violence!"

Antagonize is still in effect.

Liberty's Edge

Mosquito Witch Handouts

Just a heads up before I do an update, the next area we head to is an mini underwater dungeon crawl, so think about what UW prep you might want to do.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

It's all about the clerics on that one! water breathing + freedom of movement should do it... touch of the sea or something similar otherwise

Liberty's Edge

Mosquito Witch Handouts

Harsk extra attack did hit. Sorry missed it!

Theo's radiant light slightly burns the creature, clearly it is not an undead being. As the monster is distracted by the light, Harsk releases a rapid fire of arrows, each piercing the dragon bat creature. It squeals loudly as it succumbs to its wounds from the arrows.

~~~

You continue your journey and travel again through the large valley for a few more days. Following the direction of the slag oracle, you find yourself gather in a ruined and abandoned giant village in an open grassy vale. It's buildings in disarray, likely damaged from war or a natural disaster. In the center of the vale is a broad, placid lake, whose bluish green surface ripples and glimmers in the light breeze. Most of the village, including the temple you seek, lie underwater. The temple's structure, or whatever is left standing of it, spans 200 feet in width and 300 feet in length. The exterior of it is cover in algae making it impossible to discern what deity the structure was built in honour to. A small cavelike opening within the jumbled piles of stone seems to be the only accessible entry to the ruins.

The lake's overall depth is about 40 feet, and the uppermost stones of the ruins rest no more than a yard below the surface. Swimming too close the seabed disturbs the detritus and causes a cloud of murky silt that covers your view.

Mechanically: Any creature of size Small or larger that comes in contact with the floor disturbs the silt bed, stirring up a cloud of murky silt in that creature’s space. The silt cloud provides concealment within its area, and all opponents are considered to have concealment against creatures within the cloud of silt.

The height of floor to ceiling of the interior would be at least 40ft in height, so let me know at what elevation you would be swimming at. And what extra buffs/UW spells you're using.

[b]Pathfinders are up, combat map is up as well.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

I'm going to swap in lead blades and air bubble for 1st level spells

Harsk turns to Biter. "We're going underwater. Find a nice burrow to hide in."


male Badger AC 18

"Rrrr.." Biter grumbles and goes and finds a nice hole nearby and munches on some trail rations.

Silver Crusade

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Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

Swapping out Air Walk and Blessing of Fervor for two castings of Ride the Waves. I can get myself and one other creature.

Also: Temp HP from Heroes' Feast: 1d8 + 5 ⇒ (5) + 5 = 10

Reminder of your buffs from Heroes' Feast:
Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

Grand Lodge

1 person marked this as a favorite.
Male Assimar Cleric 11|HP 77/77|AC 25 |T10 |FF25 |CMD 18 |F11 |R6 |W18 Init +0|Perception +30

Swapping out all of my 4th level spells for Ride the waves so that should take care of the rest of us. (6 PC's right?)

Liberty's Edge

Mosquito Witch Handouts

Sorry about the last post last sentence, that was not accurate and was a carry over from previous post, I try to write in word before converting so that i have some notes taken for the game. I'm actually a bit behind in uploading the maps due to internet issues but I'll keep us moving in the meanwhile.

5 PCs last I counted, and ride the waves would have us comfortable in this next part.

Room J1
With the assistance of magical means, you're able to comfortably swim in the underwater ruins. Heading through the cave-like opening, large enough to fit a large creature, you wander into the destroyed temple. Great blocks hedge in the walls of the room, sealing it from the outside. Lake minnows dart briskly through cracks in the walls. The floor is covered with small indentations filled with silt, detritus, and pebbles.

Kn Nature DC15:
The silt-filled depressions are actually fish nets.

Perception DC10:
You observe a number of ancient giant bones lying among the silt.

From here, a 20ft wide arched opening leads you towards a giant sized corridor.

I'm assuming everyone is swimming about 5 feet above ground, if you're doing otherwise let me know..

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

I can't see the map

Liberty's Edge

Mosquito Witch Handouts

Sorry bout that, internet issues took longer than I though to resolve, map's up now!


Devko or Glaube: any chance for a friendly freedom of movement on Theodric? otherwise he's doing half damage due to underwater combat rules restrictions on slashing and bludgeoning weapons. Cheers!

Theodric changes his appearance to that of a young female marsh giant and swims forward warily, advancing into the water intersection.

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

Devko transforms himself in an aquatic creature with alter self, a lizardmen, to be able to swim easily.

He wil also casts freedom of movement on Theodric as well on himself as usual.

usual buff on Devko and Theodric

Know. nature: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

These giants seems to have built their temples in any place they could!

He follows Theodric while seeing a lots of ancient bones clearly from giants.

Liberty's Edge

Mosquito Witch Handouts

I'm going to move us along following the AP room number sequence, but if there's any special way you'd like to explore otherwise feel free to chime in.

An odd stone structure that looks like a set of terraced rings, stacked from largest to smallest, stands in the center of this room. Inside the rings lies a pile of smooth, polished stones covered with dead leaves and sticks.

Kn. Religion DC20:
ancient giants used to rub these stones and recite prayers to their gods to make wish offerings.

In the room, a giant reptilian carnivorous fish has seem to taken interest in you, and the not in a good way kind of interest.

Kn Nature DC16 to identify

Initiative:

Theo: 1d20 + 0 ⇒ (17) + 0 = 17
Devko: 1d20 + 3 ⇒ (18) + 3 = 21
Theodric: 1d20 + 3 ⇒ (4) + 3 = 7
Harsk: 1d20 + 5 ⇒ (13) + 5 = 18
Glaube: 1d20 + 0 ⇒ (3) + 0 = 3
Gar: 1d20 + 4 ⇒ (8) + 4 = 12

~~~
Combat Round 1

Theo, Devko, Harsk
Huge fish
Glaube, Theodric

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

Know. Religion: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Know. Nature: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Devko is unable to recognize any of the thing here, but he knows that the creature will quickly die under their assault.
He starts dancing in the water and casts a spell that gives him the ability to strike the big fish ! Bladed Dash Before striking, he charges his blade with raw arcane energy.

Falcata: 1d20 + 16 + 2 + 3 + 4 ⇒ (14) + 16 + 2 + 3 + 4 = 39
Damages: 1d8 + 23 + 3 + 3 ⇒ (7) + 23 + 3 + 3 = 36

Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against fear and charm effects

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

know nature: 1d20 + 14 ⇒ (10) + 14 = 24

Harsk swims then attacks the big fish.

greataxe: 1d20 + 17 ⇒ (11) + 17 = 28

damage: 1d12 + 7 ⇒ (11) + 7 = 18

Grand Lodge

Male Assimar Cleric 11|HP 77/77|AC 25 |T10 |FF25 |CMD 18 |F11 |R6 |W18 Init +0|Perception +30

Brother Theo looked closer at the pile of dead leaves and sticks in the center of the stones. "The ancient giants used to rub these stones and recite prayers to their gods to make wish offerings, if I remember correctly." he said. Spying the huge fish, he raised his holy symbol.

"Hum, I hope you like seafood." he said as a bright beam of light struck the creature.

Searing light: 1d20 + 7 ⇒ (15) + 7 = 225d8 ⇒ (7, 7, 5, 5, 7) = 31
Using my 3rd level domain slot.

Liberty's Edge

Mosquito Witch Handouts

Oh wow. Fish is unconscious before it's initiative round.

The Pathfinders prove to be adaptable, even in an aquatic environment they move and strike quickly in the water. Two quick strikes from Devko and Harsk cut deeply into the gar's side, and Theo forces it to succumb to it's wounds by blasting a searing light. With the threat defeated, you continue your search for something in the underwater ruins.

J4, south of the current map and new map will be up.
Exploring the ruins deeper, you find youself in a central large chamber, that opens to further areas south and west of the room. The western wall has completely collapsed and now consists of a pile of great stone blocks. Lake fish dart around the rubble and through the fallen stones. In the center of the room to the east, a short flight of stone stairs rises to a small stone dais.

J3
This small room holds the shattered remains of several stone vessels resembling barrels or huge vases.

DC15 Survival:
The floor of this room has a reddish hue not seen anywhere else in the temple. It is unusual. Craft Alchemy DC15 check to identify.

Nothing of interest to note here, I'll try to get the next interesting part up as soon as I can.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

I auto make the survival

"This reddish hue is something..."

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

"Fish? There was a fish? What happened? All I did was blink..."

GM, is this same day or new day? Should I roll for new temp HP?

Liberty's Edge

Mosquito Witch Handouts

Technically a new day, so yes new temp HP.

J5
Moving deeper into the great hall, you catch a glimpse of a shrine built off room. A worn, algae-coated statue of an enormous humanoid figure stands at the back of that chamber. The statue holds a large circular disk and is flanked by a pair of stone menhirs. Three pale green, scaled skin and large giants(?) with webbed hands and feet are attempting to the disk out of the statues hands. Another one of these creatures stands guard and immediately shouts out for the others to take attention! Their heads turn towards you with hostile intent.

Kn Local DC 14 to identify each creature.

Initiative:

Theo: 1d20 + 0 ⇒ (10) + 0 = 10
Devko: 1d20 + 3 ⇒ (20) + 3 = 23
Theodric: 1d20 + 3 ⇒ (16) + 3 = 19
Harsk: 1d20 + 5 ⇒ (15) + 5 = 20
Glaube: 1d20 + 0 ⇒ (6) + 0 = 6
Swamp things: 1d20 + 6 ⇒ (10) + 6 = 16

~~~
Combat Round 1

Devko, Theodric, Harsk
Swamp things
Glaube, Theo

New map is up!

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used
GM Batpony wrote:
Technically a new day, so yes new temp HP.

HP: 1d8 + 5 ⇒ (1) + 5 = 6


Becoming familiar with the group's tactics, Theodric (in young, angry, female marsh giant mode) delays until Devko and Harsk have done their thing. As soon as they are done, he rushes the red-robed pale giant lookout!

Move + Attack: This happens after Harsk and Devko have had their turn; if Devko did not inspire courage, please subtract 3 from atk/dmg. Similarly reduce atk roll if Brother Theo has not cast Blessing of Fervor in this temple. Thx!

Acrobatics in last 5 feet to avoid AoO, Heroism: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34

Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Blessing of Fervor, Combat Expertise: 1d20 + 24 + 2 + 3 + 2 - 3 ⇒ (6) + 24 + 2 + 3 + 2 - 3 = 34 for 1d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23 adamantine, magical, slashing dmg.

Blessing of Fervor (if applicable): Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. --> AC 37

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

Prebuff: usual for Devko & Theodric + alterself to be like a lizardmen for Devko & freedom of movement on Theodric

Know. local: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Special attack, Worst save

As usual, Devko starts dancing to give courage to his comrades, he then casts haste on the party.

Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against charm and fear effects
Haste: +1 dodge bonus to AC and attack, doubles your speed (up to +30ft.), adds an attack to your highest bab when full attack.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

move up to red with haste movement/swim if I can?

I'm assuming their giants? If not then -6 to this.

Harsk moves to attack the nearest giant.

attack: 1d20 + 24 ⇒ (16) + 24 = 40

damage: 1d12 + 13 ⇒ (11) + 13 = 24

"Dammed things..."

Liberty's Edge

Mosquito Witch Handouts

No AoO since they are flat footed. And for all intents and purposes, they are giants.

Devko knows this creature as a Merrow, best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives. They have no special attacks, and like ogres, are weak off mind. Weakest save is Will

Theodric in giant form and Harsk the dwarf swims up close and attack the hostile creatures.

Two of the trailing Merrow's swim above the group and into a flanking position to surround Harsk and Theodric. Double move provoking AoO

Meanwhile, the leading swamp like giants focus their attention toward Harsk, attacking him in a frenzy with their razor sharp claws. However, their fighting abilities are inferior to the rangers as he dodges underwater from most of attempts.

claw: 1d20 + 11 ⇒ (20) + 11 = 31 B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13
claw,crit?: 1d20 + 11 ⇒ (3) + 11 = 14 B/P/S: 1d8 + 7 ⇒ (7) + 7 = 14
Grab?: 1d20 + 18 ⇒ (4) + 18 = 22

claw: 1d20 + 11 ⇒ (3) + 11 = 14 B/P/S: 1d8 + 7 ⇒ (4) + 7 = 11

claw: 1d20 + 11 ⇒ (3) + 11 = 14 B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13

~~~
Combat Round 1

Devko, Theodric, Harsk -13
Merrow Red -47
Glaube, Theo

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

AoO

As the merrow swims around him, Harsk notices it drops it's awareness and he strikes with his axe at the creature.

attack: 1d20 + 24 ⇒ (11) + 24 = 35

damage: 1d12 + 13 ⇒ (6) + 13 = 19

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

Devko continues to dance. He explains what he knows about the creatures before charging his weapon with raw arcane energy Swift action: Arcane Strike and then casts Bladed Dash to get to the creatures without provoking.

Attack: 1d20 + 15 + 2 + 3 + 1 + 4 ⇒ (5) + 15 + 2 + 3 + 1 + 4 = 30 vs Black
Damages: 1d8 + 23 + 3 ⇒ (5) + 23 + 3 = 31

Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against charm and fear effects
Haste: +1 dodge bonus to AC and attack, doubles your speed (up to +30ft.), adds an attack to your highest bab when full attack.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

AoO: Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 24 + 2 + 3 - 3 ⇒ (20) + 24 + 2 + 3 - 3 = 46 for 1d8 + 18 + 3 ⇒ (7) + 18 + 3 = 28 adamantine, magical, slashing dmg

BoF xtra attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 24 + 2 + 3 - 3 ⇒ (18) + 24 + 2 + 3 - 3 = 44 for 1d8 + 18 + 3 ⇒ (7) + 18 + 3 = 28 adamantine, magical, slashing dmg

Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 24 + 2 + 3 - 3 ⇒ (12) + 24 + 2 + 3 - 3 = 38 for 1d8 + 18 + 3 ⇒ (8) + 18 + 3 = 29 adamantine, magical, slashing dmg

Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 19 + 2 + 3 - 3 ⇒ (12) + 19 + 2 + 3 - 3 = 33 for 1d8 + 18 + 3 ⇒ (8) + 18 + 3 = 29 adamantine, magical, slashing dmg

AC 35

=====

CONFIRM CRIT: 1d20 + 24 + 2 + 3 - 3 ⇒ (20) + 24 + 2 + 3 - 3 = 46 for 2d8 + 18 + 18 + 3 + 3 ⇒ (2, 6) + 18 + 18 + 3 + 3 = 50 adamantine, magical, slashing dmg

CONFIRM CRIT: 1d20 + 24 + 2 + 3 - 3 ⇒ (4) + 24 + 2 + 3 - 3 = 30 for 2d8 + 18 + 18 + 3 + 3 ⇒ (5, 1) + 18 + 18 + 3 + 3 = 48 adamantine, magical, slashing dmg

Grand Lodge

Male Assimar Cleric 11|HP 77/77|AC 25 |T10 |FF25 |CMD 18 |F11 |R6 |W18 Init +0|Perception +30

Brother Theo cast a prayer to help the group in the battle, staying out of the way from all the flying arrows and swords.

Cast Blessings of Fervor

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

Haste and BoF don't add unfortunately ... I think it would be better to cast something else

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

The following part of BoF stacks with Haste: "Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves."

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

No, that's the same type of bonus.

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

No, it's an unclassified bonus- it stacks with everything... the only part of BoF that doesn't stack with Haste is the 'extra attack as part of full action' part. Therefore, I'm using the BoF +2 unless told otherwise by the GM. Regards, Theodric/GM PDK

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

@Theodric, It was clearly written in the FAQ that the two bonus doesn't stack : here

Liberty's Edge

Mosquito Witch Handouts

I assume everyone is appropriately casted with Freedom of Movement to negate the Underwater penalty adjustments, otherwise please let me know.

I've asssumed Theodric and Harsk attacked Blue & Black respectively with the AoOs, but If you think you would have done otherwise let me know.

Harsk swings his axe upwards as the black eyed Merrow attempts to get around him. He axe cuts into the creature's abdomen and it shrieks in pain. Devko uses magical means and follows up with a powerful diving strike with his weapon. A whirlpool of multicultural hues lingers in his trail as he cuts a deep wound.

Theodric reacts in a similar manner like Harsk as another Merrow attempts to swim overhead. He moves his falcata with great strength and cuts a deep wound in the blue eyed Merrow. The creature looks barely alive covered in the blood of his wounds.

Theodric, you effectively have 4 targets, which one do you want to attack during your turn?

I understand it similarly with Theodric, un-typed bonuses stack, and dodge bonus is also an exception that allows stacking. Therefore they stack giving you +3 to attack AC and reflex

~~~
Combat Round 1/2
Active conditions: Blessings of Fervor, Haste

Devko, Theodric, Harsk
Merrow Red -47 Black -50 Blue -78
Glaube, Theo

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

I'll eliminate blue and black first then turn on red

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

@Devko: you can hit all 4 targets if you blade dash swim above their heads.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

Harsk swings at the one near him blue, if it goes down then black

currently AC 34 vs the merrow

attack greataxe: 1d20 + 27 ⇒ (9) + 27 = 36

damage: 1d12 + 13 ⇒ (1) + 13 = 14

iterative attack greataxe: 1d20 + 22 ⇒ (13) + 22 = 35

damage: 1d12 + 13 ⇒ (1) + 13 = 14

haste attack greataxe: 1d20 + 27 ⇒ (16) + 27 = 43

damage: 1d12 + 13 ⇒ (7) + 13 = 20

Liberty's Edge

Mosquito Witch Handouts

Blue and Black is down on Theodric's attack. So I'll assume Red it is your target, who goes down after all 3 of your attacks.

With some powerful hits, Thedric and Harsk cut apart the Merrow's one by one, reducing their numbers to a single giant.

Unbeknownst to the group, the sound of combat has seem to attracted a creature lurking in the neighbouring room. A lobster-like creature has a thick armored shell swims relatively slowly towards the centry of the room. A pair of tiny eyes gleams above a mouth full of writhing tentacles.

Double move action for the new creature. Kn Dungeoneering DC17 identifies.

In an act of desperation, the remaining merrow lashes out at Devko, and manages to cut his arm.

claw: 1d20 + 11 ⇒ (17) + 11 = 28 B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13
claw: 1d20 + 11 ⇒ (2) + 11 = 13B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13

~~~
Combat Round 2/3
Active conditions: Blessings of Fervor, Haste

Devko -13, Theodric, Harsk
Merrow Green, ????
Glaube, Theo

Grand Lodge

Male Assimar Cleric 11|HP 77/77|AC 25 |T10 |FF25 |CMD 18 |F11 |R6 |W18 Init +0|Perception +30

Not sure what kind of creature that was approaching the group, Brother Theo once again let loose with a beam of sunlight.

Sunbeam: 4d6 ⇒ (3, 4, 4, 6) = 17
DC 27 reflex to avoid being blinded/half damage

Sovereign Court

Male CG Human (Taldan) Fighter (Rondelero Duelist) 18 - Init +3, Senses: All-Around Vision, Perception +20, AC 45/ touch 19/ ff 42; hp202/202 CMD (CE: add +5) 45 (63 vs. grap, 58 dis, 68 sund, 49 trip, 49 bull); F+21, R+14, W+15 (+3r vs poison/+1 vs. mind-control/possession), Speed 40 ft. Buffs: Fly, HuntBless, Hrsm, MndBlk, ProEvil, Hst (Sp 60 ft.), EnlPers), Antiplg/tox

Vs. Green:

Haste xtra attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise, Haste: 1d20 + 24 + 2 + 3 - 3 + 1 ⇒ (4) + 24 + 2 + 3 - 3 + 1 = 31 for 1d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23 adamantine, magical, slashing dmg

1st Attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise, Haste: 1d20 + 24 + 2 + 3 - 3 + 1 ⇒ (14) + 24 + 2 + 3 - 3 + 1 = 41 for 1d8 + 18 + 3 ⇒ (3) + 18 + 3 = 24 adamantine, magical, slashing dmg

2nd Attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise, Haste: 1d20 + 19 + 2 + 3 - 3 + 1 ⇒ (16) + 19 + 2 + 3 - 3 + 1 = 38 for 1d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23 adamantine, magical, slashing dmg

AC 35

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

if green is up attack

Harsk turns to the lobster like creature.

"What's that?"

attack: 1d20 + 27 ⇒ (9) + 27 = 36

damage: 1d12 + 13 ⇒ (4) + 13 = 17

attack: 1d20 + 22 ⇒ (14) + 22 = 36

damage: 1d12 + 13 ⇒ (10) + 13 = 23

3rd attack: 1d20 + 17 ⇒ (1) + 17 = 18
damage: 1d12 + 13 ⇒ (8) + 13 = 21

haste: 1d20 + 27 ⇒ (7) + 27 = 34

damage: 1d12 + 13 ⇒ (8) + 13 = 21

if it's dead swim to the lobster and swing

attack: 1d20 + 21 ⇒ (18) + 21 = 39

Liberty's Edge

Mosquito Witch Handouts

Theodric and Harsk coordinate together to unleash a few melee strikes upon the Merrow. Unable to defend, the creature takes on a few critical injuries, thus it succumbs to it's wounds.

Using magic, Theo shoots a blinding beam of light to the new challenger! The monstrous lobster is unable to react quickly enough and is blinded!

Reflex: 1d20 + 6 ⇒ (2) + 6 = 8

~~~
Combat Round 2/3
Active conditions: Blessings of Fervor, Haste

Devko, Theodric, Harsk
??? -17 (blinded)
Glaube, Theo

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

Devko continues dancing, charges his weapon with raw arcane energy, and moves toward the new enemy to slash it!

Falcata: 1d20 + 15 + 2 + 3 + 1 ⇒ (14) + 15 + 2 + 3 + 1 = 35
Damages: 1d8 + 23 + 3 + 3 ⇒ (5) + 23 + 3 + 3 = 34

Crab? Yes, it will make a good dinner! I will ask Glaube for that.

Liberty's Edge

Mosquito Witch Handouts

It doesn't take much of an effort from Devko to strike and cause injury to a blinded creature. The monster squirms in pain and lets out a bloodcurdling squeal, only to have it muffled by the water. Bubbles are everywhere!

Still capable of fighting, it swings it's claws towards Devko's direction, and grasp him in a chokehold!

claws: 1d20 + 14 ⇒ (13) + 14 = 27 B/P/S: 1d8 + 6 ⇒ (6) + 6 = 12
Miss chance, blind fight: 2d100 ⇒ (79, 17) = 96
Grab: 1d20 + 19 ⇒ (18) + 19 = 37

claws: 1d20 + 14 ⇒ (5) + 14 = 19 B/P/S: 1d8 + 6 ⇒ (4) + 6 = 10

~~~
Combat Round 3/4
Active conditions: Blessings of Fervor, Haste

Devko -12 (grappled) , Theodric, Harsk
??? -51 (grappling)
Glaube, Theo

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

Harsk moves over and attacks the lobster creature.

"Dammed crab thing..."

isn't inspire courage active?

attack: 1d20 + 16 ⇒ (20) + 16 = 36

damage: 1d12 + 4 ⇒ (3) + 4 = 7

crit confirm: 1d20 + 16 ⇒ (7) + 16 = 23

damage: 2d12 + 8 ⇒ (7, 3) + 8 = 18

Dark Archive

habilities:
Bardic Performance 30/30 | Spells Lvl1: 6/6 Lvl2: 6/6 Lvl3: 4/4 Lvl4: 4/4
HP104/104 | AC26 T14 FF22 | CMD30 | F+10(12) R+16(18) W+13(15) | Init+4 | Perc+20(22) | SM+5(7)

@Harsk yes!
@GM Devko is under freedom of movement and can't be grappled ;-)

Lobster will be better I think, it's quite a long time I don't had one for dinner.

Continuing dancing, Devko slashes the beast after charging his weapon with raw arcane energy.

Falcata: 1d20 + 16 + 2 + 3 + 1 ⇒ (11) + 16 + 2 + 3 + 1 = 33
damages: 1d8 + 23 + 3 + 3 ⇒ (5) + 23 + 3 + 3 = 34
Falcata (haste): 1d20 + 16 + 2 + 3 + 1 ⇒ (8) + 16 + 2 + 3 + 1 = 30
Damages: 1d8 + 23 + 3 + 3 ⇒ (7) + 23 + 3 + 3 = 36
Falcata 2: 1d20 + 11 + 2 + 3 + 1 ⇒ (7) + 11 + 2 + 3 + 1 = 24
Damages: 1d8 + 23 + 3 + 3 ⇒ (3) + 23 + 3 + 3 = 32

Liberty's Edge

Mosquito Witch Handouts

Ah yes, forgot about the freedom of movement thing!

The giant monster falls after a few more hits. Eliminating the last hostile creature lurking in the underwater ruins. Out of curiousity, you begin to inspect what the merrow's were attempting to retrieve. Like the statue, the disk it holds is covered with algae, but if cleaned, it is revealed to be not stone, but rather gleaming, silvery mithral inscribed with ancient Giant runes.

Giant language AND Linguistics DC20:
The writing turns out to be a prayer called the “Blessing of Rosag.”

The other rooms carry a few valuables, likely the hoard collected from the lobster like creature. The hoard consists of a waterlogged suit of +1 hide armor, a masterwork heavy mace, a belt of giant strength +4, an oil of flame arrow, a potion of enlarge person, a scroll of cure serious wounds, a wand of entropic shield (32 charges).

We're at the end of this part, and you've gone to all four locations the oracle has requested of you. If no one takes any exceptions, we'll go back and meet her for the next steps.

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