
lucklesshero |

A flurry of activity suddenly erupts as the giant announces his presence. The Giant was crafty tracking your party here but, your party is quicker to react. Harsk moves and puts an arrow into the creature before it can move across the stream. Devko and Glaube start preparing for combat and try to inspire others to do the same. Brother Theo moves forward and after the Giant cross the stream cast silence in the whole area surrounding the Giant. Last Theodric now in utter silence comes charging out of nowhere and uses his buckler to bash and bruise the Giants hand so bad that, the spiked chain goes flying out of its hands!
R 2
Devko
Harsk
Giant (-27hp)
Glaube
Theodric
Brother Theo
bold may go, remember area near Giant is 'silenced' (btw, thx for showing route and where weapon would have landed Theodric...very helpful : you can take those things off the map now)

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Harsk steps back and quickly fires at the giant.
I hope that singing and his shouting don't alert the camp!
1st shot with rapid shot and bard song and point blank
attack: 1d20 + 26 ⇒ (7) + 26 = 33
damage: 1d10 + 12 + 1d6 ⇒ (7) + 12 + (3) = 22
2nd shot with rapid shot etc
attack: 1d20 + 26 ⇒ (2) + 26 = 28
damage: 1d10 + 12 + 1d6 ⇒ (6) + 12 + (6) = 24
3rd shot
attack: 1d20 + 21 ⇒ (3) + 21 = 24
damage: 1d10 + 12 + 1d6 ⇒ (4) + 12 + (6) = 22
4th shot
attack: 1d20 + 16 ⇒ (4) + 16 = 20
damage: 1d10 + 12 + 1d6 ⇒ (2) + 12 + (5) = 19

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@Harsk Devko don't sing, he dances!
While dancing, Devko moves next to Harsk.
Then, after charging his bow with arcane energy, he shoots the giant !
Shortbow: 1d20 + 10 + 2 + 3 - 4 ⇒ (13) + 10 + 2 + 3 - 4 = 24
Damages (arcane strike): 1d6 + 6 + 3 + 3 ⇒ (4) + 6 + 3 + 3 = 16

lucklesshero |

A Barrage of arrows from Devko and Harsk slam into the Hill Giant...He attempts to scream for help but only silence remains. He looks and scorns the loss of his spiked chain, in utter frustration, he comes down with both of his meaty fist on the man that disarmed him. Then steps off the log (5' step) a little closer to Harsk.slam: 1d20 + 17 ⇒ (4) + 17 = 21dmg: 1d8 + 9 ⇒ (5) + 9 = 14slam: 1d20 + 17 ⇒ (17) + 17 = 34dmg: 1d8 + 9 ⇒ (2) + 9 = 11
R 2
Devko
Harsk
Giant (-111hp)
Glaube
Theodric (-11)
Brother Theo
bold may act

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Move Action: Move to a pont at which Glaube can see the combat.
Standard Action: Ready to activate Divine Presence.
Trigger for readied action: The moment that the giant tries to attack again.
Just for fun: The human Sarenite shakes his head sadly and thinks, "Please don't continue to fight, large friend. I don't want you to die."

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Trying to absorb a punch in the face by a giant with some dignity, Theodric eyes the spiked weapon to his right warily as the giant takes a... giant step... towards it. The nobleman quickly sidestep to keep up with the giant while attempting to put several cuts above and below the brute's knees, angling for critical tendons and veins.
Full Attack, Melee, Two-Weapon Fighting, Inspire Courage +3
+1 adamantine Keen Falcata; attack: 1d20 + 23 + 3 ⇒ (12) + 23 + 3 = 38
adamantine, slashing, magical; damage: 1d8 + 15 + 3 ⇒ (2) + 15 + 3 = 20
+1 adamantine Keen Falcata; attack: 1d20 + 18 + 3 ⇒ (15) + 18 + 3 = 36
adamantine, slashing, magical; damage: 1d8 + 15 + 3 ⇒ (3) + 15 + 3 = 21
+1 Bashing Poison-Resistant Buckler, Shield Bash; attack: 1d20 + 18 + 3 ⇒ (12) + 18 + 3 = 33
bludgeoning, magical; damage: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15 PLUS SHIELD SLAM!

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Nice rolls, Theodric!
_________________________
"Poor giant. I tried to let him know about peaceful alternatives to violence-based conflict resolution." *sigh*
Saddened by the efficiency of violence on display, the old man pleads: "Please try to be gentle with him, Brother Theo. I know we must stop him before he tries to whack Sir de LaMontagne again."
"Sarenrae, please look kindly upon what we do and know that we only wish to stem the evil at work here."

lucklesshero |

The large brute has a look of shock and horror on his face as theodric's
Falcata does it's bloody business. Theodric hops back as the brute flops silently to the ground. It's hamstrings,femoral artery, and throat all slashed from the dandy's unrelenting blade.
Combat Over
Harsk does a quick circuit around the grove (takin' 10' on perception) and determines that none of the nearby encampments heard the scuffle. He finishes reporting to the rest of the group what he discovered on his initial scouting trip.
So as I was telling you, we didn't get a good look at it because it was dusk the last couple hours we made it to this position here in the copse. I don't think we can stay here long. Too much sign the giants use this place regular like during the day. Harsk takes a breathe and continues. The Cathedral is on top of that plateau. Harsk says pointing to the west.
In the Moonlight a single thin tower can bee seen even from this distance. The top of the plateau is perhaps a 1000' foot up a sheer cliff the tower and two smaller ones were visible even in the dusk, as they rose several hundred feet above the plateau...the center tower so high that it's top was partial obscured by low cloud cover.
I figure we got three ways up top. First beyond these first two camps lies an open area where the two canyons converge. The canyons bi-sect forming a 'T' as you know. at the top of this 'T' over about 500 yards of open ground is a large stairs sized for giants. It's steps are about a yard high so it would be slow going for me. It's not guarded at night. Harsk shivers as he says the next,.. Except for the heads of humans, Dwarves, and elves (shoved on spikes) that decorate the sides of the stair case. Every 20 yards or so the stairs have a torch stand ..but only half of them are lit. Seems whoever is in charge of keeping umm lit is too lazy to do his or her job. I studied the stair case for an hour ...not much going on at night only two giants going up or down it ..neither looked like a sentry. If we have the means...we could try magical flying. Harsk says looking to the spell casters. I've seen a couple of those Drakes shadows but not nearly so many as the day. It might be worth a shot. Lastly, ... Harsk nose crinkles and a disgusted look comes upon his face. Glaube was right, there is a work crew wagon that removes the Giant's shat' ...I overheard them as they were working a nearby camp I was scouting. It seems they'll dump what they got already in a nearby pit and then head up the windy switch-back trail we observed early. Normally I wouldn't suggest going up that trail as too many wagons and carts and work crews go up and down it. We'd be fighting the whole way up the mountain and alert the whole camp to our presence...but, if we could somehow stow away in those 'poop' wagons...I think they'd walk us right into the Cathedral grounds ...and no one would be the wiser.. Harsk finishes by spitting in disgust.
Ok let me know what's next guys...please keep the ooc stuff to the discussion thread if you can. (meaning discussions on tactics or other decisions ect..)

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As the group air walks up the cliffs. Harsk tries to calm Biter.
"Hang on little fella. Don't squirm so much"
handle animal with bonus included: 1d20 + 14 ⇒ (11) + 14 = 25

lucklesshero |

You start your journey by stealthy flying over the rest of the giant recruitment camp. You pause for a moment some of you struggling to hover, at the base of the great stairs.
A great stone cathedral sits atop a wide plateau carved into the side of the mountain overlooking the valley. From the grounds below, a flight of huge stairs staggers up the mountain slope. The two-foot rise of each step is carved directly into the mountain face, and tall poles decorated with beast skulls, bones, severed limbs, and similarly macabre decorations are driven into the stone at each corner where the stairs change direction. You only hesitate for a second..acceding the plateau using the staircase to guide you to the top while skimming over the steps themselves with the infused divine magic imparted to all of you. Harsk has to do a bit of soothing to get his faithful badger to co-operate, but in the end the creature follows it's master's lead.
At the top of the plateau, an immense palisade of trees and slab concrete surrounds the temple. Beyond the battlements rise the cathedral’s cold gray walls, carved from the ancient stone of the mountain itself. Above the monumental structure, three colossal towers climb hundreds of feet into the air. The central spire is tallest, flanked by two smaller towers offset to either side. The spire’s apex is crowned with a carved stone symbol of a huge anvil. Although heavily weathered, the cathedral appears to have mostly withstood the passage of time, though some walls bear the evidence of crude repair work where holes have been filled with ugly patches of concrete or sloppily braced with boulders and tree trunks.
The palisade is approximately 800 feet in diameter and 50 feet high. A single gate leads inside and is guarded by a pair of alert looking Stone Giants.
You have all just crested the stairs there's about

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Whispering, Theodric says, "Let's circle the palisade for a minute or two, away from these guards, so that we can all swing over it while we can still walk on air."

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The other knowledge check that might be useful is knowledge religion
Knowledge Religion: 1d20 + 8 ⇒ (11) + 8 = 19
__________________________________________________When the group approaches the top of the stairs, Glaube activates one use of Touch of Glory on himself.
(Good for 1 hour or until used--whichever happens first.)

lucklesshero |

You silently drift over the far wall unobserved and unheard as far as you can tell. The symbol atop the Cathedral is familiar to some of you. (you basically know everything in the link)
Your group lands safely about 90' from some massive tents outside the Cathedral...another 20' beyond the furthermost tent is The immense Cathedral dedicated to the Giant God Minderhal
Please read the discussion page before referring to the map.

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Maps ready; please PM me your email and I'll send you an invite; so far I have the GM and Brother Theo. Cheers.

lucklesshero |

Your group has dropped silently behind the palisades close to the Cathedral. Dawn is approaching fast. You spot two tents close to your position with the massive Cathedral just beyond ..the nearby tent seems silent with only a small amount of light evident beyond it's canvas walls. The far tent (closest to the Cathedral) has a large amount of light spilling out from it's tent flap and there are intermittent *thud* sounds coming from though faint from this distance...are still discernible in the cool morning air.
Do you want to investigate the tents or skirt them? If so which tent and which direction?

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Theodric motions for the closest tent, and waits for the priest's silence spell before moving.
Theodric points towards tent Z2.
"Glaube- wanna talk to them, or should we fight? if you want to try the diplomatic approach, at least to find out what they know, then can I suggest you cast silence on my amulet? I will stuff it in my mouth and suck on it until... negotiations... break down. This will also force me to shut up."

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I cannot cast silence. :-( I have Disrupt Silence from Ultimate Intrigue so that our casters can cast.

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"Or was it Brother Theo? I can't keep a tab on the three dozen different prayers you both memorize each morn!"

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Devko follows his comrades.
I fear that talking to the giant will not do good. But we can try.
I know tongues, communal so everyone could speak and understand giant if needed.

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"If you wish, I can do that for you." Brother Theo said. "However, I do not think that will do as you think. As a suggestion, maybe one of the more "quiet" types take a looksee and find out what we are dealing with. If it looks like it will quickly descend into battle, I can cast it to cover our transit to the tent. Once we arrive, one of you can toss it inside to prevent them from yelling out so we can quickly dispatch them." he suggested.

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"There are two outcomes: either those giants will be helpful due to some kind of internal split within the giant tribes or they will be loyal to the current warlord and raise the alarm immediately. With all due respect Brother Theo, sneaking and recon will do nothing to help us in this case. I say cast the silence spell on my amulet in preparation of talks going south, 'cause I'm not doing the talking anyway... that's Glaube's job. If I see the giants try to raise an alarm for any reason, I'll drop it out of my mouth and silence the entire area."

lucklesshero |

Harsk motions for his allies to simmer down with their whispering, as he approaches the edge of the tent. He puts his ear up to the tent and hears the low mutterings of a creature muttering to itself, possible in Giant? He can't quite make out what it's saying. Suddenly the muttering stops and Harsk hears what seems to be something glass clink against another hard object and a chair or stool, roughly moved back as if, someone (or something) was standing up...then silence.

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Whispering, Theodric motions for Glaube to step forward quickly, and extends the tip of his... amulet... towards Brother Theo!
"Glaube! do your diplomacy forthwith, lest this giant raises the alarm! Brother Theo, silence my amulet now!!"

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The party now in utter silence, Theodric smiles, puts the amulet in his mouth, and waits for Glaube to step into the tent. The sounds of nature around them resume.

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1 person marked this as a favorite. |

if not, he does it! As well as Heroism on himself and the main diplomat.
Could be our chance! This giant are dumb brut, may be honey words and empty promises will do the trick.

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Thanks, Devko!
Glaube strides into the tent. Depending on what he sees:
____________________________________________________________
If the giants are just hanging out:
"Hello, everybody! Have you heard the good news about Sarenrae? Studies show that beings who follow her teachings live longer, happier, and healthier lives (on average) than 95% of other deities. May we come in and chat about it?"
____________________________________________________________
If the giants are doing something nefarious.
"*Gasp!* What are you doing? Don't you know that the Divine is watching you right now? Look, it's not too late for you to salvage this. Please, let us help you find a happier, healthier, more constructive lifestyle than this."
____________________________________________________________
Either way, here's my diplomacy roll.
Diplomacy: 1d20 + 31 ⇒ (3) + 31 = 34

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@Glaube: if you're the main diplomat, don't forget your +2 moral bonus from heroism ;)
Devko follows his comrade into the tent and adds to Glaube's words.
Listen to the man, what he says could seem gibberish, but there is truth in his words.
Diplomacy (aid): 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

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@Glaube: if you're the main diplomat, don't forget your +2 moral bonus from heroism ;)
Whoops, thank you! Diplo==36
Listen to the man, what he says could seem gibberish, but there is truth in his words.
ROFL!

lucklesshero |

OK the party decides to Z2 tent and do diplomacy while silenced? Anyway, I kinda need to know the following things because um it's not stated specifically by any of you I kinda on't want to assume things with 11th lv. characters...players get attached when your character gets that high I've found. Theodric de LaMontagne, could you remove the fog of war inside the tent? Put no creature or monster in it for now. Also everyone move there pawn to where they want it to be whether inside the tent or outside. I'll read a description of the interior of the tent when there's a plan or a consensus on how to enter. Does Glaube's spell cancel the silence effect for everyone in your party? Is this why you can be diplomatist? Anyway I'm reluctant to read the description unless someone writes the words, "We/I go in the tent."

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A) We're going into the tent;
B) Silence has already been cast on Theodric's amulet but the amulet is in his mouth now, thus the line of effect is blocked and the party is NOT silenced yet;
C) Glaube is doing his diplomacy with whoever is inside; if no one is visible, Theodric silences the party immediately by letting the amulet drop down from his mouth.
In summary: the party is well prepared for this one, including Harsk's scouting and a contingent silence on the area if Glaube is not successful in his negotiations. Read the thread above for any additional details, but we're not 'winging' it or being idiots here. I'll remove the fog of war after I hear confirmation that everyone is in the tent. So far we have Devko, Glaube and Theodric in the tent for sure.

lucklesshero |

A) We're going into the tent;
B) Silence has already been cast on Theodric's amulet but the amulet is in his mouth now, thus the line of effect is blocked and the party is NOT silenced yet;
C) Glaube is doing his diplomacy with whoever is inside; if no one is visible, Theodric silences the party immediately by letting the amulet drop down from his mouth.In summary: the party is well prepared for this one, including Harsk's scouting and a contingent silence on the area if Glaube is not successful in his negotiations. Read the thread above for any additional details, but we're not 'winging' it or being idiots here. I'll remove the fog of war after I hear confirmation that everyone is in the tent. So far we have Devko, Glaube and Theodric in the tent for sure.
OK go ahead and remove the fog of war...I'm going to assume Harsk is with you and everyone is just inside the tent. BTW...don't think your idiots...PFS players usually have a frustratingly high level knowledge of the rules so that never occurred to me. The line-of effect trick on the silence spell I've never run across before. And yeah I've had players object before when I've moved the whole party forward to get the game moving...but seeing how everyone seems to be ok with me pushing the action..here we go.
Your group moves into the tent quietly Brother Theo's Silenced amulet in his mouth. (At this point you should all be placed somewhere just inside the entrance of the tent) Two dimly flickering lanterns hang from poles 30' off the ground. The tent is immense, sized for a giant the ceilings are 20' at the edges of the tent and reach an apex of 35' at the center pole. A huge, horseshoe-shaped table laid with curious metal tools, pincers, prongs, and other strange items sits in the center of this tent next to center pole. Glass bottles and jars filled with milky fluid, each containing a bloated and waterlogged eyeball, balance upon haphazardly arranged wooden shelves. A sizable collection of birds, including crows, hawks, and owls, hang lifelessly from the tent’s roof, strung upside down by their feet. A slight breeze let in from when your group entered the front flap causes some of the bottles to roll together and *clink*...the cages with dead birds sway eerily there appears to be no one in the tent.
The whole tent can be seen and is under *Dim light* conditions those with dark vision or low-light need not worry. What next?

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fog of war will be removed in 4 hours i.e. 7:30pm EDT

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Fog of war removed; PCs placed on map; Monsters on GM layer.

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20-foot radius of silence surrounding Theodric - oh yeah: it's out of his mouth! - shown as the darker area on map

lucklesshero |

Theodric I made a pawn for the monster you can use whichever one is cooler..thx again for all the work on the maps.
After Theodric enters the tent, Devko follows while the others remain outside to stand guard and warn the two inside should other giants approach. Theodric begins to each forward and explore the seemingly empty tent. Devko however shouts sudden warning to Theodric,
Look out there's an invisible Giant hovering above the table! It looks like she's going to cast a spell!
Devko sees a Hideously ugly, aqua skinned large humanoid with an obvious female anatomy hover about 25' above the ground inside the tent she appears to be concentrating and gesticulating ..possible in the process of casting some sort of arcane spell!
Surprise round
Theodric cannot see the giant but knows it's floating invisible somewhere above the table.
Giant
Devko
R 1
Harsk
Glaube
Theodric
Giant
Brother Theo
Devko
Theodric you're up you have one action in the surprise round.

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I can't do anything against flying invisible foes that are casting above my silence zone... sorry... unless we're still under airwalk? otherwise hiding under the table? despite stealth looks like we walked into a trap guys since this foe had several rounds of precast

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Ok, I'm gonna assume Theodric hears Devko's warning and that we still have airwalk
SURPRISE ROUND:
Theodric climbs invisible yet tangible stairs upon hearing Devko's warning. After climbing about 15 feet, Theodric spits his amulet of natural armor out of his mouth, and the area around him and the invisible giant goes utterly silent Surprise Round: move action to climb 15 feet; free action to drop amulet from mouth, resulting in 20' radius of silence - high enough to exclude fellow party members

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Know. (arcana): 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Know. (local): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Devko says This Marsh giant tries to cast lighting bolt
Before everything get silenced!

lucklesshero |

Theodric sees Devko pointing and gesticulating wildly at something in the air...unable to comprehend exactly what the Hellknight was pointing at Theodric looks ahead and above only to see...heisting a moment too long (retconing that Theodric get's no surprise round, as I understand it silence won't work..that way read discussion pg if ?) Suddenly the air shimmers and a greenish bloated monstrous female giant with putrid sweaty skin appears in mid air 25' off the ground hovering over the table..she mouths the final words of a spell and a thick string of electrical energy sprouts from her finger tip arching directly at Theodric and pushing on through to Devko. Theodric responds by using the last bits of Glaube's air walk spell to ascend up towards the ugly creature blade drawn.
Devko believes this to be some type of Marsh giant.
Need reflex saves from Devko and Theodric DC:19 (take 1/2 if u save or none if u have evasion) lighting bolt dmg: 8d6 ⇒ (2, 1, 4, 5, 5, 2, 3, 6) = 28
R 1
Harsk
Glaube
Theodric (still has 1 action left)
marsh Giant
Brother Theo
Devko
Bold may act

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Reflex DC 19: 1d20 + 8 ⇒ (4) + 8 = 12
Theodric takes a full lightning bolt in the chin and springs into action, closing the distance to the unarmed giant, engulfing her in silence. Upon reaching her, he tries to put her into an armlock, rolling over arm and using his buckler to squeeze the flabby part of her left arm painfully to provide leverage against the large opponent.
CMB to Grapple vs. Giant's CMD, HF: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36 CMD.
If she's armed, Theodric will disarm her instead and the disarm roll will instead beat a CMD of 47