Brother Theo
|
K:Religion: 1d20 + 5 ⇒ (13) + 5 = 18
Can anyone Aid so we can at least hit the DC 20 mark? As for the map, please put me towards the back. For some reason I can see the Book 3 part but it is not letting me open it up.
Brother Theo stood watching as the Slag giantess spoke of a Forge and relighting it, trying to remember what he had heard of in the past.
GM Batpony
|
I don't accept aid for these situations as it is an individual act to recall this knowledge. Aids would be acceptable for a research based skill check.
Glaube Hoffnung Liebe
|
Knowledge Religion: 1d20 + 8 ⇒ (5) + 8 = 13
__________
Just getting back from a convention; apologies for the lack of posting. I have not played any part of Giantslayer before with any character.
GM Batpony, did Lucklesshero inform you about my boons? I have "Student of Scrolls" which has multiple benefits. Do you want me to send you a pic or something to validate it? Since we're doing this for a chronicle sheet, what's your policy on rerolls? If we're using Society rules for them, please know that there are multiple players here who are able to confer a re-roll to another player with an additional +5 bonus above the rerolling player's stats.
GM Batpony
|
I'm vaguely familiar with the boon sheet, I trust in player's honesty (and only ever ask for evidence under suspicion) , just let me know the benefit as you use them. Society rules for reroll are my policy.
GM Batpony
|
"The stone giant Urathash walks this plane and seeks to rise to the ranks in the Storm Tyrant's army. They are foolish! These giants seek refuge in a place they have no respect for, don't understand, and do not even wish to learn of! They want the powers of Minderhal, but do not possess the patience or aptitude to take it to the task. They speak big, but are fools, idiots, they must be chased out of my sacred home."
"In my visions, the stars speak to me, they tell me of heroes who seek to cleanse this valley, cleanse them of the foul pest that roam the cathedral and bring the cathedral to life!"
Before you're able to speak, or ask any questions, she continues into a long tale. “According to the sacred texts, four ancient heroes first brought Minderhal’s Forge to life."
“The first was Mymrith the Maker, priestess of Fandarra, who prepared fallen warriors for the afterlife by anointing their bodies with sacred clay. She lined the forge with the clay to contain the fire within."
“The second was Aduromi, the Priestess of Crystals, whose veins ran hot with molten metal and who could temper steel to a hardness that would cut diamonds. She brought with her the secrets of the fire geodes, which once ignited would burn for a century."
“The third was Jogrothir the Hunter, guardian of the sacred horn Drakesbane, which he used to call the ancient drakes native to the surrounding peaks. Jogrothir brought the forge to life, for he alone was able to capture the dragon’s breath, the only flame hot enough to ignite the fire geodes."
“The last was Rosag, the Preserver of the Forge. A great priestess of Minderhal, Rosag held the secrets of water—both its ability to temper metal as well as its capacity to quench the sacred flames. She performed the Blessing of Rosag, the final incantation that stoked the fires and sanctified the forge."
“Only by following in the footsteps of the blessed ancients, by repeating those acts which have been undone, shall the fires of Minderhal’s Forge once again blossom.”
You might be very confused at this point, but that is the way the scenario wants you to feel right now.
Harsk Hammerfist dwarf
|
Harsk scratches his beard "Rid the valley of the foul pest...Rings true with me. The Hunter sounds like me. Where's the dragonhorn did you know?" He turns to his friends. "Rid the valley of the foul pest sound good?"
The enemy of my enemy is my friend. I heard an elder say. True it is..
He reaches into his pack and grabs a piece of jerky for Biter and drops it for the badger.
Devko Obradev
|
Quite an interesting story, but more like a legend I suppose. So, to retrace the steps of these mythical heroes, what can we do?
Do we need to find some clay or some stone and get friendly with some dragon?
Asks Devko
Glaube Hoffnung Liebe
|
Wold like to take a moment to heal up. I think I'm the only one who's injured.
Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12 +empowered (because of my domain) means I'm full on health
Then Glaube activates another Touch of Glory.
GM Batpony
|
"No legend! History, history of sacred forge" She chimes in annoyingly. But before she is able to speak, Ferrin steps in and intervenes before anything escalates.
"We have studied the stories and have come to understand the ruins across the valley that might help us find what is required to bring the forge back to light. We are unable to take this task ourselves as we are always under constant watch of Urathash." She relays to you four locations outside of the cathedral that lies somewhere in the valley.
- A large forgotten church where the clay was once obtained.
- A chapel where the priestess Arudomi once served
- The last known whereabouts of the hunter, a cave in the hills
- A ruins, now underwater but once a temple of dedicated to Rosag
"For as to find a dragon, a red one lies at the very top of this cathedrals tower. I do not know his intention or purpose, but Urathash has made it very clear that no one should disturb the lair of the dragon."
GM Batpony
|
Just to be clear, For the sake of PBP and since this is PFS mode, we'll forgo the journey to each of these sites, if you choose to take it on that is. Just let me know the direction the party wishes to continue this adventure in.
Theodric de LaMontagne
|
I'm in favor of doing it in the same order that is presented in the module, for ease of GMing. I also vote to disregard random encounter: they do nothing to add to my 3 XP allowance! :P
GM Batpony
|
The book is an open sandbox, so there's no order! But with that said, the order presented above works well. I will still give another 24 hours or so to give others time to put in their thoughts, and also time to ask any other questions.
Harsk Hammerfist dwarf
|
This is a PFS character but I'm OK with doing it how ever the party wants. I'd like to keep the adventure moving so what's ever easiest. Maybe just stick to the PFS section. But I'll go with what everyone wants
"Right..don't bother the dragon. What's say we check out the cave of the Hunter? Might help us with the giants?"
Devko Obradev
|
I think none of this will help us directly against the Giants.
He turns to the Giant Oracle and says.
If we're able to reignite the forge, what after? Did the giants there will follow you rather their actual leader? I don't mind helping you to do that if the end meet our need.
Turning to his comrades he adds
I'm good with any places, but I think any place could have something that will help us at the end.
GM Batpony
|
I don't intend to run any random encounters or even encounters that aren't meaningful to the story progression. The good thing about giantslayer is that it is somewhat of an sandbox so a lot of parts can be left to GM discretion.
"I care not for the giants that walk the valley, they are nothing more but useless pawns of the Storm Tyrant. You seek to rid them, as do I. The forge will bestow us powers and they will not be able to face us with the might of Minderhal behind us!" The oracle scowls back at Devko, and awaits the parties decision.
Theodric de LaMontagne
|
"Let us use the forge against your enemies! In order to assuage the fears of the Hellknight, would you agree to a peace treaty between you and your surrounding human nations, once we relight your forge? a smaller giant nation under your command focused on religion, culture, trade and metal forging would endure in the long term, as opposed to the risky and short lived nature of warlike fiefdoms. What say you? our resident Hellknight or priests can no doubt help drafting the treaty. I am sure the humans would readily trade gold, food and other goods in exchange for giant crafted metalwork!"
GM Batpony
|
Her face changes in expression, a little bit annoyed and growingly inpatient, "I care not for the giantkind nor the humankind, I serve only minderhal! The only importance to me is the resurrection of his shrine!" Her scowling continues.
Theodric de LaMontagne
|
"Do not be so hasty, old woman! listen to Ferrin! What is a few additional moments to ponder what lies ahead when you've already waited for decades for this to happen? We are the only ones capable of making this work for you. You would do well to remember it, before we change our mind about this endeavor. Now, change your tone and tell us what is in store for the lands of men. If you are unable to compromise, don't expect me to play a part in your charade."
Intimidate: 1d20 + 14 ⇒ (18) + 14 = 32
Harsk Hammerfist dwarf
|
"Guys...she might be a giant. But as they say the enemy of my enemy is my friend. If she double crosses us. There will be hells to pay."
Devko Obradev
|
Devko turns to Theodric, a smile on his face. He don't want to be with hellknight but for sure he uses the same method!
In a gesture of peace, Devko shows his hands
Calm down, Theodric, no need to enrage our only ally here. I think we all want the same thing here, that these giants get out of this place and scatter.
Harsk is right, for now, the enemy of my enemy is my friend. So, lets go do some digging around the site she tell us to find and we will know if it can help us in the way we want.
GM Batpony
|
I'm going to move us on from here.
She scowls back at Theodric, but doesn't raise her weapon. "So be it, if you can prove your worth in bringing the forge to life and ridding my home of the Storm Tyrant's army, then perhaps an alliance could be in the consideration."
Regardless of the outcome, the group decides for the best that they calm themselves and perhaps explore the valley to learn more about the forge and their enemies. If nothing more, it will make for a goof chronicle into the chapters of the Pathfinder Society.
The Journey in between each of these locations is approximately 2 days, so refresh any resources as you see fit.
~~~
A broad wood of young aspens and birches sweeps through this vale. The trees sway softly, their pale branches glimmering in the light. Near the edge of the grove, a forgotten pathway of badly weathered dark stone pokes through the forest floor, leading to a clearing containing a large structure of timeworn stone. Colorful lichens cling to the walls, and most of the slate roof has collapsed inward. Jumbles of great granite blocks lie around the building, half buried beneath the soil and fallen leaves. Once a beautiful structure now seems abandoned.
Opening the door, but retcon any actions as you see fit prior to entering this large chapel. Map is up, so also place yourself within 10ft of the entrance and make a perception check as you enter into the building.
A row of five half-columns splits this foyer, their crowns carved into small stone offering bowls. Beyond the foyer, a wide set of stairs descends to a recessed central chamber with three long prayer benches. The stone benches are cracked and covered with moss. Much of the ceiling has collapsed into piles of giant slate shingles. Shrubs and weeds grow through the floor, covering everything in verdant tangles. Along the west wall, two flights of stairs climb to raised balconies with cracked stone railings. The first staircase coils around a slender menhir topped with the crudely carved countenance of a heavy-browed fire giant.
Devko Obradev
|
Sense Motive: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Once at the entrance of the ruined chapel, Devko casts see invisibility and Heroism on himself.
Perception: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26
Know. Religion: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Theodric de LaMontagne
|
"Hey Devko - got another heroism spell for me? I would recognize these words anywhere. Such a long-lasting spell would help me out here. As for the clerics, magic circle against evil will ensure I don't turn that sword against you both... " finishes Theodric with a wink.
Devko Obradev
|
Of course!
Devko casts another Heroism on Theodric, sword draw.
After he casts it on THeodric, he turns to his colleagues.
I have no idea what represent all that... any idea?
Remembering something, he casts freedom of movement on himself. Better safe, than sorry
Brother Theo
|
Sense Motive: 1d20 + 11 ⇒ (16) + 11 = 27
Perception: 1d20 + 23 ⇒ (3) + 23 = 26
K:Religion: 1d20 + 5 ⇒ (1) + 5 = 6
Brother Theo watched the reaction from the Giantess. "Actions speak louder than words. Let us talk about this after we deal with relighting Minderhal’s Forge." Brother Theo said as the group departed.
As the group prepared to enter the Chapel, Brother Theo started to cast some spells to help protect the group.
Beginning of the day cast Extended Ant Haul and before entering cast Bless (one use of the lesser Extend rod left)
GM Batpony
|
Immediately as you step in, part of the lush greenery begin to slowly move but goes unnoticed by all accept Harsk. Out of the overgrowth, a monstrous plant emerges!
Kn. Nature DC20 to identify it as a giant flytrap, man eating of course.
Perc, Theodric: 1d20 - 1 ⇒ (2) - 1 = 1
Perc, Harsk: 1d20 + 20 ⇒ (15) + 20 = 35
Perc,Glaube: 1d20 + 8 ⇒ (15) + 8 = 23
stealth: 1d20 + 17 ⇒ (16) + 17 = 33
Theo: 1d20 + 0 ⇒ (17) + 0 = 17
Devko: 1d20 + 3 ⇒ (8) + 3 = 11
Theodric: 1d20 + 3 ⇒ (20) + 3 = 23
Harsk: 1d20 + 5 ⇒ (20) + 5 = 25
Glaube: 1d20 + 0 ⇒ (9) + 0 = 9
1d20 + 8 ⇒ (5) + 8 = 13
~~~
Combat Surprise Round
Harsk Theodric, Theo
Giant flytrap
Glaube, Devko
Bold may act. For purposes of combat, I'll resolve actions in post order.
GM Batpony
|
Shocked by the sight of the monstrous plant, Harsk hesitates in the face of danger. The towering plant made of a mass of vines and barbs lunges forward towards the closest Pathfinder. From one of it's several stalks of horribly mobile green toothy jaws, it reaches out to grab a hold of Devko, pulling him towards itself.
Standard action charge in surprise round. Also to be very clear, it has multiple heads, 4 to be exact.
bite: 1d20 + 15 ⇒ (15) + 15 = 30 B/P: 1d8 + 7 ⇒ (1) + 7 = 8
Grab: 1d20 + 22 ⇒ (9) + 22 = 31
~~~
Combat Round 1
Harsk, Theodric, Theo
Giant flytrap (grappler)
Glaube, Devko -8 (grappled)
Bold may act. For purposes of combat, I'll resolve actions in post order.
Glaube Hoffnung Liebe
|
Posting my next action for combat a little early since I have some work obligations this week and may be a little slow to post/respond.
GM Batpony: I'd like to activate 1 use of my Divine Presence. It is a supernatural ability, so I don't need to concentrate or move. It's an abjuration effect, so the plant should not be immune.
______________________________
After Harsk's turn, if the flytrap is still alive and grappling me:
Free Action: With great sadness in his heart, Glaube thinks, "Oh, Everlight, the corruption in this place has even affected the flora. Though I abhor violence, I am grateful to be here to bring light to this place."
Standard Action: Activate aura (The plant needs to make a DC 23 will save.) The human cleric closes his eyes and a soft, warm light extends 30 feet out from his body suffusing those in its radius with a sense of calm and peace.
______________________________
After Harsk's turn, if the flytrap is down, I'll heal myself:
"Thank you, Harsk."
Cure Light Wounds from wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds from wand: 1d8 + 1 ⇒ (5) + 1 = 6
______________________________
(end turn)
Harsk Hammerfist dwarf
|
sorry was swamped over the weekend
Knowledge Nature: 1d20 + 14 ⇒ (2) + 14 = 16
Harsk shoots at the giant plant.
attack with rapid shot: 1d20 + 17 ⇒ (18) + 17 = 35
damage: 1d10 + 3 ⇒ (8) + 3 = 11
fire: 1d6 ⇒ 6
Crit confirm: 1d20 + 17 ⇒ (9) + 17 = 26
damage: 1d10 + 3 ⇒ (6) + 3 = 9
ignore 1d6 fire rather burst: 1d10 ⇒ 5
2nd shot
attack with rapid shot: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d10 + 3 ⇒ (3) + 3 = 6
fire: 1d6 ⇒ 2
3rd shot
attack with rapid shot: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d10 + 3 ⇒ (3) + 3 = 6
fire: 1d6 ⇒ 6
last shot
attack with rapid shot: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d10 + 3 ⇒ (3) + 3 = 6
fire: 1d6 ⇒ 4
Crit confirm: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d10 + 3 ⇒ (1) + 3 = 4
ignore 1d6 fire rather burst: 1d10 ⇒ 1
Theodric de LaMontagne
|
Theodric takes advantage of the plant's grappled focus upon Devko and slides in beside Devko to try to deliver a vicious two-handed strikes with his falcata!
Melee Two-handed +1 Adamantine Keen Falcata vs. plant's grappled AC, Heroism: 1d20 + 24 + 2 ⇒ (11) + 24 + 2 = 37 for 1d8 + 18 ⇒ (3) + 18 = 21 adamantine magical slashing damage.
GM Batpony
|
Noted about freedom of movement! This is a little messy, Does Theodric still want to head into it's range knowing Devko is not grabbed closer? With it's 15 foot reach It'll provoke AoO with grab. Also to be very clear, even if it's grappling, the other heads act individually, so he can take AoO and full round actions while grappling with his other free heads.
Harsk gets his head into the game and fires flaming arrow volleys at the creature, burning away a chuck of vines.
Not vulnerable to fire
~~~
Combat Round 1
Harsk, Theodric (Retcon or not?), Theo
Giant flytrap -55
Glaube, Devko -8
Bold may act. For purposes of combat, I'll resolve actions in post order.
Theodric de LaMontagne
|
Theodric will not change his action - go ahead and roll the AoO.
Brother Theo
|
Just in case anyone needs it (Blessings of fervor)
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its
turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of
opportunity.
• Make one extra attack as part of a full attack action, using its
highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC
and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an
enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as
those provided by haste or a speed weapon, nor do they actually
grant an extra action, so you can’t use it to cast a second spell
or otherwise take an extra action in the round. Blessing of fervor
does not stack with haste.
GM Batpony
|
As Theodric bravely charges at the monstrous mass of greenery, one of the terrifying looking jaws lunges and reaches out at the human. Theodric manoeuvres around the attack, avoiding the grasp, but still takes a cut as from the sharp jaws as it grazes him. Theodric follows through by swinging his sword, cutting a good chunk out of the monster.
AoO, Bite: 1d20 + 15 ⇒ (17) + 15 = 32B/P: 1d8 + 7 ⇒ (8) + 7 = 15
Grab: 1d20 + 22 ⇒ (14) + 22 = 36
With the fighter being the closest living body, all of the giant living plants jaws attempting to snap at Theodric, but Theodric demonstrates his prowess by defending himself, avoiding all hits, with only a single falcata.
Bite: 1d20 + 15 ⇒ (1) + 15 = 16B/P: 1d8 + 7 ⇒ (6) + 7 = 13
Bite: 1d20 + 15 ⇒ (6) + 15 = 21B/P: 1d8 + 7 ⇒ (6) + 7 = 13
Bite: 1d20 + 15 ⇒ (15) + 15 = 30B/P: 1d8 + 7 ⇒ (8) + 7 = 15
Bite: 1d20 + 15 ⇒ (16) + 15 = 31B/P: 1d8 + 7 ⇒ (3) + 7 = 10
~~~
Combat Round 1/2
Harsk,Theodric -15, Theo
Giant flytrap -76
Glaube, Devko -8
Devko Obradev
|
Devko chooses to increase his speed then starts dancing to help his comrades fight the plants and moves provoking an AoO to flank the creature. even if with 5heads I don't think it can be flanked!
Finish it! he says to the dwarf.
Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against charm and fear effects
Theodric de LaMontagne
|
The vitality granted by Glaube's heroes' feast absorbing much of the plant's bite damage, Theodric carries on with his attack. However, when Devko yells to the dwarf to 'finish it!', Theodric steps up his effort not to have the dwarf claim his kill once more!
Melee Two-handed +1 Adamantine Keen Falcata, Heroism, Inspire Courage, flank: 1d20 + 24 + 2 + 3 + 2 ⇒ (14) + 24 + 2 + 3 + 2 = 45 for 1d8 + 18 + 3 ⇒ (1) + 18 + 3 = 22 adamantine magical slashing damage.
Melee Two-handed +1 Adamantine Keen Falcata, Heroism, Inspire Courage, flank: 1d20 + 19 + 2 + 3 + 2 ⇒ (19) + 19 + 2 + 3 + 2 = 45 for 1d8 + 18 + 3 ⇒ (1) + 18 + 3 = 22 adamantine magical slashing damage.
=================
CONFIRM CRIT: 1d20 + 19 + 2 + 3 + 2 + 2 ⇒ (13) + 19 + 2 + 3 + 2 + 2 = 41 for 2d8 + 18 + 18 + 3 + 3 ⇒ (6, 5) + 18 + 18 + 3 + 3 = 53 adamantine magical slashing damage.
Glaube: please confirm we are still using the average 13 temp HP bonus for heroes' feast. That's what I assumed here. Thanks!
Harsk Hammerfist dwarf
|
Harsk fires at the plant once again.
using the extra attack from blessing
attack: 1d20 + 17 ⇒ (19) + 17 = 36
damage: 1d10 + 3 ⇒ (3) + 3 = 6
crit con: 1d20 + 17 ⇒ (12) + 17 = 29
damage: 1d10 + 3 ⇒ (4) + 3 = 7
2nd shot with rapid shot etc
attack: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 1d10 + 3 ⇒ (5) + 3 = 8
3rd shot
attack: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d10 + 3 ⇒ (2) + 3 = 5
4th shot
attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d10 + 3 ⇒ (3) + 3 = 6
haste
attack: 1d20 + 17 ⇒ (20) + 17 = 37
damage: 1d10 + 3 ⇒ (7) + 3 = 10
crit con: 1d20 + 17 ⇒ (10) + 17 = 27
damage: 1d10 + 3 ⇒ (3) + 3 = 6
GM Batpony
|
Proper update will come a bit later, was a little caught up in my weekly giantslayer live game. The creature is defeated, and in advance can everyone give me 2 perception and 2 kn arcana rolls. It would help me progress the story a little faster, the rolls represent searching and identifying.
Theodric de LaMontagne
|
Perception, Heroism: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20
Perception, Heroism: 1d20 - 1 + 2 ⇒ (11) - 1 + 2 = 12
GM Batpony
|
Theodric, is the crit damage in lieu of the earlier damage roll? Or addition? Creature will still be dead either way, but that will tell us whether theodric killed it or Harsk.
Theodric's efforst cut away several heads of the giantflytrap! Coupled with a few flaming arrows, the creature is immediately defeated and the threat no longer remains. Armed with your weapons still, the Pathfinders cautiously explore the rest of the giant ruins.
Map is up, not for combat purposes but just to give you a fair idea & visualization of what you're walking into.
M1
To the north, a set of steps climbs to a broad dais facing the benches. A huge fire pit fashioned from sheets of hammered black iron, bent and riveted together, stands upon the dais atop an ornately forged cast iron frame. A wide stone altar stands behind the fire pit, engraved with a giant helm with huge fangs. The altar and dais are draped in a thick blanket of stringy greenish moss. Light spills through the open/broken room, making the scene rather dainty.
Theodric picks up a long the way, a sapling rod hidden within the branches littering the floor.
M2
The ceiling in this room remains whole, but dark mildew and splattered patterns of black mold cover all surfaces except the floor, which hides beneath a layer of stagnant brownish sludge. The room is practically empty save for a dull worn leather giant-sized bag of holding, and several neatly stacked dull brown geodes. Each stone is about 2 feet in diameter and weighs around 1,000 pounds.
I've really only revealed bare information here, so do roleplay it out what you're doing and make relevant checks as you see fit. Although they are stairs, there is no other levels, the other levels have practically collapse or is not safe to tread due to the deterioration over time.
Theodric de LaMontagne
|
Theodric, is the crit damage in lieu of the earlier damage roll? Or addition? Creature will still be dead either way, but that will tell us whether theodric killed it or Harsk.
No, the crit damage was fresh from that round (rolled 19 on iterative attack - my threat range is 17-20 with the keen falcata); the kill goes to Theodric! :)
Sapling Rod is amazing! woodland stride for everyone!! wow! and no more worries about lesser restoration... the clerics can drop that off their list.
As for the giant bag of holding, is it type V or VI? Bag weighs 100 or 150 lbs, but would allow us to carry the geodes if need be... BTW: I'm including all items under new section under my alias called "Giantslayer Virtual Items", as those won't transfer to our characters unless purchased via chronicle sheet.