GiantSlaying with DM ERK

Game Master evar0

Lets kill some stuff.


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Town Map

"Her small orc tribe had been taken over by a larger one and she essentailly became a slave laborer in their smithy and mines. She escaped and ran to Trunau for shelter and to get out of Orc society. Similar to many other half-orcs born out in the Hold."


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

"Ah, that sounds like a terrible fate for her people. It was very nice of you to take her in."


Female Changeling Mesmerist (Vox) 1 | HP 6/9 | AC 16, Touch 13, FF 13 | CMD 13| F +2, R +5, W+2 | Init +3 | Perception +4, Stealth +6

"So you apprentice took the blade that was then used to kill Rodrick. Sounds to me like she used you Sara."


Town Map

"That, or the poor girl is in a gutter somewhere the knife stolen for this purpose, or a few dozen other ways Rodrik could have gotten this knife." after a few moments of silence Sara asks "Is there anything else that I can do or answer for you."


Inactive

Malthu looks for signs that Sara is not being entirely truthful. Sense Motive: 1d20 - 3 ⇒ (15) - 3 = 12

"Did Rodrik tell you about how he lost Brinya's hopeknife? Was he keeping the lost knife a secret from her? Also, did Unrsul do any additional work on this knife to shape and sharpen it? Or did she take it in the form you gave it to her? It looks like she never did the engraving."


Town Map

"He never told me how he lost the first one. Maybe he dropped it somewhere, and its not my business if he told Brinya or not. Though i assume she found out I heard they had a fight. The knife looks like it was shaped and sharpen, I would have corrected a few errors before turning it over to Rodrik, but it is only about a days work short, including the engraving. Now then feel free to finish up your bread and water at your pace, but I must get back to the forge, I have some extra work on my plate now. I'll be home a bit late dear." Sara walks out.

No one ever detected any falsehood or that Sara was hiding something.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Rormar turns to Agrit with a concerned look on his face "Is everything okay with Sara? She seems a bit tense and stressed."


Town Map

"Our town's greatest asset just died, she has extra work on her platter, and you guys just showed her that somehow or potentially this forge was involved. Wouldnt you be tense. Some already question why a half-orc is in charge of arms in this town. If its true that Urnsul procured the knife for the purpose it may have been used for that won't win any allies over. In fact we may have to shut down. Our positions on the town council shield us from some, but not all." Agrit tosses a piece of bread in her mouth and stands. "Please, you make take some time to talk in here if it pleases you, but I shall go see what I can do to help my wife. If any arms suit you just holler."


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

"well, that put a bit of a downer on the mood. Shall we head out? Unless you all have any more ideas here, I don't see any real leads for the moment."

Rormar stealthily stows the remainder of the bread in his frock.

stealth: 1d20 + 6 ⇒ (16) + 6 = 22

Oops, guess I should have used sleight of hand, but oh well

sleight of hand: 1d20 + 2 ⇒ (8) + 2 = 10


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

"Can't think of any more leads here either. You all want to go to the sanctuary to look for some clues about Rodrick and where his journal might have run off to?"


Inactive

"Why not? I know a few folks at the Sanctuary. Let's see what we can learn."


Town Map

Alright. You all exit Clamor and begin walking towards the Sanctuary you all notice that the town seems a bit more vacant than it normally would at around 3 pm. The mood was already pretty dour this morning so you all come to the conclusion that Rodrik's death has caused people to get home early or to stick together and off the streets. As approach the Ramblehouse(must go by it to get to the sanctuaray) you see a crowd still gathered out front. Being the smart sleuths that you are you guys decide to take the back route behind the ramble house and other buildings on a normal day that would have been a wise decision.

However as you guys approach an alleyway you hear growling, yipping, and some squeals. A horrible sick looking young wolf runs from between the two buildings. It can be see that in addition to a disease it has also been wounded. Quickly following behind it are 3 other also dsieased young wolves. They detect you and growl visciously.

ROLLLLLLLLL FOOOOOOOOOOORRRR INITIATIVE!!!! and by that I mean I will.

rolls look to make sure I didn't mess yours up:

initRormar: 1d20 + 2 ⇒ (6) + 2 = 8
initRurik: 1d20 + 1 ⇒ (17) + 1 = 18
initMalthu: 1d20 + 2 ⇒ (6) + 2 = 8
initRagha: 1d20 + 3 ⇒ (7) + 3 = 10
initRoosevelt: 1d20 + 2 ⇒ (2) + 2 = 4
initToorg(ifyouwannadoitthisway): 1d20 ⇒ 19
initWolves: 1d20 ⇒ 17
initRormar: 1d20 + 2 ⇒ (1) + 2 = 3
initMalthu: 1d20 + 2 ⇒ (8) + 2 = 10

Turn ORDER
Rurik
Wolves(3 diseased, but otherwise healthy, 1 wounded)
Ragha
Malthu
Rormar
Roosevelt

and

MY MAD ART SKILLZ AKA 5 min paint depiction of battlefield. Probably won't update on every turn easy enough battle to do in mind. 1 square = 5ft

I erased Toorg from turn order after confirming with Roosevelt on how he wanted to do his companion, but he remained in rolls since removing him would change your rolls.


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Rurik readies his warhammer and shield (left his crossbow at the Ramblehouse).

First battle! :D Dun dun dun.


Town Map

Wolfies turn.

The injured wolf move 10 feet closer, but does not attack right now.

The first healthy wolf moves and attacks Malthu
to hit: 1d20 + 1 ⇒ (18) + 1 = 19
damage: 1d4 - 1 ⇒ (4) - 1 = 3
Free Trip: 1d20 + 1 ⇒ (12) + 1 = 13

The wolf lunges and bites Malthu in the leg and tries to pull him to the ground, but Malthu is able to wriggle his leg out of the dogs maw before it can. On your turn roll a fort save Malthu.

stuff:
YOU REALLY WANT TO SAVE! Good luck!

The second Wolf will try and do the same to the battle ready dwarf, Rurik.
to hit: 1d20 + 1 ⇒ (3) + 1 = 4
damage: 1d4 - 1 ⇒ (3) - 1 = 2
Free Trip: 1d20 + 1 ⇒ (3) + 1 = 4
The wolf goes for Rurik's arm, but Rurik quick pulls it out of the way.

The third wolf goes after hmmmmm: 1d4 ⇒ 1 Ragha.
to hit: 1d20 + 1 ⇒ (16) + 1 = 17
damage: 1d4 - 1 ⇒ (1) - 1 = 0
Free Trip: 1d20 + 1 ⇒ (8) + 1 = 9
The wolf manages to get his jaw firmly around Ragha's leg, but when it tries to bite down it gets a cramp and lets go.IDK what else to say for a hit, but no damage

Ragha is up. Also i put you guys on that map randomly so feel free to assume you are actually anywhere within the first 2 or 3 "rows".


Inactive

Map looks fine to me.

"Wolves? Inside the city walls?" says Malthu with some confusion. The massive half-orc draws his earthbreaker and attempts to bring it down on the wolf that bit him. Attack: 1d20 + 4 ⇒ (3) + 4 = 7; Damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16. But he comes up empty.


Town Map

Don't forget the fort save malthu unless you want me to roll it.


Inactive

Oops!
Fort: 1d20 + 6 ⇒ (7) + 6 = 13 . . .


Town Map

You save.

Ragha is still MIA, so Rormar and Roosevelt go ahead and declare what you will do on your turn. I'll take care of any retconning needed for if and when Ragha posts.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Rormar readies his body (having left his bow at the longhouse) and prepares for an attack at the wolf adjacent to him, in front of Rurik.

He then throws a wild hip check at the wolf.

to hit: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d6 + 3 ⇒ (1) + 3 = 4

And (I'm assuming) misses, stumbling slightly, but retaining his balance.


Town Map

The wolf ducks low and avoids your hip check.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Wow, I'm impressed he was able to duck that low


Female Changeling Mesmerist (Vox) 1 | HP 6/9 | AC 16, Touch 13, FF 13 | CMD 13| F +2, R +5, W+2 | Init +3 | Perception +4, Stealth +6

As the wolves approach Ragha draws a blade from the cane she'd been using to lean on. "What are these beasts doing here?"

With that in hand she moves in and lashes at the wolves.

Swift Draw blade from sword cane
Move Close in with wolves
Standard Attack closest wolf
Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 ⇒ 2


Town Map

Ragha scores a solid hit on the wolf that just attacked her. The sword slices across the festering wound opening it and slicing off a chunk of the diseased flesh. The young wolf yelps in pain.

Roosevelt and Toorg are up


Gathlain Sorcerer (Wildblooded Fey Bloodline) 1 | HP 8/8 | AC 15, Touch 13, FF 13 | CMD 10 | Fort +2, Reflex +2, Will +4 | Init +2 | Handle Animal +9, Fly +4, Profession (Baker) +5 | Toorg HP: 14/14 | AC 15

Roosevelt grabs his flask of acid from his bag Move action and casts acid splash on a wolf, using the flask to channel his power.

Touch Attack: 1d20 + 3 ⇒ (2) + 3 = 5 Oh yeah, so this site's RNG hates me-just so you all know.
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Toorg then walks up to a wolf and punches it in the face. Or at least, he tries. And that's all that really matters in the end.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Town Map

Roosevelt's acid goes wide. Toorg however finds luck and smashes the wolf attacking Rormar in the face. The wolf yelps, but shakes it off and looks for his next attack.

Rurik is up.


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Rurik swings his hammer down on the wolf next to him.
Attack: 1d20 + 2 ⇒ (12) + 2 = 14

Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Town Map

So I messed up due to all the R names. Toorg also went for that wolf. The one attack Rurik not Rormar.

So that means as Rurik brings his hammer down on the wolf'so head splitting it open the wolf crumples to the ground dying.

Wolves turn. I'll post it later when I get home from work.


Town Map

Wolf 1 again attacks Malthu
attack: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d4 - 1 ⇒ (1) - 1 = 0
The wolf latches onto Malthu, but only finds armor under its teeth. as it goes to try and trip Malthu its mouth just slides off.

Wolf 2 is dying

Wolf 3 also continues attacking its original target Ragha.
attack: 1d20 + 1 ⇒ (17) + 1 = 18
damage: 1d4 - 1 ⇒ (4) - 1 = 3
The wolf is able to grab onto Ragha's arm and bites down hard. Roll a fort save Ragha. It then tries to pull Ragha down to the ground.
Trip: 1d20 + 1 ⇒ (11) + 1 = 12
It does not pull you to the ground.

The fourth Wolf, which is already injured sees it fallen comrade and moves to attack Toorg.
attack: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d4 - 1 ⇒ (4) - 1 = 3
and misses the lumbering tree.

Ragha is up.


Inactive

Round 2

So with a play-by-post, I'd recommend we don't get bound to specific turn order. Instead, PCs can act in initiative clusters such that everyone whose turn comes before the next bad guy can take their turn. Keeps things moving faster without really impacting the gameplay.

"Hah! Weak little wolves," cries Malthu as the creature's bite fails to take hold. "Not even worthy of bein' a housepet." Malthu tries again to lay the hammer down on his target. Attack: 1d20 + 4 ⇒ (3) + 4 = 7; Damage: 2d6 + 9 ⇒ (4, 5) + 9 = 18. But he remains as inept as before at hitting his mark!


Female Changeling Mesmerist (Vox) 1 | HP 6/9 | AC 16, Touch 13, FF 13 | CMD 13| F +2, R +5, W+2 | Init +3 | Perception +4, Stealth +6

Round 2

Once more trying to take down the wolf in front of her, Ragha lashes out again with her blade.

Standard Attack wolf
Attack: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d6 ⇒ 3

EDIT: Forgot the save
Fortitude: 1d20 + 2 ⇒ (9) + 2 = 11


Town Map

Both Ragha and Malthu miss their targets. Malthu swings his hammer too slow and the wolf is able to dodge out of the way. Much the same thing happens to Ragha. You saved against whatever horrible thing these wolves are afflicted with Ragha.

Ragha don't forget to update your HP. :D

Rormar is up.

3 wolves left.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Rormar moves over to the space infront of and to the right of Malthu.

"Careful with that big hunk of metal, Malthu, you might hurt someone with it" he says as he prepares his elbow. "Here, let me show you how it's done"

Rormar swings at the wolf attacking Malthu.

Unarmed Strike Attack Roll: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 3 ⇒ (2) + 3 = 5


Town Map

Rormar smacks the young wolf square in the shoulder. A slight crack can be heard as the wolf yelps in pain.

Roosevelt and Toorg your turn.


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Rurik takes a swing at the wolf nearest to him.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16

Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Don't think it matters too much what wolf I attack so I'll just attack the one that's closest to me after Roosevelt goes


Town Map

Roosevelt will throw his spell at the wolf attacking Toorg. Toorg will also attack that wolf

to hit Roosevelt: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d3 + 1 ⇒ (2) + 1 = 3

Toorg Slam: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9

They two obliterate the already wounded wolf.

Rurik joins the attack on the wolf attacking Ragha. His hammer strikes true also bringing an end to that wolf. 1 wolf left in front of Malthu and Rormar. Probably apply +2 for flanking to hit boys.


Town Map

The last wolf sees its dead pack mates and is enraged. He tries again to at least wound the half-orc in front of him.

tohit: 1d20 + 1 ⇒ (3) + 1 = 4
damage: 1d4 - 1 ⇒ (1) - 1 = 0

The wolf fails miserably not even finding a piece of Malthu the latch on to.

Sorry Didnt do the math to figure out that it was the wolves turn.

Malthu you're up.


Gathlain Sorcerer (Wildblooded Fey Bloodline) 1 | HP 8/8 | AC 15, Touch 13, FF 13 | CMD 10 | Fort +2, Reflex +2, Will +4 | Init +2 | Handle Animal +9, Fly +4, Profession (Baker) +5 | Toorg HP: 14/14 | AC 15

Sorry guys, work's been really hectic lately and I keep forgetting to update while I'm home


Inactive

With only one lone wolf left, Malthu easily steps in to encircle it with his allies. "Now I gotcha," he says, attacking the wolves once more.

Attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15; Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13


Town Map

Malthu brings his earthshaker down right on the wolf's head cracking its skull open. THe wolves now all lay dying. You guys now progress to the sanctuary.

DC10 heal or craft alchemy check:
As you check the body of the wolves you notice that the wolves are not diseased, but instead were poisoned. unusual in and of itsself. If you get over a 15 you know the festering wounds are known as bleeder's disease.

Happens to us all Roosevelt


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

"Whew, that was unexpected, not too much of a problem though. Everyone's alright, right?"

Rormar takes a look at the unconscious wolves. "We should probably put these guys out of their misery, can't really leave diseased wolves lying in the streets. Speaking of which, we should probably check out these guys, see if we can figure out what they came down with, since it was definitely strange behavior for a wolf, being in the middle of the town during the day".

heal: 1d20 + 4 ⇒ (11) + 4 = 15

"Wait...."

"These wolves are not diseased, they've been poisoned. This can't be a coincidence, someone must be on to us."


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Heal: 1d20 + 7 ⇒ (1) + 7 = 8

w e l p

Don't know what will happen since I rolled a 1 so I won't put in anything else haha


Inactive

Heal: 1d20 - 1 ⇒ (5) - 1 = 4

"And this someone is not afraid to kill more of us. We'd better stick together."

Malthu looks for tracks that might lead back to whomever poisoned them. Survival: 1d20 + 3 ⇒ (1) + 3 = 4


Gathlain Sorcerer (Wildblooded Fey Bloodline) 1 | HP 8/8 | AC 15, Touch 13, FF 13 | CMD 10 | Fort +2, Reflex +2, Will +4 | Init +2 | Handle Animal +9, Fly +4, Profession (Baker) +5 | Toorg HP: 14/14 | AC 15

"Seems like an awful amount of effort though...why go to all the trouble of poisoning a bunch of wolves, on the off chance that they run into us? Not sure we're the target-I think this might've just been an attempt to spread mayhem in the streets."


Town Map

Malthu sees no humanoid foot prints. And only notices the obvious fact that the wolves came from the alley. A few locals pop their heads around the corner see the dead diseased wolves and run away.


Inactive

"Let's continue on to the Sanctuary. I know a few folks there. Maybe we can find some answers." Malthu is ready to move on.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

"Yeah, let's go. And interesting idea, Roosevelt, in that case it's a good thing we ran into them"

Rormar is ready to move on.


Town Map

As you guys enter the Sanctuary(which is devoted to Iomedae) you see the high priestess, Tyari, praying at the altar. Also in the main room is Brantos Calderon a paladin of Iomadae. As you all enter Tyari stands from her prayer and says "AH welcome, what can we do for you?"


Inactive

Malthu bows respectfully to the high priestess. It was second-nature to him, as someone who had converted to following Iomedae. To him, speaking to Tyari was like speaking to a chieftain. He also makes an attempt to sound more formal, though his choice of words immediately tends toward the casual as they were all he really knew.

"Sorry to bother ya, Your Grace, but my buddies and I wanted to talk about Rodrik. We heard he started comin' round here a lot. I remember seeing him pop by quite a bit. Do ya know what he was comin' here for?"


Town Map

"I believe he came here several times to talk to Katrezra. Though I couldn't tell you where the half orc is now. He left without us noticing. I doubt he could have made it far with his condition. Don't worry I doubt he was taken his bed was neatly made as always."


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

"What's his... condition?" Rurik asks, curious as to how a large half-orc with a "condition" could have left the Sanctuary without being noticed.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14 checking to see if anything is amiss in the Sanctuary

Sense Motive: 1d20 + 7 ⇒ (7) + 7 = 14 seeing if Tyari is hiding something or is distressed

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