Giantkiller (Inactive)

Game Master Daniel Penfold 351

A run through of the Giantkiller campaign

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The inn called the Killin' ground is a popular bar, known for its moonshine. You can hear the sounds of looting but also raucous drunken singing in Orcish and in Common. Looking through the door you can see an Orc and 2 humans.


Moved everything over to the 2nd map in the list. Will let you guys have a surprise round as the thugs and the Orcs all look inebriated- will then go to initiative


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

Telekinetic fist: 1d20 + 4 ⇒ (15) + 4 = 19 Touch flat footed

Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Sid punches on of the humans in the groin with a forcce fist.

If need be Gallant will open the door for everyone.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Out of Way of Zavier drinks! Zavier roars and charges the orc.

Charge Power Attack: 1d20 + 6 - 1 + 2 ⇒ (4) + 6 - 1 + 2 = 11

If hit on flat footed maybe?
Damage: 1d6 + 6 ⇒ (4) + 6 = 10


M Half-Elf Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

Hopefully they aren't just drunken patrons, Kohl thinks as they rush in. For the tighter confines, Kohl has switched back to his morningstar.
attack: 1d20 + 5 ⇒ (10) + 5 = 15 damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12


One of the human's reels as Sid punches him but is still up.

The Orc nimbly manages to dodge Zavier's charge.

With one blow of his morningstar Kohl drops one of the thugs.

Dolgrym, do you want to take an action before we go to initiative?


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Dolgrym doesn’t take an offensive action. Instead he calls out to his band of warriors, ”We need to keep one alive. Maybe they can tell us what is going on and who has led them to the town! Perhaps there is a leader we can parley with!”


Dolgrym initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Kohl initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Zavier initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Sid initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Thug initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Orc initiative: 1d20 + 0 ⇒ (2) + 0 = 2


So initiative order is

Block 1: Thug

-----------------

Block 2: You guys

-------------------------

Block 3: Orc

The thug attempts to attack Zavier

Longsword: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 1 ⇒ (5) + 1 = 6


Over to you guys


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

The dwarf moves and attacks the closest enemy.

Attack 1d20 + 3 ⇒ (14) + 3 = 17
Damage 2d6 + 3 ⇒ (6, 1) + 3 = 10

His tiny dinosaur friend follows close Behind, swinging his mace like tail.

Attack 1d20 + 3 ⇒ (20) + 3 = 23
Damage 1d6 ⇒ 2

Possible Basher Crit 1d20 + 3 ⇒ (19) + 3 = 22
Damage 1d6 ⇒ 4


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier moves to grabs at the orc to keep it from moving and hurting his new friends.

Grapple: 1d20 + 8 ⇒ (14) + 8 = 22


Dolgrym, both you and Basher hit the thug, he is hurt but still standing,

Zavier you grapple the Orc


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

Sid moves to get a clear shot and throws out another force punch.

Daze DC:15 will vs the Thug.

"I would like to speak to both of them. The human may be a traitor."

Non-lethal may be the way to go if we want people to question.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier can probably pin and tie up the orc next turn. Or smack the human non lethally


Will save: 1d20 + 0 ⇒ (15) + 0 = 15


The Orc makes the save

Kohl do you want to do anything?


M Half-Elf Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

Kohl tries to smack the standing thug.
1d20 + 4 ⇒ (6) + 4 = 10 2d6 + 3 ⇒ (2, 3) + 3 = 8


Kohl you miss.

The Orc tries to break free of the grapple

CMB: 1d20 + 4 ⇒ (15) + 4 = 19

The thug attacks Sid

Longsword: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 1 ⇒ (8) + 1 = 9

Then back to you guys


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Grapple maintain and pin: 1d20 + 8 + 5 ⇒ (18) + 8 + 5 = 31
Zavier basically picks up the orc and slaps in into the ground ending its ability to resist.


The Orc is now pinned.


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

Sid withdraws.


Dolgrym and Kohl, do you want to do anything?


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

The dwarf attacks the thug.

Attack 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2d6 + 3 ⇒ (1, 4) + 3 = 8

His tiny dinosaur friend follows close Behind, swinging his mace like tail.

Attack 1d20 + 3 ⇒ (18) + 3 = 21
Damage 1d6 ⇒ 4


The thug drops down dead under your attacks


AC 32 107/107HP

Dead or unconscious? If the latter Gallent will run over and stabilize him for questioning later.


Ok he is unconscious


M Half-Elf Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

Kohl takes a moment to breathe, to get his mind under control. He says a brief prayer to the ancestors of his tribe. casting enhanced intimidate orisonThen he walks over to the orc pinned by Zavier. "Now, perhaps you'd like to tell us who organized this attack. Or perhaps you'd like to join your friend over there in a pool of his own blood. The choice is yours."
intimidate: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
feel free to aid me guys :)


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

"Ya! Blood watch out. Or else."

Aid: 1d20 - 6 ⇒ (4) - 6 = -2

Sid attemps to aid but with a sword would fails to muster much strength to his presence.

UMD CLW: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 1 ⇒ (7) + 1 = 8


M Half-Elf Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

cackle!!! best aid attempt ever


The thug caves in to your threats.

We met this human, called himself Skreed, never got a second name. He was in charge of infiltrating this town and he murdered some bumbling town guard, but even the attack is a big diversion. He wants something from some old tomb nearby.


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

"We are going to need this Skreed fellow. We will need to know what the larger plan is. Let's take their weapons and gear, tie them up, knock them out and put them in the inn's cellar so we can question them after."

Sid starts searching the bodies.


You find 2 longswords and 2 light crossbows and a falchion.


At this point a runner comes along and hails you,

Marshal Frum sends his compliments. You are needed at the western gate. The orcs are attacking the barricade.


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

Sid tosses the 2 crossbows to the group and any blots.

"Who knows what we will need at the baraccade but is better have and not need than need and not have."

Sid will move some stuff infront of cellar to so these folk can escape.

"Let's try to end this."


M Half-Elf Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

Kohl has to admit: if you want to rob a tomb, a town being attacked by orcs is definitely a good distraction. "We must move. And we must inform the guard about Skreed. At least we can let Captain Grath know who murdered his brother." The why part about the murder they will still have to see to. We need to get to the tombs as soon as we can.

I'm assuming we've got this prisoner either tied up, knocked out, or both, at this point


Yeah, you can tie the prisoner up

You head to the gates. Two barricades have been set up behind one of the gates. All of the guards in the tower have either fled or been killed. Patrol Sergeant Frum has decided to stand his ground against the waves of Orcs here.

Two barricades have been set up on the hill leading towards the western gate. They are 3 feet high and 5 feet wide. Omost has gathered a glaive,a guisarme, a halberd, two longspears and a ranseur. A large boulder is in the middle of the hill between the two barricades.

Two bundles of logs have been lashed to the western side of the western barricade, one on each side of the road. This timber can be cut loose to roll downhill with devastating effect.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Should I use my potion of CLW?


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

Nope we have group wands. Someone will use it.

UMD CLW: 1d20 + 13 ⇒ (2) + 13 = 15
UMD CLW: 1d20 + 13 ⇒ (5) + 13 = 18
UMD CLW: 1d20 + 13 ⇒ (2) + 13 = 15

UMD CLW: 1d20 + 13 ⇒ (10) + 13 = 23
1d8 + 1 ⇒ (7) + 1 = 8

"I"m getting better at clerical magic."

You are all healed up.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Haha! Thank you. Keep healing Zavier and Zavier will keep standing in front of you so evil orcs do not even see you!


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

How large is the wave of orcs?

"Sargent, other then the logs, the boulder, barricades and the weapons do we have another local protections?"

"It may be smart for everyone to grab a pole arm. They may provide some additional offensive opportunities at the baraccade" Should we take stations Sargent?


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

We saw large catapault! Is it still problem? Zavier says.


It looks as if they are attacking in 4 waves. The catapult is still firing periodically but it is further away, in the region of the Barterstones.

We do not have any other protection at this time but any other suggestions you have would be most welcome.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier suggest charging

His player is open to ideas though. How competent do the defenses look? Do we stand with the barricades or find some group to attack? We just cleared out more than a dozen orcs so we should be able to take on something of a similar size.


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

"I'm open to discussion but we have boulders and logs here which we won't on a charge. My spells are much more effective if the enemies are concentrated. We have also seen weak and strong orcs and we don't know which will be part of which wave. Oh Ya before you got here we almost died I may have left that out of my ramblings. Anyone else?"


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

”Can we set up a choke point somehow? Isolate them into small Groups and knock them out one at a time? Throw a spear and then massacre them as they close in to us...”


M Half-Elf Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

The situation is more dire than I feared. Kohl doesn't voice his fears however. "We have defensive fortifications on our side, Zavier. Let them come to us. They will break like waves on the sand, yes?" He pats the Sergeant on the back. "You've done good work here, Frum. If this is to be our last stand, they will remember how many orcs we slew and tell their grand-children," he says with a smile. "I will provide us all with a blessing when they come. The ancestors of Trunau are with us."


15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark

Based on what we see how hard will it be to move to boulder and logs? Cutting rope pushing hard str check?


The boulder is covered in alchemical ingredients which an be ignited. Be a move action and a strength check to move.

Releasing the log bundles takes one character 2 rounds


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier can do that if the wave seems strong. If the wave looks like something the group can handle then let's just treat them as normal and hit them with range for as long as possible. Zavier can throw javelins and hand axes at them until they get into melee range and then he'll attack.

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