Giantkiller (Inactive)

Game Master Daniel Penfold 351

A run through of the Giantkiller campaign

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Is there anything else you want to ask Tark


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

Just Zavier's question.

"Is there any way to get the orcs to turn on the Giants?"


It would be very difficult to do that, the Orcs are petrified of the giants, you may be able to encourage small groups to desert if you can get to them while the giants aren't around


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

"Hmm, so we have a few options. I think one of our greatest strengths here is knowing their relative positions. It'd be nice if we had some explosives or something of that nature. We might also think about causing a distraction to draw some of their forces away."


By this time the boat has moored alongside the bank of the marsh, close to the marker that Silvermane told you about. The captain asks you what you want to do with Melira and Tark


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

"We leave the locked in a cage until they can be sent back to Treneau or we kill them. It's maritime law here, or lawless nothingness so it is our call. They are too dangerous to set free and our mission to delay. I say kill them. I should not even be alive I'm on borrowed time so I can do it."

Sid goes cold and his countenance changes dramatically.


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 remains quiet, not sure of how he feels about killing the two. It might be necessary, but he wasn’t sure he would do it.


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 shakes his head. "I'll not kill a helpless prisoner. We're trying to do what's right, not what's convenient. If we murder them, we're no better. No, I say leave them locked up. If the Trunau constables judge that they must die, so be it. Let it be by their hand."


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

"Okay. I would not have either of you compromise your morals. We will lock them up, rest the night and be off in the morning."

Sid seems nervous about the group's decision.

"We should sleep down here and take watches. We should not subject the crew to any more danger then is needed."

I will have Sid level up done later today and be ready for the spooky marsh.


You camp down overnight, in the far distance you can hear a low roaring sound, and from even further into the marsh some kind of high giggling, but nothing disturbs you overnight


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

"Are you ready for a haunted forest and dangerous tomb?"


North of the stone marker on the riverbank, Ghostlight Marsh is comprised of slow-moving streams, pools of stagnant water and scattered hummocks of mud and waterlogged reeds. On average the water appears to be about 4 foot deep.


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

This giggling sound. Maybe it is crazy dwarf? Do we search for it or go to tomb?


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

"We need to find the husk of a will'o'wisp before we can enter the tomb. That is, I believe our first order of business. I see no reason to chase voices. Also the voices are scary."

I say we head toward the tomb keeping an eye out for monsters a will'o'wisp.


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 nods to Sid. "Sounds good," he says softly, his voice sounding on edge.


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

Under Kohl's word you can bearly hear Sid's knees knocking.


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’

”Does anyone know anything about Will o wisps? How do we harm them? Can we beat them up? What is their main offense?”.

What knowledge skill would help on that?


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

Sid rolled much early in the adventure but that does not mean others should not. They are invisible (have you smog pellets ready!), the use electricity to attack.

Quote:
will o wisps are naturally invisible, they are immune to magic and they deal electricity damage by a touch attack.


Knowledge dungeoneering needed


You head northalong what is just about a path, the low roaring noise seems to get slowly louder. Eventually the ground gets a bit firmer until you come into a clearing. In one corner there is a large snake that appears to be asleep. although you can only see its head, the rest of it appears to be beneath the murky waters of the marsh

Sid - can we have the Ghostlight Marsh, scourge of ghostlight marsh, insane dwarf, remnant of the council, druid circle and vault of thorn maps please (sorry know its a lot but think you guys are going to get through this section pretty quickly


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

Already done. Slides 4-6. I flipped the orientation on the first map so it fits better.


Thanks Sid- they look really good

Suddenly the head rises up and keeps rising, you realise that it is not a snake, but one of 5 heads attached to a large body, the creature is a hydra. (Knowledge arcana needed).

Sid initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Dolgrym initiative: 1d20 + 4 ⇒ (11) + 4 = 15

Kohl initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Zavier initiative: 1d20 + 4 ⇒ (16) + 4 = 20

hydra initiative: 1d20 + 1 ⇒ (15) + 1 = 16


Ok so initiative order is:

Block 1: Zavier, Sid and Kohl

Block 2: Hydra

Block 3: Dolgrym

So block 1 your actions


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

Arcana: 1d20 + 12 ⇒ (15) + 12 = 27

Sid is going to see what he knows and share it with the group before his decides an action.


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 in a straight line right towards the beast!


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 pulls the drawstring of his bow back to his ear and lets loose with a shot.
martial flex for bow prof, attack
bow: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d8 + 1 ⇒ (8) + 1 = 9 (magic if it matters)


The hydra just manages to avoid Kohl's arrow.

Sid, the creature is a hydra, these creatures have fast healing, it has the pounce ability. If one of its heads is removed 2 more grow in its place unless acid damage is done to the stump. It also has a breath weapon that does cold damage in a 15 ft cone.

Sid you still have an action


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

"Focus on one head at a time. Then burn the wound with acid. Spread out around it so the beach weapon is less effective."

Sid will ready an acid splash against a lopped off head.


AC 32 107/107HP

Gallant runs up and attacks focusing fire on a single head.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damge: 1d6 + 8 ⇒ (3) + 8 = 11


Gallant darts forward and bites into the head, it is still there.

The hydra breaths out.

breath weapons: 3d6 ⇒ (3, 3, 5) = 11

15 foot cone - damage is cold damage. Reflex 16 for half.

Dolgrym, your action


AC 32 107/107HP

Ref: 1d20 + 7 ⇒ (3) + 7 = 10 Improved evasion from being a familiar.

So the damage is halved 6 then split between Sid and Gallant shield companion. 3 each.


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

Did Zavier get hit by cone?
Reflex in case: 1d20 + 7 ⇒ (3) + 7 = 10
Taking turn now otherwise I might forget!
Grah! Zavier listens to his little friend and draws the knife he had and slashes at the injured head.

Hope knife: 1d20 + 9 ⇒ (6) + 9 = 15
Hope knife damage: 1d4 + 5 ⇒ (2) + 5 = 7

Grand Lodge

Basted on position I think only Gallant is in the cone.


Zavier, hits the head, dealing some damage

Dolgrym, what are you doing?


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 moves and swings his hammer at the same head the group is attacking.

Attack 1d20 + 7 ⇒ (2) + 7 = 9
Damage 2d6 + 4 ⇒ (3, 5) + 4 = 12


Dolgrym misses the head.

In return the hydra attacks Zavier with all of its heads

bite: 1d20 + 6 ⇒ (2) + 6 = 8

damage: 1d8 + 3 ⇒ (8) + 3 = 11

bite: 1d20 + 6 ⇒ (13) + 6 = 19

damage: 1d8 + 3 ⇒ (3) + 3 = 6

bite: 1d20 + 6 ⇒ (6) + 6 = 12

damage: 1d8 + 3 ⇒ (1) + 3 = 4

bite: 1d20 + 6 ⇒ (20) + 6 = 26

damage: 1d8 + 3 ⇒ (4) + 3 = 7

bite: 1d20 + 6 ⇒ (14) + 6 = 20

damage: 1d8 + 3 ⇒ (1) + 3 = 4

Back to you guys


critical confirm: 1d20 + 6 ⇒ (18) + 6 = 24

damage: 1d8 + 3 ⇒ (1) + 3 = 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

21 damage I think?

Zavier bellows in rage and pain as the hydra bites him three times. Kill beast! he says as he keeps swiping at it.

Hope knife Power Attack Flurry: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Hope knife damage: 1d4 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Hope knife Power Attack Flurry: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Hope knife damage: 1d4 + 5 + 4 ⇒ (3) + 5 + 4 = 12


Zavier's hope knife bites deep into the neck of the hydra.

Sid and Kohl, your actions


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

None of the heads have come off yet?


AC 32 107/107HP

Gallant is going to try to continue to remove one of the heads.

Attack (BSP): 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Confirmation: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


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

Sid will ready an acid splash against a severed head.


@Zavier- not quite yet

With Gallant's bite the first head comes off and Sid immediately hits it with acid splash

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’

Dolgrym moves and swings his hammer at a different head, since one had been lopped off.

Attack 1d20 + 7 ⇒ (3) + 7 = 10
Damage2d6 + 4 ⇒ (4, 3) + 4 = 11


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 lets loose another arrow. "Dolgrym, you sure you don't want to fall back?" he inquires. Those bites look painful.
bow: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 1 ⇒ (2) + 1 = 3


Dolgrym misses, Kohl's arrow causes the beast to fall but it is slowly starting to regenerate.

Think we can drop out of initiative here, I'm happy to say you guys sunder its heads and acid the stumps while it is regenerating, killing it off. There is no loot


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

Grah. Beast bite Zavier. Zavier complains examining the bite wounds on him.

He's got three potions of CLw, should he start using them to heal 21 points?


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

Roll the wand charges and I will mark them off in the loot sheet wand charges are cheaper than potions.


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

1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (4) + 1 = 5

3 charges for full heal


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