Giantkiller (Inactive)

Game Master Daniel Penfold 351

A run through of the Giantkiller campaign

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With three blows Gallant tears the drake apart while Zavier holds it.

I'm assuming you are heading on - seem to remember you were opting to head west next (area K)

You walk for about 8 miles and come to a clearing. Numerous giant-sized footprints scar the earth around the remains of a large campfire, which lie nestled between an outcropping of large boulders.

Survival and Perception checks please.


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

Sid looks around knowing the world is full of dangers.

Survial: 1d20 + 1 ⇒ (18) + 1 = 19

Perception : 1d20 + 14 ⇒ (17) + 14 = 31


Sid you detect heat rising from the ashes of the campfire suggesting it was only recently abandoned. You catch a glimpse beneath the ashes of a blackened but whole human skeleton.


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

"Watch out people have been killed here."


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 grimaces at the remains in the fire. "We'll do our best to avenge you."
also casting a cmw on myself when done with the drake. How's everyone else looking?
cmw: 2d8 + 8 ⇒ (7, 6) + 8 = 21


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

Zavier might have need a patch up. Sid and Gallant were find thank you Dolgrym's spell.


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

Clw wand use to heal 22

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


You head on for about another 10 miles. You notice that without realising it you have been following a set of giant footprints. Cresting a rise in the path you look down and see a group probably about 300 feet away. The group consists of a large hill giant and 4 trolls. They appear to have set up a small temporary camp.


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

"That looks like a large group if we can peel some off or catch them in their sleep it will be a much safer endeavor."


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

"Agreed. Sid, what can you tell us about these foes?"


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

Local: 10 + 20 = 30


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’

”Wish I hadn’t spent two of my best spells against that drake. My ranged effectiveness is not great now!”


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 thinking of confusing them so they fight each other and droping the rest in pits."


What do you want to check with the knowledge local?


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

Info on trolls and hill giants if it's high enough.


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

Yes5, then Zavier finish rest, then we sleep!


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

Once everyone has made their preparations. Sid will have the group sitting 180 ft away from the encampment and hit the creatures with confusion.

DC 22 will or be confused.

Important note about the spell: Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature


will save: 1d20 + 3 ⇒ (16) + 3 = 19

will save: 1d20 + 3 ⇒ (12) + 3 = 15

will save: 1d20 + 3 ⇒ (2) + 3 = 5

will save: 1d20 + 3 ⇒ (5) + 3 = 8

will save: 1d20 + 3 ⇒ (8) + 3 = 11


1d100 ⇒ 57

1d100 ⇒ 74

1d100 ⇒ 43

1d100 ⇒ 27

1d100 ⇒ 99


The hill giant and one of the trolls attacks themselves, two more stand there babbling and the final troll attacks its closest ally.

damage: 1d8 + 7 ⇒ (5) + 7 = 12

damage: 1d8 + 4 ⇒ (5) + 4 = 9

bite attack: 1d20 + 8 ⇒ (11) + 8 = 19

damage: 1d8 + 5 ⇒ (2) + 5 = 7

What are you guys doing?


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

Just watching the show.


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

The on that was attacked is locked into attacking his attacker until attacked by something else. It it in our best interest to allow this to run it's coarse as long as we can.


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 manages, but only barely, to hold his laughter in check. "What's the best option for finishing the trolls?" (I'm assuming Sid mentioned that they regenerate- I do have 'sun metal' and some alchemists fires if that helps, but I was thinking of something a little more damaging)


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

"I have some mundane fire options, oil and such. I have not been learning damaging spells as you all seem to be exceptional at dealing damage. One area spell that can hit several unconscious trolls would be the safest option."


Under the effects of the spell the trolls and giant constantly attack each other, leaving only one of the trolls still standing before it succumbs to its wounds.


The trolls are slowly regenerating


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

"Dolgrym, have any fire?"


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 hurries up to the prone trolls and keeps stomping on their heads until fire can be brought to play.

Coup de grace over and over


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’

”I can cast Produce Flame and give them minor burns. That should stop their healing, while the rest of you mash them good and make sure they don’t wake up.”


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 send gallant to keep the one troll busy while the other finish of the unconscious trolls.


AC 32 107/107HP

Gallant will keep the stand troll busy while the other stomp and burn the trolls.

Attack : 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 14 ⇒ (1) + 14 = 15

Attack : 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 14 ⇒ (2) + 14 = 16


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

if they're down, Kohl can just cast sun metal, adds 1d4 fire damage for 8 rounds per weapon
Kohl sets his blade alight and walks up to the downed trolls stabbing them repeatedly. "We may have to use that spell again, Sid. That was damn handy."


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

"Ya, that one took me a while to learn but I will prepare it again tomorrow."


You go round and burn the bodies of the trolls.

Loot:
greatclub
hand of stone
+1 short sword
potion of gaseous form
scroll of mirror image
gold bowl engraved with images of dwarves fighting worth 400gp
gold flute worth 1000gp
a small diamond worth 900gp
two opals worth 500gp each
679gp
180sp
900cp
collection of 14 feet of various humanoid creatures

Moving on there is the side valley to area M or are you continuing straight (to O)?


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’

What is a hand of stone?


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

A mummified dwarven hand that gives 1 round of tremorsense. I think Dolgrym should carry it being a dwarf especially if he prepare a fearie fire for making invisible enemies visible.

We are checking out each side valley so M.


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’

Sounds good to me. I’ll mem one tomorrow.


You head on for another 10 miles, it is now starting to get dark.

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. Colourful lichens cling to the walls, and most of the slate roof has collapsed inwards. Jumbles of great granite blocks lie around the building, half buried beneath the soil and fallen leaves.


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’

”Do we want to find a spot to rest for the evening? Seems to be getting dark now. Looks like this wooded area might be safe...”


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

"Good idea. Let's sweep the area and make sure it is safe."

Sid will cast detect magic and look around inspecting the stone.

Perception : 1d20 + 14 ⇒ (3) + 14 = 17


There is the faint trace of magical aura coming from the building, you think it is coming from an item.

You do not see anything of interest.


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

"There may be a magic item in there. Let's move carefully in case of collapse."

Sid will start to move up with the group to try and find the item.


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 walks with Sid, to keep the little one safe from anything scary that might jump out!


A row of five half columns slits 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.

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. Behind the altar is a large plant.

Knowledge religion or Perception checks


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’

Perception 1d20 + 13 ⇒ (8) + 13 = 21


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

Per: 1d20 + 11 ⇒ (10) + 11 = 21


Dolgrym and Zavier you can see that occasionally the plant is moving against the wind.

You can have a knowledge nature on the plant


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 does not like the look of plant!


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

Religion : 1d20 + 18 ⇒ (18) + 18 = 36
Nature : 1d20 + 18 ⇒ (18) + 18 = 36
Perception : 1d20 + 14 ⇒ (1) + 14 = 15


Sid you recognise that the temple is dedicated to the fire giant god Zursvater, the Prince of Steel.

Sid you recognise the plant as a giant flytrap. They are immune to mind-affecting effects, paralysis, poison, polymorph, sleep, stun, they have acid resistance and the ability to grab and engulf their prey.

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