Giantkiller
(Inactive)
Game Master
Daniel Penfold 351
A run through of the Giantkiller campaign
Maps
Treasure list
summary
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15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
Intimidate Aid: 1d20 - 2 ⇒ (16) - 2 = 14
At your words the townsfolk look ashamed. They start to drift away leaving Baseil alone. He tries to rally support again but you can see that he has lost his influence on the crowd and he slopes off back to the Temple of Abadar.
Brinya thanks you for your aid and gives you her dagger known as Brinya's Love.
It is a +1 dagger. Once a day at will it can gain the ghost touch abaility for 1 minute and wielder gains a +3 sacred bonus to CMD against disarm and sunder during this time.
Kurst Grath appears again leading a squad of militia members. He orders you to the Inner Quarter to aid any townsfolk there
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’
Ooo, that’s a good Weapon. One of the big guys need to take that for the ghost touch, if nothing else, as a backup.
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
I can take it if no one else wants it. Zavier doesn't have anything to deal with ghosts

15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
Ultimately, I'm fine with anyone getting it.
Storywise I don't know that anyone is going to hand over several years worth of salary to a stranger. Right now I think only Sid can hit ghosts. For the time being, I think Kohl should have it as Dolgry can prep blast spells as a substitute if absolutely needed and Kohl led the check the check. Eventually, I think it's a great idea for it to go the Zavier. Once the right story moment arrises.
Sid run through a logical analysis is his head with the new strongman as an x-factor. 'I don't know this fighting style yet.'
"Kohl, I think you have earned it. Keep it accessible if we ever need to fight a ghost we may be passing the blade around."
"Dolgrym I think you should hold this wand of cure light wounds. We know Kohl can cast healing spells whenever he needs to and if someone goes down you can still have Basher fight. So, it seems like the most tactical decision."
Sid pats Basher on the head.
As you get into the inner quarter you see that a makeshift barricade has been hastily constructed before the inner quarter's southern gate. The barricade is already covered in the spilled blood of raiders and innocents alike, and several victims of the bloody fight are strewn about the ground north of the barricade. Acolytes from the Sanctuary and Trunau Countinghouse have set up a small medical station behind the barricade. They say if you find any wounded you can bring them back here for healing.
Sid, do you have a map called the Inner Quarter? - couldn't see it on the maps folder?
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
Maps are up for the next section.
Thanks= have moved you all to where you arrive
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 stows the wand of curative spells. He looked at the others, ready to press on, engage the enemies and help out the wounded.
Behind you are several guard towers (L2). In front of you (L4) is the inner well. To the right of this (L3) is a house on fire. To the left (L5) is the inn. To the north of this (L8) are a strand of trees which have been set alight. At the end of the wall (L7) is a lookout tower. Just below this (L6) are several homes that appear to be being looted by Orcs.
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 domyou say, boys? Put out the fire or go stop the looting orcs?!”
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
Hah, I am no fire man, but I wish to hit orca. Though what use is hitting orcs if city burn down?
flip a coin?
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
Sid terrified begins muttering, "When Kohl and I were talking magic last he was saying that he could create water. We may be better equipped to put out the fires than any one else. The same could be said about the orcs. Homes are more valuable than the items the orcs are taking. And we ... these strong fighter could kill the orcs and take back the looted materials."
Sid says quietly and unasseretively, "fire first seems better."
It is a nervous tick of Sid's to get over analytical when scared.
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
Ok it seems like you're heading to the fire, so on to L3
Long flames lick the walls of this sizeable house, and burning beams crumble to the ground beneath the weight of the sagging roof. Though the front entrance remains accessible for now, the conflagration rages beyond control, threatening the lives of any residents that might be trapped inside. From inside you can hear a female voice crying out for help.
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 charges ahead into the burning building, trying to hold his shirt over his mouth and nose as he looks for the woman in the building.
Perception 1d20 + 7 ⇒ (19) + 7 = 26
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 follows his new friend into the building. WHERE ARE YOU LADY! he bellows. ZAVIER AND FRIENDS ARE HERE TO HELP!
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
Sid says, nearly hyperventilating, "Gallent go help with the people trapped inside."
Sid casts Drench on a square in the house. Ahead of where Dolgrym and Xavier are.
The flames drench out in an area of the house, although the flames are still present in the rest of the house. You find a female dwarf trying to release Sara Morninghawk who is trapped beneath a fallen beam and appears to be bleeding out. You can hear close by the sounds of clawed feet.
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 the beam and tries to move it out of the way with a mighty heave.
AC 32 107/107HP
"Hisss!"
Gallant approaches Sara and with just a glint of divine light stabilizes her.
That is all his actions for this round.
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 pulls out his CLW wand as he moves to the inured Sara. He then uses the wand, trying to get her up and active.
Clw 1d8 + 1 ⇒ (1) + 1 = 2
”Get out of here. Let Zavier and I free Sara! Get to safety...”
You manage to heal Sara enough so that she is no longer unconscious.
The sounds of footsteps are coming closer.
Zavier, make a strength check
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
If he can Sid is going to find a place with some cover either around a corner or behind a trash can. Then say to Kohl and Basher, [b]"those foot steps may be a fight coming to us we should be ready."[\b]
Should we set up a discord server or Google doc for times when the site goes out?
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
str check: 1d20 + 4 ⇒ (5) + 4 = 9
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’
Strength check next round 1d20 + 2 ⇒ (10) + 2 = 12
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 been directing his water spells to try to douse more of the fire when he sees the others struggling with the beam. "Let me help," he says grabbing a portion of the beam and lifting.
str: 1d20 + 3 ⇒ (14) + 3 = 17
With 3 of you and the female dwarf lifting you are able to release Sara from under the beam. With the additional spells the fire is out.
At this moment Orcs appear and attack
Orcs initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Kohl initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Dolgrym initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Zavier initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Sid initiative: 1d20 + 6 ⇒ (16) + 6 = 22
So initiative order is:
Zavier
Sid
Orcs
Kohl
Dolgrym
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
Sid trembling will ready daze (DC: 15) for the first orc to come within 30ft.
"Your friends are just over there it is going to be ok."
AC 32 107/107HP
Gallent starts tugging at Sara's pant leg. Drawing her out the back away from the
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 roars at the sight of the orcs!
Finally!
He rushes to the first closest orc and tries to grab it by the scruff of its neck.
Grapple: 1d20 + 8 ⇒ (12) + 8 = 20
Fight someone your own strength! Zavier shouts at it. That is HONOUR!
Zavier, you manage to grapple the Orc.
Sid your action
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
See above. Readied action to daze an orc as they come in range DC:15 will. Sorry I'm used to block initiative used in most pdp. I keep forgetting.
Will save: 1d20 - 1 ⇒ (12) - 1 = 11
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.
One Orc is daze, one grappled by Zavier, the final one moves forward to attack Dolgrym.
falchion+: 1d20 + 5 ⇒ (8) + 5 = 132d4 + 4 ⇒ (1, 2) + 4 = 7
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 chants and raises his arms, casting a spell of blessing upon him and his comrades. Then he moves in to help.
casts bless, +1 morale bonus to attacks and on saves vs. fear
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 swing his staff at the orc.
Attack with bless 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage 1d6 + 2 ⇒ (6) + 2 = 8
Basher moves beside his Dwarven friend and slaps his tail at the enemy.
Tail slap with bless 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage 1d6 ⇒ 5
With one blow Dolgrym staves in the skull of the Orc
Zavier, back to you
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
Seeing how easily one of the orcs went down Zavier snorts and releases the orc in his grasp before proceeding to smack it with his very large hands.
flurry bless: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 4 ⇒ (6) + 4 = 10
flurry bless: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Weaklings not worthy of restraint. Puny!
15 AC:14 T:13 F:11 | HP 172/172 | CMD:18 | F:+10 R:+8 W:+13 | Init:+6 | Perc: +19, Dark
If there are any left standing.
Knowledge Local: 1d20 + 10 ⇒ (4) + 10 = 14 Do I know anything about this type of orc or their tactics?
Force Punch: 1d20 + 5 ⇒ (17) + 5 = 22 Touch
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
AC 32 107/107HP
Seeing that things are getting under control in this area. Gallent will carefully bring Sara over to the group to talk.
Zavier's first blow puts down the Orc permanently. Sid your punch hurts the Orc but it is still there.
Sid you know that this type of Orc typically is slow and somewhat stupid, favours melee weapons and is somewhat sensitive to light.
The remaining Orc moves backwoods 5 feet.
Kohl, your action
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 rushes the remaining orc with his morningstar.
morningstar: 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d8 + 3 ⇒ (6) + 3 = 9
He smashes the orc in the torso.
The remaining Orc falls dead. It all goes quiet.
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 seems disappointed and pleased at the same time. Burning is for cowards. Puny orcs get what they deserve. He looks around. Are women okay? Maybe we go find their thief friends now, yes?
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