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

"Let's grab anything we can off the bodies. Sara how are you how can you help? We should try to stop the looters."

Sid scared, just starts firing of statements and questions.


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

Flicking blood from his weapon, Kohl says, "There's more fires that need to be taken care of. We should focus on those to prevent them from spreading."


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

"True. I imagine there are not many who can handle them."

"Sara grab what you need off the bodies to protect yourself."

"Was there anything in the building that can help us or the troops?"

Sid starts breathing heavily and talking to much.


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

How bad are the remaining fires now that this one is out? We should be trying to save people too so if the fires aren't too bad we might want to follow the sounds of screaming.

Perception state of the quarter: 1d20 + 5 ⇒ (7) + 5 = 12


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

Is it possible to organize some civilians into a bucket brigade to handle fire while we go defend? Maybe a social check of some sort?


Sara and her wife appear more or less OK. On the Orcs you find a falchion and a javelin. In addition Sara gives you a gold necklace worth 1500gp and a 1st level pearl of power.

The only area on fire is now the trees at L8. You cam hear sounds of looting and more Orcs in pretty much all the other areas.

Sid, you can organise some of the humans into a bucket brigade, however they will not move to the fires just yet as there are more Orcs appearing in that area.


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

Seems like we need to clear out the orcs until L8 if we want to do anything to deal with the fire. Should we go house to house to clear the area of enemies?


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

"If we take the all of our goals into consideration I think clearing the orcs starting fires so the towns people can stop the fires so we don't have to, then defeating the orcs from other parts of the seige sounds prudent."

"Sara, thank you. These will be quite helpful."

I have updated the treasure sheet. Zavier take a look in the group section and write your name beside anything you want to claim.


So where to next?


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'd vote L4 and then see where the loudest screams are coming from and go there.


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

"All right. To the orcs then."
do we see any orcs or hear and screams?
perception: 1d20 + 3 ⇒ (7) + 3 = 10


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

I assume Xavier wants to go to L4 because it's close and central?

Summary of identified issues:
L8 fire + Orcs
L6 confirmed Orc looting
Orc every other place


Ok I think there was a vote for L4 so will do that first

The stench of death hangs over this small square in Trunau's inner quarter. Bodies of all kinds-orcs and humans, men and women, children and the elderly-lie scattered across the cobblestones where they fell. Veins of watery blood crawl from the base of the well in the centre of the square, spreading from the limp body of a slain Trunuan guard draped over the side of the well. A rare moment of silence on the battlefield accentuates the sounds of crackling flames in the distance and the steady, hollow drip of blood into the well.

You can find a longsword, a heavy steel shield, 10 crossbow bolts, a healer's kit, 50 feet of hemp rope and a potion of cure light wounds

You can hear Orcs in L5 which is an inn. There are clearly Orcs inside L6. In L7 there are the sounds of Orcs going to the top of the tower. At L8 there is an orc with 3 dogs on chainsamd you can again hear Orcs at both L9 and L10.


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 picks up the potion. Useful. For there are many enemies I hear!

Maybe L7 Orcs going up a tower feels like bad news. But I'm good with any location. Plenty of enemies everywhere.


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

"The trees L8 and the tower L7 seem like the most strategic choices."

Sid is going to see if he can get a bit more info.

Local: 1d20 + 10 ⇒ (5) + 10 = 15

Does the orc in L8 seem more powerful than the orcs we previously fought? More war paint, better armor and weapons, moving more tactically anything like that.


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’

”Let’s do the tower at L7 then. If we take that one, it might give a tactical advantage.”


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

Sounds good. We should when possible try to fight stronger opponents first before we are low on resources.


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 picks up the healer's kit as they head off to the tower.


Yeah the Orc at L8 looks stronger than the ones you just fought

The door to the guard tower is ajar and several Trunauan guards lie dead on the bottom floor. Inside the tower are 6 Orcs and one slightly stronger looking Orc

There's not much room in the tower due to the number of Orcs and the shape

Orc initiative: 1d20 + 0 ⇒ (1) + 0 = 1
Larger Orc initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Kohl initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Dolgrym initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Zavier initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Sid initiative: 1d20 + 6 ⇒ (17) + 6 = 23


So initiative order is:

Sid
Zavier
Kohl
Larger Orc
Dolgrym
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 wispers, "good instincts it seems we have found another leader."

Sid reaches his hand up the stairway into the room. His hand opens and a rainbow of powder falls from it. Then an array of bringing color errupts.

Sid casts a DC 16 Colorspray

Sid can typically get 6 5ft squares without being threatened and 7 if he can cast from a doorway or someother cover. I will try to hit the maximum number of people a differ to the GM for how many that is.


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! Worthy Foe! Zavier rushes the larger orc.

Grapple Larger Orc: 1d20 + 8 ⇒ (16) + 8 = 24

If he can't get to the larger orc he'll start to smack the smaller orcs around to try and get to him. (hopefully he can use that 16 for it.
Damage if no grapple: 1d6 + 4 ⇒ (1) + 4 = 5


Orc will save: 1d20 - 1 ⇒ (7) - 1 = 6
Large Orc will save: 1d20 + 4 ⇒ (2) + 4 = 6


Man that dice roller sucks

The smaller Orcs are unconscious, blinded and stunned, the larger one is blinded and stunned.

Zavier you manage to grab the larger Orc

Kohl, 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

"Coup de gras the infantry when you can. They look like they're out cold."

2 or less HD: 2d4 ⇒ (4, 4) = 8 Unconscious, blind and stunned then proceed to 1d4 blind and stunned below.
3-4 HD: 1d4 ⇒ 1 Blind and stunned then move on to next step.
5 or more HD Stun 1 round


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 will continue to pin and then tie the larger orc up if that's okay.


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

As the turns come up and Sid can not effectively even coup de grace he will get a rope ready and hand it to Zavier.

"Here use the rope we just picked up."


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 normally wouldn't strike a helpless opponent, but these are not normal foes. These are creatures without honor, attacking the helpless, burning homes. He holds up his morningstar and smashes it down on one of the unconscious orcs.
coup de grace: 2d8 + 6 ⇒ (4, 4) + 6 = 14


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

Seeing the look on Kohl's face Sid says, "I know Kohl...this is awful...I hate this. But we can't spare a moment or civilians die."


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 and Basher move to the unconscious orcs, ready to dispatch them quickly before moving onto the next batch of enemies. ”There’s no time for nicety here...finish them and let’s go get the next group!”


You manage to go round and coup de grace or tie up the Orcs.

You find:

6 falchions
6 javelins
potion of cure moderate wounds
2 scrolls of cause fear
scroll of charm person
2 scrolls of grease
scroll of remove fear
2 scrolls of summon monster 1
a wand of cure light wounds with 24 charges
a thunderstone
a set of masterwork chainmail
a masterwork light steel shield
a masterwork battleaxe
5 throwing axes
a vial of antitoxin
a set of war drums

From here you can see the following:

L5: You can hear the sounds of Orcs looting what appears to be the inn.

L6: A group of about a dozen Orcs are looting houses here.

l8: This is the strand of trees on fire. There is a large Orc with 3 dogs who is dancing around here.

l9: You can hear loud voices in Common together with a more pitiful pleading voice down a dark alley.

l10: More orcs are looting.

L12: There is what appears to be a dead elven druid here.

From the top of the tower you can see lower Trunua. To the northwest a group of Orcs is operating a catapult, bombarding a guard tower far in the distance. To the west another large boulder smashes into another guard tower causing it to collapse (L13).

Small groups of orc raiders can be seen charging towards the main gate (again far into the distance). They are being held back by Kurst and the guard


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’

Everyone pick a couple items they can use!

Dolgrym votes to head to I9, not able to resist helping those pleading. He grabs a thunder stone, and the scroll of Remove fear.


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

Remove fear is a cleric spell so I suggest take the other Kohl.

Sid will grab a scroll of cause fear, grease, charm person, summon monster.

He will also grab either, the potion or the wand as he is the only person in the group that can't heal a fallen ally.

Sid will vote for L9 lot may be good for morale to save someone directly.


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 quickly grabs the other scrolls (summon monster, grease, and cause fear), along with the antitoxin and potion (CMW). "We can grab other stuff later. We need to move!"
not too worried about what we can and can't use at the moment, so go ahead and take the wand Sid
L9 is fine. Kohl wants to check on the druid at L12 (hoping he won't actually be dead), but we probably have to go through the large orc with the 3 dogs at L8 to get to him. I'm not sure that we can do anything about the catapult at present.


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

The stuff outside seems tough right now. L9 L8 then L12 seems quite rational.


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 takes the javelins and throwing axes and agrees with L9


Temporarily we will be using map number 11 in the map pack here

This area appears to be a back alley. Two half-orcs have cornered a human man near the end of this alleyway. One of them is speaking to the human

"Move an inch and five of my best come to join us. They won't be as friendly as we are."


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

Five of HIS best have come already. Zavier booms. What is meaning of this?
intimidate: 1d20 + 4 ⇒ (19) + 4 = 23


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

Sid adds, "Ya, what's going on here?"

I move the map to the first slid for ease


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 backs up Zavier's bravado with a menacing grin and his wicked looking morningstar.
intimidate aid: 1d20 + 8 ⇒ (14) + 8 = 22


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’

”Yep, this is the part where you two run away, while your legs still aren’t broken!”

Intimidate aid 1d20 - 1 ⇒ (12) - 1 = 11


The Orcs are shaken

Wait, i think we can talk about this"


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 towards them cracking his knuckles. Be Fast!


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

Sid knowing he is not good at this but the other seem to be, wispers to Zavier, "make them leave their weapons and gear otherwise they can just go elsewhere and hurt people."


The Orc speaks

"We don't mean any harm, we were just looting, this bloke looks like he's got money and we wanted it, Seeing as he's with you we'll all be going and Eulalia"

He shouts the last and you can hear running 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 shakes his head. What is happening here. It is not good fighting! It is disgusting! You should have contest with strong people not weak people! You should protect Weak people!

L8 and fire fighting next?


The running feet are getting closer together with the growling and barking of dogs


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

Does it seem like this is a call for back up?


Yeah it does


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

"Zavier want to be big as giant?"

If Zavier agrees, Sid starts casting enlarge person.

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