Giantslayer by DM DoctorEvil

Game Master DM DoctorEvil

Book 2 The Hill Giant's Pledge, Chapter 1: Rivers of Belkzen

Keelboat Map

Giantslayer Loot Tracker


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Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma backs up and waits to see how Zirelle's spell works.


I'm going to count Zirelle's pre-emptive strike as a Surprise Round of sorts. Others can take single move or std actions. If they like.

Ruined Sitting Room - Surprise Round

15 Red Centipede (surprised)
15 Green Centipede (surprised)
11 Zirelle
11 Baldek
6 Nakoma
5 Zan

Knowing the bugs have gone into hiding, Zirelle bends down and unleashes a sheet of flames from her hands, trying to roast them in their hiding place. The flames are only partially effective since the debris allows the centipedes some hiding places.

Nakoma moves out of the way.

Not sure if Zan or Baldek want to post Surprise Round actions, but will add them after the fact.

End of Surprise Round

GM Screen:

Red Centipede: 1d20 + 2 ⇒ (13) + 2 = 15
Green Centipede: 1d20 + 2 ⇒ (13) + 2 = 15
Nakoma: 1d20 + 3 ⇒ (3) + 3 = 6
Zirelle: 1d20 + 3 ⇒ (8) + 3 = 11
Zan: 1d20 + 2 ⇒ (3) + 2 = 5
Baldek: 1d20 ⇒ 11
Red Reflex: 1d20 + 2 ⇒ (17) + 2 = 19
Green Reflex: 1d20 + 2 ⇒ (3) + 2 = 5


Ruined Sitting Room - Round 1

15 Red Centipede (1hp dmg)
15 Green Centipede (3hp dmg)
11 Zirelle
11 Baldek
6 Nakoma
5 Zan

Smoking and angry, the centipedes both move out to attack Zirelle, and while both come close to striking her, the sorceress is able to twist and turn enough to prevent any damage.

All the party is up in full round actions. Zan and Baldek can also still take any Surprise actions they wish.

GM Screen:

Red bite: 1d20 + 2 ⇒ (9) + 2 = 11
Green bite: 1d20 + 2 ⇒ (10) + 2 = 12


Surprise Round

Baldek nods at Zirelle and shadows her as she gets ready to burn the insects. When the flames stop, he steps forward and slams the nearest one.

Hammer: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 3 ⇒ (6) + 3 = 9

Round 1
As the centipede attack Zirelle, he tries his best to defend her: "These are smaller than the spider, no?"

Hammer: 1d20 + 3 ⇒ (11) + 3 = 141d8 + 3 ⇒ (3) + 3 = 6


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

If Zan could hit them in the surprise round:

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Zan tries to slash at the centipedes.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Unable to reach the centipedes in melee combat, Nakoma hooks her starknife onto it's holster on her belt and draws her shortbow.

Move to stow her starknife, move to draw her shortbow.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle moves over, stepping over some of the rubble, to let others get by into the battle.

She aims a glob of acid at one of them Red

Acid Splash (ranged touch): 1d20 + 3 ⇒ (10) + 3 = 13

(Assuming that one isn't in melee, but the map isn't up to date with everyone's positions, so if I am wrong, subtract 4.)

If it hits:

Acid Splash damage: 1d3 ⇒ 3


Getting a rare mid-day update...Baldek, I don't think you were in the room when the attack started, so you can move in the Surprise Round, but not attack.

Surprise Round - concluded

Baldek hears the roar of Zirelle's fire, and moves into the room to investigate. Zan also rushes into the room to check out what has happened.

End of Surprise Round

Ruined Sitting Room - Round 1 - concluded

Stepping aside to allow room for the others to get into melee, Zirelle cannot cast without provoking an attack, so she delays.

Baldek rushes forward and slams his hammer down atop the Red Centipede, squashing it with a sickly Crunch/Squish sound.

While Nakoma switches to her bow, Zan's scimitar finishes off the other centipede in a quick stroke, ending the fight.

End of Combat

That was a quick one!!! Centipedes aren't the most difficult foe in the world, but if they had both struck Zirelle, it might have turned out differently. I just kept the sorceress from casting since the fight ended and she could avoid AoO.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

With a nod at the others, Nakoma puts her bow back over her shoulder and moves to inspect the rubble.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

"Far less disturbing than the undead rats." Zan mumbles to himself.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

"Most things are," Nakoma replies dryly.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle goes up to see if there is anything in the loft.


Shouldering her bow once again, Nakoma peers and prods through the debris and rubble under and around the loft, but finds nothing of interest.

Undaunted by the encounter with the centipedes, Zirelle ascends the stairs of the wooden loft. Most of the loft is still standing -- the only remnant of the building's destroyed second floor. The roofless chamber is completely exposed to the elements,and filled with soot-covered debris, fire-damaged furnishings, and charred wooden beams. A large, soot-covered brass statue of a goddess with a longsword in one hand and a kite shield in the other stands precariously on the northern edge of the platform above the rickety flight of stairs.

Know Religion DC 10 or Nakoma (for free):
You recognize the statue as Iomedae.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Knowledge Religion: 1d20 + 2 ⇒ (16) + 2 = 18

"If we lasso that statue of Iomedae once we get up there to keep it secure we can let the Iomedeans know if they want to salvage it. It might be best to let me head up first to do just that, if we all go up there at once it might unsettle it and cause it to come crashing down." Zan peers up at the statue.


Baldek looks at the statue, lost in thought, then comments: "Of course, you're right Zan. I- I just wonder, seeing this statue hinging on the edge... Is this an omen of things to come? Is the Smith telling us we're standing on the brink? That all is good may soon fall, lest it regains support?"


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

"Perhaps it tells us the Iomedeans were poor craftsmen," Nakoma replies with obvious bitterness. Clearly she holds the local church of Iomedae in poor regard.

She makes no move to head up to the loft.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan carefully starts ascending the stairs, watching out for any traps or anything that might disturb the statue or ruins of the building.

Perception: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Not sure why Zan thinks he should go first when she is already up here, but not wanting to argue the point, Zirelle moves aside to make room for Zan to pass her.


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HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Sorry missed that post... it's going to fall down on him now and kill him anyway I suspect.


It's not in that much danger of falling on you, but I appreciate the paranoia.

While the statue is on the edge of the steps, its not in immediate danger of falling on anyone. It is covered with soot and grime from the fire, but otherwise seems little worse for wear.

There is little else of interest in the loft.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan secures it never the less with some rope as he calls down "Nothing up here that I can spot. I think that's everywhere here. Let's take a break before doing anything else."


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Why don't we just go back to town? Better to take a break there, tell people what we found, and then get ready for our dinner tonight.

Plague House is all searched, correct?


You have looked everywhere in the Plague House, yes. Let me know what you do, go back to Trunau, and then what? It's perfectly fine to rest until dinner, you've had quite an adventure so far today. Also you have items to sell or identify -- there are people and places in town you might be able to help with that -- perhaps items to purchase as well.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma nods. "Yes, we are done here."

She slowly starts making her way out of the chapel and back to Trunau.

I'd like to get whatever we need identified taken care of and sell what we can. If anything obviously belongs to someone I'd like to return it to them, but other than the hope knife I don't think we have anything like that. I also think we should give Cham some money to fix up the damage done to the inn, like mentioned before. After selling and identifying, Nakoma's good resting until dinner. Other thoughts, guys?


That and Such is a what passes for a general store in Trunau. Crazy Jess Meeson is the owner and she's been known to buy and sell items from passing groups of traders or adventurers. The shop is an eclectic mix of dry goods, weapons, artifacts, and foodstuffs. It's the most likely place to sell mundane items.

Jess's husband Gorkis Meeson is the town's only apothecary. From his workshop in the back of the store he crafts potions and curatives, both magical and mundane. He will be interested in any magical potions or alchemical items.

Trunau is lucky to play host to a magic shop as well. The dwarven councilwoman, and wife of Sara Morningstar -- Agrit Staginsdar opened the House of Wonder when she settled down here. You should be able to purchase spellcasting or sell magical items here, as Agrit is well known to want to examine unknown magic items and increase her knowledge of the arcane. She has even been known to help identify items for free with hte right sweet talk.

Last, the Trunau Countinghouse is a full-service bank and sanctuary for Abadar's commercial patrons. It is run by Lessie Crumkin, a kindly single woman, who has aspirations to be a guardsman someday. She will likely trade in the valuables you have brought (jewelry, gems, and the like) and store gold for you, if you like.

Make sure you look over the list and claim any things that you don't want to sell. Some of the items are also unappraised and you may want to hold them until appraisal or take a chance on selling without knowing an accurate value. I will make lists in Discussion tab about which spot might buy which items so as not to clutter up thet gameplay with those details. If you don't claim it, it may get sold!


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle takes some time when they get back to try to determine the values and functions of the things that they have found.

Appraise and Identify rolls for the loot list

Appraise: 1d20 + 2 ⇒ (18) + 2 = 20 locket
Appraise: 1d20 + 2 ⇒ (10) + 2 = 12 comb
Appraise: 1d20 + 2 ⇒ (17) + 2 = 19 unholy symbol
Appraise: 1d20 + 2 ⇒ (5) + 2 = 7 onyx gems
Appraise: 1d20 + 2 ⇒ (12) + 2 = 14 noble's outfit
Appraise: 1d20 + 2 ⇒ (3) + 2 = 5 steel scroll tube
Appraise: 1d20 + 2 ⇒ (2) + 2 = 4 beat up scroll tube

the wand says unappraised, but I wasn't sure if that was correct. Going to roll to identify it instead, but if I am wrong, then just make it a +2 instead of a +6

After appraising what she can, she casts detect magic and then tries to identify the remaining items with her spellcraft.

Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19 thick amber fluid
Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26 potion
Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18 wand
Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17 2 scrolls (I have a +1 to decipher scrolls)


Zirelle wrote:

Zirelle takes some time when they get back to try to determine the values and functions of the things that they have found.

Appraise and Identify rolls for the loot list

[dice=Appraise]1d20+2 locket [
[dice=Appraise]1d20+2 comb
[dice=Appraise]1d20+2 unholy symbol
[dice=Appraise]1d20+2 onyx gems
[dice=Appraise]1d20+2 noble's outfit
[dice=Appraise]1d20+2 steel scroll tube
[dice=Appraise]1d20+2 beat up scroll tube

the wand says unappraised, but I wasn't sure if that was correct. Going to roll to identify it instead, but if I am wrong, then just make it a +2 instead of a +6

After appraising what she can, she casts detect magic and then tries to identify the remaining items with her spellcraft.

[dice=Spellcraft]1d20+6 thick amber fluid
[dice=Spellcraft]1d20+6 potion
[dice=Spellcraft]1d20+6 wand
[dice=Spellcraft]1d20+7 2 scrolls (I have a +1 to decipher scrolls)

Got appraisal on the locket and improved the partial on the Unholy symbol. For IDing items, you got the potion (Potion of Darkvision and the wand (CLW, 8 charges). Takes a DC 20 +spell level for scrolls (free with Read Magic), instead fo the 15 + caster level for other magic items. The loot tracker is updated


Trudging back to the city gates and leaving some of the mysteries of the Plague house behind: what does Skreed mean? Who was digging in the basement? Why? Who held poor Othdan captive?

The group is weary, wounded, and weakened, but they did recover Rodrik's real hopeknife and have some proof that the suicide was staged. Taking the loot from their adventure to This and Such, they look to sell soem of the extraneous gear for coins or perhaps to trade for new items of use or value.

It is past the noon meal, having spent all morning delving in the ruined chapel. The group looks ahead to dinner with Sara and Agrit and whatever revelation Sara has for them. Hopefully, some much needed rest first...

Recall that Nakoma still has some HP and STR damage. I can have Baldek throw a channel her way if requested. Think everyone else is still in good shape.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zan, were you going to alert the guard about what Othdan said? Maybe someone should be there to meet the guy who was coming back to feed him.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan nods. "I will... I would rather we be there ourselves though but we're busy."

Zan will inform the guard about the mystery half orc who had been holding Othdan hostage in hopes they will be there to spring a trap.


With the Grath family out of commission and Omast Frum otherwise spoken for this evening, the leadership of the rest of the militia is suspect at best. Zan tells the story of the Plague House and the corporal on duty nods along promising to send a patrol out that way, but you're not sure if his heart is in it or not.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan comes back to the others not looking too pleased "They're promising to send a patrol out that was but... lets be honest that falls short of what I was hoping for. Do ye think we could get away with only one of us going to that dinner while the rest lay in wait. I'd hate to let a good lead like this get away."


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma will take a channel from Baldek, thanks.

Nakoma considers Zan's words. "You might be right."

Despite her words, she's clearly still weakened and slow from the spider's venom.

Nakoma could swing either way. She's good with all going to dinner, and good with splitting the party. Other thoughts from the group?


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

More food for me that way; I don't mind.

Zirelle clearly intends to go to the dinner; she doesn't mind if no one else comes with.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

"I think we could do with calling in some back up, I think I might know someone. Pretty handy with a polearm. Nakoma you could leave him and me take the brunt of the aggression, it'd be good to have your healing abilities on hand of course. I know you're still tired from the spider bite so you can decide whether to engage or not yourself."

Loking at Zirelle he adds "I'm sure you can manage dinner without us. I don't think I'd be adding much to the conversation but I'm curious to see what you can find out."


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

After a bit more hesitation, Nakoma nods. "Very well."

Turning to Zirelle she adds, "Best of luck."


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

And to you Zirella says to Nakoma. Be careful not to further injure yourself.


Sounds like a party split is imminent, figure out a way to add Acacius to the other group.

After selling their gear at That and Such, the party retires for the afternoon to their quarters to try to get some much needed rest. Baldek invokes the spirit of Torag to heal Nakoma's wounds, and after hearing the clanging of hammer and tongs in her head, she feels much better, if still a bit sapped from the spider-venom.

Baldek channel: 1d6 ⇒ 5

Distressed by the guards inability to lay a proper trap for whoever is coming to the Plague House at night, Zan and Nakoma plan to go back and catch the intruder. They do go looking for a bit more help, as Baldek has had second thoughts about staying in Trunau, and begins packing up his smithy, headed for easier pastures.

Zirelle is determined to keep the dinner date with Sara and Agrit, and chooses to remain in town rather than return to the run-down chapel.


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HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Zan wishes Baldek luck in his travels and a safe journey.

Seeing more than ever they need some extra help Zan seeks out Acacius, knocking on his door of his house/room at the inn etc.
"Acacius, would you be inclined to spend the start of the night in some creepy ruins helping Nakoma and me catch an evil half orc kidnapper... there's an odd tale we can fill you in on."

Zan is wearing a fine new chain shirt rather than his simple parade armour Acacius would have previously seen him in.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius is at a loose end.

His last master, the retired giantslayer Snorri Ahlberg, insisted that even hard training and the odd run-in with local troublemakers would only bring a youth so far. That he needed real experience, to be blooded, in order to make something of himself.

The notion that Snorri was trying to get him away from southern Lastwall for his own good never occurred to him.

And so Acacius had said his goodbyes, his parents looking on with a mix of pride and doubt.

And so he ended up in Trunau, on the frontier. And now he's stuck waiting in this inn room and training at the temple of Iomedae. He doesn't know what to do now, no one is telling him. And he doesn't want to charge off into the wilds by himself.

A knock at his door. And the words of..who was it? Zan, yes! He was friendly. And Nakoma seemed a decent sort. And this sounds like something to do!

Acacius steps up to the door in a loose shirt and pants and opens it with enthusiasm. He covers most of the door frame even bereft of his armour. His black hair is tied off so as not to interfere in combat. His soft brown eyes are set in a tanned face, with well-treated scars and a tattoo of the emblem of Lastwall on his right cheek. And he is visibly enthused.

"Hello once again Zan. And yes, yes I would indeed! Give me a few minutes to affix arms and armour, and I will join you. I would hear of this tale you speak of."

He immediately begins to put on a well-cared for suit of scale mail. Many weapons lie around the room, all in good condition.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

"We don't know all of the details but you might have heard Rodrik one of the best investigators in the militia apparently killed himself. But we've been doing some digging and Rodrik was killed because he had started uncovering something. We're not sure of the exact nature but mysterious crosses or sword symbols have been painted around town."

Zan will help Acacius donning his armour"We think they are related, possibly as markers to highlight locations for an attack. There's a mysterious man with a crossbow and a bunch of half orcs claiming to be merchants involved somehow. But a young local was kidnapped by some half orcs, they locked him up near where they were digging. They were trying to uncover something but seemed barely interested in gems they had uncovered so it's not just money."

"So when this half orc captor comes back we'd like to capture him if possible so we can get some answers... at worst case we kill him it still unbalances whatever plans are going on. This dig site is in the basement of a building called the Plague House. It's an old Iomedaen building in town." Zan tightens a strap and pats the other man on his shoulder "Any questions, because we've got plenty."


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius is grateful for the help. While he is quite skilled at donning his armour, this gets things moving more swiftly.

He listens intently and speaks up afterwards, hesitantly at first.

"I am unsure of that symbol, though it is uncomfortably similar to Iomedae's holy sword. Perhaps it is a deception?"

He pauses for a moment, sounding more determined.

"Kidnap and murder cannot be allowed to stand unopposed. And this digging and conspiracy bode ill for the town. I will aid ye in any way that I can. I am skilled with these weapons and if nothing else, I can block our foes' path of escape."

He holds his polearm with one hand, his Lastwall sigil shield on his back, and other weapons strapped to his person. It is clear to the perceptive that Acacius is more comfortable and used to being in armour than without. He is more quietly confident than before.

"I am happy to leave when you are."

Profession (soldier): 1d20 + 5 ⇒ (5) + 5 = 10 To recall any other relevant details about those cross/sword symbols. A mercenary or militant group perhaps?


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Did we show the hopeknife to Rodrik's brother, or at least tell him about it as part of trying to get help over at the Plague House? It seems like he would care about that, if he knew his brother had been investigating.

With the money she just got, Zirelle scours the town for a really nice hopekife (that she can afford). She has it engraved, and then wraps it up and has it sent to Lastwall.

I realize she might not be able to get all of that done in the hours between now and dinner, but she starts it. Just flavor really, trying to respond to that last gift with one of her own, still not sure if she did the right thing, or what she could have done. Tying up backstory loose ends.

When it is time for dinner, Zirelle cleans herself and her clothes with prestidigitation (reminding herself that she should invest in another, nicer, outfit), and makes sure that she arrives on time.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None
Zirelle wrote:
Did we show the hopeknife to Rodrik's brother, or at least tell him about it as part of trying to get help over at the Plague House? It seems like he would care about that, if he knew his brother had been investigating.

@ GM: Yeah, Nakoma would have tried to inform him personally when Zan went for help from the guards. I assumed it was already taken into account that we'd try to speak with them and were denied. Did I misread? If we need to RP that, let me know and Nakoma's there!

---

Nakoma leans against the doorframe while Acacius dons his armour, still weakened by venom.

"We're grateful for the aid, Acacius." Holding out her hand for a handshake, Nakoma introduces herself. "We've only met in passing. I'm Nakoma."


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

"Some nasty wildlife had been setting up shop in there... and some undead rats. Nakoma got bitten by a huge spider and Baldek has decided Tranau might not be the healthiest place to be. I can't say I blame him. Getting your help seemed like a good idea." Zan starts heading towards the door.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius proffers his hand to shake.

"It is a pleasure to meet you properly, Nakoma."

Listening to Zan, he nods and replies.

"I am honoured to be of service to the people of Tranau. I would see the enemies of Lastwall driven from here and then driven out of the north entirely."

His eyes blaze with intent for a moment at the last part, and then he begins to move. He turns to Nakoma, leaving his left arm free and near her.

"Do you require any aid, Nakoma?", he asks quietly and earnestly.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma's eyes narrow at the acknowledgement of her weakness. But, noting his subtlety, her gaze softens.

"I'll recover," she replies quietly, not taking his arm.

She stands tall as they leave, attempting to keep her pride in tact despite her slow pace.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius immediately changes his stance, his left arm back by his side.

"Certainly. Let us proceed."

His own pace is slowed by the sheer weight and bulk of his armour, so Nakoma may not appear as slowed as she might.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Speed aside, she looks like she's struggling under the weight of her gear. I'm sure it's noticeable. Haha. At least she won't get left behind!


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

I think Acacius has learned better than to ask about that. ;)

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Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

I was hoping to get Acacius into a position where he force all of the reinforcements to focus on him. Difficult terrain is being uncooperative!


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Am traveling for vacation this weekend with limited ability to post. Will try to get something up tomorrow. Back on Sunday evening.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Cheers for the update and enjoy your break.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

No worries, enjoy your time off.


For some reason, my version of Hero Lab is giving Zirelle the FCB of +1hp, even though I have it set for skill points. She's getting both. Odd. I agree that you had 10 (not 12) and now have 6.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Oh... software. It is probably because I do get two bonuses because of my Fast Learner feat, but I am taking the alternate bonus on spells known, not on HP.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

The whole orcs can fight even after zero hit points thing is pushing us towards a TPK. Hope dicebot lets us live.

Is there anything that I could do with prestidigitation to help with the smoke maybe? Push the smoke away from my face or something? Not sure what would be minor enough for a 0 level spell and still work.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

The dicebot is not giving us a lot to go on!

While I can come up with new character ideas, I'd rather not.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Yeah, you need to live, and you have the most hit points so you might. The rest of us can come back as townspeople rising up from the rubble to defend the town. :)

If I die, maybe I'll go Ranger for two levels and then switch to sorcerer. Full casters are so weak at low levels, and honestly, how often do play-by-post games make it to high levels anyway? I just don't want Sara and Agrit to die, honestly. They're like family at this point. If my character died sacrificing her life for them it would be a good death. ... But not so much choking to death on the doorstep while they die too.


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HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

I'm not doing well on the attack rolls at all sadly and it's showing. Hopefully this is just us being grim and they'll pull through.


HL doesn't give the option you took, of taking the spells and the skills. I can get the skill and HP, or the spells without the bonus. Odd. It's 99% right, so I'll live with it.

Prestidigitation may remove smoke stains from your clothing or remove a n area for a second of clear air, but its not going to be enough to stop the progression of smoke inhalation.

I don' think the party will wipe here. There are tougher challenges ahead. Though saving Sara and Agrit will be difficult if you can't finish off the orcs rapidly.


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Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Another orc down at least. Let's go for three!


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HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

My dice refuse your call to heroism. They apparently wish Zan to become a pumpkin farmer.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Hey, guys. My power's going to be on down again tomorrow. Hopefully this is the last time. Bot me if necessary (and hopefully stop me from bleeding to death!). Thanks.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

That was too close!


Staginsdar Household - Post-Combat Summary

Defeated: 3 orc warriors. Saved Sara and Agrit. The orcs earn you 100xp each, while saving the NPC's earns you an additioal 200xp each for a total of 300. This moves your cumulative total to 3100/5000 or about 37% to level 3.

Injured:
Acacius: full HP, 5 NL
Nakoma 11/17 hp
Zan 17/20 hp
Zirelle: 6/10 hp, 5 NL; unconscious but stable

Resources Used
Acacius: None
Nakoma: 3/4 fervor used; wand of CLW 2/8 charges used; cast CLW
Zan: none
Zirelle:cast one Burning Hands


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Just a heads up - I will be traveling on business tomorrow and Thursday. The travel schedule includes enough late night travel that I will likely be unable to post again until Friday.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Understood.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None
DM DoctorEvil wrote:

Staginsdar Household - Post-Combat Summary

Resources Used
Acacius: None
Nakoma: 3/4 fervor used; wand of CLW 2/8 charges used; cast CLW
Zan: none
Zirelle:cast one Burning Hands

I didn't use the wand this battle.

And have a good trip!


Fair enough, but there are 2 charges of the wand used. Couldn't recall if they were here or otherwise.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Got it!


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Once again, I will be traveling this week this time to Arizona. I leave tomorrow evening and return on Thursday afternoon. I should be able to post at least once during this absence, but may get sidetracked.

Will return to normal posting on Thursday night provided airlines are on schedule.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Safe travels.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

A heads up. Between friday 1st June and sunday 3rd June, I won't be available at all. My availability on the thursday and monday is also likely to be very limited. So realistically, I'm not likely to post much from Thursday May 31st until Tuesday June 5th.


The Killin' Ground - Post Combat Summary

Defeated - 2 Freedom Town thugs and Rishka (skulking brute). They total to 670xp or 168 per player. There is another 100xp story award for saving Rabus Clarendon, which moves your cumulative total to 3368/5000 or about 45% to level 3.

Injured -
Zirelle - no damage taken
Nakoma - 8/17 hp remaining; 2 STR dmg in place
Acacius - 7/22 hp remaining
Zan - 9/20 hp remaining

Resources Used -
Zirelle - 2 acid spit used; Scroll of Summon Swarm used.
Nakoma - cast CLW; 1 blessing left; 3 fervor remain
Acacius - none used
Zan - none used


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

I had a temporary hit point so should be at 10 I believe.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

You have my blessings and fervour backwards. I have three blessings left, and 1 fervour remaining.


Corrected both. Apologies. I am paying attention...really. Part of why I post the summaries, to keep us all on the same page.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

No worries! It's the first time I've seen anyone post summaries like that, and I've discovered I like them! It helps get any confusion out of the way regularly, instead of trying to discuss it two weeks down the road when I'm less likely to remember. Haha.


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Yeah they are handy.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

I like them a lot. They do help keep things clear and act as reminders of expenditures.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Could someone move Acacius? I amn't able to at the moment.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Looks like someone moved you already, but you can't move and attack (unless you have some special ability) because it is the surprise round, so we can only do one or the other.


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I will be traveling a good bit this weekend, so may cause me to miss regular posting. I will try to squeeze them in, but can't guarantee, so if there's radio silence, you'll know why. Back in the saddle Monday PM.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Noted! And I can post again.


Looted Homes - Post Combat Discussion

Defeated - 3 orc warriors. They add 101xp per player to your cumulative total to 3469/5000 or 49% to level 3.

Injured -
Acacius - 6/22hp
Nakoma - +1 hp due to Virtue
others are full hp

Resources Used -
Zirelle - 3 elemental spits used; 3 remaining
none other used in this fight


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Oh the joys of play by post... I completely forgot about the beacons. Details like that slip from my mind as the weeks roll by.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Same!


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

@GM

Does the nearest signal, the one that got smashed, look at all repairable? Or would it obviously be a waste of time?


Obviously a waste of time. The mission to light the beacons has become secondary to helping hold the inner quarter which is a life-or-death struggle right now.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Gotcha. Cheers.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Oh damn!


HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)

Not good at all...

...that said even if Zan dies I am happy to make another character. If we TPK I'm happy to keep going... since things are looking so grim.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Same here. I have notions for a dwarf slayer or ranger should Acacius perish, or if there's a TPK. I certainly would like to keep this campaign going in any case.


Guys, what can I say about the dice bot? I have critically threatened 3 of the 4 of you, and only just missed critting Nakoma. Have also crit in 2 other games today.

Guess I need to buy some lotto tix or something. Harder for me to see how this ends well. Sorry...


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

The dicebot seeks blood it would appear!

Yeah, this is looking very grim. Though perhaps the orcs will suddenly inherit our run of horrible rolls...


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Unlikely to matter, I know, since I am dead... However, I am in the middle of moving, and my posting is going to be spotty between now and the 15th. Packing up the truck tomorrow, and should be in Utah and able to post again (hopefully) around then.

If the cavalry rides in and everyone is saved, please bot me until then. Really sorry about not being able to check in consistently until that point.


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Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Good luck with the move!


Zirelle, no worries. Having moved before, it takes a good long time to get things sorted and organized. Hope it goes off smoothly. Check in when you can.


Well...

I have never had that happen before, ever. My first TPK. The RNG was not on your side for tht fight. It was a crit on 3 of the 4 of you, and orcs hit hard.

I am at a loss on how to proceed. The way I see it we have 3 options.

1)Come up with a deux ex machina sort of solution where you wake up and everything is fine as your party was rescued right after Nakoma fell etc etc. Trunau has been saved but now the town has a mission for you...

2) Everyone rolls up a new PC and we discover that there are other heroes in the desperate village willing to take up the mantle and help rid the town of the orc invaders. Hey, why is this called Giantslayer anyway, when its about orcs?

3) We punt. This AP is a killer early on apparently. I have since heard from two other GM's who had TPK in this same part (not same encounter) of the first book. I mean, this encounter wasn't even hard yet compared to some other stuff that's coming. I am happy to run another AP or adventure as you desire.

If I had to choose, from a sense of verisimilitude, I would pick #3. And just start over on something else, abandoning Trunau to its fate. What are your thoughts?

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