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


701 to 750 of 2,749 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

I didn't hear anyone mention returning the knife to Kurst. I think that is worthy of an RP interaction. You can bring Acacius before you depart for Plague House if you like. Zan was looking for someone to lead a patrol, not askign specifically about meeting the Grath's. You can find them at the Longhouse, mourning behind closed doors.


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)

"There's one last thing we need to take care of before we set our trap."

Once they get to the Longhouse Zan will knock on the door "We have something for Grath if he is in." Zan's tone will be somber and respectful.


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 will nod and stand to attention to Zan's left side.


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

"Kurst?" Nakoma calls from the other side of the door. "It's Nakoma..."


Kurst steps out into the hall, his eyes clearly red from tears. "Hello, my friends. Have you found something?" When you explain about the trading of hopeknives with Brinya Kelver, and teh finding of her knife in the Plague House, his eyes look at you hopefully. "So this means, that...Rodrik didn't kill himself? He wouldn't have had some other knife, just Brinya's. And the receipt says his was missing. He had left it in the ruins, and misplaced it." He ponders for a moment considering what all that means. Then his eyes widen. "It means someone killed Rodrik, and planted the knife! But how, I mean, there was no sign of struggle and Rodrik wouldn't have just slept through having his wrists cut. And more, who did it? What else have you found out? And what was Rodrik doing at the Plague House?"


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 speaks up.

"I am Acacius, and new to this investigation. I am sorry for your loss and I will help Zan and Nakoma to find the killer as best I can."


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 smiles sadly at Kurst. "No. He didn't kill himself. As to who did, or why, we're not sure."

"Rodrik had been spending a lot of time visiting Katreza at Sanctuary. The Iomedeans weren't very forthcoming with us, but we did learn that Katreza was gone. We managed to get word to her, but she's in hiding. Afraid for her life. It's possible she might be mixed up in the same thing Rodrik was. We're to meet with her tonight."

"As for the Plague House... We're not sure why he was there. We found signs of tunnelling, but the passage was collapsed and we couldn't tell where it lead. There were signs a group had been camping there. We found a strange symbol painted on the stones. It's been popping up in graffiti all over town. There was also a hostage at the Plague House. Some shepherd boy. Poor kid was captured and kept prisoner there for a few days. Whoever kept him is likely to be back soon, so we're going to lay in wait and hope he shows up."

Let me know if I accidentally said something inaccurate.


Kurst nods along with Nakoma's detailing of the facts of the case so far. He expresses surprise about someone holding a shepherd hostage in the Plague House, but seems satisfied when you suggest you are going to take care of it. "My father will be relieved to learn that Rodrik didn't disgrace himself with an unnecessary suicide. We plan to have his funeral pyre at The Flame of the Fallen tomorrow evening at sunset. You should join us. I appreciate your work so far. Catch whoever is responsible, I beg you." He asks for and accepts the hopeknife to be used as part of that ceremony.

After few more words of condolence and thanks are shared, he returns to share the news with his father, leaving you free to set back off for the Plague House. As it is getting on towards evening, the guards at the gate make sure you understand the gate will close at dark. They will open for a known guardsman, but may not immediately.

Is there any gear you chose to take besides the bear-traps?

Nakoma, a few points of clarification on your summary above. First Katreza is male, as Zirelle is about to find out. There was no white X graffiti on the Plague House, but instead you say a single word in Orcish, which Zirelle told you stood for "Skreed" whatever that is. Mostly on track otherwise.

With the party split, I will try to keep both threads going at the same time. The Plague House group can arrive just before dusk, but will need to explain what they do there - using the map if needed. Zirelle will begin her dinner with Sara now as well.


Zirelle, lets assume the buying, engraving, and shipping to Lastwall of a nice, but not too nice, hopeknife costs you 50gp all told. I subtracted from the Cash Tracker tab. If you wanted a different price range, let's talk.

At the appointed hour, with the dust of exploration and battle removed from her clothing, Zirelle arrives at the home of Sara Morninghawk and Agrit Staginsdar. She is invited inside warmly, the hosts a bit surprised that she is the only guest. After some brief explanations, they understand the pressing business of the others.

Not long after, a warm meal is served. The food is tasty but not extraordinary, made with care by the couple. The fare is mainly vegetables and grains, with a meat course that neither of them partake in. After the meal, Sara indicates they should retire to the sitting room, and departs to bring forth the reason for the meeting.

Entering the room, hobbling and being supported by Sara is the oldest and most crippled half-orc Zirelle has ever seen. His every movement seems to pain the elder man, and weeping sores cover his body -- appearing like burns that have never properly healed. You can see why he was under the direct care of the clergy of Iomedae.

With some effort, Katrezra sits in a soft chair across from Zirelle, smiling at there through the pain of his afflictions. "Sara said it was safe for me to talk to you and that you are looking into the fate of that poor child Rodrik. I will answer what I know, as she says you have questions."

The stillness of the room is apparent, as you prepare to ask your first question.


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 in a sombre mood on the walk after meeting Kurst.

After a time, he pipes up.

"We must not let Rodrick's killer escape. I volunteer to move in front at this plague house. I can make moving past me costly."

He says this gripping his polearm tightly.


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

Thanks!

As the group heads into the Plague House, Nakoma considers the place...

"We'll have to wait inside. In darkness, if we're to catch him unaware."

"Where do you want to lay in wait?"

What about the main entry room that had the graffiti rock in it? Other thoughts? If he goes inside from the hole in the wall, which room does that put him in? The camping room, right?


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 ponders this a moment.

"Did any entrance show more signs of passers-by than the other? And wherever we wait, if we are to be hidden it may be best if I have more concealment. Perhaps an entire wall."

He smiles a little after his last line.

Acacius' Stealth is at -1 with his armour penalties.


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

Zirelle thanks Sara and Agrit for their hospitality and for the fine meal, apologizing that no one else was able to come. When she sees Katrezra, she has several questions for him, but she asks them slowly, waiting patiently for his answers, and with concern for his health.

I appreciate you being willing to speak to me. I just have a few questions for you.

First, we know that Rodrik was investigating the plague house and I was wondering if you knew why. I understand that you two were close.

We have found Rodrik's missing hopeknife, but we haven't found his journal. Would you have any idea where he would have kept it?

I understand that you have had unique spiritual experiences in the past. Would any of them offer a clue as to who killed Rodrik, or what is going on in this town with the strange painted crosses? To me, it seems like his death was to cover up some larger plot, but for the life of me, I can't figure out what it is. A lot of half-orcs seem to be involved, which leads to a racist conclusion that I just can't accept. There has to be something more behind this than race relations in the town, right?

Asking all the questions at once just to get all the things we want to know out there, but I realize that the answers to some could obviate the need for others. The last one is just a shot in the dark, because in looking back through the gameplay thread it mentions him talking about ghosts and white swords and stuff, so I thought he might have something pertinent. Let me know if you need clarification or rolls or anything.


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 hefts the two offset bear traps from his bag. "These are offset bear traps. The place is in enough disrepair I was thinking it wouldn't be an easy thing to spot them... especially when you think you know the area. Hunters use these when they want to leave the pelt intact."

"This'll do minimum damage, I keep an eye and ear nearest while ye stay back. The bear trap will injure and slow him down letting he close in. We should try to capture him if he shows up but failing that if left with not choice killing him is acceptable to me..."


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

"Where do you want to place them?" Nakoma asks.


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 the idea of taking the villain alive. Surely these ruins could hide a few. Perhaps just inside the entrances? Nakoma and I can remain in another room and rush out as soon as we hear commotion."


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)

"Near where he was holding his hostage. Its the one place we know he'll be. We aren't certain which way he is going in and out but I suspect we can find a good spot around there to plant them."


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 makes sense. Perhaps we could wait in the centremost chamber in the basement? A short distance from there to any other room."

If I've picked it up wrong and that was the location of the hostage, feel free to correct me.


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. "Agreed."

Considering the conversation over, Nakoma slowly makes her way into the Plague House's basement to find a good spot for the bear traps.


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

As she walks through, Nakoma looks at the portcullis. She pulls the lever to make sure the portcullis is in the down position, like it was when we found it.

I put Nakoma on the map where I thought might be a good spot to hide. Other thoughts? What about the traps? We could put one just inside the door to the hostage chamber, but I think we'll end up confronting them before they get that far. Other ideas? We know they use the camping room. We could put a trap right at the foot of the hole that leads outside, so that if they enter via the hole they land on it. The angle should keep it out of sight from outside. I'm not sure exactly what square that is, though. Other ideas?


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 has a quick walk around the basement to familiarise himself with the area. And then moves to the central room to find a good place to wait.

Hiding one under the hole sounds like a good idea. We probably should put the other near the hostage room, if only because we do know they're likely to go there. Alternatively, we could try trapping the stairs, or maybe just off it?


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 his agreement to the alterations to the plan. Zan will try to discretely keep an eye on the entrance to the makeshift cell where the shepherd had been kept knowing the others aren't as skilled at that as he is.
Stealth: 1d20 + 4 ⇒ (19) + 4 = 23


Nakoma successfully lowers the portcullis in the center room by shifting the lever. After the noisy grinding as it slides back into place, the ruins are still and quiet again.

Nakoma put her counter where she wants to hide. The boys need to do it as well. Also, if you place the traps, you can mark the place on the map where you have laid them. You'll have visitors once you have made your marks and set your places.


Zirelle

Zirelle wrote:
First, we know that Rodrik was investigating the plague house and I was wondering if you knew why. I understand that you two were close.

The ancient half-orc closes his eyes and heaves a great sigh before fixing you with his gaze and responding. His voice is weak and wavering, and you have to strain to hear him at times, even in the quiet house. "To be truthful, I don't think even he knew what he was looking for. Rodrik had run afoul of a flood troll in the Plague House not long ago, and the poor fellow was convinced it was not just an isolated incident. He came to me seeking guidance and his curiosity was piqued by my visions. I told him that flood trolls are native to Belkzen, but they rarely roam this far south of the Flood Road. Since learning of his investigations, though, I have had nightmares unlike any before, and I fear that some greater evil may be at play within Trunau's walls."

Since she's the only one there, these spoilers are for Zirelle only.

Know Local DC 12:
Flood Troll is a tall gangly giant, about 7 feet tall with a thick hide of mottled blue, protruding yellowed canines, narrow slits for eyes, and large powerful hands that end in wicked claws. They are runt kin to scrag trolls but generally live in or near water sources.

Know Local DC 17:
Flood trolls hide is absorbent and can resist cold temperatures. If the hide dries out the cold resistance goes away, but the hide hardens into resilient shell that protects the beast from damage.

Know Local DC 22:
Like their full troll cousins, flood trolls can regenerate if they are exposed to any form of flowing water or precipitation. Like full trolls, this regeneration is stopped by exposure to fire or acid.


Zirelle

Zirelle wrote:
We have found Rodrik's missing hopeknife, but we haven't found his journal. Would you have any idea where he would have kept it?

The elderly seer pauses a moment, looking at Sara Morninghawk, who gives a slight nod, urging him on. "My dear, I have Rodrik's journal. He gave it to me for safekeeping. You see, on the morning he was found dead, he was planning on going back into the Plague House, but because of my uneasy visions, I asked him to leave the journal with me. Which he did." The man reaches into a fold in his robe and retrieves a small leather-bound book which looks well-worn. There are few snatches of poetry and parts of dialogue of a play the guardsman was working on, but there is also a very relevant page or two.

Recovering Rodrik's journal from Katreza is a key clue to the puzzle (nominally before you explored the Plague House, but oh well). Getting your hands on it earns a story award of 200xp per player. That moves your total to 1800/2000 or 90% of the way to level 2.


Zirelle

Zirelle wrote:
I understand that you have had unique spiritual experiences in the past. Would any of them offer a clue as to who killed Rodrik, or what is going on in this town with the strange painted crosses?

"I wish I knew," says the oracle, when you ask about the killer of Rodrik. "Worse, I never predicted the ill fate that befell him. But even if I had, I've learned there is little one can do to combat fate."

His eyes get a dreamy, but uncomfortable cast to them. "I have had vivid hallucinations of white crosses or swords and dreams of the Plague House outside town. I told Rodrik the same, and he seemed to think it would help his investigation. I think the two are clearly related but I cannot see more than that. The muse of my nightmares is as abstruse as she is unkind." He shrugs clearly wishing he could help you more.

Not sure if these answers prompt more questions or if you are down with the unfortunate seer.


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 have them put down, I'll be honest finding it tough to remember which door we found the shepherd through so I took a logical guess of the smallest room, feel free to move the green one infront of the door if it's a different one.


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

Unfortunately, not trained in Knowledge Local, so the spoilers are lost on Zirelle.

Zirelle thanks Katrezra for taking the time to speak to her, and for the journal, and asks

If we have any follow up questions at a later time, can we get them to you through Sara?

She bows to Sara and Agrit, thanking them again for the fine meal, and for helping the investigation. She also mentions to Agrit the success that she had with clearing part of the white cross, since Agrit has been training her.

If the white crosses really are connected to whatever is going on at the plague house, it might be worthwhile spending the time removing them. Do you know who else in town has the magical ability to help?

After waiting for Katrezra and Agrit's replies (and of course anything that Sara has to say as well, or if they have questions for her), Zirelle leaves to go to Ivory Hall to fill Halgra in on what they know so far, and perhaps get some information and advice, for instance about what a flood troll has to do with any of it.


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 waits in the room, leaning against the wall with the butt of his glaive-guisarme resting against the floor.

I'm fine with Acacius' current position.


Zan Tain wrote:
I have them put down, I'll be honest finding it tough to remember which door we found the shepherd through so I took a logical guess of the smallest room, feel free to move the green one infront of the door if it's a different one.

The green trap is at the right door where Othdan was held.


Zirelle

Katreza bows to you and Sara says she can keep you in touch with the seer if needed, but that keeping him out of sight of the locals is her primary concern.

Agrit says she believes the white crosses are painted on with some sort of alchemical marker dye which is made of such potent oils and paint that it can only be removed by magical means. She agrees to help you remove the graffiti in the morning, if you wish.

The white swords are in 5 places around Trunau: the Barterstones outside the walls where market is held, the commons amphitheater, the Hopespring on the rock near the waterfall, Sanctuary on the rock behind the chapel of Iomedae, and South Tower where you found Omast Frum working on it before.

She also happily look at the scrolls and amber fluid you had not been able to identify. The amber fluid she says is something called sovereign glue, a exceedingly sticky substance that can only be removed with the Universal solvent you already found. The scrolls are both spells of Knock which can be used to open locked doors, chests, or the like.

Moving on, after saying the appropriate farewells, Zirelle goes to explain the situation to Halgra. The wizened town leader listens with rapt attention, growing more concerned as the story unfolds. "You have done well to get to this point. It seems your friends may catch whoever is responsible, for the kidnapping of the shepherd at least, if not more. I wish them the strength of Gorum tonight." She explains about flood trolls (you may read all the spoilers) and tells you to bring her anymore pressing info at once. She reiterates that the burial of Rodrik is set for tomorrow at dusk, and Zirelle should plan to attend if possible.


At the Plague House

As Zan sets the traps and the others get into position, things go wrong almost immediately. As Nakoma sets foot down the east hallway from the central room, her foot steps on a hidden pressure plate with a soft click. Immediately, sharp steel jaws of a bear trap spring shut on the warpriest's foot, hurting her badly, and holding her fast. It appears there were two other traps along the same corridor, that the group missed the first time through the Plague House.

Good news, bad news. Bad news is Nakoma is damaged for 8hp and held fast by the trap. She can be released with a Disable Device, Escape Artist, or Strength check. Need to call out an aid before the primary roll is made. Good news is you earn 200xp for finding the trap. That amount earns you just enough to sneak over into 2nd level. You may level up now. Details in Discussion tab.

GM Screen:

Nakoma Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Bear Trap attack: 1d20 + 10 ⇒ (19) + 10 = 29
Dmg: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Ghaer: 1d20 + 8 ⇒ (5) + 8 = 13
Daktani: 1d20 + 3 ⇒ (11) + 3 = 14
Acacius: 1d20 + 3 ⇒ (14) + 3 = 17
Zan: 1d20 + 2 ⇒ (14) + 2 = 16
Nakoma: 1d20 + 3 ⇒ (15) + 3 = 18


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 |

Perception to hear details: 1d20 + 1 ⇒ (19) + 1 = 20

Acacius hears the soft click. And the sickening sounds when the trap slams shut. He decides against shouting out himself but immediately steps over to Nakoma, seeing that she is alive but trapped and wounded and placing his polearm against the wall near them.

Without a word, he kneels and clearly moves to grab the trap arms and force them apart with sheer might.

If Nakoma doesn't object, Acacius will try and hold the jaws of the traps apart so that she can escape.

Strength check if uninterrupted: 1d20 + 4 ⇒ (1) + 4 = 5


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 moves quickly back to Nakoma and gets out his tools "That's not one of mine, that's a regular bear trap..." Did we miss that earlier or is this guy messing with us?
Disable Device: 1d20 + 11 ⇒ (14) + 11 = 25


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 lets out a exclamation of pain and falls to the ground.

As Acacius and Zan rush to her side, she she breathes deep and grits her teeth, bracing herself against the pain that sure to come with them trying to remove the trap.

"There's a potion in my bag..." she tells them. It looks like she might fall unconscious any moment.

Instead of reaching for the potion she tries to pull a wand out of her bag.

Since we don't level up until I step on a trap, I only had 8 hp. I'm at 0 and disabled. Using her action to draw her wand of cure light wounds.

Levelling up now, but I figured I should let the bear trap play out before actually applying her stats.


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 replies to Nakoma as he reaches for her bag.

"I will find that potion. Hold on Nakoma!"

He begins to search her bag. Assuming he finds a potion, he will hand it to her to drink. Or pour it down her throat if she has fallen unconscious by then.


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

Yeah, if I fall unconscious please force feed it to me. Otherwise she'll use the wand on herself next turn. Thanks.


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

Zirelle thanks Agrit for helping her to identify the things that she couldn't, and makes a date with her to go and remove the white swords in the morning.

_____

She also promises Halgra that she will attend Rodrik's funeral, as requested.

_____

She is about to head back to her house when she realizes that they haven't told Rodrik's fiancee what they found, so she goes over to let her know.


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 |
Nakoma wrote:
Yeah, if I fall unconscious please force feed it to me. Otherwise she'll use the wand on herself next turn. Thanks.

Will do.

Zirelle wrote:
She is about to head back to her house when she realizes that they haven't told Rodrik's fiancee what they found, so she goes over to let her know.

Fair.


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

I assume Zan's 25 can get the trap off my leg?

Nakoma growls as the trap comes off her leg. She points the wand at her wounds and heals herself. After only one use her leg no longer looks like a mangled mess.

Healing: 1d8 + 1 ⇒ (8) + 1 = 9 One shy of full hp. Then I'm applying her level up, so she'll be at 16/17 hp.

"Thanks." Nakoma says with a nod at Zan.

She reaches out and takes the potion back from Acacius. Putting it, and the wand, back into her bag she tells him, "It's in here in case you need to use it."


Nakoma, after Baldek's departing channel, you should've been at full hp going back into the Plague House, I think you should still be at 2hp. Maybe I missed something...

As the nearest bear trap slams shut on Nakoma's ankle with a sickening crunch, Acacius and Zan move to help the wounded warpriest. Acacius bends to try to pry the jaws apart, but fails to budge them very much. Instead, he rifles through Nakoma's bag looking for a healing potion that might keep her conscious while Zan pulls out his picks and tools trying to jimmy the trap.

As the group is working on those solutions, the trap door at the top of the ladder leading from this room, starts to open. While the intruder above fumbles with the trapdoor, Zan is able to release the trap, and Acacius gives the potion to Nakoma.

As the group watches, caught unprepared, a large creature with large feet with long claws at the tip begins to descend the ladder. The creature appears to be tall, gangly with a thick hide of mottled blue and protruding yellowed canines, narrow slits for eyes, and large powerful hands that end in razor-sharp claws. Seeing the light and disturbance below, the creature drops to the floor with a growl, ready to fight.

Know Local DC 12:
This creature is a flood troll, a native monster of Belkzen. They are runt kin to scrag trolls but generally live in or near water sources.

Know Local DC 17:
Flood trolls hide is absorbent and can resist cold temperatures. If the hide dries out the cold resistance goes away, but the hide hardens into resilient shell that protects the beast from damage.

Know Local DC 22:
Like their full troll cousins, flood trolls can regenerate if they are exposed to any form of flowing water or precipitation. Like full trolls, this regeneration is stopped by exposure to fire or acid.


Ambush - Round 1

18 Nakoma
17 Acacius
16 Zan
13 Creature

The three of you can act on the creature that has joined you in the basement.


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

I forgot he gave us that farewell channel. Thanks!

Correcting actions due to battle:

After healing herself with her wand, as mentioned above, Nakoma stands up.


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

GM:
If I miss my next turn, Nakoma's going to put the potion in her belt pouch and draw a star knife. If she's wounded by the monster she can also heal herself as a swift action with her fervor ability (for 1d6).


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 moves forward towards the creature while drawing his blade. He circles through the room while carefully approaching the creature and striking.

Knowledge Local only if Humanoid Giant: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Scimitar: 1d20 + 5 ⇒ (19) + 5 = 24+2 Vs Humanoid Giant if applicable
Damage: 1d6 + 3 ⇒ (6) + 3 = 9+2 Vs Humanoid Giant if applicable
Scimitar Confirmation roll: 1d20 + 5 ⇒ (19) + 5 = 24+2 Vs Humanoid Giant if applicable
Damage if a Critical: 1d6 + 3 + 9 ⇒ (2) + 3 + 9 = 14+4 Vs Humanoid Giant


The monster is a giant subtype, so your FE bonuses will count

Ambush - Round 1 - continued

Nakoma uses the healing wand on herself and stands up as the flood troll drops into the room.

Zan takes a circuitous route to the monster, but when he arrives, he makes it count. He hacks at the large beast with his scimitar, wounding the foe severely.

Will see what Acacius has in mind for his first fight as part of the group.


1 person marked this as a favorite.

Unaware of the travails facing her friends, Zirelle heads from Halgra's office to visit Brinya Kelver, the half-orc lover of Rodrik to share the discoveries of the day. The poor woman is still quite broken up over Rodrik's death, but takes the news well, a few tears silently sliding down her cheeks. She thanks Zirelle for the thoughtfulness of sharing the information -- Grath family likely would not show her that kindness.

It is full dark when Zirelle is done, and she heads back to her home to rest and wait for some news from the others.


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 |

Knowledge (local): 1d20 + 1 ⇒ (18) + 1 = 19 Clearly Acacius was brushing up on his local news!

As Nakoma stows the potion, Acacius hears movement from the trapdoor and grasps his polearm which he left within easy reach.

When he sees the beast, his eyes widen for a moment. And then harden in grim determination as he begins to move forward, picking up momentum. Snorri's voice echoes in his head as he charges at the beast. The hooked head of his polearm is aimed low to sweep the beast off its loathsome feet.

Lad, you have the basics down fine. But if you're set on fighting giants, you need to get flexible. Find a way to stop them fighting back!

Acacius speaks loudly over the din:

"Flood troll! Wet, cold does little to it! Dry, it hardens! Zan, circle around so we can flank the beast!"

Charge with a trip attack aimed at the flood troll. +2 to attack/cmb, -2 to Acacius' AC until the start of his next turn.

Charge, Trip: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28


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

Zirelle bakes some cinnamon rolls so that the group will have something nice when they get back from the Plague House, and then she falls asleep on the couch while reading a book.

The baking is just flavor; please don't make me roll a cooking roll. :) It would likely not be pretty.


Ambush - Round 1 - continued

Charging from his place down the hall near Nakoma, Acacius uses his long polearm to sweep the long stout legs of the flood troll, knocking it onto its kiester with a splat after the vicious wounding it takes from Zan's scimitar.

From above the party, through the open trapdoor cover, comes a small bag, which strikes Zan full in the chest. The bag explodes in a cloud of sticky glue that holds Zan fast to the spot, but also erupts in flames, burning the ranger and threatening to consume him in flames.

Zan is hit by a tangleburn bag for 5 dmg, and fails his first reflex save and so is glued to the spot. He does make the save to avoid catching on fire. He has the entangled condition. There is info about what happens and how to get out of glued to floor shown below.

After the surprising attack on Zan, the flood troll attempts to rise from her prone position. You see some of its serious wounds, simply close back up.

Zan (with entangled penalties) and Acacius can try AoO's on the troll if you like.

GM Screen:

Daktani ranged touch: 1d20 + 5 ⇒ (17) + 5 = 22
Burn dmg: 1d6 ⇒ 5
Zan DC 15 Reflex, entangled: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Zan DC 20 Reflex, entangled: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

Tanglefoot Bag, glued:
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.

1 to 50 of 2,749 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Giantslayer by DM DoctorEvil All Messageboards

Want to post a reply? Sign in.