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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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)

Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8

Zan can feel the poison take effect rapidly. Sizing up the situation he holds his ground wanting to cover Zirelle's withdrawl. Badly injured he raises the scimitar and calls out defiantly. "For Tranau!"

Scimitar Vs Yellow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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 |

Putting this in early, in case I don't get to post in time.

Acacius continues to move tactically, avoiding his companions, and striking out at the assassins.

OOC:

Acacius will aim to move to locations where:

1. An enemy is 10ft away from him.
2. He isn't attacking past allies, which would give cover.

It is fine whether he needs to use charge, move, or 5ft steps to move.

Polearm: 1d20 + 6 ⇒ (16) + 6 = 22 (modified as needed)

Damage: 1d10 + 4 ⇒ (8) + 4 = 12


Assassins in the Night - Round 2 - continued

18 Nakoma (1hp dmg, 1 DEX dmg, poisoned)
15 Yellow Assassin
14 Acacius (6hp dmg)
12 Blue Assassin
11 Zan (9hp dmg)
5 Green Assassin (7hp dmg)
4 Zirelle (5hp dmg, 1 DEX dmg, poisoned)

Zan can feel the poison coursing through his system, making him dizzy and stumble just a bit, and the serous nature of his wounds isn't helping either. Trying to even the odds a bit before he succumbs, the brave ranger attacks striking one of the assassins, but only wounding, not stopping it.

Green Assassin, nursing a wounds, takes a step back from Acacius' reach, grabs a vial from her pouch and downs it, healing the wounds taken earlier.

Zirelle is up again to close the round. Believe she needs another DC 11 Fort save or slip another point of DEX dmg.

GM Screen:

Green CLW: 1d8 + 1 ⇒ (8) + 1 = 9


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

Fort Save: 1d20 ⇒ 14

Zirelle whispers a few words and reaches out to touch the Yellow assassin.

Melee Touch Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Casting Defensively: 1d20 + 5 ⇒ (12) + 5 = 17 (pass, barely)

No idea if that touch works, but the spell is Corrosive Touch, so if it works, 2d4 damage, no save, text of spell HERE

Corrosive Touch Damage: 2d4 ⇒ (1, 1) = 2 (Acid damage)

Bloodline Arcana wrote:
"Whenever you cast a spell with an energy descriptor that matches your linnorm bloodline’s energy type, you gain a natural armor bonus equal to the spell’s level for 1d4 rounds."

Since it says cast I *think* it works whether I hit or not (hopefully). So, based on that, rolling to see how long I get an AC boost, but if it misses and that means I don't get the boost, just tell me. I'm really not certain.

AC Up: 1d4 ⇒ 1


Assassins in the Night - Round 2 - concluded

Casting while avoiding the blades of the assassins, Zirelle touches the nearest killer, burning its flesh with her acidic touch. The acid hurts the foe, but does not stop it. Meanwhile, Zirelle's linorm bloodline allows her skin to grow a bit denser versus any new attacks.

End of Round 2

I agree that the text says cast, not hit. You can get the AC bump even if the spell doesn't cause damage.


Assassins in the Night - Round 3

18 Nakoma (1hp dmg, 1 DEX dmg)
15 Yellow Assassin (7hp dmg)
14 Acacius (6hp dmg)
12 Blue Assassin
11 Zan (15hp dmg, 1 DEX dmg, poisoned)
5 Green Assassin (healed)
4 Zirelle (1hp dmg, 1 DEX dmg, +2 AC bonus)

Nakoma up to start the new round.


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 quickly steps forward and places a had upon Zan's shoulder. She mutters a few quick prayers in Shoanti and a surge of comforting warmth runs from her hands and down to his wounds. Using fervour to heal Zan as a standard action.

Healing Zan: 1d6 ⇒ 4


Assassins in the Night - Round 3 - continued

Seeing the wounds stagger Zan, Nakoma steps forward and passes the blessing of Desna to the ranger in the form of divine healing. A few of Zan's wounds improve as a result.

Yellow Assassin, burned by Zirelle's acid touch, steps beside the sorceress and drives its liquid blade at her in retaliation. But without an ally to work with, it's attack is not as tenacious and the blade misses.

Acacius steps back and slices his long guisarme into Blue Assassin, chopping a mighty wound in the chest of the killer, it drops to the ground in one stroke.

Zan is up next, needs DC 11 Fort or continue to take DEX dmg.

GM Screen:

yellow blade: 1d20 + 2 ⇒ (6) + 2 = 8


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

Cool. :) Doesn't currently change anything, but my AC actually only goes up by one since it was a level 1 spell.


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)

Fort Save: 1d20 + 4 ⇒ (7) + 4 = 11
Scimitar Vs Yellow: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Confirmation Roll: 1d20 + 5 ⇒ (16) + 5 = 21
Critical Damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12

Reinvigorated by Zantoma's healing Zan is able to resist the poison and launches a renewed attack against the assassin. His heavy blade digs deep into the shoulder of the assassin.


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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

Wow, I didn't know we were at the 'fusion name' stage yet, Zan. Haha.


Assassins in the Night - Round 3 - continued

As Zan fights back the effects of the poison, he strikes out again at Yellow Assassin, cutting down the killer with a mighty stroke that cuts deeply through shoulder and chest.

Seeing all its allies down, and the poison not really having the desired effect, Green Assassin throws down its crystalline blade, and runs. Ducking behind a tent before cutting back to the north, heading towards the main gate.

Zirelle is up now, and Nakoma leads off the next round, if you want to give pursuit. If you let them rabbit, just LMK.


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

Zirelle moves and casts Burning Hands, catching the assassin in the spell's 15-foot range.

BH damage: 2d4 ⇒ (1, 2) = 3

DC 14 reflex save for half


Assassins in the Night - Round 3 - concluded

Zirelle rushes after the fleeing assassin despite the dark. As she closes in another sheet of flame erupts from her fingertips. The assassin is able to dodge most of that blast, barely getting singed.

End of Round 3

GM Screen:

DC 14 Reflex: 1d20 + 2 ⇒ (17) + 2 = 19


Assassins in the Night - Round 4

18 Nakoma (1hp dmg, 1 DEX dmg)
14 Acacius (6hp dmg)
11 Zan (11hp dmg, 1 DEX dmg)
5 Green Assassin (1hp dmg)
4 Zirelle (1hp dmg, 1 DEX dmg)

Less foes means more of the party is up. Everyone but Zirelle is now on the clock against the fleeing foe.


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 no intention of letting this killer escape. He breaks into a sprint, planning to cut off the assassin.

Going at a slight north-northwest angle, I believe Acacius can run to two squares north of the assassin without provoking an attack of opportunity. 60ft of run used, 20ft remain if needed. Acacius will then aim to block the assassin, tripping on aoo if they trigger one from him.


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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)

Zantoma, Tranau's hottest power couple... since we bumped of Rodrik but covering it up has gotten complicated am I right?

Nowhere near as heavily armoured as Acacius Zan runs full pelt around the tents trying to circle around the would be assassin.


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 |

Edited to have Acacius end up in the square directly northwest of the assassin, with 70ft of movement. Still doable in scale mail, it's medium armour. I added a line.


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

Ahahaha!

Nakoma moves forward, drawing her short bow in her off hand as she moves. Then she flicks her wrist, sending her starknife flying at the assassin.

Ranged Attack: 1d20 + 5 - 2 - 4 ⇒ (13) + 5 - 2 - 4 = 12 Inclides range penalty and penalty for firing into melee.
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Assassins in the Night - Round 4 - continued

Nakoma rushes forward, pulling her bow from her shoulder and flinging her holy weapon at the fleeing killer. Flinging her starknife at the assassin, Nakoma has to be careful not to wound Zirelle who is in her direct line of sight. As a result the throw ends up as a miss.

Since you move first in the count, the runner isn't in combat yet, but he does have cover from Zirelle, so it's still a miss.

When the assassin makes a break for it, Acacius reacts quickly, running for all his worth to cut of escape of the attacker, ending up just ahead of her, but unable to make an attack just now.

Zan, same issue as Acacius in prior chase. You can only run as a full-round action at 3 or 4x speed if the course is a straight line without impediments. In this case, turning the corners means you can only double move at best. I have moved you as far as you could get along the same path. If you'd like to retcon, please say so.

Will wait to see what Zan wants to do.


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'll stick with my actions rather than hold things up too much further. I'll remember the lesson better this way for future.


Assassins in the Night - Round 4 - continued

Since Acacius ran to cut off the fleeing assassin, it has no choice but to draw its regular shortsword and stab at the fighter but misses badly, stepping around him as much as possible.

Looks like Zirelle is up next to end the Round.

Green shortsword: 1d20 + 2 ⇒ (2) + 2 = 4


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

Zirelle steps closer to the Assassin, not because she wants to be near her shortsword, but so that she doesn't accidentally hit Acacius with her spell.

Cast Defensively: 1d20 + 5 ⇒ (16) + 5 = 21

Luckily, she is able to cast without provoking the woman further.

Burning Hands Damage: 2d4 ⇒ (4, 2) = 6

Text of spell HERE, DC 14 Reflex save for half damage.


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 |

Should the assassin survive Zirelle's flame and Nakoma's response, Acacius will step back and bring a crushing blow down towards them with his polearm.

If the fight continues, Acacius will 5ft step northwest and then attack the assassin.

Glaive-Guisarme: 1d20 + 6 ⇒ (3) + 6 = 9


Assassins in the Night - Round 4 - concluded

Zirelle rushes forward, getting a little too close to the target, but managing to get her last spell off defensively, she tries to cook the fleeing assassin who avoids most of the fire damage, but still is seared in a few uncomfortable places.

End of Round 4

GM Screen:

Green DC 14 Reflex: 1d20 + 3 ⇒ (17) + 3 = 20


Assassins in the Night - Round 5

18 Nakoma (1hp dmg, 1 DEX dmg)
14 Acacius (6hp dmg)
11 Zan (11hp dmg, 1 DEX dmg)
5 Green Assassin (4hp dmg)
4 Zirelle (1hp dmg, 1 DEX dmg)

Acacius rocks back and attacks the last foe, but once again, she proves her prowess in avoiding attacks.

Nakoma and Zan are up now.


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)

Is the poison still in Zan's system?

Zan finishes circling around the ten and swings at the last assasin but it is an elusive target.
Scimitar Vs Yellow: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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 walks forward and fires an arrow at the assassin.

Ranged Attack: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 Includes the penalty for firing into melee.
Piercing Damage: 1d6 ⇒ 2


Assassins in the Night - Round 5 - continued

Stepping forward, Nakoma fires at close range, but cannot hit the remaining assassin.

Circling around a merchant tent, Zan is able to get behind the killer, and strike a wound with his scimitar, but just not enough to drop the murderous villain.

The killer, wounded and outnumbered, tries desperately to get away from the group bent on revenge. She dodges, tumbles and tries everything to avoid attacks as she withdraws to the north. She is able to avoid attacks from Zirelle, Zan, and Acacius moving away, snickering in amazement at her good fortune.

Acrobatics to avoid AoO, CMD +4: 1d20 + 5 ⇒ (18) + 5 = 23

Not sure if Zirelle has a melee weapon in hand or not. Assume she does and threatens adjacent squares. Because assassin has to avoid 3 different AoO, she gets a +4 to the DC which is typically opponents CMD. She moves half speed while avoiding AoO's but then can move at full speed with second move action. Zirelle is up to to end the round.


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

Sounds like a good assumption to me... we'll go with it.

Zirelle, laying caution aside in her desire to take down the last assassin, moves up and hits the woman with her cold iron morningstar.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Assassins in the Night - Round 5 - concluded

The escaping killer's luck runs out quickly as Zirelle slips up beside her and mashes the back of her head in with her morningstar, dropping the last attacker like a rock.

End of Combat!

Stay tuned for Post-Combat Summary in the Discussion page. Feel free to your own responses here.


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 looks about, in case any more assailants are creeping up near by. Though he finds it unlikely that they would not have already engaged.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8


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

Zirelle searches the bodies, and gathers up the dropped weapons as well.


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)

"First starving wolves and now this... it's quite worrying with how easily these conspirators can slip enemies into Tranau." Zan helps search the bodies for useful items.


As Acacius stands overwatch, looking into the darkness of the village for more attackers while Zirelle gathers gear from the fallen bodies. No other attackers seem likely, since the streets are very quiet.

The funky crystalline blades that the attackers used start to evaporate about a minute after they were first used, leaving only a small metal handle. Each of the assassins had a light crossbow with 10 bolts and a short sword as well. Each has light armor, thieves tools and you find 16gp of coins and one had a pouch full of beryls worth 200gp. Additionally there are 4 smokesticks, 4 antitoxins, and 3 potions of Cure Light Wounds. Empty vials of a poisonous resin, identified as small centipede poison, are also on each of the killers.

The defeated assassins all have the same tattoo marks on their hands and neck. They also have stylized braids and clothing which are a bit unique.

Know Local or Geography DC 15:
The clothing, hairstyles, and markings identify the assassins as residents of Freedom Town, a lawless settlement of criminals, exiles, and escaped slaves on the border between Belkzen and Lastwall

All the gear will be added to the Loot Tracker. Sing out if you want to claim or use any of it now or for yourself later.


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

After Zirelle is finished gathering things up, she says

Maybe you guys could tell whoever is on watch in the guard to come collect these bodies? I think we all could use some sleep.

Then she stumbles home and into bed to get some real sleep instead of the brief catnap she took earlier in the night.

She plans to tell Halgra about the attack in the morning, before meeting Agrit.


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 ⇒ (10) + 1 = 11

Satisfied that there is no immediate threat, Acacius turns to the others near the bodies.

"That was brutal and unexpected, but it is a good sign that even an ambush felled none of us. Do any of you recognise these killers? We should each take a vial of that antitoxin, warn the guard, and get some rest. I believe we will soon have little time for it."

He reaches for a vial and a potion of cure light wounds.


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

If it is okay, Zirelle retroactively responds to this by taking one of the vials of antitoxin as well before leaving.


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 |

Before he turns to leave for his rented room, Acacius starts to really feel the pain of his wound and asks:

"Do any of you have healing left to spare? Or can recommend a good doctor? I would be as ready to face tomorrow as I can be."


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)

"The toxin isn't too bad, it's the actual cuts that are going to bother me but we came off the better this 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

Nakoma uses her last spell on Zan, and her last use of fervour on Acacius.

Healing Zan: 1d8 + 2 ⇒ (4) + 2 = 6
Healing Acacius: 1d6 ⇒ 6

"That's the last of the gifts Desna's bestowed upon me today." After looking at Zan's wounds she adds, "I can heal you with the wand again, if you need."

Then Nakoma stows her bow, and collects her starknife. After sifting through the gear she also takes an antitoxin, and two smokesticks.

Knowledge Geography: 1d20 + 1 ⇒ (8) + 1 = 9

After looking at the bodies, Nakoma shakes her head. "Their attire's unique, but I can't... quite place it." She scowls. "Perhaps the other guards will know. I'll fetch them."

Nakoma hurries off to the nearest watch-post/barracks to fetch some night-guards and bring them to the scene of the attack. She tells them what she knows of the events on the way.


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 impressed as Nakoma seals his wounds perfectly.

"My thanks, Nakoma and Zirelle. And thank you again Zan, for bringing me in on this affair, even if it is a dark one. I came to the north to help push back the enemies of Lastwall, and I now have the opportunity to."

He bows his head to them, then straightens up, and begins walking towards his rented room. He could use a great deal of sleep.

Exactly healed!


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

Let's just assume that we met each other more formally at dinner, shall we? This is an awkward time to get into that, and it was already late when we were ambushed. Happy to have an IC conversation with you tomorrow if you have some ideas about character bonding. Perhaps at the funeral.


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 |

Yeah that makes more sense. I'll edit.


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 thanks Nakoma before she leaves. "I think we all need some rest or if an attack comes and we keep pushing ourselves like this we'll fall fatigue before the enemy forces get here."

Assuming alls well when Nakoma checks back and the guards are informed Zan will retire to bed.


After a day of hard fighting and revealing parts of the mystery, the group goes to bed weary. The refreshing value of sleep is evident when you awake the next morning. Most are healed completely of their wounds (Zan is still down a bit) and the clumsiness from the centipede poison is gone. Even the STR weakening that Nakoma had is a bit better.

Heal 2hp and 1 point of any ability score damage overnight.

The bodies of the assassins have been removed from the streets, you have warned the watch and the city leaders of an impending orc assault on Trunau, but Halgra is trying to prepare while keeping things quiet.

The funeral pyre for Rodrik is set for this evening at dusk, and Zirelle has agreed to work with Agrit to try to remove the white markings that have appeared in strange places all over town.

What else do you have in mind for this day?


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

That all sounds great. Does Nakoma have to work on a patrol for her job right now? Or is she excused while she's working on the break-in/murder/attack/etc. case? Giving some coin to Cham to cover the damages to the inn would be good too, if Nakoma has the time. It depends if she has work-related duties to attend to or not.

Despite her exhaustion, Nakoma spends some time before bed praying to Desna under the stars. The next morning she feels much better, though she's still weakened from the various poisons.

First thing in the morning Nakoma grabs a bit to eat and then chats with her fellow guards, asking if anyone can help her figure out where those assassins came from the night before.

Can I retry the knowledge check to identify their location today, or would you prefer I try to gather information to figure it out?


You'll have to ask someone else. Halgra saw the corpses, as did Omast Frum. For now, Zan and Nakoma are off regular work details. If you want to visit Cham etc, then post it IC.


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)

What race were the assasins?

Zan lies in a little longer than normal but he checks over his gear. Once he's had his breakfast he starts trying to gather up the others. After having been attacked by the assassins following up on the investigation alone seems like a bad idea.

Once they are gathered together "I don't think I had been that tired in quite some time. Sticking together seems like a good idea, those thugs last night were no joke. What lead would people like to follow up on first?"


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 night

Acacius stands in his room, thinking about the events of earlier. He stands with pants, his glaive-guisarme in his right hand, and his shield in his left. There is just about enough space to hold the polearm at an angle. This has been part of his nightly routine for weeks now, and he thinks he nearly has the knack down of using both polearm and shield effectively in combat...

*****************************

In the morning

Acacius cleans and tends to his weapons and armour, goes for breakfast, and then fully equips before meeting the others. A few aches remain from the prior night but Nakoma's healing magic and a deep sleep tended to most of those.

"Good morning. I agree that we should remain together, it would make sense for our enemies to target us. We should see if we can find this Skreed Gorewillow. He appears to be a ringleader."

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