Giantslayer Clan Style (Inactive)

Game Master Chainmail

The Giantslayer Campaign as told from the Dwarf Perspective.
Map of Trunau
CURRENT BATTLE MAP


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This is the list as I rememeber

MW longsword (150)
Scabbard of Honing (Tengar)
Campfire bead
2 Doses Sovereign glue (2400 total)
Masterwork thieves tools
masterwork backpack
greataxe
two greatswords
chain shirt masterwork
5 studded leather armor
Two potions remove sickness
one potions soothe syrup
(Compund longbow+3 STR bonus compound) (Yarask)
1 alchemists fire( 1 dolgrym)
tanglefoot bag(Dolgrym)
2 CLW potions
Alchemist's Lab
Three bags flash powder
5 fuse grenades(1 dolgrym)

adamantite pellet grenade
3 +3 str composite shortbows(1 Tengar)
60 arrows


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

The tanglefoot bag was used.


And, no healing potions are available.


MW longsword (150)
Scabbard of Honing (Tengar)
Campfire bead
2 Doses Sovereign glue (2400 total)
Masterwork thieves tools
masterwork backpack
greataxe
two greatswords
chain shirt masterwork
5 studded leather armor
Two potions remove sickness
one potions soothe syrup
(Compund longbow+3 STR bonus compound) (Yarask)
1 alchemists fire( 1 dolgrym)
2 CLW potions
Alchemist's Lab
Three bags flash powder
4 fuse grenades


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Yarask bought a masterwork greatsword for 350 gp, I don't remember any other purchase from him.


Our dwarf got switched with another!


Oops


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Othdan has the hopeknife that Yarask had originally and one of the thieves had the other. I don't think it was redistributed, so for simplicity, let's assume Yarask has it. Once I see the map, I can take action. I have some holy water I can throw.


This should be easier than the barricade fight.

Yarask can use the roll next time.


Nicely placed grease -- already has saved Othdan about 50 damage.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

wow, is this ap impossible or is it a combo of our bad rolling and the GM's great rolling.

It looks like we either die here or take his offer and leave. I say we leave.


They have 17 HD -- you have 15 HD.

Taking the right path allows the troll to meet up with the orc and wolves making it harder at the end. But there are other challenges you avoided with your direct choice.

If you go left, it is probably 14 HD on their side to 15 HD on your side. Fighting the troll by himself is probably not that bad.


I can glitterdust to blind and create a pit to make them fall into a hole. Bombs and flash powder and do wide area damage.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

If I can close on the half orc I should be able to cause him some considerable pain, due to rage (btw please consider Yarask retrieving the hopeknife and taking out his bow. He'll shot once and then close in melee.

As for the hp, we may have 15 HD IN THEORY but both Othdan and Dolgrym are half dead. We can risk it, but unless we can manage some really good rolls we are unlikely to suceed. Nonetheless, Yarask would be ready for a fight, the only thing keeping him back could be Othdan's security.


Othdan is untouched. The giant narrowly missed him many times.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

GM - Does Othdan have any diplomacy skills?

It looks like we have an opportunity to talk. We need to aid whomever does the talking to have any chance. I don't want to start talking or fighting until we have a consensus on what we are doing. I say talk.


Well this is part of the group that invaded the town..


Male Human (taldan) Fighter (Aldori Swordlord) 03

I'm not sure about what to do: on one hand we risk dying here. On the other what kind of heroes would we be if we ran in a situation like this?


Give ourselves mohawks and tattoos and become trollslayers?


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11
Aggghhh the Unclean wrote:
Give ourselves mohawks and tattoos and become trollslayers?

Only if I can get Yarask a freaking huge axe that slices down men and gods... and maybe rename him Gotrek...

:P


I get to make multiple stripes in my hair!


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

It appears no one wants to make a decision. If no one else has an opinion, I will try to log on later to post the continuation of the discussion. Try to aid me.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

There really is no choice here. We can't let them go. We could go out and get healed up and come back but they don't get to walk out of here. If nothing else Dolgrym is ready to go down in a blaze of glory. He won't walk out in shame.


I rather agree, they are part of the invasion of orcs and giants at town.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

I'm not saying "let them go". That we know of, the only entrance is by the hopespring, so they are trapped. We seem to have a chance to gather intel, leave to get healed, and come back at 100%. The orc may escape and we run into him later, I don't know. This is my first AP so I don't know if they usually have an antagonist that you encounter on multiple occasions. Tegnar wants to fulfill his goal of protecting the town, but knows he can't do that if he is dead. I think he would choose to live to fight another day even if having to make a deal with an orc. That said, he's LG, so someone else should do the talking. Even talking to the orc, I don't think he would lie.

I get the feeling the GM is throwing us a rope, like he did when Othdan told us not to go into a certain room (look where that got us for not listening). I by no means am trying to metagame (I think I explained Tegnar's reasoning above), but let's not hang ourselves with said rope.


Fine, I am pretty sure said deal is letting said orc go though.


Male Human (taldan) Fighter (Aldori Swordlord) 03

Let'try it then. Btw I'm currently posting from my phone due to an unfotunate situation with my PC. I fear I won't be able to contribute much until tomorrow at the very least. Sorry!


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

With Dolgrym starting the fight with only 2 hp and the GM hitting 80% of the time, including twice while blinded, I didn't think we would have much of a chance. That's why I tried diplo even if out of character for a dwarf to deal with a half-orc.

Not sure if it would have made a difference, but I probably should have teamed up on the first wolf with Yarask to finish him off a round earlier.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

We should probably have used create pit against the troll and focused enemies. Well... whatever, let's roll with it and hope for the better!


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Hard to say. Putting a 7 1/2 ft troll in a 10 ft hole might have just delayed him a round to climb out. Although I do think I should have attacked your wolf like I did the troll. The bigger problem has been the bombs and tripping. It has made me want to try an bomber alchemist and a tripping fighter type though.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Trip is only good with stuff you can actually trip...


I could run at the half orc and set off all the bombs I am carrying!


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11
Aggghhh the Unclean wrote:
I could run at the half orc and set off all the bombs I am carrying!

Or you could save the say and warn the town. We might die here, but at least Trunau would know about Skreed (sho probably has some way to move undetected like invisibility) and stop him before he could escape and our deaths would not have been wasted.


It was a very tough fight, as I suspected. Alchemists are a strong class, and I didn't use Skreed's ten foot radius bombing ability as it seemed somewhat overpowered with the explosive bombs discovery. Nevertheless, the rolls were quite good for the bad guys. Skreed's 20 Dexterity and 16 Int make him an amazingly effective alchemist and difficult to get with a +9 reflex save in a pit trap. Half orcs have the favored class bonus for alchemists that give their bombs + 1 damage per two levels. He didn't have that, but a common item on PC half orc alchemists.

Dire wolves are no slouch either with the tripping ability. I guess we will see if we want to proceed to the next chapter, which can be adjusted with some machinations.

This encounter was designed to put you at level 4 afterwards, and I thought it was challenging enough, I was leaving a diplomatic out. Skreed was a mercenary that didn't have much love for his giant masters. And he has strong motivation to live. He assessed the battle as 60-40 in his favor, a risk he didn't want to take.

If we want to continue. I think we can start with four level 4 characters the next chapter.


No reason to. Not really interested in spending the time making up a 4th leveler who was just wandering along


Okay, that is chapter 1. If that is the consensus, I may see if others wish to try it.

Probably deactivate this after a few days.


I think it is better that you just close the entire thing down.


NP. This thread will go inactive in a few days.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

That sucks. I was looking forward to seeing what I could do at higher levels. Anyone interested in continuing?


Well we certainly would need a cleric or life oracle. We had no healing which really hurt


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

As much as I love an all dwarf Giantslayer game I don't think I want to continue. It's been fun, and I like the fact that the game moved fast, but the gaming style is not my cup of tea, so I think I will respectufully decline continuation. If one day I get around running the game myself I will let you know.

It was nice playing with you all, best wishes!

P.S.

What made me sad about this game is not that we died but that we weren't able to stop Skreed in the end. A pity, that.


At least I got chicken


Well, that makes the Wild Bunch ending the best all things considered.

Not many finish a whole chapter of an AP.

Best wishes!! Now I may start my faster paced home brew idea. Better than doing chapter 1 again.


The Wild Bunch managed to put a bullet into the bandit leader at least. :p

Wasn't Yarask up for 1 more round before becoming a BBQ brisket? Maybe enough to kill the wolf so Augghh could get up and run


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Well darn, life got busy at the wrong time and I missed the ending. I didn't see we all died until it was all over. Guess we got coup-degraded.

We were pretty well doomed without any in house healing available.

I wanted to see how the twin thunders feat chain worked out.

Thanks for the game.

I'd love to join another of your games if you start one.

Good luck to all.


Well, a completed chapter. Only three APS I have played in made it to the end of chapter 1.

Good gaming.


Male Dwarf Merciful Healer 1: HP 8/8; AC 14/14/10; CMD 10/14 stable; Init +0; Per +3 (5 stonework); F+2/R+0/W+6; SR 6; Restoration 6/6; Channel 8/8

Totally unsurprising lol

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