Giantslayer: With GM Placeholder of Doom

Game Master Foxy Quickpaw

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Kitsune Game Master

Normal falchion

"The boat doesn't move. Either you swim, or you find out what got us stuck this time." Raag replies.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

"Something got boat stuck?" Scrabbler asked. He obviously had no idea how boats worked.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Menrozzar scrubs his fingers across his face. "Daseem, could you use the wand to heal me before we investigate this?"

Menrozzar clearly wasn't doing well - he appeared to be swaying on his feet and moving slowly.

Just RPing that. I'll roll CLW below.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Good enough. 33/40 HP.

Menrozzar begins removing his armor. "Scrabbler could climb down and see if you can tell what we're stuck on. If not, I'll go for a swim to see if I can figure it out."


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis says to the others, "Maybe if talk to druid spirits, we don't need kill will-o-wisp. But where we go to find?"


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

"Okies," Scrabbler said, then went over the side to take a look.

Pretty sure I can climb this without a roll. Take 10 for 28?

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Kitsune Game Master

Scrabbler finds that there is an anchor attached to the hull of the ship.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem watches the goblins crawl around and nods approvingly when the anchor is found. He thought about fighting the will-o-wisp, which sounded exciting, and was disappointed that Bupkis seemed to want to talk to a boring bunch of druids instead.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

Scrabbler climbed back up. "Big metal thing! Looks like fishy hook."


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

The little goblin says, "Big person pulls anchor out? Bupkis not strong."


Kitsune Game Master

With some effort a rope is tied to that thing and the stronger ones of the group try to pull it up, but it doesn't even move an inch. Something is not normal about that thing.

Detect Magic + Spellcraft DC27:
This is an anchor feather token.


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

In other words, I think we are walking, and Raag is stuck for awhile


Kitsune Game Master

You'd be walking anyway. The only issue is to get ashore. Or did you mean, that dwarfs don't swim and you simply jump in and walk to shore on the bottom of the river? Map added, you're at E, once you're ashore.

Disembarking service isn't available, but at least it is guaranteed, that Raag stays here for the foreseeable future.

North of the stone marker on the riverbank, Ghostlight Marsh is comprised of slow-moving streams, pools of stagnant water, and scattered hummocks of mud and waterlogged reeds. The water is more than waist deep - for humans - all others will be up to their ears in difficulties.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis finds a rope; after securing one end to the boat, he uses his powers to try to float the other end over to shore and tie it to something.

Using Basic Telekinesis and Telekinetic Finesse. The range for both is 35 ft at 4th lvl, so we may or may not be close enough. The weight limit for Basic Telekinesis is 15 lbs at 4th lvl: more than enough for 50 ft of rope.


Kitsune Game Master

There is no tree in reach, but the stone might do. Against all odds the rope and Bupkis ability to move it reach far enough and he manages to secure it.

Some roll to determine how well it is fixed?


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Rope tying: 1d20 ⇒ 16

Bupkis tries to use his silk rope to make a harness to suspend himself from the hemp rope, and then pull himself to shore.

Knowledge Engineering: 1d20 + 6 ⇒ (17) + 6 = 23
Strength: 1d20 - 1 ⇒ (15) - 1 = 14


Kitsune Game Master

Buphis plan works like a charm. Only closer to the shore the distance between him, suspended from the rope and the water isn't enough.

Either with or without becoming creative about oyur landing, you can move on from what I gave you.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

I am confused by the description. Is the water above waist deep on humans getting to shore, or in the Ghostlight Marsh itself?


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis gets out of the harness and, with the aid of the rope, swims to shore.

Swim: 1d20 - 1 ⇒ (17) - 1 = 16

That's a lot of high rolls at a fairly inconsequential time!


Kitsune Game Master

The description id for the ghostligh marsh. Getting there is swimming, or other means of passing half a river. For Bupkis it only meant he'd get wet on the last 10 feet.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

I can take 10 on Swim and get a 14. Is that enough to Swim there?

Menrozzar looks over the Marsh, and frowns. "Ivan, Scrabbler, Bupkis, we need a way for the you to navigate the Marsh - you'll be over your heads in water otherwise. Ivan, do you think we could build a raft for you and the others to float on?"


Kitsune Game Master

Body of flowing water is DC15.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

Scrabbler looked around, mostly up.

Is there canopy enough that Scrabbler can move from tree to tree, or is the foliage too sparse for that?


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Couchs in heavy armor and tower shield. Oddly enough, if I "sheath" the tower shield, I no longer have the penalty haha. but I still get a -4 I think ACP from the heavy armor. my swim, is a +8, so I'm 1 off from swimming so handwavium is welcome haha. also, Ivan is 4'3", so he is only up to this chin, or maybe neck, in muck.

Bah! I'll be fine, though, if ye got the know how an' time ta' want to make one, it'll mean less cleanin' for everyone once we get back.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem watches the proceedings with a detached sense of horror. He was far from a strong swimmer, and the idea of drowning rather than dying in glorious combat filled him with an unshakable ennui.

When Menrozzar suggested building a raft, Daseem nodded vigorously.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis looks around for material to build a goblin-sized raft. he figures the bigger folk can also use it as a flotation device.

We could possibly uses some materials carried on Raag's boat. Bupkis can move anything 15 lbs or less to shore using Basic Telekinesis.

Perception, taking 10: 10 + 7 = 17
Profession Carpentry, taking 10: 10 + 4 = 14


Kitsune Game Master

Bupkis works for quite a while, but as most of his companions don't like getting wet feet, they wait him out. At the end there is a make shift construction typical for a goblin. It looks like a heap of trash, held together by the gods know what, but it's sturdy enough to carry six goblins, that would only stand in water up to their knees.


Kitsune Game Master

Bupkis uses his makeshift raft and the rope tied to the stone to ferry all of his companions mostly dry over to the river bank, where the stone is. Only Scrabbler shows off by walking the rope.

From there it is possible to walk on the dry most of the time. Just now and then where the muddy islands are seperated there is water to cross. But not enough to make it worth to take the raft along. As there is only one way that doesn't lead directly into the shrubs the group takes that one. According to Silvermane's description, North was the way to go and here the path leads there.

But it is not long before the first obstacle is seen. Or to be more precise - raises out of the water in a sudden burst of water and many heads on long necks.

Init:
Init Ivan: 1d20 + 2 ⇒ (12) + 2 = 14
Init Menrozzar: 1d20 + 2 ⇒ (2) + 2 = 4
Init Daseem: 1d20 + 1 ⇒ (12) + 1 = 13
Init Bupkis: 1d20 + 5 ⇒ (12) + 5 = 17
Init Scrabbler: 1d20 + 5 ⇒ (1) + 5 = 6

Hydra: 1d20 + 1 ⇒ (15) + 1 = 16

Bupkis
Hydra
Daseem, Scrabbler, Ivan, Menrozzar

The huge hydra attacks all of the puny humanoids.
Bite Bupkis: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 3 ⇒ (3) + 3 = 6
Bite Daseem: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 3 ⇒ (3) + 3 = 6
Bite Scrabbler: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (1) + 3 = 4
Bite Ivan: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 3 ⇒ (2) + 3 = 5
Bite Menrozzar: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 3 ⇒ (1) + 3 = 4


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

What's the terrain like? Is it possible to take a 5ft step back out of the hydra's reach?


Kitsune Game Master

To make it a little more difficult this time, let's say no.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis cries, "Lizard has many heads! So much biting!" One of the heads tries to rip his flesh, although his defensive ward stops it this time.

Force Ward absorbs 6 points of damage, taking it down to 0.

Waist deep in water, he can't easily step back out of the creature's reach. Trusting his ability to dodge the monster's jaws, he uses his telekinetic powers to shoot a crossbow bolt at the beast.

Telekinetic Blast, into melee, PBS: 1d20 + 9 - 4 + 1 ⇒ (11) + 9 - 4 + 1 = 17
Piercing Damage, PBS: 2d6 + 6 + 1 ⇒ (5, 6) + 6 + 1 = 18

Provoking an AoO.


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Ivan gets into hammering distance, provoking if needed, and brings the hamma down.

attack: 1d20 + 8 ⇒ (19) + 8 = 27 seriously need keen for this thing haha.
damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem was bored. Watching the goblins cobble together an unlikely looking and probably very dangerous raft had been amusing. That was before he realised he would have to go on it. Daseem wasn't good in water and the prospect of an ignominious death by drowning filled him with horror. So when the monster arrived he was suitably excited, "Ooh! Gorum be praised!" Our Lord in Iron had provided once more, and now it was Daseem's job not to let the side down.
Swift action: Use fervour to cast Divine Favour. 2/5 Fervour used.

Excitedly he approached, trying to duck and jump out of the way when one of the heads inevitably snapped at him. Good idea in theory but armour and sucking mud made that near impossible.
Acrobatics to avoid AOO: 1d20 - 4 ⇒ (8) - 4 = 4
Move action: Close to melee range. I guess an AOO is inevitable...

With a whoop Daseem brought six feet of shining steel crashing down upon the nearest head in a vicious overhead arc!
Standard action attack with divine favour and greater weapon of the chosen. His sword counts as magic for DR.
Greatsword: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Greatsword (greater weapon of the chosen reroll): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27Damage: 2d4 + 4 + 2 ⇒ (2, 3) + 4 + 2 = 11


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Knowledge (arcana) for Hydra: 1d20 + 7 ⇒ (12) + 7 = 19

Menrozzar enters his bloodrage, and moves to strike at the Hydra with his lucerne hammer.

I have 10 ft. reach, if that allows me to avoid an AoO.

Attack, bloodrage, PA: 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22
Damage: 1d12 + 4 + 3 + 6 ⇒ (3) + 4 + 3 + 6 = 16


Kitsune Game Master

All but Menrozzar have a hard time to get to the beast, which bites around with it's many heads. Everyone gets a blow in, and on Menrozzar's hit, the beast falls back into the water.
Bite Bupkis: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (4) + 3 = 7
Bite Ivan: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 3 ⇒ (8) + 3 = 11
Bite Daseem: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 3 ⇒ (4) + 3 = 7


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

"Yay! You killed the beast!" suddenly is heard behind the adventuring group in the shrubs.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis turns around and looks to see who was watching them fight the hydra.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

As the monster collapsed Scrabbler quickly snuffed out the fuse on the bomb he'd been lighting. He sighed. It seemed like he was never going to be able to use the happy little boom balls.

When the voice called out, he tried to hide but on the raft there was nowhere to go, so he just waved awkwardly.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Menrozzar ends his bloodrage, but whirls about at the sound of the voice. "Who's there? Come out where we can see you."

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

"I'm here!" the small woman - probably a halfling - calls out and waves.

"Uh, ohhh..." she voices as her excitement fades, while she looks past you.


Kitsune Game Master

Behind you the hydra raises out of the water again to dish out more bites.
Bite Daseem: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 3 ⇒ (7) + 3 = 10


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

"Go, yxou can do it! Kill it again!" the woman cheers you on.

Inspire courage +1


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

"What?! More biting?", Bupkis cries. This time he shoots a sling bullet at the beast.

Telekinetic Blast, PBS, Inspire Courage, into melee: 1d20 + 9 + 1 + 1 - 4 ⇒ (14) + 9 + 1 + 1 - 4 = 21
Bludgeoning Damage, PBS, Inspire Courage: 2d6 + 6 + 1 + 1 ⇒ (4, 6) + 6 + 1 + 1 = 18


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Despite the muddy river bed and his armor, Daseem tried to duck and weave as he rushed back towards the nearest head.
Acrobatics to avoid AOO: 1d20 - 4 ⇒ (20) - 4 = 16
Move action, approach. A natural twenty! Not sure he beats it's CMD though, pretty sure I'm going to need to get him points in acrobatics considering giants have reach. Perhaps via the cunning feat. Thing is I have a list of feats as long as my arm I wanted to give him ;)

With another cry and a grunt of effort he swung the sword in a arc slicing up, hoping to damage one of the heads! He found the unexpected words of the halfling caused his soul to leap, and he gave the slice his all.
Standard action: attack with inspire.
Greatsword: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24
Greatsword (greater weapon of the chosen reroll): 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21Damage: 2d4 + 4 + 2 ⇒ (3, 4) + 4 + 2 = 13


Kitsune Game Master

The hydra bites at Bupkis as he slings the bullet at it. But it misses the agile goblin and drops into the water again, deadly wounded.
Bite: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 3 ⇒ (5) + 3 = 8

Daseem only manages to slice into the fading beast.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis takes out another sling bullet, and looks to see where the beast has gone, ready to shoot it, should it reappear.

Readied Telekinetic Blast, PBS: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Bludgeoning Damage, PBS: 2d6 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15


Kitsune Game Master

It takes a while, but after almost a minute the beast rises again from the waters. Bupkis is prepared, but he misses this time. But the hydra misses too.
Bite: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 3 ⇒ (6) + 3 = 9


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Menrozzar, having taken a few seconds to catch his breath, roars in rage and attacks the hydra again.

Attack, bloodrage, Inspire, PA: 1d20 + 7 + 2 + 1 - 2 ⇒ (18) + 7 + 2 + 1 - 2 = 26
Damage: 1d12 + 4 + 3 + 6 + 1 ⇒ (2) + 4 + 3 + 6 + 1 = 16

GM, did my above Knowledge check get me anything on the hydra?


Kitsune Game Master

Menrozzar:
The hydra has regeneration/acid or fire


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

What the bloody stone is this!? Burn it! Lets see if it gets back up from that! Scrabbler, stuff one O' those bombs inta it!

Ivan shuffles around, looking to see if the creature rises again.


Kitsune Game Master

The water is still only about 4 feet deep. You can go in and pull it's undying ass on land if you want.

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