JD's Giantslayer AP!

Game Master Jack Daniels

Initiative:
Enemies: [dice]1d20[/dice]
Barundar: [dice]1d20+2[/dice]
Cabe: [dice]1d20+4[/dice]
Elisen: [dice]1d20+9[/dice]
Falric: [dice]1d20+5[/dice]
Morti: [dice]1d20+4[/dice]


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Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

"Aye, we'd jus' bin talkin' amongst ourselves about th' need t' take th' fight t' them --" Morti pauses and furrows his brow, "but if ye know this Grenseldek, why've ye no' dealt with 'im before? ...An' why's 'e jus' now come after th' tomb, if it's been 'ere since, well, long enough ago ye din't know of it?"

"Ah mean, o' course we'll 'elp!"

We've come this far, after all -- would be criminal to abandon these brave folk just when they're weakened. Aside from which, this might be the most excitement I've ever had the opportunity for!


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"Aye, coont meh in! I'm all too happeh to taeke tha scuffle tae their turf! I'll do me grandpappy's spirit good tae know tha Flintbreaker name is back tae smashin' giant skulls!"


Halgra leans back in her chair, "We have not dealt with the orc menace because we could not. Our militia is not an invading force. We have survived as long as we have because we know how to defend. To ask these men and women to attack a well-occupied fort would be suicide. I knew you all would agree and not let Trunau down!" She emphasizes the name of the town for Ugun's sake. "Now, there is someone I'd like you to meet, though he tells me you have already met him." She stands, walks to the door and opens it and a venerable elf walks in and you recognize him as the elf you rescued during the raid who was trapped under some debris that Barundar lifted. He was searching for his friends and when he found their corpses, he said he needed time alone. Halgra continues, "This is Silvermane, our resident protector of the forest, who has watched over Trunau’s Hopespring for as long as anyone can remember." The elf smiles, "I thank you again for your efforts is helping me. I knew our paths would cross again. I wish to tell the Heroes of Trunau about a cache of powerful magic items and weapons that may assist you in your quest against the hill giant menace and the Twisted Nails threat. It is known as the Vault of Thorns, a demiplane created by the druidic Council of Thorns, of which I was once a member. The entrance to the Vault is located within Ghostlight Marsh, a swamp to the northeast surrounding the confluence of the Kestrel and Esk rivers. To find the Vault of Thorns, you need to look for a marker in the form of a circle of thorns carved into a stone near the banks of the River Esk. This marker will put you on the right path through the swamp to find the Vault, but the entrance to the demiplane is hidden." Silvermane searches through the folds of his robes and produces an ancient, leaf-embossed brass lantern. "This is a ghostlight lantern. If the husk of a dead will-o’-wisp is placed inside the lantern, the lamp will produce a beacon that points to the circle of standing stones that marks the Vault’s entrance. Once you reach the druidic circle, you need only wash the supernaturally fueled lantern’s light over the central standing stone to open the portal into the Vault of Thorns."

Halgra interrupts at this time, " I have already secured passage for you all aboard a keelboat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk
to a location near Redlake Fort in exchange for your efforts in helping sail the boat and defending it during the journey."

"Any questions?"


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |
Giant_DM wrote:
"Any questions?

Ugun waited to see if anyone would ask anything and then started on his own. "Yes, questions to be better prepared and have a better chance to succeed."

He first addressed the druid, "What sort of enemies should we expect in the swamp and then in this demi-plane?"

He then turned to Halgra, "Is there anything you can suggest that we should be prepared to overcome?"

He let the others ask about these weapons they were supposed to find.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

"Ah, good - ye've a plan fer us!" says Morti cheerfully. "Now, er, I don' s'pose ye've a will-o-wisp 'usk we can use?" he continues, in a mix of hope and jest.

The dwarf attempts to remember anything he's heard about will-o-wisps that could help in locating and killing one. know(dungeon): 1d20 + 7 ⇒ (5) + 7 = 12 phooey

"An' as Ugun asks, what do we expect of Grenseldek? 'e's got trolls 'n orcs, obviously--do ye know of aught else? Or any sorcery 'e 'as at 'is disposal?"


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Wouldn't will-o-wisps be a Know(Nature) check?

Barundar listens to the others, unable to think of any questions right off the top of his head and hoping that the others will inspire a question of his own.


The elf smiles, "I have not been inside the vault, so I do not know the specifics of the weapons and items you may find, but I do not know there are magic weapons in the cache...weapons druids would be proficient with, such as a staff or a scimitar..." Silvermane looks at Falric when he mentions the halfling's weapon. "Unfortunately, I do not have a will-o-wisp husk, but there are plenty of them in the swamp. They are evil creatures, usually taking the form of jack-o-lanterns or skulls, wo enjoy feeding off the fear of sentient creatures. They can become invisible at will and are quite resistant to magic, harmed only by energy missiles. If they touch you, they will shock you quite severely, so be wary. Do not attract more than one. As for the other dangers of the swamp, they are too numerous to mention: alligators, sentient plant creatures, giant frogs, hags, hydras, leeches, manticores...not to mention the natural hazards such as sinkholes and quicksand. The journey is dangerous but the reward is enticing."


Barundar Hammerfist wrote:

Wouldn't will-o-wisps be a Know(Nature) check?

Barundar listens to the others, unable to think of any questions right off the top of his head and hoping that the others will inspire a question of his own.

It's actually an aberration, so it's Dungeoneering.


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Know. Dungeoneering 1d20 + 10 ⇒ (1) + 10 = 11

Eli scratches her chin as she tries to think of anything else she might have heard about will o wisp's in her travels.


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Ugun was satisfied with the answers, vague as they were it seemed that they were as good as they were going to get.

"One more thing. Can we say that we come to this Vault of Thorns with the blessing of Silvermane a former member of the druidic Council of Thorns?"


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

pretty much all my identifying knowledges have the same bonus, so it wouldn't matter too much.

good question, ugun!

"'Don' attrac' more'n' one', 'e says -- well, 'at's comfertin', then. Otherwise, sounds like a jolly vacation, this swamp." Morti offers cheerfully. "Anyun have aught they need to do afore we leave, or shall we set off t' meet our ride?"


Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day

"Magical scimitar? I'm in!!" You see a gleeful smile on the halfling.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Huh! Well, in that case...

Know(Dungeoneering): 1d20 + 5 ⇒ (17) + 5 = 22


Silvermane's expression turns sad. "It is said the Council of Thorns stood up to the orc hordes of Belzken and have not been heard of in the past two years so I fear the worse. I was aware of the cache of items but dared not risk anyone's life with its location. However, when I heard of your party's exploits, I felt it was time to share my knowledge. I am sure you can withstand the dangers of the swamp."

Halgra chimes in at Morti's point, "Your ride will be ready in the morn. Please rest and buy any provisions you may need. Here is the gold I promised you." She provides you a bag with 150 pp coins. "May the gods bless thee and please hurry and end the giant threat!"

Barundar, you know as much as Silvermane about the will-o-wisps. The party can make Knowledge geography, history, or nature checks about the Ghostlight Marsh if you wish to know more information about your destination.


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Know. Geography 1d20 + 9 ⇒ (9) + 9 = 18
Know History 1d20 + 10 ⇒ (12) + 10 = 22
Know. Nature 1d20 + 10 ⇒ (7) + 10 = 17

Eli racks her brain thinking of any tall tales she might have heard in her travels concerning this marsh.


Elisen knows quite a deal more about the Marsh.

Ghostlight Marsh:

Ghostlight Marsh is a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall
runs through the swamp. Both orcs and humans avoid the marsh due to countless tales of strange, floating lights. Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land. The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground. While the druids’ fight was valiant, the Council of Thorns was eventually driven back to the swamp and defeated by the orcs. Faced with sure defeat at the hands of the conquering orcs, the druids of the Council of Thorns made a final stand in the swamp, sacrificing themselves in a bloody ritual. As the druids’ dying bodies slumped into the muck, vengeful will o’ wisps rose from the marsh and drove the orc army out of the swamp. These cruel and capricious aberrations have guarded Ghostlight Marsh from intrusion ever since.


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

"Ugh, now I remember. There are a bunch of those awful will o wisps in the area. If we aren't careful, we will get overrun."

Go ahead and read the spoiler. Are there any wands of magic missile available, DM? Might be worth buying once to use against them.


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Ugun was also well learned, despite his wild look. He also added to the information that Elisen provided.

-----------
Know Geography: 1d20 + 9 ⇒ (4) + 9 = 13
Know History : 1d20 + 10 ⇒ (19) + 10 = 29
Know Nature : 1d20 + 11 ⇒ (7) + 11 = 18


For future references when it comes to multiple knowledge checks, just roll once and add your different modifiers to the one roll. Ugun knows as much as Elisen about the Marsh.

Yes, Elisen, Wands of MM are available.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Does Barundar know how they take physical damage? Are they resistant to that too?


Before leaving, Halgra hands you an introduction letter to present to Bloodtusk, the half-orc river captain. "He'll be waiting for you on the southern bank of the Kestrel River tomorrow at noon. Don't be late or he may leave you."

The following morning, after preparation and rest, you depart Trunau. The river's bank is about 18 miles north of you, so about 3-4 hours by walk. The journey there is uneventful. When you arrive, you see the keelboat and a crew of half-orcs attending to it. Bloodtusk’s riverboat is a large, modified keelboat with a sturdy wooden hull. Assembled from the scavenged wrecks of several other vessels, the riverboat looks ungainly, with a wide forecastle and towerlike structure at the bow, and a high aftcastle at the stern. The boat is 120 feet long and 30 feet wide, with a draft of 10 feet. It has a single mast with a large sail as well as rowing banks. To assist in traveling upstream, the riverboat also carries eight horses that can be put ashore to pull the boat upstream.

As you approach, a tall half-orc with a scimitar and dagger at his side, sporting a huge scar across his face calls to you, "Youse the passengers I've been waitin' for...get your butts over here already. You holding me up! I gots a schedule to keep!" As you approach, he looks down at each of you, "Hmm, heroes of Trunau...don't seem like much to me. Gives me yer letter." He unrolls your introduction letter, "Right, right. Ye wants to go the marsh...yer funeral. No one goes there willingly. Fine, Halgra and I bargained and I was paid, so welcome aboard me ship. I am Captain Bloodtusk. Now don't be thinking this is some sort of vacation! Youse getting passage but youse going to be workin yer butt off....that I can assure you. No slouchers on me ship. We all in agreement?"

Pic of Bloodtusk


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Ugun smiled at the half-orc captain. A no nonsense type of captain is what he liked best.

He spoke, "Not a lot of experience with boats and such but I have worked to rebuild Truneau and don't mind sweating so count me in for what you have in mind as far as work goes."

He then added, "Be aware that I also have healing skills and magic at my disposal."

A black ferret appeared around his neck, "This is Hirah and she's with me."


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Barundar snorts with mild derision at the captain's welcome.

"Werkin'? Af'er all that's happened tae us in'a last few days I'd sae soom ol'-fashioned werk'd be bloody well welcome..."


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

"Can' say I e'er been on a boat 'afore," Morti says, gingerly stepping aboard. "This looks...sturdy? A' any rate, poin' me a' wha' needs doin', and I'll give it a go!" he forces some cheer into the last.


Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day

Falric admires the half-orc's scimitar. "Yeah, sure, Cap'n. We are reporting for duty. Thank you for taking us to the swamp. And we will help where we can, except I am not doing any rowing, let's get that clear!" Falric puffs his chest as he steps on board the boat. "This will be fun!" Thoughts of a magical scimitar fill his head. And killing the hill giant too.


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Eli wasn't thrilled to be made a deckhand all of a sudden. She didn't complain out loud, and simply nodded at the Captain. The group had to have their passage after all, and she wasn't going to blow it for them.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Morti chuckles at the slight halfling's caveat. "Rowin' I can do -- be good trainin' fer these hammer-swingin' muscles! I'll let ye have dibs on aught that requires swimmin', instead."


The Captain smiles at the little halfling and appreciates the eagerness of the dwarves. "Good, glad we're in agreement. Let me introduce youze to my deckmaster, Coxswain Halrex! Coxy, gets over here!" A no-nonsense fully blooded orc woman approaches you all, with disdain in her eye. "So these are the new visitors, right, Cap'n? I'll mold them into shape. Follow me on board and any ones of ya tries to touch my ass, ya will lose it!" You come on board the ship and see a crew of 8 half-orcs moving around, doing various duties, some on the mast of the boat, while others go below deck. "Well, likes the Cap'n must have told ya, ya pullz yer own weight here. We got various duties that needs doing...' She looks with disdain at Elisen and Falric and Ugun. Then she looks at the dwarves, "Ok you two, short as you may be, look strong and sturdy, so ya gotz rowing duty! And no slacking! For the rest of ya, I don't know what yo may be good at, ya all look useless to me. If ya know how to cook, you can helpz the in the galley. If ya know how to fish, that will help. Or if ya got good eyes, you can be a lookout on top of the nest up there. If ya got good ears, ya can hep the Cap'n avoid the shallows along the riverbeds. Or if ya got skillz with horses and animals and riding, you can clean the stables and take care of the horses on board. So what will it be?"


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Elisen thought long and hard. She figured the best place to be would be out of us line of sight of the captain and the grumpy orc. She raised her hand. [b]"Kitchen duty is calling my name! A bit of stew, some spices, and it'll be marvelous, I'm sure."[/b

Im not sure...


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

"Worthless? We were just dubbed heroes not too long ago."

But Ugun decided not to argue with the good-looking half-orc, no need to spoil his chances with the lady.

He tried hard to stay focused, "Listen I can fish if need be but I'm very perceptive."

He scoffed, "In fact, I am so good that I see a good-looking woman underneath that hard exterior."

He added, "I can also patch you up if you get hurt. Oh, and I'm an excellent artist if you want some ink on you."

He concluded, "So what do you want from me?"


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"Looks like wu'll be t'gether agin, eh Morti?" Barundar says with a smile. "Ah reckon we dwarves oughta stick t'gether, onyways!"


Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day

"I don't like the crow's nest, too far away from the action. I got good ears too...I'll help with the river beds." Falric looks eager to prove himself to the mean orc lady.


Coxswain speaks roughly, "You ain't heroes to me, so youse all gonna have to prove yourselves. The only ones I see with some worth is the rowers. The rest of ya seem as useless as lint to me, but we will see how well you cook, fish, or avoid the riverbeds. Now time to get to work!" The orcish deckmaster hurries you to your posts where you meet the other 8 half-orc crew members.

Elisen meets the boat’s cook, Gashnakh, whom you assist in preparing meals and cleaning, stocking, and maintaining the galley. Intelligence DC 10 check to prepare a proper meal.

Ugun is put on fishing duty with another half-orc, Barka. DC 18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets.

Falric is placed on the forecastle of the boat and listens for sounds to advise Captain Bloodtusk on the piloting of the boat. DC 15 Perception check from the forecastle.

Bar and Morti are put on rowing duty with 4 other half-orcs (Ghorza, Krothu, Oorug, and Sharg)where you spend 5 hours rowing the keelboat in the rowing banks. The muscular half-orcs look at the dwarves with disdain, so it seems you will have to prove yourselves to them. This requires a DC 10 Strength check. You must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.

You may all roll your appropriate skill checks for the day.


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Intelligence 1d20 + 5 ⇒ (20) + 5 = 25

Eli had a pleasant day. The cook seemed to be a rather nice sort, and together they put together a nice strong stew. She happened to find a couple bags of salt and pepper that had been misplaced in the galley, adding a wonderful zest to the stew.


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Fishing with Barka was an not easy at first although Ugun's lanky arms were put to the test.

He was not able to unravel the nets and made a fool of himself by entangling himself when he tried to cast it, as a few crewmen laughed.

He did make up for it by using his wiry arms to good effect and help pull in the net that Barka had cast.

He smiled, "I thought you meant fishing with a pole..."

--------
survival: 1d20 + 6 ⇒ (1) + 6 = 7
strength: 1d20 ⇒ 15


Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day

Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

Falric has a grand old time conversing with the Captain about his life, how he got into this line of work, etc. while he warns him of dangers in the riverbed.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

strength -> row!: 1d20 + 3 ⇒ (17) + 3 = 20
const -> keep rowing!: 1d20 + 3 ⇒ (16) + 3 = 19

Morti quickly gets the hang of rowing, hauling on the oars with gusto while keeping up (most likely annoying) chatter with the rest of the rowing crew.

"Don' know why ah ne'er tried this boatin' thing afore -- seems like ye could get use' t' this life. Fresh air, no tedious walkin', and smells like 'ey got sompin' tasty cookin' up for us."

"Say, ah notice e'ryone on crew is a ha'-orc like me friend Ugun. Do ye' ha' some special affinity fer th' water? Where ah come from, we've got nei'r many boats nor many ha'-orcs, so ah guess ah ne'er had th' chance t' think about it."


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Strength: 1d20 + 5 ⇒ (20) + 5 = 25
Constitution: 1d20 + 3 ⇒ (17) + 3 = 20

Barundar follows suit, his pulls on the oars helping drive the vessel forward with speed. He doesn't attempt to make conversation, but he does pay attention to what's going on around him, listening as Morti tries to strike up a talk with the other rowers.


The first day of the keelboat's journey down the Kestrel River is exciting and productive: the halfling's keen eyes and ears prevent any piloting as his advice is sound; the two dwarves' muscle powers the oars and they emerge in fine shape at the end of the day, earning the admiration of Coxswain, who considers them the only productive members of the party; and Elisen finishes the day with a delicious meal out of this world, impressing the cook, Captain, and all. Finally, during dinner, the entrie crew has a good laugh at Ugun's ineptitude as a fisherman; there's even a story floating around, courtesy of Barka, that Ugun was fishing with the wrong end of the pole, which draws much laughter! With a job well done (mostly), the party retires for the night to their cramped quarters below decks.

Day 2
You are all roused bright and early: Elisen on kitchen duty for breakfast; the dwarves and the halfling cleaning the deck; and Ugun on helping Barka and Oorog bring in the catch of the day, which requires him to lean over the rail to haul in the nets with the rest of the half-orcs. As Ugun is performing his duties, suddenly, the rail on which he is leaning breaks and he desperately tries to catch his balance before tumbling into the river!

Reflex save Ugun!


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Ugun was happy to have brought mirth to the boat trip. He didn't mind the laughs at all and even acted out his ineptitude with the fishing pole.

The half-orc was used to not fitting in and if being the butt of the joke would accomplish this then so be it.

As he leaned over, the half-orc almost slipped on the wet deck as the boat rocked unceremoniously...

-----------
reflex save: 1d20 + 4 ⇒ (13) + 4 = 17

FYI, I'm traveling out of the country for a few days. It is my intent to post once a day but don't be alarmed if I disappear for a couple of days. I'll be back home on May 9th, when posting should be back to normal, or at least as normal as possible considering I'll have to catch up at work. :) Please do not hesitate to bot my PC as necessary.


Ugun manages to catch his balance, before he falls into the river. Oorog is not as lucky, however, and he falls into the river. Quickly, the cries of "Man overboard" are heard and as the crew rushes to the railing to look over, Falric and Morti's keen eyes spot a pair of crocodiles, who were drawn by the scent of the fish, submerge and begin to approach the half-orc sailor currently treading water. It looks like they will reach him in seconds!

Initiative:
Crocodiles: 1d20 + 1 ⇒ (2) + 1 = 3
Barundar: 1d20 + 2 ⇒ (5) + 2 = 7
Elisen: 1d20 + 9 ⇒ (12) + 9 = 21
Falric: 1d20 + 9 ⇒ (17) + 9 = 26
Morti: 1d20 + 4 ⇒ (3) + 4 = 7
Ugun: 1d20 + 2 ⇒ (3) + 2 = 5

Party can act first...Elisen is in the galley still, so she is a double move action from the railing.


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Elisen doublemoved to the railing, hearing the panicked cries. She looked on in horror at the half orc sailor overboard, surrounded by the creatures.


Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day

Falric points out the crocodiles approaching, "Get the half-orc out of the water, quick!! Crocs approaching!" The halfling summons his bardic magic and tries to Daze one of the reptiles. Will save DC 12.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Morti looks around for a pike, spar, or other lengthy object he can extend to the half orc in the water, and tries to get good footing. "Oorog, grab hold!"

strength check, if necessary: 1d20 + 3 ⇒ (14) + 3 = 17


Crocodile Will save: 1d20 + 2 ⇒ (3) + 2 = 5...one of the crocodiles stops, entranced by the humming halfling. The other continues on a straight path toward its prey!


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Barely able to keep his balance, the half-orc witch called his innate magic hoping to put one of the crocs to sleep long enough to get the sailor out of the water.

"Time to sleep, just for a little while. I'll throw you some fish later..."

-----------
slumber on croc that is not dazed, will save DC 17 or sleep for 4 rounds


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Is the croc within my reach?


Will save: 1d20 + 2 ⇒ (18) + 2 = 20

The second crocodile makes a beeline for the Oorog. The scared half-orc swims to the side of the boat and raises his hand but he's too far from anyone's reach, as the undazed crocodile is now only 10' away from him, as Oorog bgins to scream for help. No, Bar, the croc is 20' away from you right now.

Round 2:
Your last round to save the half-orc before he is savagely mawed to death.


CG Male Half-orc Witch 4 | AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4 | Speed 30ft |

Ugun begins to panic, thinking he could have been in the water.

He quickly sends the large black moths towards the closest crocodile while starting to chant, urging the moths to distract the reptile.

---------
cast misfortune, will save DC 17 or forced t take lower of 2 D20 rolls, also started cackle


Female Human Arcanist 5 | AC (16)12/12/10 | HP 37/37 | F+4, R+4, W+6 | CMD 15 | Perc.+1, Initiative+10 | Prescience 8/day | Arcane Reservoir 5/8 |

Eli casts a magic missile at the crocodile closest to the man.

Damage 2d4 + 2 ⇒ (2, 4) + 2 = 8

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