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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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 |

Reflex 1d20 + 4 ⇒ (13) + 4 = 17

Eli luckily dodges the acidic spittle this time!


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

reflex: 1d20 + 5 ⇒ (16) + 5 = 21

Having been specifically warned of the drake's spittle, Morti is watching for it and able to easily sidestep the splash.

"Ye're right, tha's truly disgustin'!" he mutters to his comrades before charging the beast alongside Falric.

agrimmosh power attack, charge: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 for: 2d6 + 9 ⇒ (1, 3) + 9 = 13

AC 15 due to charge


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 |

reflex save: 1d20 + 4 ⇒ (10) + 4 = 14, fail

Ugun yells as the acid seeps into his body. He tries to breaks free but decides to cast a spell on the large reptile.

He tries to break free but the adhesive spittle is too much to wipe off.

-------------
break free: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d4 ⇒ 2

stats:

HP 24/30
AC 16, touch 12, flat-footed 14
10 +4 armor +2(DEX)
Conditions: n/a
Melee (greataxe): +2 = +2 (base)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2
Spells used: CMW, snowball, false life


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

Reflex Save: 1d20 + 3 ⇒ (14) + 3 = 17

Barundar dives to the side as soon as he sees the drake open its mouth, fearing the worst for his normally less-than-stellar reflexes. When the acid fell inches short of him, he gave a tremendous bark of triumph, then seeing Ugun fall victim to the stuff, he immediately follows his companions, hoping they can bring the alpha drake down fast enough to be keep it off Ugun while he gets free.

Dorn Dergar Power Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Dorn Dergar Damage: 1d10 + 13 ⇒ (3) + 13 = 16


Damage summary in Round 1:
Barundar takes 6 acid damage, misses his attack
Ugun takes 14 acid damage (6 real damage and all temporary hit points are gone), is entangled and fails to escape
Morti takes 6 acid damage, hits drake, drawing blood
Elisen takes 6 acid damage
Alpha Drake took 14+12+13=39 damage

Round 2: Elisen, Ugun, and Falric are up!
Ugun takes an additional 1d4 ⇒ 1 acid damage


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 |

All of Eli's 1st level slots for the day are used, so using her second 2nd level spell of the day to cast Magic Missile.

Eli uses her fourth point from her reservoir and strengthens a magic missile, aiming directly at the drake yet again.

Magic missile damage 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11


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 smiles as Elly continues to pound the creature with energy missiles. He looks at the dwarves, "Glad you could make the party!" He then turns to the drake and tries to slice it again, moving into position for a flank next round.
Battle dance as move action
Attack: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage: 1d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12
AC: 25


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 again struggled with the acid gunk on him while he cheered on his companions.

"C'mon, somebody kill that overgrown snake and help me out!"

-----------
break free: 1d20 + 4 ⇒ (1) + 4 = 5, nope :(

stats:

HP 23/30
AC 16, touch 12, flat-footed 14
10 +4 armor +2(DEX)
Conditions: n/a
Melee (greataxe): +2 = +2 (base)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2
Spells used: CMW, snowball, false life


Sorry but completely forgot that since the Alpha Drake is large with reach and no longer flat-footed after its turn, it lashes out at Morti when he comes charging in!
AoO: 1d20 + 10 ⇒ (7) + 10 = 17...hit
Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
Grab: 1d20 + 16 ⇒ (10) + 16 = 26...grabbed
As Morti is grappled, he cannot attack with Agrimmosh, a 2-handed weapon. Please repost attack with weapon - you can keep same attack roll of 17 - just roll new damage with new weapon.

Round 2:
Terribly wounded by the party, the drake releases Morti's bloodied arm, goes on full defense as a standard action, and then attempts to fly out of its lair.
Morti, Barundar, and Falric get AoOs on it.


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 uses his halfling luck to grant himself +3 on the roll.
AoO: 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
Damage: 1d4 + 9 ⇒ (1) + 9 = 10


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

oh, ouch. I don't think I'd be able to both draw another weapon and attack after being grappled? Want to use that attack as my AoO, and just sat I didn't get an attack in that round?


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 |

Glad the drake is leaving them, the witch takes his time to finally get out of the gooey mess he was in.

Still burning from where the acid touched his skin, he reaches for his healing wand, "Well, did you get the snake?"


Morti Hearthstone wrote:
oh, ouch. I don't think I'd be able to both draw another weapon and attack after being grappled? Want to use that attack as my AoO, and just sat I didn't get an attack in that round?

Will do. With Elisen's magic missiles and Falric's two strikes and Morti's AoO with Agrimmosh, the drake has taken a total of 72 damage.

Despite trying to defend itself to the best of its ability, the drake is bombarded by attacks from the halfling and the dwarf, the last being from the dwarf's hammer that caves in its skull, as it crashes to the floor dead. Combat over!


The whinnying of the horse from around the corridor calls your attention and you find what you assume to be the drakes' lair. Besides the spooked horse, which calms down with time, you find the following treasure lying among the reeds: a mud-caked +1 buckler, a masterwork heavy pick, an elixir of swimming, an oil of flame arrow, a potion of resist energy (electricity), a scroll of spear of purity, 11 pp, 40 gp, 70 sp, and a bloodstone worth 50 gp.


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 |

"I can use that exilir of swimming. I'm probably the weakest swimmer of the bunch, you know. All those weapons just aren't for me..."


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

"Unngh - ye weren't jokin' aboot th' beastie bein' unpleasant!" Morti concedes, holding his battered ribs where the drake grabbed him. "Let's git th' horsie back t' th' ship, so ah can lie down fer a bit."


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, we all need a wee bit'o rest after this mess with tha drakes..."

-Posted with Wayfinder


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 |

The half-orc pulls out his healing wand and soothes the parts of his skin that were burned with the acid.

he went over to Morti, "You look worse than I do. here let me help." The witch called on his innate healing magic and then proceeded to heal the dwarf with the healing stick.

"Everyone else OK?"

--------
CLW wand on Ugun: 1d8 + 1 ⇒ (7) + 1 = 8

healing hex on Morti: 1d8 + 4 ⇒ (4) + 4 = 8
CLW wand on Morti: 1d8 + 1 ⇒ (8) + 1 = 9
CLW wand on Morti: 1d8 + 1 ⇒ (8) + 1 = 9

stats:

HP 30/30
AC 16, touch 12, flat-footed 14
10 +4 armor +2(DEX)
Conditions: n/a
Melee (greataxe): +2 = +2 (base)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2
Spells used: CMW, snowball, false life


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

if you want to save the wand, I've got spell slots - the boat ride pacing doesn't really justify me conserving them. (famous last words...)

Morti grits his teeth as Ugun's magic begins to knit his skin together, then calls on his own to continue the work.

cure mod wounds, self: 2d8 + 4 ⇒ (4, 4) + 4 = 12

clw, ugun: 1d8 + 4 ⇒ (1) + 4 = 5


You take your treasures and the surviving horse back to the keelboat, where you are greeted by cheers and thanks from the Captain and the crew. You all are treated with much more respect during the rest of the river journey, even by Coxswain. As a sign of your prominence as part of the crew, Captain Bloodtusk now clues you in on the rest of the journey. He shows you the map of the river. "We're getting closer to your destination. I have to make a quick stop here at a Lastwall riverside way station to deliver some supplies and weapons from the armory to some Knights of Ozem stationed there. We should arrive there by midday tomorrow. Then a couple of more days, if hopefully, we face no delays and we shall arrive at the Ghostlight Marsh." He smiles, "However, plans hardly ever go off without a hitch, right? Glad I have you all on board in those emergencies, right?"

That night goes off without a hitch and you rest and recover your spells.

Day 5:

True enough, the next day at midday, your boat approaches the wayside station. A broken pier rises from the gently flowing waters of the river, its pilings blackened by fire and splintered by axe. Only a few waterlogged planks remain, hanging drunkenly from twisted nails. A path leads up from the dock toward a small stone building atop a low hill nearby.

The Captain quickly summons you all from your posts. "I stopped here not more than 15 days ago and the way station’s dock was sturdy and whole. The knight that greets the boat is also nowhere to be seen. I am worried something is wrong here. Since you seem to like to stretch your river legs, perhaps you could all take the jolly boat and row ashore to scout the area and learn what happened to the knight in charge of the station?"


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

"Sure, boss, we'll look around. Getting bored of staring at the river all day." My dear, Elly, a Mage Armor if you please, for both of us? Also, Falric drinks his extract.

Falric gets in the boat, while the dwarves row us to the pier. Right Morti and Bar? ;)


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 |

With everyone refreshed and a certain half-orc bosum thoroughly impressed, Ugun paraded on the ship like a peacock.

Not wanting to waste another opportunity to impress the lady, the witch quickly volunteers for the shore excursion. "Yes, you all stay back here. We'll let you know once it's safe to disembark."

He casts his strengthening magic and his skin is subtly covered with chitin.

-----------
cast false life
false life: 1d10 + 4 ⇒ (9) + 4 = 13

stats:

HP 43/30
AC 12, touch 12, flat-footed 10
10 +2(DEX)
Conditions:n/a
Melee (greataxe): +2 = +2 (base)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2

Spells used: false life


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

"Woll o' course ahm rowin'. Ah love rowin'. Ne'er met 'n oar ah di'nt like." Morti responds, dryly, to Falric, as he straps on his own armor.

"An' o' course somethin's amiss a' th' way station. Why twoodn't i' be? 'Ow many knights are s'pose ta be 'ere, anyway?"


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, indeed. There ain't nothin' I'd rather spend me day doin' ain rowin' a bloody boat..." Barundar says in agreement.

"Still...if'n it gets us offa tha sea fer any length'o time, I'll sing a bloody shanty on the way." he adds. "Seems purty clear summat bad happened 'ere. Reckon we oughta check it out so there ain't nothin' tryin'a crack our skulls comin' behind."


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 the preparatory magic on herself and the halfling as they head out to investigate. "I think I was getting rather good in the kitchen. At least there's no acidic splittle in the gallery," she muttered, as she climbed into the back of the boat.


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 scans water and shore for a safe place to make landing.

"Falric, we'll row up o'er there, ye can jump out and tie off th' boat so th' rest o' us can git out?"

survival: 1d20 + 8 ⇒ (17) + 8 = 25


Will update tonight.


My apologies all for delay!

You all get in the boat and row to the banks, where the keen eyes of Falric and Morti spot a bloated orc corpse tangled in the nearby reeds. As you disembark and Morti takes a look at the scene, he can spot more orc footprints (probably about 5 in total) as well as animal hair on the scene. He identifies the animal hair as belonging to that of a wolf, but by the size of these wolves, they are immense (Large)....perhaps Dire Wolves, he believes.

The orcs footprints lead up the path to a small stone building atop a low hill nearby.

Any other preparations? Regular marching order?


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 |

Regular matching order is fine 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

Regular marching is fine with me, too.

"Welp...seems pretty obvious wha' direction they went in. Seems like a guid time fer a bit'o scoutin' tae me."


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 fell in line, great axe held in front of him. Even though he knew it was not his best offense, the orc blood in him wanted to use it.

The halforc remembered to cast the xtra protection inc ase someone got too close to him and his axe.

-----------
GM: did you get whatever was keeping you from posting sorted out? While I like the game, I expect a little more than 1 post every 10 days from the GM.

stats:

HP 43/30
AC 12, touch 12, flat-footed 10
10 +2(DEX)
Conditions: flase life, mage armor (AC=16)
Melee (greataxe): +2 = +2 (base)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2
Spells used: false life


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 inspects the orc corpse with curiosity for a cause of death, assuming he'll find wounds from the Knights' weapons. "Makes ye wonder, don' it, why anyun e'en tries t' maintain a presence out 'ere? Seems is only a matter o' time afore ye're o'errun."

regular marching order fine by me, though i admit I don't remember what it is!


Respectfully, Fabian/Ugun, I don't appreciate the snarkiness of your comment. Everyone has RL issues and priorities and I try my best to keep this game going. If the pace is not to your liking, you can quit any time, as can anyone else. No one is a prisoner here.


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:
Respectfully, Fabian/Ugun, I don't appreciate the snarkiness of your comment. Everyone has RL issues and priorities and I try my best to keep this game going. If the pace is not to your liking, you can quit any time, as can anyone else. No one is a prisoner here.

I'm sorry you were offended. I was assuming there was some sort of issue because it's not the first time that you disappear from the game. It happened back in April, in June, and now July. So I really want to know that this is something 'irregular' in your life (and we all have issues) that you now have under control. If not, then please let me know because I do not want to be a part of a game where the GM posts twice per week.


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 happily takes the lead, "Let's go see if we can find any survivors! Damn orcs!"


The party moves up the hill to the stone building with the halfling in the lead. As the building comes into view, you see signs of combat. A hitching post stands outside a simple stable with two stalls built along the eastern wall of the way station. You see the corpse of a horse pierced by several black-tipped orc javelins in plain view. You move closer and when you are about 30' away, from inside the stable, Falric and Morti hear the chomping sounds of what appears like two creatures feasting on something. From inside the station, they hear rummaging sounds as well as the muffled screams of a woman. No one appears to have noticed your presence yet.


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 whispers, "We need to deal with outside threats first...wait here. Maybe I can get a jump on whatever's feasting..." He slinks away in stealth mode, scimitar in hand and tries to spot what is inside the stable.
Stealth: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27


The ninja-esque halfling moves silently and peers into the stable to catch sight of two dire wolves feasting on the corpse of the other horse. They have their backs to the small halfling, as they seem to be very concentrated on their meal.


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 holds her ground, having learned to trust the nimble halfling's scouting. She waits for a report or the sound of trouble before moving forward any further.


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

As tempted as he is to attack the large wolves, Falric does not want to lose the element of surprise or endanger the possible hostage so he stealths his way to the door of the way station to see what he can see or hear inside. He then reports back to the party.
Stealth: 1d20 + 17 ⇒ (15) + 17 = 32
Perception: 1d20 + 13 ⇒ (12) + 13 = 25


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 nods and adjusts his chainshirt.

He whispers to his rat to stay safe and eadies himself for battle.

"I could probably knock one out quickly but we'll have to deal with the other one. Ready?"

-----------

stats:

HP 43/30
AC 16, touch 12, flat-footed 14
10 +2(DEX)
Conditions: false life
Melee (greataxe): +2 = +2 (base)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2
Spells used: false life


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

"Whether it's ain or two of 'em, we can take 'em on." the dwarf responds, lifting the chain of his weapon.


While the dire wolves continue chomping through horse bone and meat, the graceful halfing moves to the door, where he hears rather close the sounds of rummaging and a desk being overturned and chairs being broken in a room to the side of the entrance. Past the door, the halfling sees a set of stairs leading down, and he hears the sounds of cursing, two forceful voices speaking in Orcish but the content is not heard, a female voice screaming defiant curses back, and then a Slap!.


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

"Take 'em on we can," murmurs Morti in agreement, "but we'd best move quick --" quickly casting expeditious retreat on Barundar to make sure the other dwarf can reach a tactical position quickly.

"Can ye and Ugun bottle up th' wolves while we go fer th' captive?" he suggests.


Surprise round.....Ugun and Elisen and the dwarves move up while Falric sneaks down the steps to the sound of the slap. Ugun tells the dwarves that they need your help against the wolves.

Initiative:
Enemies: 1d20 + 2 ⇒ (2) + 2 = 4
Barundar: 1d20 + 2 ⇒ (19) + 2 = 21
Elisen: 1d20 + 9 ⇒ (6) + 9 = 15
Falric: 1d20 + 11 ⇒ (13) + 11 = 24
Morti: 1d20 + 4 ⇒ (18) + 4 = 22
Ugun: 1d20 + 2 ⇒ (4) + 2 = 6
Party goes first in Round 1.

The dwarves are 20' away from the dire wolves while the casters are 10' behind them. Falric looks around the corner down the stairs and sees two orcs standing around a human woman in gold plate armor tied to the chair. Her lip is bleeding and her cheek is red from the slap, but she looks up at her captors defiantly. No one has noticed the sly halfling. The orcs are 20 and 30' away from you.

I don't think we need a map for this. Ugun tells you that dire wolves are powerful and immune to Daze and Sleep so be careful.


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's anger rises when he sees the orcs tormenting the captured warrior. He rushes out, scimitar in hand, seeking to bury his weapon in the orc's spine!
FF AC: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d4 + 7 + 2d6 ⇒ (1) + 7 + (3, 5) = 16
AC:29 with Shield


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 expends a point from her arcane reservoir, strengthening her magic missile spell. She targets the one currently engaged with her halfling friend.

Magic Missile 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9


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

Can I attack the orcs without provoking from the wolves? Or are they on opposite sides of us?


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

Two separate combats here, right? Falric is confronting the orcs in the building, while the rest of us are in the stables with the wolves?

Opening himself to the holy wrath of Angradd -- and trusting Bar not to leave him alone and flanked by the two wolves -- Morti rushes in with a yell: "'ey ugly, chew on this!"

activating destruction judgement, +2 weapon damage
Aggrimosh, power attack: 1d20 + 7 ⇒ (17) + 7 = 24 for: 2d6 + 9 + 2 ⇒ (5, 1) + 9 + 2 = 17


Sorry for the confusion. There are 2 separate combats. Falric is in the structure on the lower level fighting two orc guards who are questioning the prisoner. The rest of the party is outside fighting the two dire wolves in the stables.

Outside:
Elisen's magic missiles strike one of the wolves.
Morti shows off Angradd's power and hits the same wolf, who has now taken 26 damage.
Ugun stays in the back and casts misfortune on the non-injured wolf, but it resists.
Will save: 1d20 + 1 ⇒ (20) + 1 = 21

Inside the structure:
Falric's surprise attack strikes the orc and he screams in pain, but he does not die.
The two orcs two-hand their falchions and attack the halfling, but Falric dodges their blows:
Attack: 1d20 + 7 ⇒ (17) + 7 = 24..miss
Attack: 1d20 + 7 ⇒ (11) + 7 = 18...miss

Barundar is up...does he attack wounded wolf or fresh one? He can attack either without provoking.

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Well, I find myself with some time on my hand (I am currently playing as a player in only one PbP, mind you it is 20th level!), so why not take on the Giantslayer AP? Who doesn't love killing orcs and giants? Of course, it reminds me of Against the Giants trilogy. I previously tried this AP on these boards with an all Dwarven party but it fell through on the alternate dwarf intro before the party even reached Trunau, so will stick to the AP as written this time. I have been involved with RP games for over 20 years now and over 3 in PbP.

If you're interested, here are the character creation guidelines after your read the Player's Guide:

Level: Characters will be starting at 1st Level.
Attributes: 25 point buy but no stat under 8 after racial adjustments.
Hit Point Generation: Max at 1st level and average+1 after that or risk my roll for you.
Classes: No summoners or 3rd party stuff or psionics.
Races: Core races only.
Alignment: No evil.
Starting Wealth: Average.
Traits: Everyone will begin with one campaign trait and two other traits of their choice.

What I am looking for, besides consistent posters, of course:
Give me some background on your character and his/her ties to Trunau (personality, appearance, motivations, etc.) incorporating the responses to the following questions:
1. Who do you care most about in Trunau and why? What ties do you have to Trunau?
2. Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?

Sovereign Court

Mmmaybe? I'm currently in a GS game but it's... not going so well for us. Also hasn't been updated in a bit.


Definite maybe here...


Dot! Very interested!

Liberty's Edge

Dotting. Is there a time limit for the application or is this a first come, first served recruitment?


Dot. Thinking about going fighter.


megadot.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Verily interested though I'm overseas in Ireland at the nomen and don't have full pcharacter creating/posting capabilities for about a week. How long is the recruitment running for?

Interested either in playing a dwarf or maybe a dwarf-adopted half-orc son/daughter of Truneau, either as a bloodrager or skald...


Ah yes, always forget something. :) The recruitment will close on 9/11 at 6:00 pm EST. I am looking for 5 players and care more about personalities and story than party roles. Thanks for the interest. Oh and a post a day at a minimum is your commitment.


I think I can whip up a barbarian.


Pathfinder Lost Omens Subscriber

This could be fun. Let me give a concept some thought...

Grand Lodge

Dotting so hard, I want to play this AP I have a few characters for this.


Working on a slayer...


Dotting...


Is background skills going to be a thing?


Sure, we can do background skills. Thanks for applying, Luc. :)


Interested, and likley to play a small folk even with open restrictions. I have a dwarven fighter (sword & board) and gnome cavalier whose games both ended much too soon that I'd love to re-stat one of to take another try.

Dark Archive

Dot for days!

Thinking cavalier... human or possibly halfling. Will be brewing....


Pathfinder Roleplaying Game Charter Superscriber

Dotting for future lurkage! No time to play in another, alas.


I have a dwarf geokineticist that I made for another Giantslayer game. I dropped out of that game because it moved too slow for my taste.

However, one post a day minimum sounds perfect.

Please consider Harnar for your game.

I need to adapt him to your character generation rules (add a trait, and make his abilities correspond to 25 point buy, get background skills).

His fluff and answers are below; his current stats are on the alias.

Please let me know if you have any questions.

Thanks for hosting!
___________

Here's his fluffy parts:

APPEARANCE
A rusty red mane in a mohawk style with shaved sides and braided beard frame Harnar’s face. Slightly taller than the common dwarf but not less stockier, Harnar paints an imposing figure. The dwarf has a couple of tattoos, representing the destructive power of rock, are visible on his arms with one creeping towards his neck.
A well-oiled chain shirt covering his grey clothes and his warhammer make up the rest of appearance.

BACKGROUND

Born in to a small mining community in the Mindspin Mountains, rock and stone was all the young dwarf knew growing up. He started working deep underground and in open pit mining at a young age. However, his innate sense of rock strength made him very suitable to work on the mine’s fortification, making sure the tunnels remained open and safe.
From there it was only a simple step to convert to making traps. After all, knowing the innate strength of rock allowed him to either make it safe for mining or very unstable (and easily triggered) as a trap.
Harnar became well known in his village for his craft and led a small team of dwarves. A simple disagreement with the elder dwarf in charge of the village’s fortifications made him want to get some air for a time. The elder dwarf was very meticulous with his stone craft and always berated Harnar for doing a ‘sloppy job’. Harnar would always tell him that he was building traps and not monuments to last centuries. It was time to get a new perspective.
He traveled to different mining outposts along the Mindspin Mountains offering his services. He even visited Trunau a few times and helped them with their fortifications and traps.
It was after one such venture that he returned home to find his village razed. The elaborate traps of the elder dwarf had failed, and it was evident that hill giants had obliterated the village. With nothing left, he parted ways with his crew and went back to Trunau, perhaps he could stay in the village until he figured out what he wanted to do next.

PERSONALITY

Stubborn as a rock and explosive like an avalanche.
Harnar has been described as stubborn and hot-headed but that could probably be said of many young dwarves.
While he certainly has the skill for fine stone work, he lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project.
With his village gone, the dwarf longs to belong to a community again and Trunau seems to be open to host someone with his skills and mind set.
His connection to the rock spirit, as he calls it, is uncanny and the dwarf will at times put his ear to the rock and listen. He knows that he is connected to the rock spirit somehow and can call on it to barrage his enemies. This still has not ceased to amaze him and he can be seen praying to and thanking the rock spirit for its aid.

- Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment. Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.

- Adaptable, action-oriented. Focused on immediate results. Living in the here-and-now, he's a risk-takers who lives fast-paced lifestyles. Impatient with long explanations.

- Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.


___________
1. Who do you care most about in Trunau and why? What ties do you have to Trunau?

I care for the people's spirit of independence and admire their strong will not be to be chased away from their home.

I have worked in Truneau several times, helping them with their fortifications and upkeep of the town in general.

2. Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?

I was born here in these mountains and, like the citizens of Truneau, will not bow down. I secretly enjoy killing orcs but don't let that get around 'cause some people may think I'm crazier than I look.

Dark Archive

Okay, human emissary cavalier of the order of the Seal!

Building right now...


Dotting.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm afraid that despite my strong interest, I'm going to have to let this one go. I won't be back from Ireland until the day of the deadline, meaning I won't have the time or resources to get a character sheet ready in time. Oh well...FEE FIE FO FUM, ALL YOU OTHER APPLICANTS HAVE FUN!


Dotting for interest; this is the alias that I would post from. It's an old one, so the profile is blank, just have to rebuild him. I do have a couple of questions, if I may:

1) How many characters are you looking to recruit for this AP?

2) What sources are we allowed to use? I've honestly always wanted to build a dwarf who specialized in the dorn dergar, or chain-flail, using some feats found in the Dwarves of Golarion supplement. Is using that as a source allowable?


I have a Dwarven Stonelord Paladin I might could rework for this. At the same time, though, this AP has always felt like it's calling out for a Goliath Druid. I'll think about it.


I'm considering a Foresight Scool Specialist Arcanist as my submission. Going to focus on Enchantment style spells to mess with the biguns!


I've been looking to play a Giantslayer game and a minimum of one post a day sounds great due to school and all. My proposed character is Bjorn the Bold, an ulfen beast-wrestler brawler. His fluff and answers are below, and I'll make an alias with his crunch if I join the campaign. Feel free to ask me questions and thanks for running!
_______________________

Fluff n' Stuff:
Appearance: Bjorn is a tall and burly Ulfen man with arms covered in intricate blue tatoos. Long blond hair cascades over his shoulders and a great beard is artfully braided and fastened with gold clasps. He wears simple leather armor under the clothes of an Ulfen warrior.

Background: Bjorn was born in Kalsgard, where the skalds sing of ancient days around roaring mead-hall fires. His father was a Blackraven from Hagreach who he rarely saw, and Bjorn believed his destiny was to follow in his father's footsteps. At 15, he joined the Blackravens and on his first patrol encountered a troll warband. The battle was short and fierce, and Bjorn was disarmed by one of the trolls. In desperation, he lept at the troll and wrestled it to the ground. In that moment he knew his path, he would wrestle the greatest beasts to the ground and prove his superiority. He travelled to the Hold of Belkzen to fight the great beasts there and found Trunau to be an excellent place to base his adventures out of.

Personality: Bjorn is, like many Ulfen, boisterous and loud. His great goal in life is to wrestle a linnorm into submission, and will not give up until a linnorm is at his mercy, or he lies dead in the snow. He has a great love of poetry and creative insult-crafting, and often tells great tales of his family's maritime history. As a devotee of Cayden Cailean, he believes that life is hard, and to combat that one must drink harder. More than once he has taken on a foe with one hand, and a tankard of mead in the other. Despite all this, he is kind and compassionate, and will fight to the death to protect those he cares about.


___________________________________

1. Who do you care most about in Trunau and why? What ties to you have to Trunau?

Bjorn has built up a friendship with the Chief Defender, Halgra, and sees her as a fellow warrior and adventurer, as well as one with a similar outlook on life. He has also become close with Katreza, an old half-orc oracle. He sees Katreza as a somewhat fatherly figure, even though he is too proud to admit it. He sees Trunau as a second home and while it doesn't quite have to ancient glory of Kalsgard, it has enough risk for him to be comfortable.

2 Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?

Bjorn stays in Trunau because of the friends he has made in town and its convenience to the great beasts he seeks to best. He hasn't chosen to live anywhere else because he believes that city life would make him soft, and for an Ulfen that's about as bad as you can get.

Silver Crusade

Sir Raltias, Emissary of the order of the seal!
Working on traits, fluff, and equipment right now...


Pathfinder Lost Omens Subscriber

I'm putting together a 1/2 Elf wizard... Swordbinder for consideration. Should get him knocked out today. Hope you don't mind a lot of summoning spells. I love their flexibility.

Grand Lodge

I was going to make a Dwarf fighter but it seemes that is all but locked down, I have a few other ideas that might work.


This is the character I'd like to play in this AP, a human cleric of Iomedae. I'll provide a more fully developed backstory later, but for now I'll answer your questions:

Quote:
1. Who do you care most about in Trunau and why? What ties do you have to Trunau?

Lumina cares most about Tyari Varvatos matron of the Sanctuary of Iomedae.

When Lumina's family was killed, she was rescued by Iomedaean paladins and taken to the Sancta Iomedaea in Vigil. The orphan felt a strong connection to the Inheritor and her priests and studied as an initiate. While an initiate at the Sancta, Lumina first met Tyari and instantly looked to the older student as a combination big sister, exemplar, and hero. When Tyari left Vigil to lead the Sanctuary in Trunau, Lumina followed.

Since arriving in Trunau, Lumina has felt a spirit in the hardy mountain folk similar to that of the family she lost as a child. She feels that Iomedae has called her to this village to protect it as she was shielded by the Lady's followers when she needed protection.

Quote:
2. Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?

While the other priests and paladins of the Sanctuary claim allegiance to Lastwall, Lumina's true allegiances are to Tyari Varvatos and the people of Trunau.


Barundar Hammerfist wrote:

Dotting for interest; this is the alias that I would post from. It's an old one, so the profile is blank, just have to rebuild him. I do have a couple of questions, if I may:

1) How many characters are you looking to recruit for this AP?

2) What sources are we allowed to use? I've honestly always wanted to build a dwarf who specialized in the dorn dergar, or chain-flail, using some feats found in the Dwarves of Golarion supplement. Is using that as a source allowable?

Barundar, I posted earlier I would take 5 players. Your source supplement is allowed.


I appreciate all the interest thus far!


Jack Daniels wrote:
Barundar, I posted earlier I would take 5 players. Your source supplement is allowed.

Apologies! I see the five-player part now; just missed it the first time through.


Dotting in for interest. I am looking to run a human druid with an affinity for vermin...in a good way! (Think entomologist) Assuming it fits in. The desire to learn and be connected with such critters might lead him to travel in dangerous lands :)


This is the former alias I'm going to re-stat; had considered going Fighter/Cleric with him in that game (core classes only), but will instead draw him up as an Inquisitor. Background is currently for a Lost Lands game, but will be updated to Golarian.

His motivation for being in Trunau, per Question 2, is the defense of the weak in this community "adrift in a monstrous sea of orcs" -- by seeking out threats and destroying them, if necessary. Looking at Angradd, War or Tactics domain.

Dark Archive

Jack Daniels wrote:

...

Classes: No summoners or 3rd party stuff or psionics.
...

This would be my first PbP if I get in, but curious about this class line. When you say no Psionics, are you referring to the 3rd party book, or anything from Occult Adventures? I see the term banded around a lot in reference to one or the other.


Simeon wrote:
I've been looking to play a Giantslayer game and a minimum of one post a day sounds great due to school and all. My proposed character is Bjorn the Bold, an ulfen beast-wrestler brawler. His fluff and answers are below, and I'll make an alias with his crunch if I join the campaign. Feel free to ask me questions and thanks for running!

This is the alias of the aforementioned character.


This is Gerald's Arcanist. Your questions should be answered in the profile. Thanks for the consideration, GM.

Grand Lodge

Dunwell:

Dunwell Imgath
Male human investigator 1 ( Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (human)
Init +3; Senses Perception +5
—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +3 (+1 trait bonus vs. fear)
—————
Offense
—————
Speed 30 ft.
Melee sword cane +1 (1d6+1)
Ranged shortbow +3 (1d6/×3)
Investigator Extracts Prepared (CL 1st; concentration +3)
1st—comprehend languages , disguise self
—————
Statistics
—————
Str 12, Dex 17, Con 12, Int 15, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Precise Shot
Traits artifact hunter, chivalrous, contagious mettle
Skills Appraise +6, Craft (alchemy) +6 (+7 to create alchemical items), Diplomacy +7, Knowledge (arcana)
+6, Knowledge (dungeoneering) +6, Knowledge (history) +7, Knowledge (local) +6, Perception +5, Sense
Motive +5, Spellcraft +6 (+7 to identify the properties of magic items), Use Magic Device +7
Languages Common, Giant, Orc
SQ alchemy (alchemy crafting +1), inspiration (2/day), trapfinding +1
Other Gear: alchemy crafting kit APG, backpack, bedroll, belt
pouch, flint and steel, ink, inkpen, investigator starting formula book, mess kit UE, pot, soap, trail rations
(5), waterskin, 10 gp, 1 sp
—————
Special Abilities
—————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

fluff:

Dunwell grew up in the Mana Wastes, his mother was a washer woman who told him of knightly tales, of great heroes and magi who saved the poor and punished the wicked. His father was a farmer, in the wastes you cannot farm much but that is what his fathers father did in Taldor and that is what he did here. He never grew up big and strong like the knights in his mothers tales, nor did he have any affinity for magic, maybe it was the wastes or maybe it was just the fact that magic didn't run in his family.

He moved to the great city of Alkenstar, where he joined the city guard. After working there for many years he began to investigate strange occurrences that took place in the city. He wasn't terrible at his job and eventually go the job of his life, he learned of a stash of stolen ancient Giant artifacts from the Hold of Belkzen. He and his team managed to recover only 2 of the many artifacts from the underground wear house, the crew of deep dwarves made off with all the rest.

After studying the 2 items they did recover Dunwell decided to travel north to the Hold to search out many other ancient artifacts.

1. Who do you care most about in Trunau and why? What ties do you have to Trunau?
Dunwell cares most for the guard of the city, having a common kinship with them. He understands the hardships then endure each and every day.
2. Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?
"Dunwell did come from the Mana Wastes it was a glorious city, he came here in search of artifacts to study."


This is Little Ben. I need to add a bit to the bio and make sure the gear is right. But he's mostly there.


The crunch for the alias is done! Well...almost done. Just got to finish his gear selection. One more question I'd like to ask: would you be alright with me making Councilor Agrit a relative of my character, a cousin or (maybe preferably) an aunt? Or if not a named NPC, perhaps another unnamed dwarf living in Trunau?


Pandora (Slip) McGee:

Pandora "Slip" McGee
Female human fighter 1
NG Medium humanoid (human)
Init +5; Senses Perception -1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee gladius +2 (1d6+3/19-20), gladius +2 (1d6+3/19-20) or
. . greatsword +4 (2d6+4/19-20) or
. . dagger +4 (1d4+3/19-20)
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 13, Int 14, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Double Slice, Power Attack, Two-weapon Fighting
Traits reactionary, talented, vexing defender
Skills Acrobatics +7 (+11 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +6, Linguistics +3, Perform (dance) +5, Perform (sing) +6, Profession (cook) +3, Survival +3
Languages Common, Giant, Infernal, Orc
Other Gear studded leather, dagger, gladius[UC], gladius[UC], greatsword, bedroll, blanket[APG], explorer's outfit, masterwork backpack[APG], trail rations (6), waterskin (4), 4 sp
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Background:

Pandora wasn't named until she was bought by an Egorian nobleman looking for "some new pieces to add to the collection." She was a talented songstress, even at the age of five, and had the carriage of a dancer. Her instructors were merciless. Day after day they drilled the theories, forms, and techniques into her, berating her when she failed to get it right.

Her instructors were not the only ones that the young Pandora needed to worry about. The nobleman's children took to teasing and bullying the young girl, calling her Slip because of her small size and framing her for their mischief. From the age of five until her eighth birthday, she made good on her derisive nickname and slipped away into the night. The noble's estate was outside the city proper, and there were no guards around to see her escape.

Shortly after slipping away, the young girl found a small dwarven caravan from Janderhoff that had just been cheated out of their pay on a technicality. Feeling no great love for the Chelish just then, they adopted her and brought her out of the land of devils. After giving her the family name of McGee, she was taught to cook and defend herself, as well as the language of orcs. She took to the longknife, becoming a jinking, slashing dervish in her sparring matches.

For six years, she rode on the route from Janderhoff to Kraggodan, through to Tamran and up to Vigil and back to Janderhoff after stopping in Trunau. It wasn't the most profitable route, but it did let the small clan that ran the caravan live comfortably. Pandora felt as if she had found a home among the dwarves, and was eternally grateful that she had found them when she was just a scared, lost, little girl.

It was shortly after she'd turned fourteen that disaster struck. The caravan had been caught between two orc tribes, small ones that were no threat to Trunau, but not so small that they were not a threat to the caravan. Caught between, the dwarves were slaughtered, and Pandora was brought before the brother of the chief of the larger tribe. Amused by the small girl in their midst, they had neglected to disarm her. The mistake proved fatal for the orc that had sought to make her a slave once more, and found that the nimble young woman had inherited her dwarven family's hatred of orckin in full.

Then it was the chief's turn. Angered by the delay in the attack and the obstinace of the Trunau defenders, he ordered the attack before going to take care of the panic formenting in his rear ranks. He knocked the blades from Pandora's hands, but before he could grab her and rip her limb from limb, she had ripped the greatsword his brother had once wielded from it's scabbard and fought like she had been possessed by a demon. She beheaded the orc chief after battering him into a bloody mess and reducing his honor guard to corpses. The orcs frightened by the young girl's rage and ferocity cowered away from her as she stalked to where the chief's head had come to rest, then bolted when she had raised it up high like a trophy and dared any of them to even come near her. The loss of support and leadership and the losses taken from trying to batter down the gates broke the siege and sent the orcs running.

As the orcs ran past her, giving her a wide berth, the defenders on the wall saw the young girl standing among a small pile of corpses with the severed head of an orc held high. Pandora let loose a primal howl of rage and pain as the last of the orcs ran past. She took three running strides before hurling the head after them. She howled curses at the fleeing orcs. She kept screaming and raving long after they had gone. It was only then that she succumbed to the injuries she'd suffered and fell to the ground.

She awoke in the Ramblehouse the next day. It wasn't long before she was on her feet and helping out, trying to forget what had happened. After chatting with Cham, and Cham learning of her childhood as a slave, the halfling took her in and gave her a place to stay. In return, Pandora helped with the cooking, proving to be adequate, but improving, by the halfling's standards.

It's been two years since that day, and though Pandora has mostly recovered from that horrible fight, she still suffers from bouts of depression and the occasional nightmare.


Appearance and Personality:

Pandora stands just over five feet tall and rather pretty. Though her clothes tend to hid it, she's built like a dancer, and her frame is filled with compact, wiry muscle. Her hair is a lighter brunette and her eyes are a bright blue that looks like their are reflecting the sky. Her skin is fair, and freckled, which leads those she takes watch with or goes out on patrol with teasing her about her apparent youth.

Pandora is naturally a cheerful soul with a bent towards minor mischief, such as swapping out one the militia member's clothes for something more embarrassing. She can often be heard singing nonsensical songs as she works and isn't afraid to dance in front of the town.


Answers to the Questions:

1. Who do you care most about in Trunau and why? What ties do you have to Trunau?
Cham Larringfass. She was the on that took Pandora in and lets her stay in the Ramblehouse in exchange for her help with the cooking. Trunau has become Pandora's new home, and she's grown to be friends with several of the people here.

2. Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?
She isn't ready to move on. She lost her first real family in a horrible night of slaughter and blood and she killed several orcs in a grief-fueled frenzy. She's recovered physically, but the scars are still there emotionally. She's smart, but she also isn't very knowledgable about things beyond her skillset. She doesn't know there's other places to visit.


Hey JD, here is the crunch for my dawnflower dervish halfling bard.

Party role: Mobile front line warrior/high AC in 20s if he fights defensively/skill monkey/social monkey/secondary healer/rogue-lite.

Background:
At birth in Varisia, Falrick was said to have been blessed by the gods and the Fates. He did not feel blessed when at the age of 3, his family's settlement was raided by wandering orcs and wiped out, causing the loss of his entire family. He was saved by a grumpy (if there any other kind?) dwarf warrior from Lastwall named Grogan Earthstriker, one of the only other survivors of the raid. Thankfully, Grogan raised the young halfling as his child, teaching him in the ways of hunting orcs, fueling the halfling's thirst for vengeance.

Falrick did not feel blessed by the gods or Fates when at the age of 10, Grogan died at the hands of orcs while on an expedition and he lost another "parent". Falrick fled the orcs and collapsed from exhaustion and hunger. He should have died in the cold wilderness but he was rescued by a passing caravan and its guards, who found the young halfling and delivered the orphan to the local Temple of the Dawnflower in Vigil. There, the young halfling child found his calling in the goddess Sarenrae and learned to dance and fight with her favored weapon, the scimitar. Now 10 years later, Falrick has emerged from the Temple, with a new surname, honoring his dwarf parent and his goddess, and has ventured into orc territory on a caravan, visiting his cousin Cham, who runs the Ramblehouse in Trunau.

Answers:
The most important person to Falrick is his cousin is his aunt, Cham, who has made her home in Trunau. He will defend her to the death as he cannot lost another family member.
The reason Falrick stays in Trunau is because he owes the orcs a blood debt and it is time the young halfling, afraid to form lasting relationships for most of his life, conquers his fears and strives to take vengeance on the orc race.

Appearance:
Falrick is 3' tall with brown hair and hazel eyes.
Visual depiction


This is Xanios, the half orc alchemist of KoolKobold.

Answering the Questions:

Who do you care most about in Trunau and why? What ties do you have to Truanu?

Cham Larringfass, the head inkeeper of the Ramblehouse. When Xanios was just a teenager and orphaned due to giant attacks, the halfling took him in to rest until he can figure out what he could do to make a living in the town. Trunau and its residents have ended up becoming like a new family to the half orc, although he isn't willing to admit that.

Why, with your amazing attributes (be it Str, Dex, Int, Wis, or Cha) do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?

Xanios stays in the town with the hopes of repaying the people for their hospitality and kindness after he had lost his mother. He knew very well they could've left him to his own loss, but instead they helped him with moving on after grieving. So, he is finding a way to make it up to the townspeople in any way he can-he just needs to figure out what can be a generous reward to the people first.

Any similarities to the answers is purely coincidental.


This is Ouachitonian, submitting Liam the wanderer, Half-Orc Goliath Druid and native of Trunau. Also his Tyrannosaur companion, Crista. Fluff and crunch is in the profile.

Liam was born and raised in Trunau. His parents were adventurers, a human and a half-orc, who found acceptance of their unusual relationship in Trunau, and settled there to raise their family. Trunau is the only home he has, and one he cares deeply for, home to almost everyone he cares for. That, above all, is why he chose to stay on once his Druid training was complete, though he could've traveled many places. Why would he want to go to noisy, crowded cities where he is just another (somewhat frightening) face in the crowd, when he could stay here and help those he's known all his life to survive? Liam would give anything for Trunau, up to and including his life.


Looks like we got quite a few people crashing at the Ramblehouse. :D


Pandora "Slip" McGee wrote:
Looks like we got quite a few people crashing at the Ramblehouse. :D

Was just going to comment the same thing xD


Yeah, Cham is quite popular. LOL..


Barundar Hammerfist wrote:
The crunch for the alias is done! Well...almost done. Just got to finish his gear selection. One more question I'd like to ask: would you be alright with me making Councilor Agrit a relative of my character, a cousin or (maybe preferably) an aunt? Or if not a named NPC, perhaps another unnamed dwarf living in Trunau?

Yes, Barundar, as others have done, you can tie your background to any of the named NPCs in the Player's Guide.

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