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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