Jotunheimr (Inactive)

Game Master Torvald Torvaldson

Can our heroes defeat the coming giant menace?


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The party is able to gather up 200GP worth of coins, a 50 GP gem, and the captain's magnificent +1 greatsword before fleeing from the approaching orc horde.

The archers continue to fire down as you gather the items above and move towards the city:
Gathering items
Daardra: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 2 ⇒ (1) + 2 = 3
Ghun: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (8) + 2 = 10
Orett: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 2 ⇒ (2) + 2 = 4
Orett: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 2 ⇒ (1) + 2 = 3
Moving towards the city
Daardra: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 2 ⇒ (5) + 2 = 7
Ghun: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 2 ⇒ (6) + 2 = 8
Orett: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 2 ⇒ (2) + 2 = 4
Orett: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 2 ⇒ (3) + 2 = 5
Daardra: 1d20 + 2 ⇒ (7) + 2 = 91d8 + 2 ⇒ (3) + 2 = 5
Ghun: 1d20 + 2 ⇒ (3) + 2 = 51d8 + 2 ⇒ (7) + 2 = 9
Orett: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 2 ⇒ (1) + 2 = 3
Orett: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 2 ⇒ (5) + 2 = 7

You make your way away from the tormenting shots of the archers and can see a large squad of orcs hurriedly making their way towards the burning catapult. They don't appear to see you and the directing cries of the archers are drowned out in all of the noise of exploding ordinance and confusion of the battle.

After five minutes or so you find a spot that you figure is as safe as any and stop to take stock of your situation. Although the last catapult has been destroyed the orcs that swarm about the front gates of Trunau do not appear to be going anywhere.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

"Who else is wounded?"

channel: 2d6 + 1 ⇒ (5, 6) + 1 = 12+4 for Eng

34/36hp

-3channels
-1 1st
-1 2nd


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

"Still have small wounds."

-10hp


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

We're good


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

clw on G: 1d8 + 4 ⇒ (8) + 4 = 12

34/36hp
-3 channel
-2 1st
-1 2nd


1d20 ⇒ 13

The small set of scrubs and rocks you are lying low in continue to be safe for the moment, but from the sounds of things it appears as if the orcs are preparing to send scouts after your trail and exact revenge for the loss of their catapult.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Head back to the city wall where we came from.


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Ghun, fire off the red arrow.


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

“Huh? Red arrow...oh yeah, remember now.”

G fires the red arrow.


Ghun fires the arrow high into the air and it bursts into a red cloud at its apogee, clear for anyone to see that happens to be looking for it.

1d20 ⇒ 2

The orcs seem to have missed it somehow and there is no immediate answering green arrow from Trunau.


DC 15 perception:
Several small groups of orcs (3-5 in a group) have moved out from the host surrounding the burning catapult. It appears all attempts at saving the 'pult have failed and they are now looking for revenge against whomever caused the burning. The scout squads are trying to be stealthy, but are clearly more bloodthirsty than stealthy.

You can see that the distraction Kurst tried to cause at the main gates may have succeeded all to well as there is now a pitched battle there, apparently engaging most of the forces inside Trunau.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

perception: 1d20 + 5 ⇒ (7) + 5 = 12


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

perception: 1d20 + 8 ⇒ (6) + 8 = 14

"Hmmm, no green arrow. Fight at gate."


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

perception: 1d20 + 10 ⇒ (13) + 10 = 23

Can we make it to the gate safely? Maybe we can help those inside. Otherwise head back the way we came and try and make it back over.


The path back to the gate would take you through the thick of the troops and right into the teeth of the group that attempted to rescue the catapult. Heading back to the cliffs would be equally difficult as the troops atop the escarpment would have a tough time determining that you were friends and not orc raiders.

There is a section of the wall that ascends from the lower level up to the plateau right by the Hopespring that has a guard tower in it that you might be able to either climb up or signal to any Trunauan troops. Alternatively, you could do your best to evade the coming orc scouts and wait out the battle.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

“How about we try the Hopespring guard tower?”


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Sounds good.


Ghun does his best to lead the party towards the guard tower without engaging any of the orc search parties and giving away the party's position. After about an hour of such maneuvering you see a burst of green smoke near the guard tower, quickly followed by another burst of green smoke. Someone has launched TWO of the signal arrows!

You look in the direction of the tower and notice that a section of the nearby wall has actually been pulled/knocked down by....something, leaving a wide gap. It wasn't there earlier and you had been so busy evading orc patrols that you didn't notice it until the the signal smoke became apparent.

You are currently about a half mile from the wall and while you could make a dash for it, there are still orc patrols in the area and one might notice you.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

How big are the patrols?


No more than 5 orcs to a group, with most groups being within earshot of another group.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Somethings happening up at the wall and it’s probably not good, but if we are noticed we might be overwhelmed so let’s try to remain unseen until we get right up to the wall if possible.”

Continue moving forward cautiously, trying to avoid notice.


1d20 ⇒ 201d20 ⇒ 161d20 ⇒ 4

One of the groups of orcs notices you almost as soon as you set out and alerts the other nearby orcs of your presence as they race towards you.

Stand and fight or run towards the walls and tower?


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

I'm for making a run for the walls.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Run away!


The party makes as much haste as it can towards the wall, but unfortunately Eng's lameness significantly impedes the journey.

One group of orcs gives chase (slowly closing) as the other groups fire arrows:

on Daardra: 1d20 + 2 ⇒ (14) + 2 = 161d8 ⇒ 6
on Daardra: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 7
on Eng: 1d20 + 2 ⇒ (17) + 2 = 191d8 ⇒ 6
on Eng: 1d20 + 2 ⇒ (8) + 2 = 101d8 ⇒ 6
on Ghun: 1d20 + 2 ⇒ (16) + 2 = 181d8 ⇒ 5
on Ghun: 1d20 + 2 ⇒ (14) + 2 = 161d8 ⇒ 5
on Orett: 1d20 + 2 ⇒ (6) + 2 = 81d8 ⇒ 6
on Orett: 1d20 + 2 ⇒ (20) + 2 = 223d8 ⇒ (3, 7, 8) = 18

Two more rounds of running to make the broken area of the walls and the guard tower. The pursuing orcs should overtake you just as you reach the wall.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Keep running

-8hp


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Onward

-5hp


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Like the wind.


A second volley of arrows flies at the party as you pull out of range and the broken walls loom closer. Unfortunately, the pursuing orcs get closer as well!

Daardra: 1d20 ⇒ 131d8 ⇒ 7
Daardra: 1d20 ⇒ 141d8 ⇒ 1
Eng: 1d20 ⇒ 31d8 ⇒ 8
Eng: 1d20 ⇒ 121d8 ⇒ 6
Ghun: 1d20 ⇒ 171d8 ⇒ 1
Ghun: 1d20 ⇒ 203d8 ⇒ (3, 3, 2) = 8
Orett: 1d20 ⇒ 21d8 ⇒ 2
Orett: 1d20 ⇒ 51d8 ⇒ 3


A last volley flies at the party as you reach the rubble of the destroyed section of wall. You have a few moments before the pursuing orcs are upon you!

Daardra: 1d20 - 2 ⇒ (12) - 2 = 101d8 ⇒ 5
Daardra: 1d20 - 2 ⇒ (1) - 2 = -11d8 ⇒ 4
Eng: 1d20 - 2 ⇒ (14) - 2 = 121d8 ⇒ 3
Eng: 1d20 - 2 ⇒ (4) - 2 = 21d8 ⇒ 2
Ghun: 1d20 - 2 ⇒ (12) - 2 = 101d8 ⇒ 6
Ghun: 1d20 - 2 ⇒ (14) - 2 = 121d8 ⇒ 8
Orett: 1d20 - 2 ⇒ (12) - 2 = 101d8 ⇒ 2
Orett: 1d20 - 2 ⇒ (12) - 2 = 101d8 ⇒ 7


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Find cover or at least partial cover from arrows.

CLW on G: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

-8hp


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Cover and shoot back.

bow: 1d20 + 6 ⇒ (8) + 6 = 14
Dam: 1d8 + 5 ⇒ (4) + 5 = 9

-1hp


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Cast CLW on Eng

CLW: 1d8 + 4 ⇒ (4) + 4 = 8


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Keep an eye out for anything that might help us

perception: 1d20 + 10 ⇒ (18) + 10 = 28


The party deems the rubble of the collapsed wall overly treacherous to cross with rabid orcs hot on their heels and seeks cover behind a few of the larger sections of broken stone and wood.

Daardra and Eng both heal while Ghun fires ineffectually. Orett looks about and just as the wave of surging orcs is about to crash up against the party's position, Trunaun militia members spring up from behind the wall, the heights of the tower, and from cleverly concealed positions in the rubble. They fire a sheet of arrows, dropping the wave of orc assailants before they can reach melee range.

A weary looking Kurst steps out from the piles of rubble and and says a bit frantically-I think we can hold whatever orcs they send here, most of their forces are busy at the gates, but I need you to deal with what caused this damage in the first place.....they brought a f#%%ing GIANT with them!

It ripped down the walls and killed what few guards we had placed here. From what I can make of the tracks it, along with a small group of orcs, then moved towards the Hopespring and Bloodmarch Hill. I need you to find out what the heck it is doing and try and stop it.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

"Don't worry, we'll get him Kurst!"

Move out towards Hopespring and Bloodmarch.

perception: 1d20 + 5 ⇒ (6) + 5 = 11

-3 channel
-3 1st
-1 2nd


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

perception: 1d20 + 8 ⇒ (13) + 8 = 21


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

perception: 1d20 + 10 ⇒ (15) + 10 = 25

Come on Slumber hex


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

perception: 1d20 + 10 ⇒ (18) + 10 = 28


The stench of blood and thick smoke hangs thick in the air. In the semi-darkness, the crackling of fires mingles with the war cries of orc raiders and the screams of townsfolk. The Hopespring beacon burns brightly, illuminating the pool at the bottom of theopespring’s waterfall as well as a rough hole gouged into the side of Bloodmarch Hill.

The Hopespring empties into a shallow pool called the Hope Pond that serves as the town reservoir. Although most of the pool is shallow (about 2' deep), there are several deeper areas (4') scattered throughout. On the far side of the pool is Bloodmarch Hill. There appears to be a cave entrance, freshly ripped from the earth. Brooding in it is a 10' figure with chains running from each of its appendages being held at the end by sturdy looking orcs. They seem aware of your presence but content to wait in the cover of the cave.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Do we have to go through the water to get to the cave? How long to get there?

If we just stay here and shoot arrows do they have partial or total cover?


You will have to go through the water unless you can fly, walk on water, or descend from the top of Bloodmarch Hill. If you avoid the deepest parts it will take 2 rounds for the party members (3 for Eng); if you hit a deep pocket it will take you 4 rounds to cross (5 for Eng) The giant and its orc (consorts?) seem content to stay in the cover of the cave entrance. It seems as if they are guarding it and you surmise if you fire arrows at them they will just retreat back into the cave out of your ability to shoot at them.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

"Anyone have any ideas other than wade through the water and then take out the big guy and the orcs? Maybe Daardra can put some to sleep just before Ghûn and Orett attack."


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

The big guy is chained, maybe we can take out the orcs that control it?


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Move forward through the water, let G and O take the lead.

Perception : 1d20 + 5 ⇒ (17) + 5 = 22


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Trying to avoid deep spots.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27


The party moves through the water with Eng and Ghun helping everyone avoid the deeper and more treacherous sections.

The giant and its keepers appear content to wait and watch as you cross but spring into action once you approach the newly formed cave entrance.

G: 1d20 ⇒ 14
P: 1d20 ⇒ 14

Action order:

Daardra
Orett
Monsters
Eng/Ghun


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

retcon, as we walk through, Fortune hex on Ghun and Cackle Tee-hee, hee!. Followed by Fortune hex on Orett and Cackle Tee-hee, hee!.

Slumber hex on giant followed by Cackle. Tee-hee, hee!


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

I will use Fortune on my first attack.

attack orc holding giant's chain.

flurry of blows: 1d20 + 7 ⇒ (8) + 7 = 15
fortune: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 7 ⇒ (7) + 7 = 14

Flurry of blows 2: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 7 ⇒ (1) + 7 = 8


Retcon part 2: Cackle (30' range) is a move action and has a range of 30'; so you can't cackle and move?

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