Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Had a major issue at work that's had me log over 200 hours in the last two weeks. Sorry for my absence. I'll post something tonight, since it looks like things will be normal again.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
I came out kind of neutral. My fiancée and I only set a hundred bucks aside for gambling.
We just used it as a base to travel around for doing the touristy things.
Hoover Dam.
Los Angeles Santa Monica Pier.
Route 66.
Extra Terrestrial Highway.
Ect.
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
I apologize for being spotty in posting lately. Work's blown up on me to the point that I may be looking elsewhere. So if anyone knows any IT positions open around Milwaukee, WI USA, let me know ;). I'll try to be more regular with this, but it may be spotty for a while longer.
Hello folks! I will have very low connectivity all through Tuesday next week! Sorry for the inconvenience and feel free to play Leira if needed, whether GM Mazra or the other players.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
not bad. polishing a short story for publication. Editing is a pain.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
It is nothing really bad, just a very nasty inflection. Hospital is boring as always and it may take up to two weeks. Still 140 euro in total. I wish to repair my car were that cheap.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
I suggest the party heals, and rests to restore spells.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Sounds good but should we do that here or outside?
Were we told about anything we should do after the tomb? I think to remember something about visiting a dwarven city afterwards, but I cannot remember other reasons than buying/selling stuff.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
well, we could equip up. Certainly be a help. It is also probably where Anga's home and family are, thinking on it. Maybe the other dwarves as well.
Yes, with Heartspit you can attack creatures 10 or 15 feet away. But not creatures adjacent or 5 feet. You will need to keep your distance.
The rules are fuzzy on a medium creature wielding a large reach weapon. It is unusual. I am ruling you get an extra five feet, beyond the normal reach.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Taken from June 14th (Page 87), I still cannot find the post numbers :(
Quote:
Haskyll and Ragnir both will quickly identify the inlaid Warhammer on the floor as the symbol of Torag.
Leira study's the remains of Nargrym Steelhand. She is disturbed by her findings. Although the skeletal corpse still wears armor, its right arm ends in a stump and Nargrym’s legendary steel hand is nowhere to be seen. A heavy helm lies next to the shattered pieces of the giantslayer’s skull. Leira notices that the dwarf ’s beard seems to have been crudely hacked off and that many of the bones are damaged and even display tooth marks. Even more disturbing, all of these injuries were made post-mortem, suggesting deliberate desecration of the corpse.
Stashed around the alcoves with the braziers the party will find in the northeast alcove a rolled up carpet. In the southeast alcove there are a pair of boots, a clay vase on an iron stand sculpted to look like a coiled dragon, three chunks of azurite, a golden yellow topaz, and a small leather-embossed casket holding 2 pp, 35 gp, and 150 sp.
Kaos will note that the boots radiate magic. But he will also note that the scale armor, still worn by Nargrym Steelhand, radiates magic too. You will recognize that this thick coat of scale mail is crafted from waxy cales of varying sizes with a sickly, jaundiced color—the grime-stained fingernails of dead hill giants.
Nargrym's Scale Mail. Link to see the Scale Mail.
Suddenly the party hears from up the stairs a scraping sound follow by a loud "thud." This is quickly followed by a click. Kaos continues to have his bad feeling.
I had stated in a post a little bit later, that I was wrapping the sharp bits, and putting the carpet and everything else into the bag of holding.
I was just wondering if there was a value for the Carpet, Azurite, Topaz, and that Vase.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Taken from July 7 Page 89
Quote:
Close enough!
Kaos once again resist the effects of the Wild-Eyed Dwarf's Tortuous Touch. He then brings down hard again his big oversized axe. And though the Dragon Disciple's bite failed to penetrate the crazy Dwarf's armor, the Wild-Eyed Dwarf swaggers and falls.
Suddenly, the now Dead-Eyed Dwarf begins to deteriorate. Flesh, muscle, organs, and finally bone begins to turn to dust. What remains is his tattered clothing, his breastplate, the Longspear at his side, Nargrym’s steel hand, three gold rings that had been woven into the Dwarf's beard, and an intricately engraved platinum beard clasp in the shape of a castle sitting atop a cloud. The platinum beard clasp was still attached to a portion of Nargrym's shorn beard. This crazed Dwarf must have been the one who removed it from Nargrym's body.
Victory!
What does the party do next?
What are the rings that were woven into the beard??
Were they magical, or just mundane and ended up getting overlooked.