Mazra’s Giantslayer Campaign (Inactive)

Game Master Mazra

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.

Cathedral of Minderhal
Minderhal's Valley
Treasure
XPs and Treasure Giantslayer Campaign


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Male
Adjustments:
+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

We'll just kill them all, no worries.


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

I have two slots at my second table Iron gods campaign.
Arcane and divine. Anyone interested.


Male
daily abilities:
(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)

Currently applying to one right now. Will find out by saturday if selected. If not and a spot is still open i would be.


Male
Adjustments:
+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'd be interested in the Arcane spot. I'm at work now, but give me a bit to get a finger waggler created ;)


Male
daily abilities:
(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)

So what do you have already in your party, and level ?


Male
Adjustments:
+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

Ulfgard, is there a recruitment thread for you Iron Gods game?


This is the threat.


Male
Adjustments:
+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

Submitted a wizard.


Male
daily abilities:
(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)

Will be working up a warpriest after work. (Tomorrow)


Comments about Mordea:

Those in my RotRL campaign already have an idea that I like to take pathetic sad sacks and make them useful NPCs. Orik Vancaskerkin is such an example.

When I threw the Freedom Town Assassins at the party, I became intrigued by them. They had the potential to be devastating to the party early on. But when I looked at them closer, particularly the outstanding artwork for them, I saw something else. These were not really Assassins. They were young Rogues.

Why would young Rogues do such a thing? The answer was simple...coin. Freedom Town, as many could tell you, is a wretched place filled with brigands and former slaves. A group of young Rogues could be hired for cheap. And the young Rogues from Freedom Town may jump at the opportunity. A gem worth 25gp is a fortune in Freedom Town. To a former slave, this may mean that her belly may be filled for another month or two, that is if she isn't particularly hungry that month.

The party could really use a Rogue type, so enter the former slave and wannabe Assassin, Mordea. You are, of course, free to tell her to get lost. I will not be offended. I will likely just create another NPC to tag-a-long. :)


Male
daily abilities:
(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)

You are right, in the fact that she can be useful, and if she proves herself to haskyll, and probably the others, I doubt that she will be told to wander off. :)


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

Perhaps a bit of backstory for her would be good. Nothing to long, just where she comes from, what she has been through, that sort of thing.

We are a party of dwarves, a race that is typically gruff with strangers, so acceptance may be slow.


I will continue to provide back story for Mordea piece-by-piece as we role play out events.


Male
daily abilities:
(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)

Choices I had. .
Move action, AOO.
Cast Defensively, knowing the RNG, wasn't going to happen, lose spell. Channel, I heal the bad guys as well as draw an AOO.
Cast a spell, AOO
Grab potion, and drink. Draws AOO. .

So I think I chose the right one but still got betrayed by the dice, as normal. :)


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

don't think channeling is a aoo trigger


Male
daily abilities:
(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)

At work, so cannot check the books, but I thought it drew an AOO.
However, it w0uld still heal the Orcs so I think that it would still be a bad idea. :)


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

unless you have selective channeling, which I guess you don't. So yes, not a good idea unless desperate.


Male
daily abilities:
(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)

Not yet, I was looking at that for a later feat. :)


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

very useful feat for a channeler


Still need Ragnir and Ulfgard's actions to complete the turn. I have a busy schedule today. I will likely not be able to resolve turn until at least 15 hours from this posting. Good day or good night, whichever is applicable.


Male
daily abilities:
(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)

Just got home. Yes, Anga is correct. a channel doesn't draw an AOO. :)

However, it would have been a bad move to wake up all the orcs around us. :)


Male
Adjustments:
+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

Helikon, did you want Chel the wizard to join the discussion and gameplay for your game? I didn't see an invite for him, so didn't want to jump in unless you were good with that.


Male
Adjustments:
+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

Thanks for the GMPC. The weekends right now are tough. I'm a baseball coach, and with all the rainouts we've had, we're winding up playing two or three games a day on weekends to make up for it. So one post a weekend is about the best I can do till the end of July.


I appreciate this. Then if all others have posted for a round, then I may GMPC Ragnir again to move gameplay forward on weekends.


I was reading through another GMs campaign and they were doing something that may make sense for us in this Campaign. The GM took the average party initiative and compared it to the Monster's initiative. This way it is either monsters first or party first. The beauty of this is it rewards the player whoever posts first in an a Round. It also may speed up gameplay.

As many of you are also in my RotR Campaign, I would not do it there, since two party members have a lot invested in improving their initiative. This method would not be fair to those players in that Campaign.

But in this Campaign, it may work as no one has a particular high initiative bonus.

If three of you say do it, then we will give it a try.


Male
daily abilities:
(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 would be willing to give a group initiative a try, but the problem lies in when someone decides to take improved initiative. :(

For now, I cannot see that as a problem, but would you be willing to look into it if anyone decides to do that. :)


I am not sure if I understand your meaning. Improved Initiative would help the party's average. But if someone is looking for their PC's to have an individual advantage in gameplay by taking Improved Initiative, then trying this may not make sense.


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

Its good


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

It would smooth things up.


Male
daily abilities:
(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)

A couple of the ones that I have been following, the higher level critters tend to have an initiative that catches the parties flat footed on all the combats with the group combat.

The counter that came up, was with partial group.

Group A all those with an initiative above the monsters.
Monsters.
Group B all those with an initiative below the monsters.

This tends to be a bit more work for the GM, but seems fairer for those with things that boost initiative.


It is a lot of work the way it is now with everyone having independent initiatives.

So what you are saying, with a party of six, the top three would be Group A, the bottom three Group B. So many times it will likely be Group A then Monsters then Group B. This may work in the RotR Campaign.

OK, what does the party think about this?


Male
daily abilities:
(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)

It may not always be a group of three, but yes, that is what I was thinking. :)

Edit, also Level 3
HP: 1d8 + 1 ⇒ (2) + 1 = 3
FCB +1 Skill

Skills
+1 Perception
+1 Spellcraft
+1 Heal
+1 Know Religion
+1 Acrobatics

Feat Craft Wonderous Item

Will need a game night to get the spells and prepare them. :)


Male
Adjustments:
+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

To me, it depends on the size of the groups. If you do group init and a large group of monsters has a higher avg init, and they go first, that could wind up being a lot of flat footed damage, where the random nature of individual init would tend to spread that out.

It also gives a chance for PCs to intervene between attacks to heal, buff, etc.

Not a bad idea, I'm just kind of playing devil's advocate with it. In campaigns that I'm running, I've set up Init and Perception "macros" that I can just cut and paste for the PCs which is a time saver, so it tends to not slow me down much.


Male
Adjustments:
+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 need a rule clarification before I choose a feat. Shield focus states that the benefit is increase the AC bonus granted by any shield you are using by 1. My question is this; would that AC bonus also include when Ragnir is using Saving Shield? He is using his shield to increase AC on another person, so would the feat bonus count?


Male
daily abilities:
(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)

Thinking we just grab everything and head to the aid station. We can determine magic there. :)

Grand Lodge

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

Kaos level 2 fighter level 1 sorcerer

hp: 1d10 + 3 ⇒ (9) + 3 = 12

Yeah!!!

Skills
+1Knowledge arcana
+1Clime
+1Diplomacy
Feats
Power attack
Furious focus


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

Anga level 3

HP: 1d4 + 2 ⇒ (4) + 2 = 6

spells: molten orb, scorching ray

skills
Know dungeoneering +1
Perception +1
Spellcraft +1
Know history +1
Know engineering +1
Know local +1
Climb +1

Feat: weapon focus rays

+1 ref, +1 fort


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Grabbing one level of Barbarian(Mad dog).
HP: 1d12 ⇒ 11 +3
Feat Power Attack
Skills: Perc, Surv, Sense Motive, Know Local


Ragnir Brightaxe wrote:
I need a rule clarification before I choose a feat. Shield focus states that the benefit is increase the AC bonus granted by any shield you are using by 1. My question is this; would that AC bonus also include when Ragnir is using Saving Shield? He is using his shield to increase AC on another person, so would the feat bonus count?

I would think so.


Consider the timing as such that everyone will be rested and ready to go at full third level strength. The next rest opportunity may be the end of this book.


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Question. Ulfgard gets an animal companion. Would this stack with a rangers, A always? B only if it is also on the rangers ac list, or never. And what would you think would be fitting. A wolf? A bear?


Male
Adjustments:
+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

Level up Warpriest
hp: 1d8 ⇒ 5

Add Shield of Faith as a spell
Shield Focus as bonus Warpriest feat

+1 to spellcraft (+3 total)
+1 to Kn Religion (+3 total)

Steel Soul as my regular feat. (+4 to saves vs spells and spell like abilities, replaces dwarven +2)


Ulfgard Strongfist wrote:
Question. Ulfgard gets an animal companion. Would this stack with a rangers, A always? B only if it is also on the rangers ac list, or never. And what would you think would be fitting. A wolf? A bear?

Since a bear is not on the Ranger's list as eligible for Hunter's Bond, I would recommend a Wolf. In addition, I would say A always.

However, since Ulfgard has not been running an Animal Companion, I would say he would need to wait until after the Battle of Bloodmarch Hill is over to secure one.


Female human (Garundi) rogue 4 - Init:+7 | Percept:+7 | AC 18 | T14 | FF 14 | HP 40/40 | F+3;R+8;W+2 | Spd.30' |

Level up Rogue

Mordea HP: 1d8 + 2 ⇒ (1) + 2 = 3

Mordea HP reroll: 1d8 + 2 ⇒ (8) + 2 = 10 28/32 currently

Extra point to skill (11 Total)

+1 Stealth
+1 Disable Device
+1 Climb
+1 Acrobatics
+1 Perception
+1 Sleight of Hand
+1 Know (Local)
+1 Know (Dungeon)
+1 Linguistics (Dwarven)
+1 Sense Motive
+1 Use Magic Device

Feat: Precise Shot


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

And how about a dog`?


You mean like during your brief rest period, you befriend a Mastiff who escaped its burning house? With its masters now dead it takes to Ulfgard?

Yeah. I can see that.

Grand Lodge

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
GM Mazra wrote:

I was reading through another GMs campaign and they were doing something that may make sense for us in this Campaign. The GM took the average party initiative and compared it to the Monster's initiative. This way it is either monsters first or party first. The beauty of this is it rewards the player whoever posts first in an a Round. It also may speed up gameplay.

As many of you are also in my RotR Campaign, I would not do it there, since two party members have a lot invested in improving their initiative. This method would not be fair to those players in that Campaign.

But in this Campaign, it may work as no one has a particular high initiative bonus.

If three of you say do it, then we will give it a try.

I think over all it is good the way we have it.


I am fine with maintaining the status quo, unless there is a compelling reason to change.

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