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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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

Spellcraft Spike: 1d20 + 6 ⇒ (15) + 6 = 21
Spellcraft vile: 1d20 + 6 ⇒ (8) + 6 = 14
Spellcraft MP Armor: 1d20 + 6 ⇒ (9) + 6 = 15
Shall we go and skin the Dragon then rest before heading to the cave.


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

Aye. That sounds like gud wholesome fun


Kaos identifies the spike as an Iron Spike of Safe Passage. He does not recognize the contents of the vial. I will give him the armor. It is simply a +1 suit of Mountain Pattern Armor.

The party takes the time to skin the dragon. It is a good thing that there was a freshly prepared steer in the butcher's tent for Dragon taste horrid.

How does the party preserve the hide?

@Anga - Is it OK for Ragnir to take the broom, or would you rather teleport the Warpriest and the Villagers?


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

"We can move on. I am ready for it. To investigate that passage" explains Leira. Although she will not discuss if other members prefer to rest right away.

"I have heard salt is good to preserve. Maybe we can place the hide into barrels of salt" the young girl recounts the materials already possessed: the goedes and the clay. "We can also use the cones. Erik uses them to light the foyer. They may be of use for the forge to take fire"


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

"Angrimosh is a fine weapon, but against golems, one should take adamantine. Or to cut open doors!"


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)

Lass, I will have to be getting back to ya on something for mr stinky.

Haskyll will think on what he can do for mr stinky.

Salt will preserve, so I guess we will be putting the hide in there.

Haskyll walks over and after a bit brings forth food and water for the poor bedraggled mule.
3rd Level spell create food and drink

He then brings out everything that the group has found up to this point.

Lets see what we can use, and what I am going to be working on next.


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)

After a bit of time, Haskyll prepares Gentle Repose and then goes over to cast on Mr. Stinky.

Ere we go Lass, now to figure out what we are doing

Haskyll looks over everything. Well looks like I will be working on a belt next.

Liara or Anga - Belt of Dex, or Anga, headband of int?, or Ulfgard belt of con, or belt of con?

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

As for unclaimed treasure Ulfgard you or maybe Leira would probably benefit from

Sapling Rod:
Aura moderate conjuration and transmutation; CL 9th; Slot none; Price 16,650 gp; Weight 5 lbs.

DESCRIPTION

This rod appears to be the limbless trunk and branching roots of a miniature tree. It grants its wielder a +5 competence bonus on Survival checks to get along in the wild and to keep from getting lost. Additionally the wielder and any allies within a 20-foot radius of the wielder gain the benefits of the ranger’s woodland stride class feature.

If thrust into any natural ground or earth and allowed to stand for 1 hour, the rod grows and blooms into a large tree bearing edible fruit. A sapling rod produces 2d4 pieces of fruit. A creature that consumes an entire piece of fruit gains the benefits of either a cure moderate wounds or lesser restoration spell (recipient’s choice). Consuming a piece of fruit from a sapling rod is a full-round action that provokes attacks of opportunity, and no single creature can benefit from more than two piece of fruit from a single blooming. A sapling rod can bloom once per week and after doing so reverts to its original state after all the fruit is picked, or after 24 hours, whichever comes first. Fruit harvested from the tree lasts for 24 hours before shriveling into useless husks.

Other then the wand of crushing despair and some potion I believe it's all been handed out. But we need to say who has what or we will be lost when the time comes we need it. @GM no I do not remember what we have found and what we already know the location of. Also I'm guessing we get a rest and head to the cave if we have searched everything and checked it all for magic.


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 will teleport the vilagers


The ninety-fifth day was filled with a dragon and giants. It turned out to be a big day. After cleaning up the place, and skinning and salting the dragon hide, the party rest with the Villagers anxious to return home. The party sets up watches. But the night goes without incident.

Day Ninety-Six

Anga wakes up and prepares Teleport spells. But she along with other party members seems to be covered in fleas.

Everyone needs to make a DC15 Fort Save. If you fail you take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks; an infested creature can spend a move action scratching furiously at the bites to remove these penalties until the start of its next turn. So, you would need to scratch and attack, the next round scratch and attack, then again scratch and attack, that doesn't sound like fun.

In addition, a bit of commotion starts happening around the Cathedral's Sacred Forge. Etena has emerged from beneath the Forge Heart. She, along with Ferin, and four Stone Giants are preparing the forge. When the party looks to see what is going on, Etena turns to the party, "Go quicky! It is time to relight the forge."

What does the party do? Do you let Anga, Ragnir, and the Villagers Teleport to Shimmerman's Fortune covered in fleas? Do you have any interaction with Etena, Ferin, or the Stone Giants? I will allow Anga to carry four including herself with the Teleport. Normally, she would only be able to carry three others. I am making an exception because the three villagers do not have gear.

DC20 Knowledge Nature:
You will notice that the fleas are a variety known as Ettin Fleas. They are slightly larger than the common flea and typically infest giants, hence the name. The welts caused by these fleas tend to be larger and more bothersome than the more common variety.


Female half-orc Oracle 10 AC18, HP(67), F6,R4,W9; Init.+0; Perc.+15; 30'

Droja's Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22

Seeing some of the villagers apparently bothered by the fleas, Droja will comment, "Fleas love Orcs. You get used to them."

What Droja doesn't know is that these fleas are worse than the common fleas that infest Orcs. Today, she is not feeling the affects, tomorrow may be different.


Ragnir's Fort Save: 1d20 + 8 ⇒ (6) + 8 = 14

Ragnir wakes up itching and scratching from an infestation of fleas.


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

KnowNature: 1d20 + 9 ⇒ (12) + 9 = 21
"Uugh, ettin flies! Do not get stung"

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

fort save: 1d20 + 10 ⇒ (20) + 10 = 30
Loooks like they don't like my thick skin. How do we get rid of them?


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

Swearing, Anga applies vermin repellant to herself.

fort: 1d20 + 6 ⇒ (2) + 6 = 8


@Ulfgard-You also need to make a DC15 Fort Save.

The Villagers have been infested with these fleas. "Yes, these fleas leave large welts. Back home we use Sage Oil to repel the fleas," Tarram Shimmeran scratches as much as a need to scratch as just thinking about it.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Fort DC 12: 1d20 + 6 ⇒ (16) + 6 = 22 2nd save (1st save, Filth fever)
Fort: 1d20 + 6 ⇒ (4) + 6 = 10
Leira seems fully recovered from her passage through the latrine hole, but she is now surrounded by flies and scratching herself everywhere.

"Damn it! What is this?" the girl scratches once more "Where can we find that Sage Oil!? We needed! You cannot leave to the city like that"

The girl is curious to know what is happening about the Forge and will go check it, but she is much more concerned right now about the fleas and will focus her attention on solving that first.
K. nature (where to get the sage oil?): 1d20 + 7 ⇒ (3) + 7 = 10

Leira will accept the sappling rod if required, although she would expect that Ulfgard takes it, as the main guide in the group.

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

@ VillagerCan you tell how we can get some of that?


"What? Sage oil, from processed sage of course. We would need a large supply of sage. Mountain Sage grows wild and abundantly nears Shimmerman's Fortune along the southeast ridge. It is a dry region along the plateau. Sage seems to like it there. The mountains around here maybe too high and too cold to grow Sage. But I will say that these fleas are far worse than the variety we deal with back home. I would not want to infest the village with these vermin. But then again, I really would like to get home. These fleas are better than giants," Tarram Shimmerman says with a bit of a country lilt.

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

Ferin have you delt with these bugs before?


"What bugs?" Ferin then almost subconsciously flicks one off her arm. "Oh, those. You get use to them."

Clearly they are not the same level of nuisance to giants as to medium-sized folk. Good thing you are not a Gnome or a Halfling.

@Anga-What kind of vermin repellent are you carrying?


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

"Oh! This is inconvenient. That place seems a long journey from here now..." Leira sighs "Perhaps we should relight the Forge and explore the tunnel before we go an snatch that sage oil. What do you think guys?"


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)

Flea ridden: 1d20 + 9 ⇒ (3) + 9 = 12

I am thinking that we deal with relighting the forge, then explore where that goes.

Haskyll looks to see what he can do to remove the fleas from himself.

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

I believe the caves are supposed to help us relight the forge.


Let's see, Kaos and Droja saved. Ragnir is scratching. So is Anga, Leira and Haskyll. Ulfgard needs to roll his Fort Save. The Villagers have been scratching. Those scratching must take a -2 unless they use a move action to scratch.


Tarram Shimmerman pleas with the party to let them go, "I know the way. This broom is large enough for us. I will save it for you back at Shimmerman's Fortune."


"Aye! And I will accompany them for protection," Ragnir will speak up.

Let's move on with this. This is the quick and easy for this dilemma. The broom will be added treasure for the party when they complete this AP. What do you say?


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)

That to me makes perfect sense.
Haskyll scratches uncomfortably.

Now to figure out how to deal with these little annoyances.

I saw Anga state that she would teleport the villagers.


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

There is a generic repellent made by alchemists. It is in the Ultimate equipment book


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@Haskyll-Well, there was the fleas. I was waiting to see if you addressed that before teleporting. Plus, the problem with a teleport is the miss chance. But, I will move on with Anga's Teleport.

Anga teleports Ragnir and the villagers to Shimmerman's Fortune.

Teleport Miss Chance: 1d100 ⇒ 73

Anga drinks a glass of the local wine then returns to the Cathedral of Minderhal. The villagers are extremely grateful. Ragnir begins to work on addressing the flea infestation.

Teleport Miss Chance: 1d100 ⇒ 28

Anga returns to the party.

That is taken care of. Does the party do anything about the fleas, or do you move on?


Anga Runedaughter wrote:
There is a generic repellent made by alchemists. It is in the Ultimate equipment book

Was Anga carrying the repellent?


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
GM Mazra wrote:
Anga Runedaughter wrote:
There is a generic repellent made by alchemists. It is in the Ultimate equipment book
Was Anga carrying the repellent?

I think so. Let me check

edit No. Forget it. I was likely thinking of another character. But if I can, at the place I teleport the villagers to, can I get some there? Enough for the party, if I can


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

Thought I had done that
Fort: 1d20 + 11 ⇒ (16) + 11 = 27


@Ulfgard-You are not affected by the fleas, at least today. You previously rolled the Knowledge check, but not the Fort Save.

@Anga-Good idea!

The grateful villagers will provide to Anga their current supply of Sage Oil. It is enough to provide 24 applications. Anga will learn that they cover their skin with the oil before putting on any clothing.

Treat the Sage Oil as a less stinky variety of the Alchemist Vermin Repellent: This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off. In addition to the Sage Oil having a pleasant aroma, it is an oil and not a paste. The wearer will be free from scratching for 4 hours. Also, I will not roll the DC 15 Fort Save for the Fleas. The wearer will get 4 hours being flea free. After the 4 hours, you will need to roll the DC 15 Fort Save again if you failed previously. If you previously saved, then you are good for this whole day.


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)

Haskyll gladly takes some of the vermin repellant from Anga on her return.

By the gods, not iching will be a relief
I guess we will need to replace our clothing and most of our sleeping gear.


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)

Hey, how about we go back to the room with the human corpses, and recheck for some items.
If I recall, we were rushed, and did not take the time to bury them properly, and I wish to do that now.

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

That sounds like a good idea. I think we have time. Then I think we should check out the cave.
So if we made our save and we use the oil we are good for the day?


If you made your save, you are good for the day. The Ettin Fleas are elsewhere. If you failed your save, you can get relief for 4 hours by applying the Sage Oil. After which you would need to make a DC 15 Fort save again. If you saved again, you would be good for the rest of the day. Again if you fail, you are a move action scratch or a -2.


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As Anga is away, Haskyll and the rest of the party take the time to bury the dead villagers and do a bit more clean up.

When Anga returns, Leira and Haskyll gets relief by applying the Sage Oil. Anga took care of her situation back at Shimmerman's Fortune.

22 applications remain.

About mid-morning the party takes off toward the cave. About a two hour hike form the Cathedral the party comes across a giant encampment not far from the cave's entrance.

The giants do not notice you....yet.

A new Map called Giant Tents is up. Droja has her Zombie Giant, Mr. Stinky, with her.

Surprise Round

The party has up to and through the Surprise Round. By the way, it looks like there are three Ogres collecting Giant dung into a wagon. Shades of Back to the Future 3.

At least Anga, Haskyll, and Leira are not scratching and attacking. ;)


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 drops a fireball on them before the fighters close. If it collects drojas zombie giant, that is acceptable collateral damage.
fireball: 9d6 + 4 ⇒ (6, 6, 1, 3, 3, 5, 5, 1, 3) + 4 = 37 dc 20 reflex for half


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

"This is a blessing Anga! Thank you so much!" Leira takes the Sage Oil to some intimate room in the Cathedral and applies the priceless liquid "Aaaah! So much relief!"

Daily spells preparations:

SPELLS
(CL 9; Concentration +12)
Level 0 (at will; 7 prepared)
acid splash
detect magic
message
mage hand
dancing lights
mending
open/close
Level 1 (5/day; 5 prepared+ring)
enlarge person (For DC 14, only humanoids)
vanish
liberating command (immediate)
feather fall (immediate)
ray of enfeeblement (For DC 14)
ring: disguise self (10 min/level)
Level 2 (5/day; 3 prepared)
spider climb (10 min/level)
scorching ray (2x [2x spending for +1 CL] 4d6)
create pit (Ref DC 15, 30', 8r)
Level 3 (4/day; 2 prepared)
dispel magic
displacement

-------------------------

As the group puts eyes on the giants camp and they close up to combat, Leira casts displacement on Kaos.

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

Thanks Leira.
Kaos casts Shield and moves up. Mage armor would already be up.


Female half-orc Oracle 10 AC18, HP(67), F6,R4,W9; Init.+0; Perc.+15; 30'

For when we move to Round One

Kaos' Iniative:: 1d20 + 8 ⇒ (12) + 8 = 20
Leira's Iniative: 1d20 + 5 ⇒ (9) + 5 = 14
Anga's Iniative: 1d20 + 2 ⇒ (3) + 2 = 5
Ulfgards's Iniative: 1d20 + 1 ⇒ (11) + 1 = 12
Haskyll's Iniative: 1d20 + 0 ⇒ (15) + 0 = 15
Droja's Iniative: 1d20 + 0 ⇒ (6) + 0 = 6
Giants and Ogres' Initiative: 1d20 - 1 ⇒ (18) - 1 = 17

Droja puts up a Shield of Faith, then commands Mr. Stinky to attack. She then begins to weave a spell to summon in some help.

@Kaos - You go before the Hill Giant and Ogres can take their first actions in Round One. Need Haskyll and Ulfgard's up to Surprise Round actions before proceeding to Round One.

Important piece of information is that each square is ten feet. So again the scale is massive, almost giant-sized. ;)

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 will keep moving up and cast brow gasher on GT.
Maybe if we look really mean they will run away.
So he will morph into his half dragon form.
Current AC 25= 10+4ma+4shield+2dex+1dodge+4natural 50% miss chance w/ displacement


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

Round one
Anga pulls out a shield scroll and casts it


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

Ulfgard quickly cast cat´s graze on himself.


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About mid-morning the party leaves the Cathedral of Minderhal. Around noon the party notices a Giant encampment between them and their destination, the caves that run under the mountains of Minderhal's Valley.

(Location "Q" on the Minderhal Valley Map.)

Up to and through the Surprise Round...Mostly

With his Mage Armor already up, Kaos will also put up a Shield and move toward the Ogres.

Haskyll will do something beneficial to the party.

Leira cast Displacement on Kaos.

Ulfgard adds a little Cat's Grace to his abilities.

@Ulfgard - Please confirm your AC versus Giants with Cat's Grace.

Droja puts up a Shield of Faith. She commands Mr. Stinky to attack. Then begins to weave another spell.

Anga simply drops a Fireball on the group of Ogres collecting dung. The two Ogres nearest the wagon cry out then fall to the ground. The dung wagon erupts in flames. The third one screams out from both pain and rage.

(I placed the Fireball where she could collect the most foes. It does not collect Mr. Stinky. Maybe next time.)

Ogre 1 Reflex Save: 1d20 + 0 ⇒ (6) + 0 = 6
Ogre 2 Reflex Save: 1d20 + 0 ⇒ (3) + 0 = 3
Ogre Leader Reflex Save: 1d20 + 6 ⇒ (3) + 6 = 9

Round One

Kaos turns into dragon-form while putting a Brow Gasher on Gorum's Thorn.

The last standing Ogre, a very unattractive female, unaffected by Kaos' transformation, moves toward the Dragon Disciple and hurls a rock. The rocks sails past Kaos.

Displacement Miss Chance 50<: 1d100 ⇒ 14

Then a group of three Hill Giants, seeing puny creatures approaching, move and throw rocks at puny creatures. A fourth moves toward the burning wagon.

The first Giant's rock lands near Kaos.

Giant 1 Displacement Miss Chance 50<: 1d100 ⇒ 23

The second Giant's rock glances off the Dragon Disciple's magic Shield.

Giant 2 Displacement Miss Chance 50<: 1d100 ⇒ 82
Giant 2 Rock: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 10 ⇒ (2) + 10 = 12

The third Giant's rock lands short, missing Kaos completely.

Giant 3 Displacement Miss Chance 50<: 1d100 ⇒ 34

Anga pulls out a scroll and puts up a Shield.

Kaos 20 (AC20/MA21/SH25 104/104)
Ogres 17 (AC17 U,U/30)
Ogre Leader 17 (AC? ?/?)
Hill Giants 17 (AC21 85,85,85,85/85)
Haskyll 15 (AC21/G25 64/64)
Leira 14 (AC19 63/63)
Ulfgard 12 (AC20/H21/G25/CG27 103/103)
Droja 6 (AC16/SoF18 48(60)/63(75)
Anga 5 (AC17/MA21/G25/SH29 60/60)

Haskyll up to and through Round One. And everyone else go ahead with Round One actions and what you might want to do in Round Two. @Anga-Go ahead with your Round Two actions.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

"I knew we could not have confidence on those ogres!" Leira steps forward and starts enlarging Ulfgard.
9 minutes of enlarge person


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 moves forward a bit and casts a scorching ray spell at (grey 1)

scorching ray 1: 1d20 + 8 ⇒ (5) + 8 = 13

damage: 4d6 + 5 ⇒ (1, 3, 2, 3) + 5 = 14

scorching ray 2: 1d20 + 8 ⇒ (5) + 8 = 13

damage: 4d6 + 1 ⇒ (6, 2, 4, 3) + 1 = 16

scorching ray 3: 1d20 + 8 ⇒ (6) + 8 = 14

damage: 4d6 + 1 ⇒ (6, 4, 2, 5) + 1 = 18


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

AC 28 vs giants. Touch 18

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