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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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

damn system ate my post!
feeling better already

linguistics: 1d20 + 13 ⇒ (18) + 13 = 31

the runes on the battle axe are old. They read, demon slayer


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)

"Demon slayer sounds like something we should keep" Leira smiles to Anga.

"Thanks Droja. I have to admit you are quite a good companion for a half-orc" the girl attempts a smile at the female "You made some prayers to Gorum. Is him your patron?"

Once the party is able to retrieve and heal Ulfgard, Leira penetrates into the drake's cave to fully investigate it. She starts with the stairs, trying to hide herself in the shadows as she advances.
Stealth: 1d20 + 18 ⇒ (12) + 18 = 30
Perception (+1 vs traps): 1d20 + 24 ⇒ (17) + 24 = 41


Ulfgard finishes off the Spire Drake. He then skins the creature and flies back up to be with the party.

Droja asks for and is able to remove the curse of the motes off of Ulfgard. She then responds to Leira, "The Iron Lord is my patron. He guides me to assist warriors in battle."

Leira will begin to look around the vast cave. There are no traps. She finds a set of stairs that descend into another cave. This cave is empty except debris blown in from the outer cave. She finds nothing of value. There is a tunnel that appears to descend into the earth off this cave.

Leira will find another hidden cave that is more like a dugout. She will find three copper piece in this dugout covered in dirt. These copper pieces are unlike the copper pieces found at the nest for the Spire Drakes. These copper coins have a blue-green patina and are ancient, maybe thousands of years old (worth 25gp each to a collector). Where the ones in the Spire Drake nest have been minted within the last fifty years. The Dwarves in the party will recognize them as Duergar coins. Coins like this are typically found deep in the earth. These coins may be as old as the Battle Axe that was found.

Leira 25 (AC19 56/69)
Haskyll 20 (AC21/G25 69/72)
Droja 18 (AC16 57(69)/71(83FL)
Ulfgard 14 (AC22/G26 83/126)
Kaos 11 (AC20/MA21 43/112)
Anga 9 (AC18/MA22/G26 53/67)


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

duergar make. Shadow kin. Odd that these would be here. And worrying. Still, they are very old, so we are unlikely to encounter any

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

Thank Haskyll
Ok who gets what. Everyone can use the amulet. Does anyone want the axe? Kaos would gladly take it. As for the potions and Scroll I think Liera handed them out. We still don't know what the horn does. Did we determine if any of this stuff is an artifact?
Spell craft Horn: 1d20 + 6 ⇒ (5) + 6 = 11


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

spellcraft horn: 1d20 + 19 ⇒ (3) + 19 = 22

Damn dice


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 would like the MW pick, if no one objects


It is a DC30 Spellcraft check to identify the properties of the Drakesbane Horn.


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 looks at the horn, detect magic cast, but cannot determine its function. Perhaps it being a long day.
I cannot work it out. Except that it is a horn, and magical, but we already know that. She shakes her head.
I think a rest and a rethink on it overnight is needed. Tomorrow I have another look
Looking at the other gear she says That's a nice war pick. I'll have that, if no one is objectionable

just put my actions in narrative. Little bored at the moment. :)

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

Anga I have this Coldiron pick as well if you want it.


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 have no complaint over you getting that pick, let me look at that horn

spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17

it has been a long day, I cannot ken this.

59% chance of determining attributes of an artifact

Need another day before I can get the loot sheet caught up.


@Haskyll - go ahead and roll your 59% chance.


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)

Once she has time, she sits next to the horn and opens her spellbook to the side "Let's see... mom showed me about one spell that might be of more help here..." methodically studying identify and preparing the spell.
Burning an arcanist point to prepare identify through the Quick Study exploit

She then casts the spell on the horn to identify its properties.
Spellcraft+identify: 1d20 + 12 + 10 ⇒ (18) + 12 + 10 = 40

Afterwards, Leira continues her exploration of the caves finishing the area to the northeast.


Drakesbane Horn

The above URL has now a second page with the details about the Drakesbane Horn.

Leira will note that the tunnel dives steeply into the depths of the earth.

The pathway is steep, but not so much that it would require a climb check.


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 happily climbs the stairs!

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 follows Leira. Where do you think this leads? Do you think we should rest here before we try to search further on? I can probably carry the mule up so she doesn't get lonely.


A mule weighs around 500kg or about 1100 pounds loaded.

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

Cool I don't even need to drop what I normally carry. My heavy load limit is over 2000lbs.


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)

traits: 1d100 ⇒ 19 I prefer low


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)

"No idea what might be there, but I just can't rest again yet" the girl will go deeper down to find more about the place.
Perception: 1d20 + 24 ⇒ (10) + 24 = 34
Stealth: 1d20 + 18 ⇒ (13) + 18 = 31


Kaos Axe Hands wrote:
Cool I don't even need to drop what I normally carry. My heavy load limit is over 2000lbs.

Based on Kaos' strength, I have your maximum load at 700 lbs. I could be missing something.

Haskyll too will know about the Drakesbane Horn.


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GM Warning: I have no problem with the party venturing into the depths of the earth. But know this: This is outside the AP. We would no longer be strictly in the Pathfinder world. You would be in my world.

At about 1000 meters, Leira will note that the tunnel continues on into the depths. The Rogue Arcanist will not find any traps or any side passages, secret doors, or anything else at this point.


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 don't think that we need to push that far down below.

Haskyll passes on what he knows about the horn.

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:
Kaos Axe Hands wrote:
Cool I don't even need to drop what I normally carry. My heavy load limit is over 2000lbs.

Based on Kaos' strength, I have your maximum load at 700 lbs. I could be missing something.

The Muleback Cord:
Aura faint transmutation; CL 3rd; Slot shoulders; Price 1,000 gp; Weight 1/4 lb.

DESCRIPTION

These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.


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

At our levels, I prefer ant´s haul. Muleback cords take the valueable back slot and Haskylls spell lasts for 20 hours.

Looking around and taking a deep breath to enjoy the musty earth flavored air Ulfgard nods."While I love to feel the earth above our heads, I think our goals are elsewhere!"


@Kaos - I was missing something. You had a magic item that gave you a carrying capacity beyond your strength.


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. No giants ta kill down 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 will go over to the dug out section. Why is this here it’s to small for the Drakes?
He will cast Detect Magic . Then starts to dig around the area the coins where found in.
perception: 1d20 + 7 ⇒ (14) + 7 = 21


Kaos will not find anything in the dugout area beyond the three ancient copper coins.


Does the party rest? If not, where do you go?

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 we either have or know where to find everything we need with the possible exception of the dragon. I could try using my fire if we cannot get a hold of the dead dragon. The idea of possibly attracting an ancient red or any other dragon does not sound appealing to me. So can we get back to the forge by tonight? If not I suggest we rest here and start out early.


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

if the phantom chariots are still ticking, then I say travel on. I still have a fair part of my spells. If not, then a rest to regain them is good


The party heads back the way they came. The valley is covered in dense forest. It would be difficult for a chariot to navigate. So, by evening the party returns to the place where they had fought the Marsh Giant Wights.

Does the party push on into the night?


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

time for a rest, ah think. Walking through a forest at night is not a good idea.

forest are a problem now, but come 12th level, they can airwalk


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)

Agreed, a rest will do us well

Haskyll channels his last channels for the day.

channel: 5d6 ⇒ (6, 2, 6, 3, 3) = 20
channel: 5d6 ⇒ (1, 1, 6, 1, 4) = 13

He will then determine what types of spells will be needed for topping everyone up on their health.

I will have up to 4 CLW at d8+5, 4 CMW at 2d8+10, 2 CSW at 3d8+10, and 2 CCW at 4d8+10 on top of the channels, will you want me to roll them ??

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

Sounds good. What's the plan? Are we heading to the forge then teleporting to grab the other stuff or are we riding?


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 cannot teleport everyone in one go, and the chariot spell, while not instant, does last a long time.
She opens her spellbook, and thinks.

all up ah can teleport six people, plus myself. That includes a return trip for just me. That also includes the spell not going awray. That's all of us, ah guess.

She looks at the mule uncertainly. tha beastie included

I'm assuming that the mule is medium-sized

But it will have to wait till morning as ah have to memorize the spells


The Mule is large in size.

The party makes camp.

GM Screen:
3 watches: 1d8 ⇒ 31d8 ⇒ 81d8 ⇒ 5

The party once again gets through the night without disturbance.

Day One Hundred and Five

Between Haskyll's spell and recovery from rest everyone is back to healthy.

Leira 25 (AC19 69/69)
Haskyll 20 (AC21/G25 72/72)
Droja 18 (AC16 71(83)/71(83FL)
Ulfgard 14 (AC22/G26 126/126)
Kaos 11 (AC20/MA21 112/112)
Anga 9 (AC18/MA22/G26 67/67)

Where does the party go next? The forest thins enough for Anga's Chariot if you want to go this route.


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)

Leira casts the secure shelter for the night. The next day she prepares her spells and discusses next steps "We next go to the Cathedral."


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

so I don't think I can teleport the mule. It is too big


Does Anga bring forth a pair of Chariots as before?


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

yes


The party will make good progress until mid-afternoon when you come across the gates toward the Cathedral of Minderhal. What was once guarded by Dire Tigers are not held by a clan of Hill Giants. The sun was heavy in the party's eyes when the action starts.

Location "N" on the Minderhal Map.

Surprise Round

Hill Giant 1 rock: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 10 ⇒ (3) + 10 = 13
Hill Giant 2 rock: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 10 ⇒ (2) + 10 = 12

A pair of boulders strike the lead chariot.

The chariot took 15 points of damage. It has 80, so that leaves 65.

Kaos' Iniative:: 1d20 + 8 ⇒ (15) + 8 = 23
Leira's Iniative: 1d20 + 5 ⇒ (17) + 5 = 22
Anga's Iniative: 1d20 + 2 ⇒ (10) + 2 = 12
Ulfgards's Iniative: 1d20 + 1 ⇒ (7) + 1 = 8
Haskyll's Iniative: 1d20 + 0 ⇒ (18) + 0 = 18
Droja's Iniative: 1d20 + 0 ⇒ (11) + 0 = 11
Hill Giant's Initiative: 1d20 - 1 ⇒ (17) - 1 = 16

Round One

Go ahead with your actions. The Hill Giants are throwing rocks.
The Hill Giants in the towers and the female one at the wall have partial cover. There should be a new map up when you read this.


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)

Leira casts displacement on Kaos or Ulfgard and readies her crossbow.
Map is requesting special permission!

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

Anga can you get us closer to those over grow brutes.
Kaos casts shield


Is the map working 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

Yes


@Leira - OK. Which one Ulfgard or Kaos?


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)

Observing the situation, Leira casts for Kaos.


The Giants begin to focus their attacks on the riders of the lead Chariot.

Hill Giant 1 rock; 1-Leira,2-Ulfgard: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 10 ⇒ (7) + 10 = 171d2 ⇒ 2
Hill Giant 2 rock; 1-Leira,2-Ulfgard: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 10 ⇒ (7) + 10 = 171d2 ⇒ 1
Hill Giant 3 rock; 1-Leira,2-Ulfgard: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 10 ⇒ (6) + 10 = 161d2 ⇒ 1
Hill Giant 4 rock; 1-Leira,2-Ulfgard: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 10 ⇒ (4) + 10 = 141d2 ⇒ 2
Female Hill Giant rock; 1-Leira,2-Ulfgard: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 10 ⇒ (3) + 10 = 131d2 ⇒ 1

One of the rocks glances off Ulfgard's shield. Another barely hits Leira, but it was still a big rock thrown by a giant.

Kaos 23 (AC20/MA21 112/112)
Leira 22 (AC19 53/69)
Haskyll 18 (AC21/G25 72/72)
Hill Giants 16 (AC21/? 85,85,85,85,? /85,?)
Anga 12 (AC18/MA22/G26 67/67)
Droja 12 (AC16 71(83)/71(83FL)
Ulfgard 8(AC22/G26 126/126)

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