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

Kaos will take his axe back and start checking the body's for anything useful. @Anga After you catch will you see if any of the stuff from these orcs is magic He will pile everything he finds in one spot to help make it easier for her.
perception: 1d20 + 4 ⇒ (2) + 4 = 6
That dog lady real know how to use that double axe. He will say as he winces from the pain while trying to loot the bodies.

Looks like we are climbing down. Which way looks the easiest to you?
survival check : 1d20 + 4 ⇒ (8) + 4 = 12
Thanks for the second wind.


Kaos will determine that the collapsed tower provided a relatively easy way down to the lower quarter. Repelling down the walls and cliff face would be far more difficult without the proper equipment.

You notice the Leaping Lizard is fleeing the town and heading towards the wild.

@Ragnir- Thanks for the Forbid Action link. It was helpful at the time. I would not know until afterwards that the Beast-Tamer would fall.


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)

Taking a quick breather, Haskyll quickly looks over the pile that Kaos stacked up.
Casting detect magic.
He then casts a cure light wounds on Kaos, and then uses the pearl of power to recall that spell.

CLW: 1d8 + 3 ⇒ (6) + 3 = 9
channel: 1d6 ⇒ 6

2nd level bull strength reloaded, 1st level, will have full load again.


The Orcs were magic poor. You will find four vials that radiated magic. And the Beast-Tamer had a Pidgeon feather than glowed with magic. Besides weapons and armor you will find, 4 vials of Alchemical Fire and 2 smokesticks.


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 her Spellbook and recovers somewhat.

Hmmm, molten orb and magic missile


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)

Kaos, can you grab those, we will sort them out later
Pointing at the unknown vials, the alchemical fire, Pigeon feather, and smokesticks.

I've taken my three rounds to do 2 spells, and recover 1.


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' |

Mordea thanks Haskyll for the healing. She pats him on his bald head.


"Yes! Thanks for the healing," Omast says. "But I am not patting you on your head."

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 do as Haskyll asked. Thank you for all the healing Haskyll but I'm not giving you pats either. Let's head to that light. It looks like the fallen tower will be the easiest way down.


This impressive tower once connected Trunau’s western inner wall to the side of Bloodmarch Hill, but smoldering wreckage is all that remains of the fallen tower.

It is a DC 15 Climb Check to climb down through the rubble here without aid.

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 survey the climb and rummage in his bag. A'ha Here it is. I will anchor the rope up here and let you guys climb it. Then I will carefully climb down after.
Take 10 on Climb Check


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)

Wasnt expecting pats, but you are welcome. Kaos that looks like the best approach.

Haskyll will then slowly make his way down the rope after throwing the longspear down first.


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

Falling from rage, Ulfgard nods to the others.
Using his weapon he helps Kaos climb up first before taking the second up.


The party will make their way down to the lower quarter. It is surprisingly peaceful, though you can hear fighting coming from other parts of the town.

You see the pile of wood in place for the Hopespring Beacon.

Again, map up for flavor.

Perception DC 15:
You notice a yellow-white powder coating the logs and stones of the fire pit.


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)

percept: 1d20 + 6 ⇒ (17) + 6 = 23Add 2 more for unusual stonework

I don't think standing near this will be good when we light it.

Haskyll looks around for something that they can use to light it at a distance.

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

Omast how do you suggest we light it?


Omast stayed with Kurst and the rest of the Trunauan Guards. I forgot to mention that. My apologies.


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

ah have a spell that'll do the trick

Cast spark. Lights fires, that's it


The party stands back at the maximum range of Anga's Spark spell. The pile of logs explodes. If you had been within about 15 feet you would have been injured. Instead you see green flames briefly, then the logs catch fire and the Hopespring Beacon is lit.

Shortly thereafter a pair of young Trunauan Guards show up. And moments after that a flaming boulder lands on a nearby house. One of the Guards looks at the party, "I have orders to Guard the beacon once it was lighted. It appears that the Orcs are still maintaining a siege weapon behind the Barterstones. Could you go and take it out?"


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

"Defeat the orc marauders, defend the fallin' gate, light all the beacons... Sure'n we may as well be addin' destroy the siege weapon to the list." He casts a glance at the guards, "Good thing a group o' adventurers was around, aye? Seems ye be needin' em ta defend yer town."

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͵ its also good for us. I haven't had this much fun in years.


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, as long as we teach those orcs to regret ever coming here. I'm game.


The open-air market is usually held atop the flat rocks of the Barterstones, but the stalls and shops have now been destroyed in the orc raid, and the stones now shield an orc siege engine.

The Barterstones obscures your approach.

Mordea’s Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Kaos’ Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Anga’s Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Ulfgard’s Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Haskyll’s Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Ragnir’s Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Orc Bombadier’s Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Round Zero

You may take a full round worth of actions. Barterstone Map up!


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' |

"You head left. I will sneak up around on the right," Mordea takes off running.

Mordea 27 (32/32 AC16) Up first!
Kaos 24 (29/29 AC17)
Anga 21 (18/18 AC17)
Ragnir 17 (17/23 AC19)
Haskyll 12 (19/19 AC17 w/ Shield)
Orcs 5 when they get an initiative.
Ulfgard 4 (30/42 AC18)

HPS are from your Stat lines at the time I write this post. Have you applied Haskyll's Channel Energies?


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 grimaces as the young human woman runs off.

Ah lass, don't be running so fast into trouble and then trails off when he realizes that Mordea is long out of hearing.

He then heads towards the stones.

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 flash Haskyll a cheeky grin.What can I say its a human thing. He will then take off running to the other side of the rock.


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

Preparing shield and axe Ulfgard leads the charge towards the siege engine.


You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor).

Surprise Round

After your Full Round Zero actions, you may make an additional Standard Action in the Surprise Round.

@Ulfgard - I moved your token 60 feet to a position behind the long-legged Human, Kaos.


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 am as fast as he is?


Please note this in your profile. Thanks.


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 updated all at work two weeks ago.. unfort I couldn´t make it stick... I have done it now.


OK, Cool. I moved Ulfgard to (D15). You can also take a Standard Action in the Surprise Round.


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)

Forgot the distance that can be covered by a run, so moved myself another 40'. :)

Passed by both the kaos and ulfgard, haskyll draws his crossbow and when he pauses, quickly loads it.

Draw weapon as part of movement, free, move equivilant, load crossbow

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

After everyone has moved up and is ready Kaos will move around the rock and engage Orc 1 . DIE YOU BASTARDS!!

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

Is everybody ready?


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)

Anga and Ragnir markers still not moved on the map :(


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'll help the lass cover t'other flank" Ragnir sets off in the direction Mordea ran in.


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

Could someone move me to D 17, thanks

Anga holds her action, to let things develop.


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)

Done, and I think we are ready now. :)


Round One

Mordea 27 (32/32 AC16) Up first!
Kaos 24 (29/29 AC17)
Anga 21 (18/18 AC17)
Ragnir 17 (17/23 AC19)
Haskyll 12 (19/19 AC17 w/ Shield)
Orcs 5 when they get an initiative.
Ulfgard 4 (30/42 AC18)


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' |

Mordea's Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

Orc 1 Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Orc 2 Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Orc 3 Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Orc 4 Perception: 1d20 + 1 ⇒ (12) + 1 = 13

Mordea so stumbles over some loose rocks. Three of the four Orcs notice her advance. (Mordea moves to M6.)

"Troll turds!" Mordea curses as she is noticed trying to sneak around to the right.

Go ahead with your Round One actions. I will move the Orcs later since they go near the end of the Round.


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 moves left and lines up a shot on the first Orc that he can see.

How about you all just leave

attack 2: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d8 ⇒ 1

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

Suprise Round
Kaos moves to D10
Round 1
attack: 1d20 + 5 ⇒ (14) + 5 = 192d8 + 8 ⇒ (5, 2) + 8 = 15


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

Moving forward and intrudicing his axe to the nearest orc, Ulfgard smilingly bangs his axe on his shield afterwards to gain attention
Attack: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 6 ⇒ (1) + 6 = 7 just to have a piece of splinter hook into the axe and nearly disarm him with the swing.


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

Ragnir continues running after the human rogue, trying to make as much noise as possible to cover her trying to be stealthy. Assist other on stealth? Not sure what the roll would be since he's being anti-stealthy.

"C'mon ye green skinned, sons o' sea hags! Or mebbe yer bein' the children o' toads. Yer skins warty enow f'r it! We jus' beat on yer friend with the dogs. Truth be told, I was a mite surprised to see that dogs would e'en be seen with ye, an' those were some o' the mangiest dogs I e'er be layin' eyes on. No wonder ye be needin' whips te keep em in line. I wouldn't want te be anywhere near ye either, ye smell worse'n an Otyugh's lair!"

Intimidate to distract/aid Mordea's stealth?: 1d20 + 3 ⇒ (19) + 3 = 22


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 advances, pulling out her crossbow


Round One

Mordea totally stumbles her way forward. Three of the four Orcs notice her advance.

Kaos moves up and cuts deep into the flat-footed first Orc. But this is a strong Orc and survives the blow.

Anga advances, readying her Crossbow.

Ragnir, seeing Mordea stumble, moves up and intimidates the Orcs.

@Ragnir - To assist Mordea with her Stealth check, Ragnir too would have needed to make a Stealth check. Intimidate may work, though.

Haskyll moves up and nicks one of the Orcs.

The first Orc clumsily pulls out a Falchion and feebly swings at the big human.

Orc 1 Falchion: 1d20 + 5 ⇒ (1) + 5 = 62d4 + 4 ⇒ (2, 3) + 4 = 9

The other three Orcs look at Ragnir. Then look back at each other. They otherwise do nothing else.

Ulfgard almost looses his axe when he swings at the first Orc.

Mordea 27 (32/32 AC16) Up first!
Kaos 24 (29/29 AC17)
Anga 21 (18/18 AC17)
Ragnir 17 (17/23 AC19)
Haskyll 12 (19/19 AC17 w/ Shield)
Orcs 5 when they get an initiative.
Ulfgard 4 (30/42 AC18)

Round Two

GM Screen:
All AC16; Orc 1 16/32, Orc 2 32/32, Orc 3 32/32, Orc 4 32/32.


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' |

Mordea see Ragnir making a seen and hesitates.

Mordea holds her action to see what Ragnir does next. She will shift her initiative as a result.


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)

Round 2

Haskyll moves north and then quickly reloads his crossbow.

Currently AC 16, HP 19/19

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