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
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 would be for the best, but if he shows on route, just drop him.

With that, he hefts his gear and moves along with the others.

percept: 1d20 + 7 ⇒ (1) + 7 = 8Add 2 for stonework


The party heads back to the front entrance the way they came.

Darkvision and Perception DC20:
At the edge of darkness you notice a ripple. (Around R31)


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

Perc: 1d20 + 9 ⇒ (4) + 9 = 13
Happily moving forward Ulfgard follows the others.


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 see nothink. :)

Haskyll walks along at the back of the group.


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

perception: 1d20 + 4 ⇒ (18) + 4 = 22

[b]"What the blazes now. Everyone be movin' wary. I'm thinkin' our trolly friend's hidin' in the water'n watchin' us. Right out about th' middle o' th' lake there, there's a wee ripple. Might be we could be movin' right on out o' here wi' no tussle, but le's be keepin' a wary eye on the water. R31 is the middle of the water, right? If not, I'll fix the post ;)


Yes. R31 is in the water.

The party is able to leave the caves without an encounter.


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

perception: 1d20 + 4 ⇒ (7) + 4 = 11


Anga does not notice the ripples in the water until Ragnir points them out. Whatever is in the water stays in the water.

Outside is a contingent of about a dozen of the town's militia. A couple of them appear hardened and capable, but the rest do not look like soldiers. Several are just boys. A couple are way too long in the tooth. The others look to be tradesmen or merchants.

The party will notice activity across the Hopesprings Pond. Some people were cleaning up. But some looked to be packing up. A couple of wagons filled to the brim with what looks like a family with furniture and stuff were heading out of town. The population of Trunau is taking a hit.

What does the party do next?


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

"We should explain that if the people run they will be easy prey for the swinefaces!"


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)

If the raid is over, I am thinking that we turn our prisoner over to the sheriff, and that we rest and look over this new gear we found. While we plan out our next set of actions.

Haskyll looks pensive.

I wonder, if in all this excitement if the Ramblehouse survived.

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 agree with both of you but we should finish exploring this tomb first. In a whisper At the vary least I don't want to leave this guards here to deal with that troll on there own.


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, before we do that, let us find a spot to drop some of this gear and deliver our prisoner first.


You can always leave the prisoner and gear with the guards. But your call.


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

"Well we should leave her with the guards and hunt the troll! Me thinks, only a dead troll is a good troll!"

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 was my thought as well. We could even have one the faster guards run and get a contingent to escort him back and store some of our newly acquired items.
I do think we should hold on to any magic we have found.


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

Would the MW breastplate fit me? And how long to identify the magic items? 5 minutes?
"Ha, if you think I will leave the little basher alone.... In any case let me get a breath and some food and some ale... and I am ready to explore the caves further."


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, meybe tha troll has run off. Still if ye wish to hunt it, I'm game.


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)

We will need a couple of minutes and a reasonably quiet area to look them over. As for sending the non magic, I can work with that for right now


"Report?" Kurst Graft comes along the Hopespring's Pond. "What have you found?"

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

Well we found him Kaos will drop the Half Orc down in front of Kurst He is alive and I believe he may have some interesting things to tell us when he wakes up. Could you keep him safe until we get back?


"You are done here. We will send another team in to clear any other hostiles. Take this Half-Orc to the Longhouse and Councilor Halgra right away. She will want to question him. I am coming with you. I may have some questions for him too," Kurst looks tired but relieved.

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

With all do respect I do not think that is a good idea. There is a troll in there and who knows what else.I believe we are the most capable to take care of it. I don't want any one dying when I could have prevented it.


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 looks at Kaos, "Ye be plannin' on goin' swimmin' lad? Tha' troll be in the water, an it be doin' tha' to avoid us. Is no gonna be comin' out o' there, without a lot o' encouragement. Ye let the guards with crossbows keep a wary eye on the pond. I'll show them where I seen it, an' if'n it shows its mangy head, the guards c'n fill it full o' bolts, an' send fer us. Otherwise, we'll be doin' naught but spinnin' our wheels here, an' I fer one want ta be hearin' what ol' inky face has te be sayin' about why he's here, an' who be sendin' him."


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)

Well, while we are spinning our wheels for a bit, I think we can take the time and look over that armour along with other things that we are packing.

I agree that we should hear what he has to say, but I also agree with Kaos, as we are in the best spot to deal with it.


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

Kurst, ye be wantin' to bring the makings of fire or acid. Trolls fear both. I for one would like a chance to recover spells. And work out these items we found. I don't think the troll is goin' anywhere.


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

Looking at Anga Ulfgard points to the hammer, then to the armor. "Mind lassy, if you weave your spell and try to identify those items. We have a moment breathing space, don´t we?"


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"Thank you for your advice. For now we will leave guards here to make sure nothing comes out," Kurst begins the climb up to the Inner Quarter.

The town's Inner Quarter is in ruin. Only a couple of buildings remain standing. The town portion on top of Bloodmarch Hill faired much better. The Longhouse is intact. Jagrin, Kurst's Father is there. High Defender Halgara is there. Tyari Varvatos, the Priestess, is there too. She cast a healing spell on the bound Blonde Half-Orc. It comes too.

Does anyone want to lead the interogation?

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

Before we had to the Longhouse Kaos will talk to one of the guards Hay we killed about 4 Dire wolfs in there and I thought we would be heading back in there. But that does not seem to be the case. So when you go in bring me one or two of them would you? I need a new cloak. Be safe With that he will pick up the half orc and head for the Longhouse.
Kurst knows everything we know I think he should take lead and we can aid.


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
Ulfgard Strongfist wrote:
Looking at Anga Ulfgard points to the hammer, then to the armor. "Mind lassy, if you weave your spell and try to identify those items. We have a moment breathing space, don´t we?"

As you ask.

Anga chants a quick spell and waves one hand, casting a detect magic.

A broken Large sized spear
spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28

The stone blacksmiths hammer of the Giants maker god
spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20

The resizing Halfplate.
spellcraft: 1d20 + 10 ⇒ (5) + 10 = 15

Heart Shaped Locket
spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12

Belt
spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19

2 Scrolls - cast read magic and look at the titles

1 Wand
spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13

4 Potions.
spellcraft potion one: 1d20 + 10 ⇒ (5) + 10 = 15
spellcraft potion two: 1d20 + 10 ⇒ (20) + 10 = 30
spellcraft potion three: 1d20 + 10 ⇒ (13) + 10 = 23
spellcraft potion four: 1d20 + 10 ⇒ (3) + 10 = 13

Alchemists Alembic - don't need to id, and cannot read much of it anyway

Geode
spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19


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 will look over what she didn't get

When you are done with that armour and hammer, I would like a chance to look over them as well. There seems to be something with them.

for percents, I always go low is good
armour 53%: 1d100 ⇒ 25
hammer 53%: 1d100 ⇒ 55

The actual trait is:
Artifact Hunter: You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (UMD) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 53% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.


Anga Runedaughter will discern that the broken Large sized spear is now treated as a standard +1 Spear. A mark below the head in Giant will identify that this was once in the possession of the Hill Giant King Uskroth.

Anga will not be able to identify the stone blacksmiths hammer of the Giants maker god. But Haskyll can. Haskyll's % chance was actually 57%.

When Haskyll gets outside in the clearer light of day, sweat will begin to bead on his forehead.

Haskyll's discovery:
You are holding the legendary hammer Agrimmosh, the Hammer of Unmaking. The stone giants of the Mindspin Mountains believe that the giant god Minderhal used his hammer Agrimmosh to forge the first giant. This creation was imperfect, however, so he crafted another and granted it life, creating the first stone giant. Pleased with what he had now wrought, Minderhal pulverized his first creation with a final blow of the Hammer of Unmaking, and its pieces became all of the other races of giants that came to populate the world. Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impact Warhammer that automatically re-sizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person (Fortitude DC 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes. Haskyll believes there maybe more, but something has to be done to open up further effects. Haskyll does not know what that something is, yet.

Anga does not know the re-sizing Half-plate. But Haskyll will recognize the armor as Uskroth's Armor.

Haskyll:
This battered, well-used suit of +1 half-plate automatically re-sizes itself to match the size of its wearer. Once per day on command, the armor can bestow upon its wearer the effects of righteous might for 5 rounds. The wearer’s alignment determines the DR gained from this ability. A good wearer gains DR 5/evil, an evil wearer gains DR 5/good, and a wearer who is neither good nor evil chooses which DR to gain the first time she activates this ability—once chosen, it cannot be changed.

Anga will not know anything about the Heart Shaped Locket.

Anga will determine that the Belt is a Heavy Load Belt. This wide leather belt is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

2 Scrolls - scroll of phantasmal killer, a scroll of tongues.

Anga does not know anything about the Wand.

Anga will determine that the Geode is not magical. At least in its current form. It looks like it would match with another Geode.

I will post later about the potions.


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

After telling about the hammer and the armor Ulfgard whistles... loudly.
"Those are very nice items. I really like my basher. I can keep it or? Or would you like as priests of Torag wield a weapon sacred to another god?"


I had to recall where the potions came from.

Anga will determine that all of the potions are Cure Light Wounds.


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Interogating the Blonde Half-Orc:

1.) His name is Skreed Gorewillow.
2.) He and a Half-Orc team were sent by the Hill Giant Grenseldek to infiltrate Trunau, weaken it’s defenses, find Uskroth's tomb and plunder its contents.
3.) There was difficulty finding the tomb.
4.) The Plaguehouse was a place to relay the status between the infiltrators and the Twisted Nail Orc Tribes, allies to Grenseldek.
5.) Twin Flood Troll's were sent alternately as messengers so no one would know the full plan. Only Skreed knew the full plan.
6.) Rodrik Kurst was close to discovering the infiltrators.
7.) Skreed moved to end that threat to their plans.
8.) Impatience on the part of the Twisted Nail Orcs lead to the attack on Trunau.
9.) It was pure luck that the cave was discovered.
10.) Skreed knows that Grenseldek has a similar Geode.
11.) He does not know anything more about the Geode or its significance.

High Defender Halgara will knows that the Twisted Nail orcs inhabit a ruined border fort called Redlake Fort. Once part of Harchist’s Blockade, Redlake Fort stands near the River Esk, north of Trunau.

For now the party is free to stay at the Longhouse. Unfortunately, there are many beds available.

I will post more of post battle events later.

The party will be able to rest. The Battle of Bloodmarch Hill is over.

Day Nine

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

Unless someone objects Kaos will take the belt and strap it on. Those are both grand magic items and I believe one of will be able to use them well. But I would like this belt all these weapons get a little heavy some time. :)

Wow I those guys know how to get all the info from a person. I hope they never have to question me.


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 dons the armor, wriggling around in it at first "Now tha's just bloody weird. Fits like it was made jus' fer me. Resizin' armor..." He looks up a bit sheepishly, "I's jus' kinda creepy."


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)

Aye, Ulfgard, you can use the hammer, I doubt that Torag would appreciate me using it.

He then goes through the description of what he knows about these items.

spellcraft wand: 1d20 + 9 ⇒ (18) + 9 = 27
spellcraft locket: 1d20 + 9 ⇒ (13) + 9 = 22
spellcraft ambiec: 1d20 + 9 ⇒ (10) + 9 = 19

Edit, you can read the spoilers addressed to me.


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 will put the found mw longsword in the pot and strap on the breastplate if Haskyll does DIP on it


Haskyll will determine that the stick is a Wand of Inflict Moderate Wounds with seven remaining charges.

The locket is a True Love's Locket. These gold heart-shaped pendants, which open to reveal small hollows inside, always come in pairs and must be on the same plane of existence to function. When two people with a strong emotional bond (such as good friends, family members, or romantic partners) each wear one of the lockets containing a keepsake from the other person (usually a lock of hair or small picture), the lockets’ magic becomes evident. After 24 hours of wearing a linked locket, each wearer knows the condition of the other as via a constant status spell. In addition, when either wearer uses the aid another action to assist the wearer of the linked locket, the bonus gained is increased by 1. Lastly, once per day, each wearer may use one of the known skills of the wearer of the linked locket, as borrow skill. If either wearer of a linked true love locket takes the pendant off, has it forcibly removed, is killed, or travels to another plane, both lockets cease to function until re-attuned for 24 hours.

The formula alembic is magically-augmented alchemical device that distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion’s or extract’s formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion. Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn).


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

"Well, we have to help the people with rebuilding Trunau and then hunt the rest of the twisted orcs! If we can weaken them further we ensafe the 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

Sounds like we may has a couple of options
First do we know where Redlake Fort is?
Second if that Troll in the cave is still alive we may be able use it to find out where that hill giant is.
By the way does anyone know anything about this Geode?
Kaos will show it to the town leaders if none of us know.

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

When Kaos get a moment he will apply one dose of black adder venom to his axe.For duck hunting
to not poison ones self: 1d100 ⇒ 57 There is a 5% chance I could poison myself.


This was one of the most devastating Orc raids the town has seen in recent memory. When it is discovered that the raid was lead by a Half-Orc, it makes the already tense relationship between the inhabitants and the Half-Orcs in Trunau even more difficult. For now, many Half-Orcs are staying in the Longhouse for protection. Katrezra is there, the Half-Orc Seer friend of Rodrik Kurst. He is near the High Defender when Kaos pulls out the Geode.

"May I see that?" Kaos hands the Geode to the old Half-Orc. "Very curious. This type of Tourmaline is local to the Mindspin Mountains. The crystalline structure of this Geode has actually been shaped to the same contours as the hills and mountains of the Mindspin Mountain range." He looks a little closer. "There is a trail. It is a map. It is incomplete." The Half-Orc shrugs and returns the Geode back to Kaos.


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)

Well, if we are going to be here for a night.

Haskyll takes a few minutes to prepare a couple more spells.

Ragnir
CMW: 2d8 + 4 ⇒ (1, 7) + 4 = 12
CLW: 1d8 + 4 ⇒ (6) + 4 = 10

Mordea
CLW: 1d8 + 4 ⇒ (8) + 4 = 12

I had left 1 slot for each spell level blank, filled them with spells, and then used them to heal. I guess I cannot deal with the strength loss this game day.


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Before noon, you will hear that the Flood Troll was captured by a contingent of Trunau’s finest Guardians and the opening to Uskroth's tomb was sealed. The Flood Troll was interogated but nothing new came of it.

Others were busy cleaning up. Another contingent of guards were sent to destroy the Plaguehouse. The Sanctuary’s high priestess, Tyari Varvatos went along to bless and consecrate the grounds.

As the party moves about the town, you are often congratulated for your effort. Many affectionately referring to you as Ruby's Defenders.

But this day was a somber one. By nightfall those who lost their lives during what will become known as the Battle of Bloodmarch Hill is cremated at the Flames of the Fallen. The numbers lost were difficult for the town to accept. Several entire families were wiped out.

Ruby, herself, would come up and hold Kaos' hand during the service.

Again, this evening a warm bed and a hot meal was provided for the party at the Longhouse.

Please feel free to RP activities during this day.

Day Ten

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 move around the town and help where he can. Weather it be with his muscles or with some kind words and a listen ear.
When Ruby comes up to Kaos.
This is a time of great sorrow and of great pride. You and your town have proven that you are strong and will not go quietly. You will persevere and become even stronger as long as you remember to pull together.Try not to put blame on people just because they may share some characteristics of those that attack you. Keep in mind they fought and died with you.


Day Eleven

This is another free day for the party. This is a good day to sell stuff.

It amazes those not familiar with Trunau the efficiency of the citizenry to clean up and restore some order. Word of the town's victory has reached other nearby settlements. More merchants appear in town, setting up mostly behind the walls of the lower quarter.

Day Twelve

The party is found and summoned to meet the High Defender.

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

Do you think that this locket belonged to Rodrik. Maybe his girlfriend knows something about it. Kaos will set off to find her.


High Defender Halgara addresses the party, "It is good that you stopped that saboteur from obtaining the artifacts you now possess. However, we still have a giant of a problem. This Hill Giant Grenseldek must pay for the harm she has caused. You have proven yourself capable. We want you to infiltrate Grenseldek's lair, an abandoned outpost near the River Esk called Redlake Fort. Then deal with this threat, so that this Grenseldek will no longer cause harm to Trunau. Do you accept?

If you say no, we can end the adventure right here. It was nice knowing you. ;)

After the party agrees, Halgara introduces to the party a familiar face, the venerable Elf Silvermane, who the party rescued near the fallen tower of the Inner Quarter several days earlier. Silvermane is a mute and communicates through a sign language that Halgara can understand.

[b]"Sivermane says that there is a place known as the Vault of Thorns, a demi-plane created by the druid Council of Thorns. The entrance is located within the Ghostlight Marsh, a swamp to the northeast surrounding the confluence of the Kestrel and Esk rivers. The Vault contains a cache of items that may prove useful in your fight against the Twisted Hearts."

Grenseldek's combined Orc and Hill Giant tribes is called the Twisted Hearts.

Halgara continues, "Silvermane says, to find the Vault of Thorns, you should look for a marker in the form of a circle of thorns carved into a stone near the banks of the River Esk. This marker will put them on the right path through the swamp to find the Vault, but the entrance to the demiplane is hidden."

At this point, the elf produces an ancient, leaf-embossed brass lantern, "This is called a ghostlight lantern. If the husk of a dead will-o’ wisp is placed inside the lantern, the lamp will produce a beacon that points to the circle of standing stones that marks the Vault’s entrance. Once you reach the druidic circle, they need only wash the supernaturally fueled lantern’s light over the central standing stone to open the portal into the Vault of Thorns."

"I have already secured passage for you aboard a keelboat that regularly plies the rivers of southern Belkzen. The riverboat’s captain is a half-orc named Raag Bloodtusk. He has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort. In exchange, you are to help sail the boat and defend it from any
dangerous river denizens. Overland would be way too treacherous. This is the best way."
Halgara hands the party a letter of introduction.


Kaos will find Brinya. She has never seen this locket before and knows nothing about it.

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