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)

You missed bless, but that still would not have helped. Waiting for Round 5 now. :(
Bull Strength 36/40, Bless 16/40.


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' |

Round Four

Ragnir will swing and miss the second Orc.

Kaos will receive some additional healing from Haskyll.

The second Orc will cut into Ragnir. The first Orc will miss.

Anga will hit the first Orc with aMagic Missile.

Haskyll provides more healing to Kaos.

Ulfgard Agrimmoshes the second Orc.

close enough! The combination of Anga and Mordea was enough to drop the fist Orc.

Mordea's Shortsword: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 2 ⇒ (4) + 2 = 6

Ragnir 19 (AC22 17/33)
Kaos 13 (AC17/21 13/41)
Orcs 11 (AC15 -6,D,D,D,D/25)
Anga 7 (AC17/21 25/25)
Haskyll 5 (AC16/18 25/25)
Ulfgard 4 (AC18 54/54)
Mordea 17 (AC18 27/40) Shifted to the end

Victory!


The party sees a bound and gagged human warrior. You dropped in on the Orcs before the greenies cut the female out of her golden armor.


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)

Make sure none of them will get up.

Haskyll moves over and roughly cuts the womans bonds.

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 give a nod to Haskyll and begin cutting the heads off the Orc body's. Only way to be sure.


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

To KaosMake sure your sharpen your axe after this, laddie. Orc necks are verry bad for that.

Anga walks over to the woman. Good day, Miss. Are ye injured?


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

Removing his weapons ulfgard helps kaos to drag the bodies and kick the heads out of the building, and lets the girl talk to the girl.
SMILE


Freed from her bonds the woman removes her gag, "Thank you all. You have saved me from a tortuous death. Heaven be praised!"

When Anga asks about her condition, the woman struggles to stand. She puts her right hand on a flaming sword symbol on her golden breastplate, her left at her side below the breastplate. There she is bleeding from a gaping cut that struck just below the breastplate, "I fear that I am wounded and may need further assistance."

Anga can tell that the woman is just hanging on to consciousness. Yet, she stood up tall and straight. And tall she is at just over six feet. Not as tall as Kaos, but taller than the majority of human females.

The woman, her faced stained with both the green blood of Orcs and her own red blood speaks again, "Who are you? And why are you here? Though I am truly thankful that you have come and at this time."


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

"Give her your attention, Haskyll. Let no one say being saved by dwarfes is half-hearted. Especially if we can, um save a woman!" With a sheepish smile at mordea Ulfgard continues cleaning this place.


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, I can be doing that.

After checking that the orc bodies will not be getting back up.

channel: 2d6 ⇒ (6, 1) = 7
channel: 2d6 ⇒ (3, 4) = 7


"Thank you all. I am pleased to be rescued by any for the cause of good," you could visibly see the relief on the woman's face as Haskyll's healing washes over the knight. "I am Calrianne Blix, a Knight of Ozem and I am in your debt."

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 wipe off his axe and put it back into its magic scabbard. Then will walk up to the knight. What happened here?


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

Oh, don't fash ye self over it, we would save anyone from orcs. Well, not other orcs, or trolls or...hmmm a lot of evil folk I guess. Simply do the same for others an the debt is paid. Ah am Anga Runedaughter, that's Ulfgard Strongfist, Haskyll Stonereaver, Ragnir Brightaxe and the two longshanks over there are Mordea and Kaos Axehands. Anga points at at each of her party in turn.
Our task is...well...we seek answers for an attack on a town


Looking at Kaos, "I don't know. It has been a while since Orcs have attacked with in Lastwall." The knight responds.

Looking at Anga, "Attack on a town. What town?" The knight says with an air of deep concern.

@Anga - That was a funny post. I liked it.

You have been sailing down the River Kestrel. It flows from Belkzen into the northern borders of Lastwall. Lastfall is protected by the Knights of Ozem, an order devoted to Iomedae. This way station services river traffic and provides a disembarkation point for people and supplies heading inland to Castle Firrine, the nortwest border stronghold for Lastwall. Not far from here the River Kestrel merges with the River Esk. You will eventually be traveling upstream on the River Esk. This is where the horses are needed.

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

Where you the only one here, if not where are the others?


"It was just me. A relief detachment is scheduled to arrive in the morning. Now again, what Town was attack? And why are you in Lastwall?" The woman drinks a swig of water out of a jug. Then offers the jug to the party.


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)

The town that was attacked was Trunau. As for why we are in Lastwall, we were looking into the matter of the attack.

He will take a drink of the water, and pass it back to her.


"Trunau. I see. That town is no stranger to Orc raids. Where are you heading?" The knight is still a little puzzled as to why you are in Lastwall.


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

upstream on the river esk. Exactly where...we're nay certain. Tis an investigation, ye ken

you know, im not certain what we have to do. Could you recap our mission, marza?


You were given the Ghostlight Lantern. With it you are to find the Druidic Vault of Thorns in the Ghostlight Marsh. There is a cache of items that may help you in your assault on Redlake Fort. The marsh is along the way to the fort.


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)

Sorry Lass, I didn't want to tell you this, but your goblin stompers outside are all dead from a set of wolves.


The knight has a stoic look upon her face, "They were good steeds. They deserve a good burial. I feared they would not be spared from the Dire Wolves. Thank you for letting me know in a kind way."


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

would ye be knowing anything about the ghostlight marsh? tis something we seek there.


"Something from the Ghostmarsh attack Trunau? Everyone in these parts know to avoid the Ghostmarsh. The Will-o-wisps will get you and the swamp will swallow you up. A little while back, a whole squad of Knights ventured into the swamp. They never returned. Another squad went looking for them, they never returned. So a whole company of Knights went in to the swamps. They never returned. Knights no longer go into the Ghostmarsh," the stoic knight looks a bit less stoic. She shivers.

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

We must go is there anything you know that maybe able to help us?


Unfortunately I don't have anything that can help you with the Ghostmarsh. I still don't understand what could be attacking Trunau from those terrible marshes," Calrianne seems a bit perplexed.


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 find out! Glad to help you, woman, but we have a boat to catch!"


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, that is where we are bound.

Haskyll starts to look over the orcs bodies for anything that might be useful.

If we cannot use it, I suggest we leave the gear here.


Your ultimate destination is Redlake Fort. The Ghostmarsh is actually a side adventure along the way.

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

We are only stopping in the marsh our final destination is Redlake Fort.


Bingo :)

Calrianne grows visibly excited at the mention of Redlake Fort and produces a map of the abandoned border stronghold. The knight informs the party that her ancestor, a man named Fabian Blix, was the fort’s cleric. Fabian died during the final siege of the fort, but one of his sons, "My Great-Grandfather, he escaped through a hidden sewer tunnel," she reveals.

Calrianne’s map shows the majority of Redlake Fort, including the sewer tunnel, which Calrianne believes is submerged. Additionally, the knight says, I would be interested in knowing of Great, Great-Grandfather Fabian’s fate, should the you learn anything about him while you are there."

DC 15 Sense Motive:
Calrianne seems to be bothered by something as she talks about her Great, Great-Grandfather Fabian.


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

Meybe they is a bit of confusion. The attack nay came from the marsh. It was orcs and giants and trolls. We put paid to them. But they was interested in something there. Tis all. The Fort is our ultimate destination.


Calrianne hears Anga, "Giants! Orcs get a fanatical leader and organize from time to time. That is nothing new. But Giants, this is grave news." She will offer her map of Redlake Fort to the party. "We have dead to bury," the knight will say in a matter-of-fact tone.

You will inform the knight that a Giant was behind the Orc raid on Trunau. This is something that hasn't happened for a long time.


You will find ten sets of studded leather, 10 falchions, 12 javelins, 4 sets of spiked gauntlet, 2 vials of antitoxin, 560 gps. Calrianne offers a horsemaster’s saddle to the party as a reward for her rescue.

HORSEMASTER’S SADDLE - PRICE 12,000 GP - AURA faint transmutation - CL 5th - WEIGHT 5 lbs. This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount’s rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.

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

Sense motive: 1d20 ⇒ 11


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

"THank you mylady. Well if we hear anything baout your ancestor... we will inform you!"

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

Does anyone else want to make a sense motive 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)

Just woke up from work. you asked when was there. :)

sence: 1d20 + 4 ⇒ (5) + 4 = 9
nope got nothing. :(

Well, I think we will be leaving all but the Antitoxin, the gold and your gift to us.


Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

sense motive: 1d20 + 4 ⇒ (13) + 4 = 17

Ragnir looks at the Knight, appraising her, and asks, politely "Somethin' in yer voice belays that ye be concerned about yer Great, Great Grandpap? Somethin' else goin' on there, lassy? Mayhaps we c'n be helpin'?


Calrianne looks at Ragnir, "My great, grandfather didn't talk too much about it, but the original castellan of the fort was apparently a vile and despicable man. He caused my great, grandfather to have nightmares most of his life. My great grandfather never spoke specifically about it. But you knew it was bad what ever it was that disturbed him."

Later, Captain Bloodtusk maneuvers the keelboat closer to shore. He sets the crew to the task burying the dead. The Captain agrees to wait until the relief squadron comes at which time he delivers his cargo of weapons and armor to the Knights of Ozem.


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)

While waiting Haskyll will take the 15 minutes to prepare 2 spells.

Alright, who is still hurt.

I currently will have 1 CMW, and 1 CLW, and the 1 channel left. Still want to save the 3 whole CLW charges on the wand, unless neccessary.

Was the squadron arriving this game day, or next game day ??

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

Current hp 27/41


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, you really have to learn how to duck the attacks. :)
Spells currently on wait and see on the answer to my question on the squadron arrival.

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

Duck the attacks? I think i may try that next time.


GM Mazra wrote:
"It was just me. A relief detachment is scheduled to arrive in the morning. Now again, what Town was attack? And why are you in Lastwall?" The woman drinks a swig of water out of a jug. Then offers the jug to the party.


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 renews her spells


You set up watches over night, but thankfully nothing interrupts your rest.

Day Twenty

A detachment of three Knights arive at the fort on horseback with two extra horses in tow. They arrive about midmorning. Good thing too, Captain Bloodtusk was getting a bit antsy. The detachment leader, a stern faced human removes his helmet. He is an imposing looking fellow with a flat top haircut, "Report! What has happened here?"

Calrianne give the Sergeant her Report.

The Sergeant sneers in anger, "I warned them about assigning only one Knight to the way station. This will not happen again. You need to report to the Commander."

The Sergeant thanks the party for their assistance. He hands Captain Bloodtusk a pouch. He then orders the two other Knights to tend to the way station. They load one of the spare horses with the armor and weapons provided by Captain Bloodtusk. Calrianne takes the other spare horse. The Sergeant and Calrianne leave for Fort Firrine, but not before Calrianne once again gives a warm thank you for her rescue.

"Good. Let's get moving," Captain Bloodtusk says. Everyone boards the Keelboat and heads down stream.

You can pick different skill check(s) on this day.

Cooking: You can assist in preparing meals and cleaning, stocking, and maintaining the galley (area A4). A successful DC 10 Profession (cook) check or Intelligence check is enough to cook a palatable meal. If a PC is skilled in cuisine, the crew is happy to let you take over cooking duties. A PC who fails this check by 5 or more is banned from the galley. Gashnakh has been relieved of his duty here and is now chained to the oars. A Half-Orc named Ghorza is now assigned to working in the kitchen.

Fishing: You can help haul in the day’s catch to feed the crew. A successful DC 10 Profession (fisherman) check, DC18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets. Four nets are cast into the river each day, and up to two individuals can haul in each net (one attempts the check, while the other can use aid another) every morning. At least one success indicates there is enough food to feed everyone on board for 1 day.

Lookout: You can watch for hazards from the crow’s nest atop the mast. Three successful DC 10 Climb checks are required to get to the crow’s nest. Any PC stationed in the crow’s nest gains a +2 circumstance bonus on Perception checks to notice approaching threats.

Rowing: You can spend 5 hours rowing the keelboat in the rowing banks (area A11). This requires a successful DC 5 Profession (sailor) or DC 10 Strength check. You must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.

Sounding: Helping the keelboat’s pilot avoid the shallows along the riverbeds requires a successful DC 10 Profession (sailor) check or DC 15 Perception check from the forecastle (area A3). If you fails this check by 5 or more, the ship runs aground and must be towed free by the horses, adding 1 day of travel to the journey.

Stable Mucking: Maintaining the horses and stable (area A2) requires a successful DC 10 Handle Animal check, DC 10 Profession (stable master) check, or DC 15 Ride check. If you fail this check by 5 or more on 2 consecutive days, one of the horses becomes sick and is not available for towing. This adds 1 day of travel to the journey, unless the animal is cured, requiring either a successful DC 15 Heal check or magic such as remove sickness.

Guarding Melira: (Self Explanatory.)


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 stomps down to the hold, setting himself near the cage. And talks to her as if having a normal every day conversation. "Le's just be makin' sure ye're not thinkin' o' gettin' loose. Keep in mind I was all f'r splittin' yer head with me axe when we first caught ye. Ye'd be doin' me a favor if ye tried to escape. So if'n ye're a good little captive and stay put, ye'll save me the trouble o' havin' te clean up me axe after notchin' yer skull."

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

Str: 1d20 + 3 ⇒ (14) + 3 = 17Con: 1d20 + 2 ⇒ (2) + 2 = 4
Kaos will take his place among the other rowers. Though he is adle to keep up with them. But the strain of the day seems too much and he must rest as soon as the shift is over.


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

Taking his old place Ulfgard Perc: 1d20 + 9 ⇒ (16) + 9 = 25 does again a great job keeping the boat on course!

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