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

COOKIN': 1d20 + 4 ⇒ (14) + 4 = 18

Anga notices Ragnir's conversation with the prisoner, when she takes her some food.

Ragnir, shame on ye. Don't give the prisoner silly ideas. Besides I'm certain tha scum is already intimidated by ye. Ye don't need to improve on it. Could ye keep an eye on her as Ah give her tha food.

She gives the prisoner the food, being cautious about it.

We have stew and fresh bread. An it tastes pretty good. Come and get some when ye finished scaring her she finishes before leaving.


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)

Night before

CMW: 2d8 + 4 ⇒ (3, 7) + 4 = 14
CLW: 1d8 + 4 ⇒ (5) + 4 = 9
channel: 2d6 ⇒ (6, 5) = 11

That is all I can provide for the night

In the morning, he prepares his normal spells, and then takes up the job of guarding.


The party gets back into a routine of chores. Anga cooks up a tasty stew, taking a bowl down to the prisoner. Ragnir and Haskyll are guarding the prisoner. Anga overhears the conversation Ragnir has with Melira about notchi'n skulls and such. She teases the Warpriest a bit.

Ulfgard is doing a very fine job of steering the boat clear of any hazards.

Kaos is rowing hard this day. The Coxswain does not give him any grief.

Mordea is up in the crow's nest.

Around noon, the keelboat reaches the confluence of the Kestrel and Esk Rivers. Captain Bloodtusk steers the boat to the right bank of the River Esk and weighs anchor. The crew leads a couple of the horses to the shore and attach ropes to the starboard side to begin the arduous task of pulling the big keelboat against the strong currents of Esk.

Everyone returns to their chores.

In the late afternoon and several miles up the River Esk as the keelboat’s draft horses slowly pull the boat upstream, Mordea calls out, "The river is blocked up ahead." Bloodtusk stops the keelboat near a crude dam constructed of large boulders, animal carcasses, and mud blocks.

A large strange looking aquatic humanoid rises from behind the dam with a javelin in its hand. Three more spring out of the river and onto the port side deck of the keelboat.

Mordea’s Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Kaos’ Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Anga’s Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Ulfgard’s Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Haskyll’s Initiative: 1d20 + 0 ⇒ (11) + 0 = 11
Ragnir’s Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
Bloodtusk and Crew’s Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Merrow’s Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

Round One
Only those top side get a full round of actions in Round One (Anga, Mordea, Ulfgard, and Bloodtusk}. Everyone else gets a standard action after Mordea sounds the alarm.

Kaos 24 (AC17/21 41/41)
Mordea 15 (AC18 27/40)
Merrows 15 (AC? ?,?,?.?/?)
Bloodtusk 13 (AC16 38/38)
Crew 13 (AC14 15/15)
Anga 12 (AC17/21 25/25)
Haskyll 11 (AC16/18 25/25)
Ragnir 7 (AC22 33/33)
Ulfgard 2 (AC18 54/54)

Kaos is Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Use both the Merrow Dam map and the Bloodtusk Keelboat maps above for your position.


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 calls out, "We are under attack!"

Mordea's Crossbow: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 1 ⇒ (8) + 1 = 9

Mordea clumsily fires a bolt down at the large creatures. The bolt sticks into the deck.


Aquatic Humanoid 1 w/ Javelin: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 71d8 + 4 ⇒ (1) + 4 = 5

The first Large Aquatic Humanoid throws a Javelin at Ulfgard. It sticks into the front keel of the keelboat.

Aquatic Humanoid 2 w/ Javelin: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 131d8 + 4 ⇒ (6) + 4 = 10

The second one lobs a Javelin up toward the crow's nest. It sails harmlessly beyond the boat lodging into the bank of the river.

Aquatic Humanoid 3 w/ Javelin: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (4) + 4 = 8

The third one chunks its Javelin at Bloodtusk. It strikes the Captain.

Aquatic Humanoid 4 w/ Javelin: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 4 ⇒ (6) + 4 = 10

The fourth one's Javelin also hits the same mark.

Bloodtusk has quickly taken 18 points of damage.

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

Upon hearing the alarm Kaos will grab up his axe form beside his station and head above deck.
Technical picking up a weapon off the ground is a move action I believe. So that maybe the only thing he does.


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

Can´t access map yet!


Try it now.


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 at full speed towerds the nearest enemy Ulfgard draws hammer and shield.


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 casts mage armour


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 opens the door to where the prison is.

Ragnir, I think we have a problem up top.


Round Two
Go ahead with Round Two actions. Ragnir, go ahead with your action in Round One and your Full Round Two actions. I will recap at the end of Round Two.

Captain Bloodtusk withdraws to the front of the ballistae yelling, "All hands on deck." He then drinks a potion.

Cure Mod. Pot.: 2d8 + 3 ⇒ (7, 1) + 3 = 11

Round One - Take a step back. Round Two - Move to the front of the ballistae and drink a potion.


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 Crossbow: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 1 ⇒ (4) + 1 = 5

Mordea loads another bolt and sends it down upon the fourth aquatic intruders attacking Captain Bloodtusk. It sticks in the creature. It howls, turns and looks up at Mordea.


The first aquatic creature takes another Javelin but just holds it as it has nothing to chunk it at.

Aquatic Humanoid 2 w/Javelin: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 131d8 + 4 ⇒ (7) + 4 = 11

The second one takes another Javelin and sends it up toward the Rogue in the crow's nest. It misses.

Aquatic Humanoid 3 w/Javelin: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 231d8 + 4 ⇒ (6) + 4 = 10

The third one sees the second one aim up and does the same. His aim was better as his javelin strikes Mordea squarely in the shoulder.

Mordea takes 10 points of damage.

Aquatic Humanoid 4 w/Javelin: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 111d8 + 4 ⇒ (8) + 4 = 12

The fourth one scowls up at the crow's nest. It takes its last Javelin and sends it toward the Rogue. The pointy stick sails wide.

Kaos 24 (AC17/21 41/41)
Mordea 15 (AC18 30/40)
Merrows 15 (AC? ?,?,?.-5/?)
Bloodtusk 13 (AC16 31/38)
Crew 13 (AC14 15/15)
Anga 12 (AC17/21 25/25)
Haskyll 11 (AC16/18 25/25)
Ragnir 7 (AC22 33/33)
Ulfgard 2 (AC18 54/54)


Bloodtusk cranks the ballistae around.

The Coxswain gathers the rowers to move top side.

Ghorza grabs a javelin and heads out of the kitchen.


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 move towards the deck, casting shield


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

Stay here, we will be right back
Haskyll grabs his spear and heads towards the stairs as fast as he can move.

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 cast shield and move top side with his fellow rowers.
shield spell failure: 1d100 ⇒ 67


Need Ragnir and Ulfgard's actions to complete through Round Two.


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

Charging the lower enemy Ulfgard suddenly starts to emit a foam around his mouth.
ChargePARA: 1d20 + 12 ⇒ (15) + 12 = 272d6 + 8 ⇒ (3, 2) + 8 = 13


The Esk river has been dammed up by large and strange aquatic creatures. One stands upon the dam. Three more that were lurking underwater leap onto the deck of the ship.

Round One recap

Mordea calls out that the boat is under attack. She fires her crossbow at one of the intruders but misses.

The aquatic Creatures launch Javelins. One sticks to the front of the keelboat. Another misses Mordea in the Crow's Nest. However, two other Javelins aimed at the Captain strike true.

Anga cast Mage Armor on herself.

Captain Bloodtusk steps back from the aquatic creature and calls out for all hands to be on deck.

Ulfgard moves toward the intruders drawing out his hammer and shield.

Kaos, Haskyll, Ragnir and the crew below begin to react to the calls.

Round Two recap

Kaos moves toward the upper deck,

Mordea loads and fires another bolt. It strikes the fourth aquatic creature that had been going after the Captain.

The three aquatic creatures turn their attention to the human up in the Crow's Nest. They throw their last Javelins up at Mordea. One of them strikes the Rogue.

Bloodtusk moves to behind the ballistae and drinks a potion.

The Coxswain assembles the rowers to move top side.

Anga cast Shield on herself.

Haskyll starts his way topside. Ragnir stays on guard.

Ulfgard goes into a rage. He engages the second aquatic creature, and delivers a blow with Agrimmosh.

Kaos 24 (AC17/21 41/41)
Mordea 15 (AC18 30/40)
Merrows 15 (AC? ?,-13,?.-5/?)
Bloodtusk 13 (AC16 31/38)
Crew 13 (AC14 15/15)
Anga 12 (AC17/21 25/25)
Haskyll 11 (AC16/18 25/25)
Ragnir 7 (AC22 33/33)
Ulfgard 2 (AC18 54/54)

Round Three


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 is braver than smart. Fighting through the pain, she drops her Crossbow and climbs down from the Crow's Nest drawing her Shortsword, leaping down the last ten feet behind the occupied second aquatic creature. (Move Action)

Mordea's Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21

Mordea's Shortsword: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d6 + 2 + 2d6 ⇒ (1) + 2 + (6, 5) = 14

She drives her shortsword into the back of the unsuspecting second aquatic creature.


The aquatic creature on the dam just stands and watches the action on the boat.

The second aquatic creature is in pain but does not fall from the blows. It lashes out with his claws at the Dwarf with the big hammer. The creatures first claw scratches Ulfgard's Scale mail. But the second strike not only hits but manages to grab Ulfgard.

Aquatic Creature 2 Claw 1: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 4 ⇒ (5) + 4 = 9
Aquatic Creature 2 Claw 2: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 4 ⇒ (3) + 4 = 7
Aquatic Creature 2 Grab: 1d20 + 12 ⇒ (20) + 12 = 32

Ulfgard takes 7 points of damage and is grappled.

The second one may have been preoccupied, the third one was not. It takes a slash at Mordea as she falls to the deck. Then begins to go after the Rogue in earnest.

Aquatic Creature 3 Claw AoO: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 4 ⇒ (4) + 4 = 8
Aquatic Creature 3 Claw 1: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 4 ⇒ (6) + 4 = 10
Aquatic Creature 3 Claw 2: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 ⇒ (5) + 4 = 9
Aquatic Creature 2 Grab: 1d20 + 12 ⇒ (11) + 12 = 23

The first couple of swaths misses but the third does not.

Mordea takes 9 points of damage and is also grappled.

The fourth turn his attention again toward the Captain. He leaps up and moves toward Bloodtusk.

Aquatic Creature 4 Claw 1: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 4 ⇒ (6) + 4 = 10
Aquatic Creature 4 Claw 2: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 4 ⇒ (5) + 4 = 9
Aquatic Creature 2 Grab: 1d20 + 12 ⇒ (3) + 12 = 15

The creature misses his first attack but slashes with its claws on the second attack. It fails to grapple the Captain.

Kaos 24 (AC17/21 41/41)
Mordea 15 (AC18 21/40)
Merrows 15 (AC17 ?,-27,?.-5/?)
Bloodtusk 13 (AC16 22/38)
Crew 13 (AC14 15/15)
Anga 12 (AC17/21 25/25)
Haskyll 11 (AC16/18 25/25)
Ragnir 7 (AC22 33/33)
Ulfgard 2 (AC18 47/54)


Ghorza continues to move to the action. He pauses briefly at the sight of these two giant creatures one with Ulfgard in its grasp the other grasping Mordea. He moves toward the Captain.

Bloodtusk takes a step pulling out his Scimitar. He strikes at the big beast, barely missing his lunge.

Bloodtusk Scimitar: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 3 ⇒ (6) + 3 = 9

Coxswain Halrex and the Rowers reach topside.

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 charge up the stairs and attack fish man 3.


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 3

Haskyll finally makes the top deck.


Anga, Ragnir and Ulfgard are up in the Round.


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

Feeling grappled Ulfgard pummels the beasty with his hammer.
Attack: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 8 ⇒ (6, 6) + 8 = 20


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 will stay to make sure nobody tries to free the prisoner.


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 cast a magic missile at enemy 2

magic missile: 2d4 + 4 ⇒ (2, 4) + 4 = 10


Round Three recap

Kaos makes it topside and engages the third aquatic creature.

Mordea, in a stupid but brave maneuver, drops behind the second aquatic creature and drives her shortsword into the watery beast's back.

The first aquatic creature on the dam just watches the events taking place on the boat. The second one claws Ulfgard, then manages to grab the Dwarf Ranger Barbarian. The third one claws into Mordea grabbing the Rogue in its clutches. The fourth one attacks the Captain, but fails to grab Bloodtusk.

Bloodtusk pulls out his scimitar and just misses striking the fourth creature. The Coxswain and the rest of the crew reaches topside.

Anga cast a Magic Missile at the second aquatic creature. It swoons, lets out a horrible high pitched scream and falls to the deck releasing Ulfgard.

Haskyll makes it topside.

Ragnir makes sure that Melira doesn't try any funny business.

Changing target for Ulfgard.

Ulfgard lands on his feet after being released from the big aquatic creature. He takes a step and attacks the third one grappling Mordea. He lands a big blow with Agrimmosh.

Kaos 24 (AC17/21 41/41)
Mordea 15 (AC18 21/40)
Merrows 15 (AC17 30,U,10,25/30)
Bloodtusk 13 (AC16 22/38)
Crew 13 (AC14 15/15)
Anga 12 (AC17/21 25/25)
Haskyll 11 (AC16/18 25/25)
Ragnir 7 (AC22 33/33)
Ulfgard 2 (AC18 47/54)

Round Four

Everyone's up.


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

Grabbing Angosham with booth hands Ulfgard hammers into those thing.
Have we identified those things?"
AttackRAPA: 1d20 + 10 ⇒ (15) + 10 = 252d6 + 17 ⇒ (6, 4) + 17 = 27


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 does not like being held. She starts screaming like a little girl. The Rogue squirms but fails to free herself from the slimy creature's grasp.

Mordea's Escape Artistry check: 1d20 + 8 ⇒ (8) + 8 = 16


No one has done a knowledge check to determine the aquatic creature's identity.

With the first initiative in the Round, Kaos could drop the third one, leaving only the fourth one on deck.


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

just got on deck, so Anga can make a roll

know locals: 1d20 + 12 ⇒ (9) + 12 = 21

Merrows, they're Merrows. Ah have only heard about these beasties before. Ogres that like water, ye ken

I'm assuming that they are merrow from the name on the map

As she says this, she advances and cast a scorching ray at merrow 2

scorching ray: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16

damage: 4d6 + 2 ⇒ (1, 3, 4, 3) + 2 = 13 fire damage


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

OIOIOI if they are ogres they should have the giant subtype. Means Ulfgard´s favorite enemy (giant) applies for 2 more hit and 2 more damage.


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

yep. also dwarven AC bonuses


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 a happy dwarf


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 swiftly for a dwarf down the deck towards the captain.

Double move

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

attack: 1d20 + 7 ⇒ (3) + 7 = 102d8 + 8 ⇒ (4, 3) + 8 = 15
I don't like fish and I really don't like fishy ogres.


Round Four

Kaos misses the fishy Ogre.

Mordea squirms but fails to free herself from the Merrow.

The Merrow on the dam continues to watch the action. The third Merrow drops Mordea and attacks Ulfgard. Its left claw slashes into the Dwarf.

Merrow 3 Claw 1 vs Ulfgard: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (1) + 4 = 5
Merrow 3 Claw 2 vs Ulfgard: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 4 ⇒ (4) + 4 = 8

Ulfgard takes 8 points of damage.

The fourth one continues its assault on Bloodtusk. It too gets a left claw on the Captain. Bloodtusk takes 5 points of damage.

Merrow 4 Claw 1 vs Bloodtusk: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (1) + 4 = 5
Merrow 4 Claw 2 vs Bloodtusk: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 ⇒ (1) + 4 = 5

The Coxswain engages the third Merrow next to Ulfgard. Khorza moves behind the fourth Merrow. Taking advantage of the flank, Bloodtusk pulls out a Kukri and slashes with both the scimitar and the smaller curved blade. Slicing into the aquatic Ogre with both blades.

Bloodtusk Scimitar vs Merrow 4: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 171d6 + 3 ⇒ (6) + 3 = 9
Bloodtusk Kukri vs Merrow 4: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 261d4 + 1 ⇒ (2) + 1 = 3
Bloodtusk Kukri vs Merrow 4 Confirm Crit: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 271d4 + 1 ⇒ (2) + 1 = 3

Anga recognizes the creatures as Merrows, then casts a spell scorching the third Merrow. It screams in a high pitched squeal and falls to the deck, burning and dying.

The second Merrow had already fallen.

Haskyll engages the fourth Merrow.

Ragnir stays on guard.

Seeing the third Merrow begin to swoon and fall, Ulfgard moves quickly and just reaches the fourth Merrow. The Dwarf Ranger Barbarian delivers a wicked blow against the fourth Merrow. It falls down dead.

I gave Ulfgard a move just before the third Merrow would become difficult terrain. Would hate to waste Ulfgard's good strike.

Kaos 24 (AC17/21 41/41)
Mordea 15 (AC18 21/40)
Merrows 15 (AC17 30,U,U,D/30)
Bloodtusk 13 (AC16 17/38)
Crew 13 (AC14 15/15)
Anga 12 (AC17/21 25/25)
Haskyll 11 (AC16/18 25/25)
Ragnir 7 (AC22 33/33)
Ulfgard 2 (AC18 39/54)

Victory


The Merrow on the dam turns and swims upstream.

But now the real problem starts. The river is blocked. Captain Bloodtusk calls out, "We need to remove this dam."

It would take at least three days to manually remove the debri and free the river from the dam.

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 there anyway to blow up it up.
Kaos will wounder out loud. As he checks the bodies.
perception: 1d20 + 5 ⇒ (18) + 5 = 23


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

hmmm

know engineering: 1d20 + 8 ⇒ (1) + 8 = 9 looking for a weakpoint, or way to clear it quickly. But finds nothing.

yeesh. what a bad roll!


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

"Kaos, I doubt anyone had enough blackpowder here. But maybe if Anga can make us bigger we have better leverage. Or she can constrict a pulley?"


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'm sorry Ulfgard, I have nae the spells to do either


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)

Nor do I at this moment

Haskyll goes over to check on the captain, Ulfard, and then Kaos

currently not at home, will make cure rolls tomorrow

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

Ok then my next question is why. Why where they here? Where they here for us or is this normal?


The Captain responds to Kaos, "No clue. These creatures are simpletons. I doubt there was any greater scheme than catching prey. We were just food to them." He makes sure that the Merrows are dead. Then looks to his crew, "Get these carcasses off my boat!"

Any other ideas about speeding up the task at hand? Otherwise, it takes three days before the keelboat can move forward up the River Esk.

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 Haskyll may have some enlarge spells for us tomorrow. But short of that I got nothing. PS Did they have anything of interest?

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