
Brandark Plainswalker |

In GiantI think you might find me a bit of a tough nut to chew on
Brandark moves up and strikes hard at the Ogre just coming into the room.
attack: 1d20 + 7 + 5 + 2 + 2 + 1 + 2 - 2 ⇒ (6) + 7 + 5 + 2 + 2 + 1 + 2 - 2 = 23
BAB,STR,Diviners,Challenge,Magic,Focus,Power
damage: 1d10 + 5 + 5 + 8 + 1 ⇒ (3) + 5 + 5 + 8 + 1 = 22
STR,Power,Challenge,Magic
Move=step in, Swift=challenge, standard=attack

Flynn Elric |

attack: 1d20 + 7 ⇒ (7) + 7 = 14
attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 2 ⇒ (1) + 2 = 3
damage: 1d8 + 2 ⇒ (8) + 2 = 10

GM Mazra |

The problem with PbP is that peoples postings do not often follow the initiatives. Flynn's arrow shots would have been at the second Ogre, before the fourth Ogre opened the door, and before being held by Stone.
Round Four
Flynn can see the big brute of an Ogre on the opposite side of the area of Grease. He sends a pair of arrows aimed directly at the second Ogre. The first once glances off the Ogres strong Hide Armor. The second one sticks into the armor, but does not harm the Ogre.
Stone, with a touch of mystical insight, but more likely hearing something stirring through the south door, holds his actions. (I may need to wait until the players with the higher initiative post, before posting the Monster's actions.)
Another Ogre emerges from the room due south of the party's corridor. It holds a badly mangled human corpse in its hand. When it sees food, it tosses the corpse at the Ranger Warrior. The corpse strikes Vale with a splatter of putrefying flesh.
The second Ogre yells out ot the fourth Ogre, then reverses course and heads back into the barracks. He sees his brother's decapitated head. His remorse is over quickly when he sees a yummy Dwarf. He immediately goes after the Dwarf morsel, cutting a slice into some Dwarf flesh.
Stone seeks divine help to hold the new threat in place. The fourth Ogre freezes.
Elektra collects herself and tries to determine what spell to cast. (There is always the bow.)
The food, aka, Brandark, talks back, then hacks into the second Ogre. Brandark's axe slices through the Hide Armor. The Ogre howls in pain.
Garrath again reverse course and goes after the second Ogre that had just returned to the barracks. As Garrath negotiates the headless body of the third Ogre, and works to engage the second, the Ogre slices at the barbarian with its Ogre hook.
2nd Ogre AoO: 1d20 + 16 ⇒ (16) + 16 = 322d8 + 13 ⇒ (3, 4) + 13 = 20
Garrath, with his Great Sword, cuts deep into the second Ogre's hide. But this Ogre is hardy and does not fall.
Disgusted by seeing the mangled remains of the Black Arrow Petter, then seeing the Ogre in front of him freeze, Vale tries a Coup-de-Gras on the fourth Ogre. Vale's Battleaxe hacks through armor, then flesh, then bone, and then organs. The fourth Ogre topples over dead. Vale's axe will cut FiF style.
Vale Battleaxe auto Crit: 3d8 + 21 ⇒ (8, 5, 1) + 21 = 35
Kaven, seeing that Vale is taking care of the fourth Ogre, moves back into the barracks and settles next to Brandark hoping to get a solid poke with his rapier.
Flynn 25 (AC19 36/43)
Ogres 18 (AC21 -63,D,H/104)
Stone 19 (AC22 51/51) shifted
Elektra 13 (AC13 39/39)
Brandark 12 (AC21 26/55)
Garrath 11 (AC11 18/91)
Vale 8 (AC18 44/53)
Kaven 20 (AC20 49/49) shifted
Round Five
@Flynn - With the barrack doors open, Flynn has a clean line of sight from his current location to the second Ogre.

Ogres |

I do need to go forward and post this Round actions for the monsters, because of the new threat.
Assuming the second Ogre does not fall from Flynn's arrows, it tries to filet its food, also known as Brandark. It throws everything behind its swing.
Ogre 2 1st Attack with PA: 1d20 + 16 - 3 ⇒ (4) + 16 - 3 = 172d8 + 13 + 6 ⇒ (4, 3) + 13 + 6 = 26
(I previously had the wrong PA adjustment for the Ogres.)
Ogre 2 2nd Attack with PA: 1d20 + 11 - 3 ⇒ (11) + 11 - 3 = 192d8 + 13 + 6 ⇒ (8, 8) + 13 + 6 = 35
But each blow glances off the Cavalier's full plate armor.
Vale sees another Ogre emerging further down the south corridor, squeezing through a narrow door and into the hallway. This Ogre appears to be wearing human-sized armor, and a human-sized helm. None of this armor looks like it will aid in the Ogre's defense, or looks particularly comfortable.

Brandark Plainswalker |

Round 5
In Giant
You can run, but you will only die tired.
Brandark grins at the Ogre as he puts all the power of his short frame into a set of axe attacks trying to bring the Ogre Down.
attack 1: 1d20 + 7 + 5 + 1 + 2 - 2 + 2 ⇒ (1) + 7 + 5 + 1 + 2 - 2 + 2 = 16
attack 2: 1d20 + 2 + 5 + 1 + 2 - 2 ⇒ (18) + 2 + 5 + 1 + 2 - 2 = 26
BAB,STR,Magic,Challenge,Power,Focus
damage 1: 1d10 + 5 + 5 + 1 + 8 ⇒ (8) + 5 + 5 + 1 + 8 = 27
damage 2: 1d10 + 5 + 5 + 1 + 8 ⇒ (8) + 5 + 5 + 1 + 8 = 27
1H STR,1H Power,Magic,challenge
AC25, HP 55. I got healed from my first hit, and I got missed on the last hit.

Elektra Stardancer |

Looking at the newcommer Electra allows a small smile to reach her lips, as this is beyond weird. Then she remembers where the armor came from most likely and she ponders her options before grabbing a wand and makes a silent image of a conjured pittrap with spikes a few feet infront of the ogre, so that he will stop for a moment.

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Trusting that the Ogre in the room is well in hand. Stone will step out and look around the corner. Now that's just wrong. Sarenrae bring you fires down apon this unholy blight
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
DESCRIPTION
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blindedeffect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
DC 18 Will for Half and not be blinded: 3d8 ⇒ (1, 2, 7) = 10
I believe both will be affected.

Flynn Elric |

attack: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 2 ⇒ (3) + 2 = 5
attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 2 ⇒ (2) + 2 = 4
Flynn keeps attacking, though he begins slacking a bit.

Vale Temros |

@Elektra - I placed a pit on the map. I also moved Elektra to a position where she could see the newcomer. Is this the correct location for the pit?
Vale will take up a position behind the area of Grease, and readies for an attack.
Kaven will actually do something. He pulls out a dagger and with Rapier and Dagger slices and pokes at the second Ogre. His Rapier poke exploited a critical opening in the Ogre's defenses.
+1 rapier: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 1 ⇒ (5) + 1 = 6
mwk dagger: 1d20 + 8 ⇒ (5) + 8 = 131d4 ⇒ 4
+1 rapier confirm crit: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 1 ⇒ (4) + 1 = 5
Need Garrath's actions to complete the Round.

GM Mazra |

@Brandark - Brandark was hit in Round Four when the second Ogre returned to the barracks room, with a 26 for 29 points of damage.
Round Five
Flynn fires a pair of arrows at the second Ogre, both arrows glances off the Ogre's Hide Arrow.
The second Ogre continues to try and hook its next meal, also known as the Dwarf in the party. But the gruesome humanoid was unable to get a hook into Brandark.
A fifth Ogre squeezes through a regular door and moves into the south hallway. This Ogre looks simply ridiculous. The human-sized helm is squished on its head, not even covering enough to offer protection. The armor is worse. The Ogre spills out of the ill-fitted human-sized armor in silly bulges around the belly, chest, and under the arms. It is enough of an awkward sight to cause almost everyone that sees this monstrosity to burst out in uncontrollable laughter.
Stone asks for a receives a little Holy Smite against the both the second and the newly arrived fifth Ogres.
Ogre 2 Will Save: 1d20 + 5 ⇒ (1) + 5 = 6
Ogre 5 Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
Elektra casts a Silent Image from her wand in the form of a pit with pointy spikes in front of the fifth Ogre.
Brandark hacks at the second Ogre, missing with his forward thrust, but catching Ogre flesh with the return strike.
Garrath also stabs into the Ogre's flesh.
And while Vale readies for a possible attack by the newly arrived fifth Ogre, Kaven sticks his rapier deep into the second Ogre.
The second Ogre's eyes rolls into the back of its head. It falls back and lands crashing on the floor, dead.
Flynn 25 (AC19 36/43)
Ogres 18 (AC21 D,D,D,99/104)
Stone 19 (AC22 51/51) shifted
Elektra 13 (AC13 39/39)
Brandark 12 (AC21 26/55)
Garrath 11 (AC11 18/91)
Vale 8 (AC18 44/53)
Kaven 20 (AC20 49/49) shifted
Round Six
Everyone can take actions. There is only the fifth silly Ogre remaining......at this time.

Brandark Plainswalker |

Brandark walks over the falling body of the Ogre, and sets himself by the door to wait for the next Ogre.
ready attack: 1d20 + 7 + 5 + 1 - 2 + 2 ⇒ (3) + 7 + 5 + 1 - 2 + 2 = 16
BAB,STR,Magic,Power,Focus
ready Damage: 1d10 + 5 + 5 + 1 ⇒ (8) + 5 + 5 + 1 = 19

Flynn Elric |

attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 2 ⇒ (3) + 2 = 5
Flynn shoots more arrows at the remaining ogre

Ogres |

The fifth Ogre winces from being hit by Flynn's arrows. It starts getting angry with a desire to go after the puny humanoid. But it hesitates seeing the pit next to him.
Ogre 5 Will save: 1d20 + 5 ⇒ (12) + 5 = 17
The figment fades for the Ogre.
That's all the Ogre can do. The Silent Image of a pit with spikes was enough to cause the Ogre to hesitate and lose any further actions in the Round.

Garrath Tricks the Giants |

Garrath reverses direction...again...and head's out to chase down the ogre, catching him just at the corner and lays into the Ogre with a quick slash of his Greatsword.
attack: 1d20 + 17 ⇒ (19) + 17 = 36
damage: 2d6 + 16 ⇒ (2, 3) + 16 = 21

GM Mazra |

Round Six
Flynn takes a step and fires two arrows. Both arrows lodge into the humorously armored Ogre.
I had Flynn take a step to clearly see the fifth Ogre. I am treating this Ogre as being without armor.
The fifth Ogre whines from the arrows sticking in it. It then sees the pit and hesitates.
Stone channels some healing.
Does Garrath need to fail a saving throw in order to receive the channel energy?
Felicitas, I mean, Elektra fires a glob of acid at the fifth Ogre. The glob just missed, splashing on the opposite wall of the hallway.
Brandark stands ready at the barracks door.
Garrath, however, charges past and attacks the Ogre. The Ogre was facing the wrong way to react to Garrath's approach. Garrath slices into the stupid Ogre.
It is interesting that "facing" is not an issue in Pathfinder, or D&D. I am making it an issue in this situation.
Vale also stands ready to strike if the fifth Ogre attacks in his direction.
Kaven moves to the barracks door, carefully negotiating the recently fallen Ogre.
Flynn 25 (AC19 36/43)
Ogres 18 (AC21 D,D,D,64/104)
Stone 19 (AC22 51/51) shifted
Elektra 13 (AC13 39/39)
Brandark 12 (AC25 55/55)
Garrath 11 (AC11 18/91)
Vale 8 (AC18 44/53)
Kaven 20 (AC20 49/49) shifted
Round Seven
I am showing Garrath as being dangerously injured.

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Stone will move to the corner and bring in some help to flank with Garrath. In hopes of giving the monster another target.
Spiritual ally: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 161d10 + 2 ⇒ (5) + 2 = 7
The spirit will come in flying over the pit.
7of7

Flynn Elric |

Hold on over there big guy! Flynn side steps getting the ogre into view as he fires.
attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 2 ⇒ (3) + 2 = 5
There was an rpg i playef a long time ago that had facing rules, cant remember the name though

Garrath Tricks the Giants |

wisdom save: 1d20 + 9 ⇒ (11) + 9 = 20 Indeed he does need to fail the save and yep, he's beat the hell up and about ready to run out of rages for the day ;)
Garrath pulls on his waning reserves and slashes twice at the ogre, trying to drop the creature before his rage subsides.
attack1: 1d20 + 17 ⇒ (18) + 17 = 35
attack2: 1d20 + 15 ⇒ (4) + 15 = 19
damage1: 2d6 + 16 ⇒ (4, 3) + 16 = 23
damage2: 2d6 + 16 ⇒ (6, 2) + 16 = 24

Brandark Plainswalker |

Take a break big guy
Brandark slots into the spot just north of Garrath, as he barrels into combat, in a hope that this confuses the big thing even more.
attack: 1d20 + 7 + 5 + 1 - 2 + 2 ⇒ (11) + 7 + 5 + 1 - 2 + 2 = 24
BAB,STR,Magic,Power,Focus
damage: 1d10 + 5 + 5 + 1 ⇒ (1) + 5 + 5 + 1 = 12

GM Mazra |

Round Seven
Flynn sticks two more arrows in to the stupid Ogre.
With now four arrows in it, and a deep gash from Garrath's Greatsword, the oddly attired Ogre begins to panic. It ignores Elektra's figment of a pit and begins to flee.
Garrath sees an opportunity and slashes again deep into Ogre flesh.
I used Garrath's first attack for an AoO.
The Ogre moves awkwardly past the pit figment, and begins to turn to the fifteen foot wide hallway to the southern exit.
Stone, seeing the Ogre attempt to flee, ask for and receives a Spiritual Ally. A spirit in the form of a female Cleric-warrior of Sarenrae appears blocking the Ogre's way. She strikes at the big oaf, and though her attack was a little off, it manages to cause additional damage to the stupid Ogre.
Elektra pulls out another scroll and hits the panicked Ogre with a Magic Missile.
Brandark moves over the pit figment to engage the Ogre.
Since the Ogre would have moved before Brandark's initiative, Brandark would not have likely been able to get an attack in.
Garrath has the speed to catch up with and attack the Stupid Ogre. The Shoanti Barbarian ignores the pit, and with another slash fells the fifth Ogre. It falls bleeding and unconscious.
I used Garrath's second attack for this one.
Vale takes a deep breath, thankful he didn't need to traverse the greasy floor.
Kaven comes up, stopping at the pit figment.
Flynn 25 (AC19 36/43)
Ogres 18 (AC21 D,D,D,U/104)
Stone 19 (AC22 51/51) shifted
Elektra 13 (AC13 39/39)
Brandark 12 (AC25 55/55)
Garrath 11 (AC11 18/91)
Vale 8 (AC18 44/53)
Kaven 20 (AC20 49/49) shifted
Round Eight
There are at the moment no standing enemies.
What does the party do in Round Eight?

Flynn Elric |

Regroup, Garrath it'd be a good idea for you to take a break You look pretty beat up.

Brandark Plainswalker |

I say a take a quick break in that room there. I suggest you go there too you big Galoot
He taps Garrath on the shoulder and then Brandark points at the room he just came out of, as he walks over to the Ogre.
I will be but a minute here while I make this one a good Ogre.
He then drags the bodies of the two Ogres into the room to the south so they are not visible. Then goes to join up with the party.

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I agree we need to rest.
After Garrath calms him self and promptly passes out Stone will begin healing him.
Holy Smite for Cure: 4d8 + 7 + 13 ⇒ (7, 1, 6, 5) + 7 + 13 = 39

GM Mazra |

I don't think Garrath goes unconscious. But he would be down to 4hps. So with Stone's healing, that would be 43/77. Garrath, please confirm.
Can someone put a star or something on the map for the place that you will go to rest? Keep in mind some rooms have become abominations as the Ogres have made it so. These rooms, the infirmary, the barracks, etc., would not be restful locations. The stench alone would be overwhelming.

Garrath Tricks the Giants |

Garrath nods to Flynn, and slumps against a wall, and breathes a sigh of relief when Stone heals him. Gods and ancestors that's a relief. Thank you, Stone of Sarenrae"
Garrath is out of rage for the day until we rest

Flynn Elric |

We're in enemy territory, resting isn't ideal but right now it's necessary. We could head back to that room we found early the one up the ladder. I'm not much of one but i have a few healing spells if needed.

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Let search these bodies and get them out of sight. That room sounds good to me. After we are sure the Ogres are all dead Stone will send a wave of healing though the party. channel energy: 4d6 ⇒ (5, 2, 1, 5) = 13

GM Mazra |

The room Flynn is referring to is the tower off the library. Is this where you go to rest?
In addition to 3 suits of +1 Hide Armor, there are four additional +1 Ogre Hooks, and five javelins. One had an Amber marble worth 100gpcs, a Malachite marble worth 10gpcs, and a rock crystal marble worth 5gpcs. On one you find four Tigereye marbles worth 10gpcs each. On another it had an exquisite silver statue of a dragon (200gpcs, 15lbs). On the last one, it had a sack with 280cpcs, 85spcs, and 5gpcs.

Brandark Plainswalker |

Rejoining the group, after hiding the bodies, Brandark looks at Stone as the question was asked.
I think we should hold off on that, until we have had a chance to rest properly.
He then sits down near the door, and starts pulling his armour off to look it over for damage, and to repair any small amounts of damage.
The second part, is if we don't go looking for more trouble. :)

GM Mazra |

This round rooms contains a ladder that can be used to access a trap door in the ceiling above. The ogres are too ungainly to navigate these ladders. Unfortunately, the tower above is exposed to the elements. And the rain continues to fall outside. The party could stay in the round room, and use the ladder if needed to retreat.
Vale purposely puts several sets of bloody shoe prints heading back down toward the caves, before taking off his boots and heading to the round room. This was enough to fool the Ogres. Overnight several Ogres search through the forts main level. The party hears an Ogre enter the library, but it quickly turns and leaves, apparently satisfied that there was nothing in that direction. Yeah! They are not too bright.
The party was able to get a full rest period, if somewhat troubled. At least fresh air from above helped the overwhelming stench that now permeates throughout the fort.
Where does the party go from here?

Brandark Plainswalker |

Due to being on the last shift, Brandark yawns,
stretches hugely, and opens his pack to pull out his breakfast.
I really don't like cold meals
He grumps a bit, as he eats then and gets dressed into his armour.
He then stretches again, and does a set of exercises to get his armour settled before they start out for the day.
Sounds like it is a miserable day out there. I wonder how the ones watching our horses are holding out.
He then helps the others get ready before the party heads out.

Elektra Stardancer |

Elektra waves over Brandarks food, using her prestidigation cantrip to warm the food. With a smirk she adds flavoring and heat one after the after to each ones food, drinking honey wine flavored water and cinnamon buns flavored food.
"Now, I hope it´s not to hot!"
After her morning and the refreshing of spells she feels a bit better.
"Does anyone have a flask of acid?"

Vale Temros |

Vale will look at Elektra, "No. Why do you need a flask of acid?"
Stone heals the party.
Everyone will be at base line levels. Please make sure the stats below are correct.
Flynn (AC19 43/43)
Stone (AC22 51/51)
Elektra (AC13 39/39)
Brandark (AC21 55/55)
Garrath (AC18 77/77)
Vale (AC18 53/53)
Kaven (AC20 49/49)

Flynn Elric |

Flynn quickly ruffles through his pack, yawning, Oil, Tanglefoot, holy water,Silversheen, . Unfortunately i'm out of acid, looks like i'm out of alchemist fire as well. Looks like i need to pick some up next time we're in town.

Brandark Plainswalker |

Brandark grins as Elektra heats up his meal.
My thanks.
He then opens up his pack and starts shuffling through it.
No acid, if I had some, you're more than welcome to it.
I am correct for the stats.