
Brandark Plainswalker |

Sometimes the only way that you can handle something is by running from it.
Brandark looks somber as if remembering things.
However, I think that we should be able to deal with a fair amount right now, provided we keep that in mind.

Flynn Elric |

Yeah, it is...running away is something i'm familiar with. Flynn agree's, Any of you ever wonder if you could make it in a quiet civilian life? he chuckles quietly, .

GM Mazra |

Devora inquires more about the dam and is pleased to once again rejoin the party.
By mid-afternoon the party reaches Skull's Crossing. The dam, spanning the great breadth of the gorge has a massive wall of stone that holds back the waters of the Storval Deep—but only just. Thousands of skulls have been carved into the dam’s face, with five larger ones decorating the middle length. The easternmost of these immense skulls is all but hidden by a steady flow of cascading water pouring through what appears to be a recent break in the dam. For now, the ancient dam seems to be holding its own against the Storval Deep, but unless these rains end soon, the recent flood looks to be but a minor precursor to a fantastic disaster.
The party is on the west side of the Skull River. It is on this side that a seven-foot-wide winding stairway of stone climbs the cliff face here, reaching a height of nearly two hundred feet before ending at a cave mouth above. Hundreds of stakes line the edges of the stairway, many of them decorated with skulls—some animal, some humanoid, all marked with a strange skull-shaped rune on the brow.
The stairs are massive and were built for giants. It takes a DC7 Climb check to ascend the stairs. Do you venture up them on horseback?

Brandark Plainswalker |

percept: 1d20 + 11 ⇒ (20) + 11 = 31 +2 for Odd Stonework
Brandark whistles as he is slightly impressed.
That breach looks like it was made by the big thing from the town. However, what are those??
Brandark points at the top of the dam.
As for the Runes, they are a warning. But I am not sure if they are for or warning of giants?
Come on boy, lets go.
Brandark then urges Abacus up the stairs at the back of the party.
abacus climb: 1d20 + 7 ⇒ (12) + 7 = 19 DC 7
Yes, I can read and speak giant.

Flynn Elric |

percept: 1d20 + 13 ⇒ (15) + 13 = 28
It's in their tongue, probably means giant territory. Flynn comments reading the text himself, Moving around like that, big and clumsy. That and that warning, with are luck those are giants. We should probably go on foot from here, i'd rather avoid a fight with those behemoths

Brandark Plainswalker |

Brandark looks at Devora
Would you be so kind as to look after the horses for us, while we look into those things?
He then looks at Flynn.
But I will not make excuses for my steed, and he should be able to make it up there with nary a problem.

Devora Heidmarch |

"My pleasure,"Devora responds to Brandark. "I look forward to your stories of valor." She looks up at the very steep staircase, and then looks back at Brandark with a small smile. She then pulls an item from off her horse. "You may need this." Devora gives Brandark a 50 foot length of a fine silk rope.

GM Mazra |

Without aid, the party must roll a DC7 Climb check to ascend the stairs. The DC is a 0 with the rope.
The climb up the stairs will ends in a small alcove, but to the west, a fifteen-foot-high ledge provides access to a larger cave beyond.
To climb up this ledge is a DC15 Climb check. Does anyone lead the party up the ledge?

Brandark Plainswalker |

Brandark grins at Devora
Aye, I guess you will just have to wait to hear them.
Upon recieving the rope.
My thanks, but I have a couple of my own, but I do appreciate the offer.
Thinking it might be a rope of climbing, but I am not sure. :)
I will ride up each step, and leave the rope behind. With it tied to my saddle, you will not have to worry about getting up there.
Abacus auto passes a 7 getting up the stairs.
Once the group reaches the ledge.
Hmm, I wonder.
Brandark dismounts, shrugs out of his pack, and ties it to the bottom of a rope, he then spins his grapple up there in a hope to hook it in a spot.
Once it is hooked, he climbs up.
climb: 1d20 - 1 ⇒ (19) - 1 = 18

GM Mazra |

About the time Brandark reaches the top ledge, he sees a large two-headed Giant come around the corner.
Garrath's Initiative: 1d20 + 9 ⇒ (19) + 9 = 28
Elektra's Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Flynn's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Stone's Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Brandark's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Two-headed Giant's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Round One
Only Brandark is on the ledge. Garrath reacts first below the ledge.

Garrath Tricks the Giants |

Garrath follows Brandark up the rope, wondering about the odd voices.
climb: 1d20 + 8 ⇒ (17) + 8 = 25

GM Mazra |

As Garrath climbs up on the ledge. The two-headed giant takes a step.
Gorker attacks Garrath.
Gorker with flails 1st attack: 1d20 + 12 ⇒ (7) + 12 = 192d6 + 6 ⇒ (1, 6) + 6 = 13
Gorker with flails 2nd attack: 1d20 + 7 ⇒ (16) + 7 = 232d6 + 6 ⇒ (5, 2) + 6 = 13
Garrath takes 18 points of damage.
Chaw attacks Brandark.
Chaw with flails 1st attack: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 6 ⇒ (1, 1) + 6 = 8
Chaw with flails 2nd attack: 1d20 + 7 ⇒ (19) + 7 = 262d6 + 6 ⇒ (2, 3) + 6 = 11
Brandark takes 11 points of damage.

Brandark Plainswalker |

Two headed big guy. dunno what made him so ugly.
Brandark casually offers the insult, in order to warn those behind him.
Brandark steps into the fight with the giant critter, drawing his trusty axe as he steps in.
You will find this dwarf a little hard to be chewing on Chaw.
I bite back Gorker.
attack: 1d20 + 8 + 5 + 1 + 2 ⇒ (17) + 8 + 5 + 1 + 2 = 33 Add 1 if Goblin, orc, magical, or aberration
BAB,STR,Magic,Challenge
damage: 1d10 + 7 + 8 + 1 ⇒ (3) + 7 + 8 + 1 = 19 Magic / Adamantine
2 H STR, Challenge, Add 1 if Goblin, Orc, Magical, or Abberation
Challenge (Ex) (APG 32): As a swift action you choose one target to challenge. You deal +8 points of damage against this target but you take a -2 to AC against all other opponents. You can use this ability 3 times per day.
(APG 35): Whenever you issue a challenge, your allies receive a +2 circumstance bonus on melee attack rolls against the target of your challenge whenever you are threatening the target.

Brandark Plainswalker |

AC 24 vs the giant, AC 22 vs anything else.

Flynn Elric |

climb: 1d20 + 5 ⇒ (2) + 5 = 7
Flynn follows, climbing the ledge as the others.

Brandark Plainswalker |

Just knew, that I should have invested into a block and tackle :)

GM Mazra |

Round One
Garrath follows Brandark up the rope as he listened to the strange guttural communication.
A really big two-headed Giant turns around the corner, sees Brandark and Garrath, and together immediately determine that they would make a good soup. Both Garrath and Brandark was clobbered by a morningstar for a little meat tenderizing.
Brandark offers insults and hacks with his trusty axe.
Elektra cast Haste.
Flynn, with the aid of the rope, climbs up the ledge.
Sword climbs the rope. And while Hasted draws out scimitar and shield.
Garrath 28 (AC18 (59/77)
Two-headed Giant 21 (AC? 46/65)
Brandark 19 (AC21/20/G24 50/61)
Elektra 12 (AC13 42/42)
Flynn 9 (AC20 47/47)
Stone 9 (AC22 68/68)
Round Two

Brandark Plainswalker |

A Sword and Stone climbed the rope ?? :) Damn you autocorrect. :)

GM Mazra |

Just in case a hasted Garrath doesn't slaughter the Ettin:
Gorker attacks Garrath.
Gorker with flails 1st attack: 1d20 + 12 ⇒ (7) + 12 = 192d6 + 6 ⇒ (5, 1) + 6 = 12
Gorker with flails 2nd attack: 1d20 + 7 ⇒ (13) + 7 = 202d6 + 6 ⇒ (5, 6) + 6 = 17
Garrath takes 21 points of damage. Can you please confirm that this is correct? Thanks.
Chaw attacks Brandark.
Chaw with flails 1st attack: 1d20 + 12 ⇒ (14) + 12 = 262d6 + 6 ⇒ (2, 6) + 6 = 14
with flails 2nd attack: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 6 ⇒ (6, 6) + 6 = 18
with flails 2nd attack Confirm Crit: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 6 ⇒ (6, 1) + 6 = 13
Brandark take 32 points of damage unless the Ettin falls during Garrath's initiative.

Garrath Tricks the Giants |

Garrath grins as he's clobbered by the Morningstar, and laughs at the Ettin. This will make for a glorious fight, honor to hand down to my children! His eyes go wild and he lets out a bestial roar as his rage falls over him like a well worn cloak.
attack 1: 1d20 + 8 + 7 + 3 + 4 - 3 + 3 + 1 ⇒ (14) + 8 + 7 + 3 + 4 - 3 + 3 + 1 = 37 BAB+str+weapon enchantment+Reckless Abandon- PA + furious focus+Giant Slayer
damage: 2d6 + 22 ⇒ (2, 4) + 22 = 28
hasted attack: 1d20 + 8 + 7 + 4 - 3 + 1 ⇒ (6) + 8 + 7 + 4 - 3 + 1 = 23 as above- furious focus
damage: 2d6 + 22 ⇒ (1, 4) + 22 = 27
attack 3: 1d20 + 4 + 7 + 4 - 3 + 1 ⇒ (17) + 4 + 7 + 4 - 3 + 1 = 30
damage: 2d6 + 22 ⇒ (4, 1) + 22 = 27
Yes your damage on Garrath is correct, his DR is 4

GM Mazra |

Round Two
Hastened by Elektra's spell, Garrath hacks into Gorker, then Chaw, then both deep across the belly.
The two-headed giant goes lights out, one head, then the other. It falls forward. Garrath and Brandark side step the lumbering creature as it crashes to ground with a thundering thud.
Garrath 28 (AC18 (59/77)
Two-headed Giant 21 (AC? 46/65)
Brandark 19 (AC21/20/G24 50/61)
Elektra 12 (AC13 42/42)
Flynn 9 (AC20 47/47)
Stone 9 (AC22 68/68)
Victory

Garrath Tricks the Giants |

Hmmph...maybe not so glorious a fight... Garrath kneels down to see if the Ettin had anything of value.

GM Mazra |

Garrath will only find the leather armor, 2 flails, and 4 javelins on the two-headed giant's body. But just around the corner in a disorganized heap near its collection of sleeping furs in the northeastern cave, you will find 693 gp; 1,240 sp; a velvet pouch containing six 100 gp pearls; a phylactery; and an ivory scroll tube inset with strips of jade (itself worth 300 gp).
Beyond this cave the party will discover another flight of steep stairs heading up.
Map updated.

Brandark Plainswalker |

Lady Elektra, is there any possibility of you being able to Levitate my horse up here ?
Brandark looks at her with kind of a pleading look.
If not, then I will need to do a couple of things before we carry on.

Brandark Plainswalker |

Fair enough
Brandark says sadly.
If you all can wait for me here, I have to go talk to Abacus.
Brandark shrugs out of his gear, and then scampers down the rope.
Abacus, I need you to go back and help guard the other horses
He then pulls other gear out of the saddle bags, ties it in a bag on the end of the rope, and then climbs up.
He then pulls the gear up, coils his rope, and puts it all away.
Ready now.

GM Mazra |

Elektra Stardancer |

Together with her familiar Electra tries to identify those items.
Spellcraft Phy: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
Quickly casting read magic to identify the scrolls.
[Spoiler=Spellcraft if necessary]
Spellcraft Scroll1: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33
Spellcraft Scroll2: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36
Spellcraft Scroll3: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28
Identifying the scrolls Electra is quite surprised. "Three interesting spells. I think, as no one else can use it, I will take them into my spellbook soon."

Brandark Plainswalker |

So I have the ok to look under the spoilers to record what was there ??

GM Mazra |

After Brandark sends Abacus back to Devora and the other horses, and after the party gathers the two-headed giants loot, the party heads up. Before they reach the top, the party hears the sound of what Brandark knows is picks working on stone. But louder and stronger than what the Dwarf has heard before amongst his people.
They will not notice the party coming up the stairs. I will give the party a Surprise Round against three Kreeg Ogres. A new map is up. Ironically, the party gave the GM a map for all the other encounters at Skull Crossing but this one. I had to piece this map together.
Garrath's Initiative: 1d20 + 9 ⇒ (15) + 9 = 24
Elektra's Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Flynn's Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Stone's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Brandark's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Kreeg Ogres's Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Surprise and Round One
The party has both an action in the Surprise Round, and a full Round of actions in Round One before the Kreeg Ogres can react.

Flynn Elric |

More of them, goodie Flynn whispers sarcastically, how do we want to handle this?
if and i assume when we attack here are my attack for the rounds, enough for two. In this case 1 and the surprise.
attack: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 3 ⇒ (1) + 3 = 4
attack: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 3 ⇒ (8) + 3 = 11
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 3 ⇒ (2) + 3 = 5
attack: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d8 + 3 ⇒ (4) + 3 = 7

Brandark Plainswalker |

It are my previous post
Wishing that he had his horse with him, Brandark grips his axe and edges a little closer.
Swift using Sihioron
false life: 1d8 + 5 ⇒ (6) + 5 = 11
One of these centuries I will get a sucessful lance chargd in.
did Stone heal both Garrath and myself
Round 1
Brandark rumbles into the fight like the small boulder he is.
attack 3: 1d20 + 8 + 5 + 1 - 3 + 3 + 2 + 1 ⇒ (6) + 8 + 5 + 1 - 3 + 3 + 2 + 1 = 23 add 1 if monsterous, abberation, orc, or goblinoid
bab, str, magic, power, focus, charge, banner
damage: 1d10 + 7 + 9 + 1 ⇒ (3) + 7 + 9 + 1 = 20 Adamantine, Magical
2h str, 2h power, magic
Add 1 if Magical, abberation, orc, goblinoid
Banner, +2 morale vs fear, +1 morale to attack on a charge to all allies.

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Before the fight.
Garrath
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
Brandark
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4

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Surprise round
If Garrath moves up. Stone will take his place.
Round 1
Try’s to move up to get as all his allies and as many enemies within a 40ft radius. Then cast prayer.Grant us victory over the work of the enemy.
40ft radius +1 for the good guys -1 for the bad guys

Garrath Tricks the Giants |

Garrath rushes forward, attacking the closest Ogre.
attack Ogre: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 2d6 + 17 ⇒ (4, 5) + 17 = 26