baldwin the merciful |
Grimm Sharpest |
RD11: Buffs:Haste 1rds left, RIGHTEOUS VIGOR 1rds left
Gtr Invisibility 2rds left
Divine Favor 3rds left
EXPEDITIOUS Retreat- 50ft speed for 6 minutes.
Also Grimm is invisible. The Giant will need to pinpoint his location and 50% miss
Current AC vs Giants= 32+50%miss,
16 temp HP.
Judgements are to Saves and Attack Rolls.Grimm looks up at the path to see the Giant disappear and he silently curses.
His buffs were running out and he needed to start killing this thing.
He dismisses his RAGE and casts SEE INVISIBILITY, hopefully gaining vision of the Giant and using his remaining move action to move adjacent to him.
I already posted my rd 11 action.
As the SEE INVISIBILITY spell takes effect and the stone giant shimmers into view, Grimm notes the look on his face. This fight was going to be on even terms. He stops running. Having to drop his rage for that last spell meant he was FATIGUED for 2 rounds. He spells were still running and so were his judgements. He uses his swift action to swap his JUSTICE judgement to fast healing. He needed to outlast this one.
current judgements are to saves and fast healing. How far am I from the giant? I can't run but with expeditious retreat my speed is 50ft
Desmond Aeros |
Desmond frowns. "Hey, only we can use cheap tactics like that!" He does his best to listen for the sorcerer.
Perception: 1d20 + 15 ⇒ (4) + 15 = 19 I doubt that will do it. baldwin, how do you rule a party members pointing out an invisible creature to another party member? Every GM does it differently.
baldwin the merciful |
Grimm you are 30 feet now and the ground is starting to level off.
Desmond desperately climbs up the hills side (with haste you have need to more rounds to do do at double movements the haste DC 12 climb). The thief strains to catch a glimpse of the enemy but he sees nothing.
You'll still have the invisibility penalty. Unless the creature is outlines or cornered or something like that. although I'd consider reducing the penalty slightly because of the guidance.
Desmond Aeros |
Oh I absolutely will still have invisible penalties, no doubt about that. I'm wondering if Desmond can accurately learn what squares the giant is occupying from the guidance.
Grimm Sharpest |
Grimm smiles as the stone wall is erected and he closes the last 30feet to the wall and lasts a hand on it. He'd even witnessed the casting and that was all he needed.
At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell's effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. This ability replaces track.
baldwin the merciful |
Grimm if you are fatigue...
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.
then you you are at risk of...
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Grimm Sharpest |
Yep. Fatigued for 3 rounds as per RAGE. After 3 rounds fatigue will go away. I dropped my rage to cast SEE INVISIBLE last round. You said there was only 30 ft left so a normal move action should cover that. I still have EXPEDITIOUS RETREAT up so 30ft is well within a normal move. If I am too far away, Spell Scent can start the round AFTER a spell is cast.
Karnog Kegmeister |
"Blast it. I should have prepared a wind walking spell, and one to negate his invisibility. Hindsight and all that fooey, I guess.!"
Karnog readies his crossbow in case he he gets a decent shot at the giant.
Grungsdi |
Grung moves toward the wall 20 feet while putting away his sling.
Kalim Gudlavaletti |
Kalim summons some black tentacles where the giant would be escaping. cmb: 1d20 + 15 ⇒ (7) + 15 = 22damage: 1d6 + 4 ⇒ (4) + 4 = 8
"Trying to slow it down, be aware Grimm!"
Grimm Sharpest |
Grimm yells back down to KalimDrop Tha damn spell. I can track him if ya let me get there quick enough.
In Rd12 Grimm will HOLD or delay (whichever is allowed) for Kalim to dismiss the tentacles. He will then MOVE to the wall and use SPELL SCENT to track the giant.
Karnog Kegmeister |
"Blast it. Another foe lives to vex us again. I don't see how we could have done any better, though."
Karnog holds his wand ready to patch up and wounds remaining.
Grimm Sharpest |
Grimm smirked as it became apparent the Giant had fled.
He uses SPELL SCENT on the wall, keeping a hand on it for a good duration to make use of his ability.
He moves back down the hill to inform his comrades.
Thinks he got away, but I can follow the Giant's magic back to the source. Let's heal up and get after it before he has time to rest. We should go after him today.
baldwin the merciful |
Grimm spends a good amount of time analyzing the spell, his magical senses tingle.
This ability basically gives you the locate creature spell.
Desmond finally gets to the top of the cliff and Kalim releases his black tentacles.
Are the rest of you moving up the path to join Desmond and Grimm, or are you going to continue on your way?
Grungsdi |
Lets see if there is any treasure worth keeping!
LOOT LOOT LOOT!! :)
baldwin the merciful |
Loot from the two Hill Giants:
Rogue:
Rhino hide , +3 darkwood greatclub, amulet of natural armor +2 , belt of incredible dexterity +2 , boots of elvenkind , ring of protection +2 , ring of swimming, potion cure crit wounds x2, potions cure serious wounds X3, haversack backpack, 11 fist sized rocks
Money: 507 pp, 1,281 gp, 231 sp, 451 cp, necklace diamond and pearl 3500GP value
Raging Barbarian:
+2 greatclub, Amulet of natural armor +1, Belt of giant strength +2, Cloak of resistance +1, Dragonhide Breastplate, bag of holding type II, Potion cure critical wounds x3, Potion of cure serious wounds x2, Salve of slipperiness, 19 fist sized rocks
Money: 238 pp, 2319 GP, 5892 sp, 2945 cp, assorted gems 7800 gp value
Grimm Sharpest |
His spells and protections spent, Grimm motions to his comrades. Git yet asses up here. Let's get healed up and get after tha bastard.
He pulls a wand of CLW and uses a couple of charges while he waits for the others to catch up.[/b]
CLW: 1d6 + 1 ⇒ (2) + 1 = 3
CLW: 1d6 + 1 ⇒ (4) + 1 = 5
CLW: 1d6 + 1 ⇒ (3) + 1 = 4
Grimm Sharpest |
As they are stripping the corpses, Grimm moves back down to help.
This power dinnae last forever. We got about an hour an a half afore I lose the scent
Grungsdi |
Grung puts on the new amulet giving over his old one
Let's go kill something
Karnog Kegmeister |
Karnog heals up anyone who still needs patching.
"Let's continue. Can we track that stone giant, perhaps?"
baldwin the merciful |
With items secured, Grimm lead the party up the semi-hidden path that take shim to where the sorcerer stone giant had attacked from. he surveys the area again tuning his senses in, so much magic was used, he's a powerful one. the spell tracker reasons. Finally satisfied he continues on toward where he believes the source of the spell resides. There is a tall jutting hill, taller than the others you've been in, in the distance and good two hours away by foot.
Grungsdi |
Grung fills his mug with ale and downs it.
Well lets get to it!
Desmond Aeros |
"I always knew dwarfs smelled strongly." Desmond quips with a grin. "Want me to scout ahead? Not sure if it's needed with the wide open ground."
Karnog Kegmeister |
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"That would serve as quite the warning sign. A bit ostentatious, maybe a little blood thirsty, if you ask me. But if it keeps them safe, why not?"
Grungsdi |
Grung follows as fast as he can, never wanting to be too far away from a battle.
baldwin the merciful |
The party tracks the stone giant sorcerer to the bases of the trail leading towards a cave opening. At that point Grimm had lost the scent. Determined that the creature sought refuge in the cave above, they press forward cautiously but at a hurried pace. Once at the cave opening you are surprised to find a vast area of wreckage that surrounds a wide staircase (15 feet wide) heading deep into the mountain...Another entrance into the dungeon of death. A deep and dark sense of death looms in the air.
What are you doing, what is the marching order?
baldwin the merciful |
You notice some ancient writing on the wall roughly 15 feet down the stairs. You can not make out the language though.
You are chilled to the bone with a sense of doom and eeriness, you're dwarven senses tell you that this passage was only recently unearthed. You feel that all this old rubble and wreckage was designed to seal what ever lays below.
Everyone can make a Will Save (fear) while you're rolling dice.