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Drazh ran forward, staying next to Ferocia. He hoped that the spellcasters would leave some fun for him.

Ferocia Navarro |

Sorry, I edited my post before to be more specific, but it looks like it didn't take. The aspects she's activating are bear, stag, and monkey; the stag aspect increases her move speed, which is how she got so far this turn.

GM Kevin O'Rourke |

Creydon breaks into a stirring rendition of "When the slayers cut down the giants, third scene" as he advances!
Marten moves forward and quickly assesses that the giants are too far away for him to be able to telekinetically fling a dwarf at them. Instead, he opts to buy the party time move closer by casting reverse gravity on the area around the giants. The two giants fall upwards.
Drazh ran forward, staying next to Ferocia. He hoped that the spellcasters would leave some fun for him.
Ferocia and Emriss hurry forward.
Azalia shoots again at the same giant.
On top of the colour and bearing it becomes clear these giants are made of sterner stuff that those you have fought before as they both cast a spell and stop falling upwards.
They cast levitate
Creydon
Marten
Drazh
Ferocia
Azalia
Anneka -Blessing of Fervor
Giants Green -43

Marten Daseto |

Hopefully, having occupied the giants until the party can get closer, Marten continues to move forward.
Double move.

Azalia |

Azalia moves closer.
Including extra Blessing of Fervor movement.
And then she shoots.
Attack: 1d20 + 20 + 3 ⇒ (12) + 20 + 3 = 35 (inspire courage)
Damage: 1d8 + 6 + 1d6 + 2d6 + 3 ⇒ (7) + 6 + (2) + (3, 6) + 3 = 27 (acid, holy, inspire)

Creydon Clay |

Creydon follows just behind Drazh and Ferocia, urging them on!
Blessing of Fervour benefit: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Drops initiative to just after Ferocia.
Arcane strike, double move, lingering performance keeps Inspir Courage +3 going. 39/40 bp. AC 34.
1d20 + 14 + 3 + 2 ⇒ (8) + 14 + 3 + 2 = 27
1d20 + 14 + 3 + 2 ⇒ (15) + 14 + 3 + 2 = 34
1d20 + 14 + 3 + 2 ⇒ (13) + 14 + 3 + 2 = 32
1d20 + 14 + 3 + 2 ⇒ (19) + 14 + 3 + 2 = 38

Marten Daseto |
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I was thinking I'd get everyone in range and then dismiss the reverse gravity. Looks like I'll also have to dispel the levitate also.

Ferocia Navarro |

Ferocia doubles moves! She's aiming to get as close as she can without getting in the area of reverse gravity.

GM Kevin O'Rourke |

Creydon follows just behind Drazh and Ferocia, urging them on!
Hopefully, having occupied the giants until the party can get closer, Marten continues to move forward.
Drazh moves to just below the giants, Ferocia trails a little behind.
Azalia moves closer and then she shoots.
Anneka repositions.
Both of the floating giants gradually float down but stay twenty foot above the ground. As two more giants come out of the cave the floating ones call down to them. The new arrivals pause and cast a spell before advancing into the area affected by the spell.
Creydon
Marten
Drazh
Ferocia
Azalia
Anneka -Blessing of Fervor
Giants Green -70

Marten Daseto |

What happens to the new giants when they get into the area affected by the spell?
Spellcraft to identify the spell the new giants casted: 1d20 + 26 ⇒ (1) + 26 = 27

Azalia |

Azalia shoots again.
Attack 1: 1d20 + 20 - 2 + 3 + 2 ⇒ (15) + 20 - 2 + 3 + 2 = 38 (rapid shot, inspire, blessing of fervor)
Attack 1: 1d20 + 20 - 2 + 3 + 2 ⇒ (14) + 20 - 2 + 3 + 2 = 37
Attack 1: 1d20 + 15 - 2 + 3 + 2 ⇒ (18) + 15 - 2 + 3 + 2 = 36
Damage 1: 1d8 + 6 + 1d6 + 2d6 + 3 ⇒ (8) + 6 + (5) + (1, 3) + 3 = 26 (acid, holy, inspire)
Damage 2: 1d8 + 6 + 1d6 + 2d6 + 3 ⇒ (3) + 6 + (2) + (2, 4) + 3 = 20
Damage 3: 1d8 + 6 + 1d6 + 2d6 + 3 ⇒ (5) + 6 + (1) + (1, 3) + 3 = 19
Clustered shots, if applicable.

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Giant”Cowards! Ye fly away from me ‘cause ye’re a bunch of milk drinkers! Yer ancestors weep at yer yellow-bellied flight!” Drazh yelled at them.

Creydon Clay |

Creydon stands fast, right behind his dwarven friends, and calls:
"Get on the ground, you cowardly giants!"
Lingering presence for Inspire Courage +3. Casts Overwhelming Presence versus those four giants. Will Save DC 23 negates.
Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
1d20 + 14 + 3 + 2 ⇒ (17) + 14 + 3 + 2 = 36
1d20 + 14 + 3 + 2 ⇒ (16) + 14 + 3 + 2 = 35
1d20 + 14 + 3 + 2 ⇒ (17) + 14 + 3 + 2 = 36
1d20 + 14 + 3 + 2 ⇒ (14) + 14 + 3 + 2 = 33

Marten Daseto |

Rolling his eyes at his allies' demands that the giants return to the ground while they are under the effects of his magic, Marten moves forward, ends the reverse gravity effect, and casts cold ice strike at the closest green giant.
Cold damage: 15d6 + 8 ⇒ (4, 3, 5, 2, 5, 5, 6, 4, 2, 5, 1, 6, 3, 3, 3) + 8 = 65 <--Reflex DC 27 for half, but they can only move vertically, so that's gotta count for something!

GM Kevin O'Rourke |

Creydon stands fast, right behind his dwarven friends, and calls:
"Get on the ground, you cowardly giants!"
Green Will Save: 1d20 + 10 ⇒ (14) + 10 = 24
Red Will Save: 1d20 + 10 ⇒ (14) + 10 = 24
Orange Will Save: 1d20 + 10 ⇒ (8) + 10 = 18
Black Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
"You're wizard put us up here moron!" The giants retort mockingly.
The two at the back however prostrate themselves.
Rolling his eyes at his allies' demands that the giants return to the ground while they are under the effects of his magic, Marten moves forward, ends the reverse gravity effect, and casts cold ice strike at the closest green giant.
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
”Cowards! Ye fly away from me ‘cause ye’re a bunch of milk drinkers! Yer ancestors weep at yer yellow-bellied flight!” Drazh yelled at them.
Getting slightly annoyed... and unaware of the compulsion their peers behind them are under... one of the two giants floating shout back. "YOUR WIZARD CAST A SPELL TO MAKE US GO UP. I USE SMALL WORDS NOW LITTLE DWARF. WE USE MAGIC, MAKE GO DOWN. DO YOU UNDERSTAND PEBBLE BRAIN?"
Azalia shoots again and finishes off the injured cloud giant.
The floating giant pulls himself foward but stays fifteen foot above the ground. "Now hit me with your stunty arms if you can runt? Or use them to hurl a pebble the size of your brain."
A giant of a different sort emerges from the cave. Blue skinned and with white hair like the others his is a darker shade and definitely different. His blow is powerful and swift but Drazh rolls to the side to avoid it. "Get up you idiots!"
Power Attack and Vital Strike Greataxe Vs Drazh: 1d20 + 28 - 4 ⇒ (6) + 28 - 4 = 30
Creydon
Marten
Drazh
Ferocia
Azalia
Anneka -Blessing of Fervor
Giants

Azalia |

Having finished off one of the giants, Azalia again moves closer.
(Including extra Blessing of Fervor movement.)
And then she shoots, at Red this time.
Attack: 1d20 + 20 + 3 ⇒ (19) + 20 + 3 = 42 (inspire courage)
Damage: 1d8 + 6 + 1d6 + 2d6 + 3 ⇒ (4) + 6 + (6) + (2, 6) + 3 = 27 (acid, holy, inspire)

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Hit: 1d20 + 30 + 3 ⇒ (19) + 30 + 3 = 52
Good Aligned Damage: 2d6 + 31 + 3 ⇒ (1, 5) + 31 + 3 = 40
Holy vs evil: 2d6 ⇒ (6, 3) = 9
Acid: 1d6 ⇒ 1
Blessing Hit: 1d20 + 30 + 3 ⇒ (3) + 30 + 3 = 36
Good Aligned Damage: 2d6 + 31 + 3 ⇒ (3, 6) + 31 + 3 = 43
Holy vs evil: 2d6 ⇒ (5, 5) = 10
Acid: 1d6 ⇒ 6
Iterative 1: 1d20 + 21 + 3 ⇒ (12) + 21 + 3 = 36
Good Aligned Damage: 2d6 + 31 + 3 ⇒ (5, 1) + 31 + 3 = 40
Holy vs evil: 2d6 ⇒ (2, 5) = 7
Acid: 1d6 ⇒ 1
Iterative 2: 1d20 + 17 + 3 ⇒ (11) + 17 + 3 = 31
Good Aligned Damage: 2d6 + 31 + 3 ⇒ (4, 5) + 31 + 3 = 43
Holy vs evil: 2d6 ⇒ (3, 1) = 4
Acid: 1d6 ⇒ 4
Drazh laughed as he dodged the attack. Giant”Big excused from big cowards! At least one of ye has the stones to face me.” With a grin he launched into a counter attack, his traveling clothes shimmering as they let the glammer fall away. Clad head to toe in gilded mithril armor, he looked every inch a Dwarven warrior. He swung his hammer with lethal intent, the thought of letting any of them live hadn’t crossed his mind.

Ferocia Navarro |

Ferocia tumbles forward so she doesn't get whacked by the big giant on the approach, then attacks the chatty one on the ground with her claws.
Acrobatics: 1d20 + 21 ⇒ (10) + 21 = 31
Attack: 1d20 + 24 + 3 + 3 - 4 ⇒ (2) + 24 + 3 + 3 - 4 = 28
Magic Cold Iron Silver: 1d10 + 7 + 3 + 3 + 8 + 2d6 ⇒ (5) + 7 + 3 + 3 + 8 + (5, 4) = 35

Creydon Clay |

@Kevin: Those giants at the back get to make a new save on their go. Otherwise, it has a 16 round duration. The wisdom drain and staggered condition should still keep them from doing much.
Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
Also, if a giant happens to get within Creydon's 10' reach, the Disruptive and Spellbreaker feats may come into play.
"Get stuck in!", says Creydon to his dwarven friends.
Swift action: Inspire Courage +3. Standard action: Strategy to give all allies within 30' a +2 dodge bonus to AC for 1 round. Move action: Combat Advice to Ferocia for a +2 competence bonus to hit on her first attack
1d20 + 14 + 3 + 2 ⇒ (9) + 14 + 3 + 2 = 28
1d20 + 14 + 3 + 2 ⇒ (7) + 14 + 3 + 2 = 26
1d20 + 14 + 3 + 2 ⇒ (15) + 14 + 3 + 2 = 34
1d20 + 14 + 3 + 2 ⇒ (7) + 14 + 3 + 2 = 26

Marten Daseto |

Marten casts sirocco, attempting to slam the two giants in the rear down the staircase.
Fire damage: 4d6 + 16 + 8 ⇒ (6, 6, 3, 5) + 16 + 8 = 44
Targets: black and gold. DC 27 Fort for half damage and to negate being knocked prone. DC 15 fly check if they're still levitating, maybe. Might need a GM call if "levitating" is the same as "flying." No save for the fatigue.
Fire, and then ice. Marten then follows that up with another cold ice strike directed at the closer (red) levitating giant.
Cold damage: 15d6 + 8 ⇒ (4, 2, 4, 6, 5, 2, 6, 3, 3, 2, 1, 6, 4, 6, 6) + 8 = 68 <--Reflex DC 27 for half damage

GM Kevin O'Rourke |
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"Get stuck in!", says Creydon to his dwarven friends.
Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Marten casts sirocco, attempting to slam the two giants in the rear down the staircase.
Black Fort Save: 1d20 + 16 ⇒ (19) + 16 = 35
Orange Fort Save: 1d20 + 16 ⇒ (16) + 16 = 32
Fire, and then ice. Marten then follows that up with another cold ice strike directed at the closer (red) levitating giant.
Ferocia tumbles forward so she doesn't get whacked by the big giant on the approach, then attacks the chatty one on the ground with her claws.
Having finished off one of the giants, Azalia again moves closer.
And then she shoots, at Red this time.
Two of the giants start to come to their senses...
Black Will Save: 1d20 + 10 ⇒ (14) + 10 = 24
Orange Will Save: 1d20 + 10 ⇒ (15) + 10 = 25
White Will Save: 1d20 + 8 ⇒ (10) + 8 = 18
Badly injured as they are and not getting to act for another turn I'm calling it.[.ooc]
[ooc]Loot
Potions of cure serious wounds (3)
+2 breastplate
+3 greataxe
ring of feather falling
The giants have gathered a total of 1,265 gp in coins, a chest of copper bars worth a total of 500 gp, and a fine cave bear cloak worth 2,ooo gp.

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”They ain’t yellow, they’re red! Haha! Get it? Red? Cause they’re dead! Hahaha!” Standing atop the corpses Drazh laughed at his own joke, feeling quite pleased with the world.

Azalia |

Azalia moves around Drazh as he is standing on the corpses, looting them thoroughly and scooping everything into her portable hole.
Marten, I think you should take this Cave Bear cloak. You would look good in in.

Marten Daseto |

Marten fingers his own cloak to show he already has one.
"This one is moderately useful, but thank you for thinking of my attire, Azalia."
He turns to consider Drazh, who's probably dancing a jig on a giant's corpse.
"I wonder what Karzoug has on these giants that they serve him so loyally."

GM Kevin O'Rourke |

A few hours later a narrow mountain pass opens into a glacial valley extending north and then turning to the west at the base of the vast mountain at the far end. Filling this valley is an ice capped city of enormous proportions. The near end is mostly blocked by a huge fortress of smooth black stone, with multiple towers rising from its high walls. Exiting the bailey of this fortress is a massive causeway of gold that dominates the city as it travels down the center of the vale. Enormous towers and spires of many-colored stone pack both sides of the central thoroughfare, rising to prodigious heights and givi ng the illusion that the road itself is a valley. The eastern slope of the valley has been partially subsumed by an ancient volcanic flow;-nearly a quarter of the city appears to have been so buried. That section is now little more than a great mass of ice, with the jagged angles and peaks of ruined structures poking through its topmost layer here and there. Where the valley curves slightly to the west, the structures, if anything, grow even larger, becoming truly gigantic as they climb up and over the rocky spur.
At the far end of the valley, the city a buts the lower slope of a truly massive peak. Yet the city builders appear to have taken no heed of this change in slope, for the great causeway merely elevates at a steep angle and continues to climb the incline in a nearly straight line, transforming into an immense stairway. Additional buildings cling precariously to the mountain face alongside the causeway, growing even larger and more impressive as they ascend. The gigantic buildings finally give way a few thousand feet above, but the mighty road continues to wend its treacherous way to just below the mountain's peak. There, a spired citadel looms, its size and proportions truly magnificent. It, too, fails to summit the mountain-instead, its topmost spires end just below the dominant face of a stern man, carved into the peak of the mountain and surveying the city below. The otherworldly quality of this strange panorama is
further reinforced by the sound of the cold winds slicing across the high peaks, making strange cries and shrieks in the thin mountain air.

Marten Daseto |
2 people marked this as a favorite. |

"Hmm. Yes. When I become a power-mad dictator, I too will broadcast exactly where my enemies can find me while at the same time flaunting my wealth over the citizenry I menacingly rule over. That definitely seems like the most appropriate way to do things."

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Drazh nodded. ”And that’s why they die at the hands of people like us.” He rolled his shoulders and hopped up and down a few times. ”Well, I’m ready to kill him and steal his stuff. Gonna be bloody well rich when we’re done with this one!”

Ferocia Navarro |
2 people marked this as a favorite. |

"I'm not surprised with either of you," Ferocia remarks dryly.

GM Kevin O'Rourke |

The ruined road branches here, a narrower route leading around to the west while the main thoroughfare passes through a looming stone wall flanked by glossy black towers. It seems to be some sort of a n cient gateway to the city proper. A dark mass of gritty, rocky ice presses
up against the fortress's northern face, the ancient lava flow apparently stopped (but only just) by the stone walls.
You can go investigate this or keep to the main road and focus on the spires.

Creydon Clay |

"I think we should take a look at that ice. It's caught my eye."

Azalia |

At Creydon's words, Azalia goes over and examines the ice closely.
Perception: 1d20 + 24 ⇒ (8) + 24 = 32

Ferocia Navarro |

Ferocia shrugs and checks it out.
Perception: 1d20 + 21 ⇒ (10) + 21 = 31 +2 in natural settings? +2 with unusual stonework? (Not sure if either apply)
Knowledge Nature: 1d20 + 16 ⇒ (7) + 16 = 23
Survival: 1d20 + 21 ⇒ (14) + 21 = 35 +8 higher if its for tracking

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”Aye, go ahead. But dunnae think we can loot it. It’ll just melt.”

GM Kevin O'Rourke |

The ice doesn't seem to be part of the original constructions... perhaps a magical safety feature against the lava that has never been deactivated.
The huge fortress' walls are fifty feet thick and rise to a height of seventy five feet. The square towers extend as high as two hundred feet. It is composed of volcanic glass, its roof and edges once gilt in gold
but now only retaining splashes of colour. Its joint seems are very fine and almost invisible in the dark stone.
The gates fell long ago, leaving an empty gatehouse to provide entry to its bailey. The former garrison blockhouse has partially collapsed, as has much of the northeastern wall. The ancient volcanic eruption did significant damage to these structures, but not enough to completely destroy them.
A smaller gate to the east of the ruined blockhouse once opened into another district, but this is now blocked by a mass of ice.
As you approach you catch the faint whiff of cow manure on the wind...

Creydon Clay |

Creydon sniffs the air.
"Cows. Should be people near those - or near enough."

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”Well then. If a bad smell could stop me, then I wouldn’t be an adventurer.” Drazh said, as he strode forward towards the smell of cows. ”This’ll be where they are I’d warrant. Let’s go!”

Azalia |

Azalia follows Drazh with her bow drawn, not because she necessarily thinks it is an awesome idea to go cow hunting, but because she can't currently think of a better one.

Marten Daseto |
2 people marked this as a favorite. |

”Well then. If a bad smell could stop me, then I wouldn’t be an adventurer.”
"Yes indeed. Too true."
Marten surreptitiously casts life bubble on himself so that he doesn't have to smell the manure.

Creydon Clay |

Creydon gives a "What can you do?" look and then follows Drazh towards the source of rural scent.

Ferocia Navarro |
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Ferocia follows the others, looking rather unimpressed with her surroundings. Who would wreck a mountain with a fortress and city?

Azalia |
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Azalia looks around for anything valuable or magical... or both, the best of both worlds.

GM Kevin O'Rourke |

As you move into the area you see an odd site amongst the ruins twelve vaguely humanoid creatures with vultures' heads and wings for arms, and wields an enormous bow in its taloned feet seem to stand sentry in this area or perhaps more like a shepherd. The closest of them is fourty foot away and perched atop an outcropping of ruins twenty feet high. The rest are spread out.
Milling around the area and grazing our two dozen large, horned cattle with a dirty black hide and an aggressive temper. Their horns are wide and sharp.
DC12 To identify the cattle as aurochs and to be acutely aware that in groups they tend to stampede
These foul creatures are a disgusting cross between humanoids and condors. Also known as the Eaters of the Dead, the kuchrimas are the lowest order of the lamia-kin, lacking even standard lamias‘ capability for spell-like abilities. They not only serve the function of common soldiers and scouts, but are also left to take care of the disposal of bodies, garbage, and other waste—most of which they feed upon. This habit results in their foul appearance and disease-ridden bite. Kuchrimas often wield giant bows in their powerful talons, holding the weapon in one talon and pulling the bowstring with the other in order to fire arrows with devastating effect.
Kuchrimas have much in common with the condors they resemble, and are opportunistic hunters and scavengers. Bands of kuchrima hunters might fly dozens of miles from their communal aerie, using their keen sight to locate prey both small and large. In the extreme mountainous areas they inhabit, such meals often take the form of giant rams, mountain aurochs, and even the occasional mountaineer, though these disgusting creatures prefer their meals dead and rotting.
Kuchrimas dwell principally in the thin air among the upper peaks of desolate mountain ranges, where they have gathered in enclaves or “gluttonies.”
Azalia Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Ferocia Initiatve: 1d20 + 2 ⇒ (16) + 2 = 18
Anneka Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Creydon Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Drazh Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Marten Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Monster Initiative: 1d20 + 12 ⇒ (10) + 12 = 22
Marten
Monsters
Ferocia
Drazh
Anneka
Creydon
Azalia

Azalia |

Knowledge Nature (?): 1d20 + 13 ⇒ (14) + 13 = 27
Aurochs. Be careful, they tend to stampede in large groups.
Knowledge Local: 1d20 + 13 ⇒ (10) + 13 = 23
The vulture like things are Kuchrimas. Disease-ridden. Try not to get bitten.

Marten Daseto |

What is "the area?" Are we talking about the bailey from earlier? If so, are the Kuchrimas actually stationed around the door to the fortress? Could we potentially fly or move around them? Or are you saying that they will attack us on sight? Do they see us?
I just don't see this party suddenly attacking a herd of cattle because just because the herd is in the way.
***
If the aurochs are currently stampeding...
Marten casts slow on 16 of them. <--DC 22 Will negates
***
If the Kuchrimas are currently attacking, I need to know how spread out they are from each other.
***
If nobody is attacking...
Marten nods at Azalia, and then turns to Ferocia, indicating the Aurochs. "What do you think?"

Ferocia Navarro |

"I think hiring disease-ridden ranch-hands is f*#$ing stupid." Ferocia replies, deadpan. "We're here to kill a wizard, not to fight the whole city." She shrugs, then gestures back to the main road. "Let's move on. If they spot us and attack, they'll die regretting it."

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”Aye. The lass has the right of it. Ain’t any glory, or profit, in killing weaklings.”