Aedric Lionheart |
Aedric attempts to trip the giant when it reaches him.
Trip: 1d20 + 21 ⇒ (18) + 21 = 39
If Success
Aedric then spins his Fauchard and attempts to impale the giant's head upon it.
Attack of Opportunity: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Aedric does not continue his inspiring words, though the courage roused in the hearts of his allies still lingers.
I hope they're impressed by my skills! I knocked a giant down for gods sake.
Maintain benefits for 2 more rounds.
Elune Starfall |
IUS: 1d20 + 13 ⇒ (6) + 13 = 19 damage: 1d10 + 12 ⇒ (9) + 12 = 21
IUS: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 1d10 + 12 ⇒ (10) + 12 = 22
Brock Rudson |
Brock kicks the ground, the earth between him and the giant sprouting a rolling scythe of metal that aims to bisect the prone creature from between his legs.
Empowered Blast: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 4d6 + 22 ⇒ (3, 3, 1, 3) + 22 = 32
48 damage after Empowering.
"Die ye giant bastard!"
Aedric Lionheart |
Aedric stabs at it.
Attack 1: 1d20 + 13 ⇒ (10) + 13 = 23
Damage 1: 1d10 + 15 ⇒ (7) + 15 = 22
Attack 2: 1d20 + 8 ⇒ (2) + 8 = 10
Damage 2: 1d10 + 15 ⇒ (10) + 15 = 25
Brock Rudson |
Brock launches another rock at the prone giant, a perfectly spherical hunk of black iron.
Attack: 1d20 + 13 ⇒ (10) + 13 = 23 Hrm. That may miss, at a total of 19. Though the -4 Dex he has may save me.
Damage: 4d6 + 22 ⇒ (5, 6, 5, 1) + 22 = 39
If that hits, the giant becomes magnetized. Attacks with metal weapons (like Aedric's Fauchard) get a +4 to attack.
Aedric Lionheart |
Aedric poses heroically with one foot on the giant's chest.
"Well-fought friends. Brock that was incredible. You wield the earth itself! How do you even do that? Dwarf magic?"
Brock Rudson |
"Stone-singer clan specialty. Needs an intense connection to the earth. Not really a dwarf only magic, but most of ye other races lack the love of stone Dwarves have, and the trainin' to make use of it even if ye do.."
Aedric Lionheart |
Aedric attempts to sell the greatclub.
"It's magical really! And the size of it means it's got more magic required to make it!"
Elune Starfall |
Luna grabs the decanter.
"Unlimited water might come in handy." she gesticulates in sign language... Aware that her new-found companions won't understand a word she means.
Aedric Lionheart |
Aedric eyes Runa when she signs.
"Oh! Are you a wizard? Those were some pretty elaborate hand signs. What kind of spell were you casting?"
Aedric Lionheart |
Maybe shes some kind of witch and she was cursing the giant's soul! I heard there were witches hiding out in the desolation... Aedric mentally panics a little.
Elune Starfall |
Luna uses the decanter to splash some water on Brock... Then she writes "My name is Luna. L U N A." on the mud and points at her words. She thinks for a second and adds "And I have more water".
Aedric Lionheart |
"Woah! You're pretty mad about something huh. What'd you do to Runa, Brock?"
Aedric Lionheart |
"Oh I see hah! Just testin out the vase huh?" Aedric takes off his helm and shakes his head to get the water off.
"Pretty refreshing!"
Brock Rudson |
Brock splutters as water is tossed in his face, and then gets a nasty look. He waves his hand and all of the mud is flung towards Runa's head.
Up to 35 pounds of it!
Elune Starfall |
So... It does what, exactly?
Luna creates a small river on Brock... Mostly because it at least kills time. And she is convinced Aedric is about as smart as the rocks thrown by the dwarf.
Brock Rudson |
It gets you muddy. My "Basic Geokinesis" is an at-will thing that lets me move up to 35 lbs of Earth up to 15 feet.
Brock dances around, trying to avoid the river by clinging to rock walls and whatnot, and flinging mud missiles back at Runa.
DM. |
After all the mud and stuff (and the blood since Luna got 24 point of damage)
The Camp is a sprawling cluster of crude shanties and dilapidated hovels. The standard materials for most of these buildings are pieces of plywood scavenged off of crates and wagons, broken branches and sticks, thatch, sod turves, some fieldstones, and copious amounts of mud. Many of the structures are little more than lean-tos. All are in poor condition due to the laziness and apathy of their current occupants and are held together by little more than spit and good luck.
When you ask around to sell the spiked club the best offer yo can get is 2500 gp or 1800 iron bits, the mercander does advice to trade in Iron bits, You will not be able to buy anything in gold in here.
Aedric Lionheart |
Aedric agrees and acquires 1800 iron bits!
"Right then. Shall we try to find some work then?"
DM. |
A man hear of you and approach to you
The man before you wears the finely tailored, though travel stained garb, of an official diplomat. The lyre crest on his tunic identifi es his allegiance to Bard’s Gate (A rich city far away to the south). He is middle-aged with only a touch of gray in his hair. The worry lines on his face seem to have deepened recently. He begs your leave to speak with you and ushers you aside to a more private place before explaining.
I am Sammar of Bard’s Gate, recently installed diplomatic agent to the Camp. My masters have elected to reopen the northern trade route through the Desolation, and I have been instructed to set up an embassy here to oversee the city’s interests in such a venture. I arrived here with a caravan some weeks ago and set up facilities to serve in the interim until a caravan route could be successfully established and lucrative trade opened up. My caravan departed north not a week ago to open that route and seek valuable trade with the exotic lands of the north. They are not expected back for several months, but I fear ill fortune has befallen them.
Though the caravan had its own contingent of guardsmen, for added security they hired a band of ogre mercenaries led by a hill giant to safely escort them across the Desolation. The giant leader of that band returned in none-too-good-a-shape and without his ogre warriors, and, well, was killed by you. Anyways, It is too soon for the giant to have escorted the caravan all the way across the Desolation and already returned to the Camp. Therefore, I fear the worst. All I ask is that you search for the lost caravan and return with any survivors or news of its fate if there are none. For this task I can assure you that you
will be richly rewarded by my government. Bard’s Gate is a rich and powerful city with vast wealth from its commerce. It knows how to repay those who give it assistance. Please, will you help me?
DM. |
Does the guide actually know where he's going, or is he just an NPC with Survival?
Good question
How many Iron Bits does a CLW wand cost?
For buying items 1 Iron bits=1 gp, buying Iron bits cost 5 gp for Iron bit. Trading Item for item could be a good idea around here.
================================
I would propose a Semi-GMNPC healer, but I guess the tomatoes will start flying immediately
Rynjin |
Rynjin wrote:Does the guide actually know where he's going, or is he just an NPC with Survival?
Good question
Rynjin wrote:
How many Iron Bits does a CLW wand cost?For buying items 1 Iron bits=1 gp, buying Iron bits cost 5 gp for Iron bit. Trading Item for item could be a good idea around here.
So what I gather from these two things is "Every NPC in the game wants to f#@~ you over, no exceptions". Good to know, I guess.
DM. |
You got to collection of crumbling adobe buildings, lean-tos, and tents surround a patch of surprisingly healthy and bountiful garden. The mud-brick adobes are of obviously ancient construction and have many gaps in their walls and roofs covered by stretched animal hides and blankets.
A cartel states "Skeribar’s Ranger Guides"
A pair of dogs were napping in the shades there, but as you approach they raise their hackles and alert the people inside.
A human in his late twenties peeks through the window, "yah?"