Standing Against the Giants, Brimleydower's Giantslayer (Inactive)

Game Master Kagehiro

Giantslayer Roll20

Burning Corpse Stats:

AC 16; CMD 14
Fort +1; Ref +2; Will +2
DR: 5/bludgeoning


Welcome to Brimleydower's Giantslayer. I'm going to be using the Campaign Info tab to keep track of the various (relevant) NPCs you will all be coming across, as well as a permanent home for the various rules and expectations I'll be introducing to the game. If any one has something they would like me to pin here, just let me know and I'll at least consider it.
 

NPCs of Note:

  • Chief Defender Halgra, the elected leader of Trunau and ex-adventurer. (Tharok's Mother)
  • Councilor & Banker Lessie Crumkin,
  • Councilor Agrit Staginsdar, a transplant from Janderhoff, teaches spellcraft to those with the aptitude. Married to Sara Morninghawk.
  • Councilor Sara Morninghawk, strong woman with a gruff-but-likable demeanor. Married to Agrit.
  • High Priestess Tyari Varvatos,
  • Hopespring Warden Silvermane, keeps to himself mostly—tends to the Hopespring atop Trunau.
  • Master of Stores Kessen Plumb,
  • Patrol Captain Kurst Grath, a little anxious and reserved, unlike his twin brother Rodrik.
  • Patrol Captain Rodrik Grath, outgoing writer; met players at Hopespring to discuss Trunau's future; found dead in room at Ramblehouse.
  • Patrol Leader Jagrin Grath, stern and competent, runs Trunau's militia and patrols well.
  • Garak Bejir, a massive Taldan adventurer with an unshakable faith in Torag. Stops in Trunau semi-frequently between adventures, along with his less scrupulous halfling companion, Wren Thornleaf.
  • Wren Thornleaf, a consummate rogue with an exceptionally silver tongue. Stops in Trunau semi-frequently between adventurers and misdeeds, along with his walking tower of a companion, Garak Bejir.
  • Brinya, Rodrik's clandestine lover, a half-orc basketweaver in Trunau.

      
     

     
    Formatting!

    Like most games, we are going to be using Third Person Limited. Everyone should type up their posts in the present tense, rather than past tense:

      Brimleydower watched on helplessly as the orcs advanced. BAD
      Brimleydower watches on helplessly as the orcs advance. GOOD!

    Whenever any sort of check or roll is called for, I ask that all players isolate it at the tail-end of their post.

    Brimleydower wrote:

    Brimleydower does not believe a word coming out of the crazed badger's mouth. He furrows his brow and studies the creature's face carefully.

    ____________________

    [dice=Sense Motive]1d20+4[/dice]

     

    When we are in combat rounds, I ask that all players isolate rolls and actions at the tail-end of their post as well. Furthermore, I want to see action economies being broken down.

    Brimleydower wrote:

    With a snarl and a mighty bellow, Brimleydower presses forward, swinging his axe in a wild frenzy. The anger he feels for the beast can no longer be contained. His mustache quivers eagerly in anticipation of the kill.

    ____________________

    Move Action: Move 25 ft' forward and attack the badger.
    Swift Action: Activate Mustache of Legend.
    Standard Action: Power Attack the badger.
    > [dice=Power Attack vs. Badger]1d20+8[/dice]
    >> [dice=Damage]2d6+9[/dice]

     

     

     
    Injuries

    Whenever a player (or more rarely, an NPC) is dropped to zero or fewer hit points, they have a chance of gaining an injury (kinda like Dragon Age, now that I think about it). I'll be transplanting the Savage Worlds Injury Tables over to this game, as they are simple and easy to handle. It will require no tracking of separate stats. The only time it will require any work on the player's part is if they receive an injury, in which case it will not appear much different than Ability Damage/Drain.

    So your character just went down. . .

  • Make a Fortitude Save with a DC equal to half of the damage dealt from the source that triggered the Injury. (For example, if a fireball explodes in Zap's face, dealing 27 damage and dropping Zap to -5 hit points, Zap would then make a Fortitude Save against a DC of 13—half of 27 is 13)
  • On a success, the character receives no injury.
  • On a failure, the character receives a temporary injury that lasts until they are fully healed.
  • If the saving throw result is 10 or more below the DC, the character earns a permanent injury.

    Injury Table (d20 roll)

  • 1 Unmentionables: Shaken until the wound is healed. If the injury is permanent, reproduction is out of the question without advanced healing or magic.
  • 2 Right Arm: Unusable
  • 3 Left Arm: Unusable
  • 4 Right Arm (Shoulder): -4 to attack rolls, some Str and Dex based skills, CMB, and CMD.
  • 5 Left Arm (Shoulder): -4 to attack rolls, some Str and Dex based skills, CMB, and CMD.
  • 6 Right Arm (Hand): -2 penalty to all actions involving injured hand. Spells with Somatic components incur a 10% spell failure penalty.
  • 7 Left Arm (Hand): -2 penalty to all actions involving injured hand. Spells with Somatic components incur a 10% spell failure penalty.
  • 8 Torso (Abdomen—Upper Guts): Lose 1d2 Con.
  • 9 Torso (Abdomen—Lower Guts): Lose 1d2 Dex.
  • 10 Torso (Chest—Heart): Lose 1d4 Con
  • 11 Torso (Chest—Ribs): Lose 1d4 Dex
  • 12 Torso (Back—Muscles): Lose 1d4 Str
  • 13 Torso (Back—Spine): Damage to spinal column. Lose 1d2 Str and 1d2 Dex.
  • 14 Right Leg: Movement reduced by 10 ft' (5 ft' minimum) and -4 to all Str and Dex based skill checks.
  • 15 Left Leg: Movement reduced by 10 ft' (5 ft' minimum) and -4 to all Str and Dex based skill checks.
  • 16 Right Leg: Unusable
  • 17 Left Leg: Unusable
  • 18 Head (Hideous Scar): Grotesque injury to the face. Lose 1d4 Cha.
  • 19 Head (Blinded): -4 to sight-based Perception checks and all ranged attacks.
  • 20 Head (Brain Damage): Massive Trauma to the head. Lose 1d4 Int or 1d4 Wis.

     
    (As always, the GM is at liberty to abuse use creative license in applying an injury. A sonic attack that brings down a character and turns up a Head result on the table might result in Deafness instead, for instance)

    Feat Modifications: Toughness now provides a further +5 bonus to Fortitude Saves to avoid injury. Diehard now allows a player to roll twice on a Fortitude Save to avoid injury, keeping the higher result.

    Various Links: