Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sense motive: 1d20 + 28 ⇒ (5) + 28 = 33

”you should be afraid- I am. My brother is a fearsome fighter and he was easily captured. You mention dragons Kragg, but Sun’s Shadow is no mere whelp- the eldest of dragon kind. They say Sun’s Shadow led the vanguard a thousand years ago when the dragons left Kesperex, and lived to return to it himself.”


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

"Perhaps I did not choose my words carefully enough. I do not question the need to bring in allies. The ancestors know that the giants will do so, and I do not wish to lose any more kinsmen than necessary. Gold Peak can ill afford another defeat." Kragg said, his voice even and his face neutral. "I fear devils summoned in secret. For out of all possible allies, they are the most untrustworthy. And I fear going into battle, not knowing if a rampaging demon is friend or foe, for I am certain that the giants will summon those of their own. So how do we know which devils are on our side? How do we know that once summoned, the devils won't turn on us? And what price must Gold Peak pay for their aid?" Kragg asked. "While I don't have the audacity to believe myself to be anyone of importance, I would hope that I have built something of a reputation for loyalty to Clan and Hold. And I hope that these questions are taken in such a light."

Diplomacy: 1d20 + 14 ⇒ (8) + 14 = 22

Sense Motive 10:
Kragg really doesn't care about summoning devils or demons. He is truthful when he says what matters to him is avoiding unnecessary dwarven casualties and that his concern lies chiefly with the safety of the plans.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

"What price must Gold Peak pay for its freedom? Is there a price to high? Nay, I say- nay! I will go to the ends of the earth and summon and bargain with any power to protect MY home, OUR home."

"Nevertheless- we can spare no fighters fore this battle, and it was simply a misunderstanding it is clear now. So go, steel yourselves and prepare for the day."

You march the following three days without further incident. . .

Anything you need to do en route, and then spells that you cast as the battle is being joined please


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Tram doesn't approve the devil summoning, but who's he to voice his disagreement? If he ends up having too much of a problem with it, he might think about it, but for now he just watched and listens, taking mental notes.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Dvalin: Can you prep a darkness or two? Could be very useful in Dwarves vs. Giants.

Rubius listens carefully as Prince Nim proclaims his deep loyalty to the good of Gold Peak. Personally, Rubius suspects the prince might be more concerned about his own power and security.

Sense motive: 1d20 + 27 ⇒ (4) + 27 = 31

Musing over the night's events, Rubius unstrings his bow and sleeps back to back with Tawny.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Rubius doesn't detect any falsehoods from Prince Nim- if he's a liar, he is a VERY convincing one.

The Battle of the Iron Fords

The Gold Peak forces march forward, sergeants calling out to the ranks, horns flaring. Ahead, the fire giants loom. As the ranks begin to close, the fire giant hurl flaming boulders into your forces, and fireballs. The dwarven mages counter with what magic they can, and the front ranks collide.

Then despite being mid-day, the sky goes dark suddenly. Above the form of a giant dragon looms, and you see why Sun's Shadow is called by that name, for the great wyrm red dragon does wholly blot out the sun. Then as it swoops in, the light returns and the dwarven ranks break, fleeing.

"Retreat! Retreat! Run for your lives!" calls of terror ring out all around, as the dragon reigns fire and terror down on the Gold Peak forces. . .


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

who besides Thurgrom wants Heroism but at +3 instead of +2? I have a Lesser rod of Encouraging and I intend to use it up when it seems we might be within a half hour of conflict :3
@Thurgrom: you're getting +3 morale to all attacks/skills/saves whether you like it or not :P
First two dorfs to ask for the other two castings will get it, or Gage will take one if only 0 or 1 people ask xD

"Uh, guys? Do we want to fight that thing?" Gage asks, hesitation clear in his voice.
Standard Action Loremaster for Knowledge (arcana) on Sun's Shadow: 20 + 15 = 35
@GM:
questions: um... weaknesses? spells? tactics? not sure I have enough Knowledge for that many questions or if you had something in particular you'd like to share xD

Spells, HP, bardsong etc:

previous Spells, HP, bardsong etc

73/83-10 HP

20/20 Normal Arrows (in the Efficient Quiver)
40/40 Silver Blanched Cold-Iron Arrows (in the Efficient Quiver)
157/157 Silver Blanched Cold-Iron Arrows (in a sack in the Handy Haversack)

0/3 Lesser Rod of Encouraging Metamagic (in the Efficient Quiver)
3/3 Lesser Rod of Extend Metamagic (in the Efficient Quiver)

10/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
10 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute

Extraordinary Abilities
. 0/1 uses/day Lore Master (take 20 on any knowledge check)

Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')

Bardic Performances:
. 27/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]

Spells Known
. 4th (2 of 2/day) Dimension Door, Wall of Sound
. 3rd (4 of 4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2 of 5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7 of 7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Gage G wrote:

@Thurgrom: you're getting +3 morale to all attacks/skills/saves whether you like it or not :P

First two dorfs to ask for the other two castings will get it, or Gage will take one if only 0 or 1 people ask xD[/ooc]

"Uh, guys? Do we want to fight that thing?" Gage asks, hesitation clear in his voice.

"I do," Thurgrom roars over the crowd. "We know why we're here! We know what we came tom do! Now let's do it!"

"FOR GOLDPEAK!!!"


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

It's CR 22 so you have enough for one question, but since vulnerable to cold is kind of a gimme, you also know it has Frightful presence, a breath weapon, and casts spells as a 19th level sorcerer.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius squints up at the dragon, somewhat skeptical that something so large could be real.

Will save to disbelieve, if applicable: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

I’ll take it

”This may be out chance. Sneak into the fortress during the battle. Or the rout, as it might be.” Kragg offered. It looked like there would be another slaughter, but he wanted at least some good to come of it.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

There are literally 1000 Fire Giants between you and the fortress- the chances of sneaking in alive are near zero.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

I think we need some elementals to soften up the dragon...
We're going to do some sort of army combat thing, right?
I feel like it's time for some elemental armies.
Otherwise, we can always get some huge elementals ^^


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom rushes forward and sees the folly of his charge.
"REGROUP!"

Perception: 1d20 + 2 ⇒ (15) + 2 = 17
The mynrughdaer is looking for a lateral place to regroup and take another way into the fire giant complex.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Many dwarves die to the blasts, but the retreat manages to coalesce a half mile back from the original front and the fire giants do not press their advantage, confident that Sun's Shadow and their heated rocks give them an unbeatable advantage.

"Shovels lads! Shovels!" the cry goes out, and the dwarves set to digging trenches to protect from the artillery and the dragonfire. . .

Hearing that you're prepared to slip away rather than charge forward to certain death or wait and be bogged down in the trenches?

News From the Fronts

The following day, the first dispatches from the other groups return. . .

The Battle Against The Frost Dwarves:
To the South East, the Oldstones and the Frost Dwarves so far have marched and counter marched and counter marched again, not joining into battle yet at all.

The Battle Against the Hill Giants:
A skirmish was met, but the results so far against the Hill Giants are inconclusive at best- they say High Chief Nag Og Tir Tian Tim slew a dozen dwarves himself, and was struck by a thousand arrows but never wounded.

The Battle Against Bogswaddle's Forces:

The Ironfire Clan advanced boldly, but when the spirits of the dead joined the trolls and other swamp creatures, they were routed and retreated back to the Grasspax Citadel to regroup.

The Battle Against The Orcs of the Hidden Plateau:
There was no dispatch from the battle in the north. . .


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

”By the stones.” Kragg said, at the news. When the best news was that the Oldstones had only kept the Frostbeards busy, then things were not going well. ”From bad to worst. So, what’s it to be, lads? We slip away and try out hand at freeing the king, while the Giants and their dragon be out in the field? Or do we stay here and fight with our kin?” Neither option seemed great. Both felt like certain death. It was a question of which one was more honorable.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

"I think we find out what happened with those orcs on that plateau." Gage suggests.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

The mynrughdaer listens to both bard and shaman. Both have good points. "Ideally, we need to rescue the king, but not knowing what's going on up the plateau could bite us all in the back. Unless anyone has a better argument, I think we should quell those orcs."


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

Feeling somewhat defeated, Kragg asked "How long will it take us to get there? I fear that changing fronts now will just mean missing the war, and finding naught but either victorious kin or corpses."


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The Plateau is the furthest away- would take about 4 days to get back to it, but you could get to either Grasspax to join the Ironefires or to the Hill Giant area to join the forces there in just a bit over a day.


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

"I think..." Kragg said, after some thought. "That we should go to try and slay High Chief Nag Nag or Tim Tim. Whatever the idiot's name is. I mean, if we managed to slay a dragon, then I'd say we should have a decent enough chance against the Giant. If we could kill him, then it would probably shatter the Hill Giants. And from there? Mayhaps we could lead the freed up forces to relieve the siege of Grasspax."


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

"Oh, I like the idea of fighting a giant. Been a while since I fought one of those. not counting the fire giants we couldn't engage..."


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius nods. "He seems a right trouble. Let's end him."


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom nods. I"d rather save Lady of the Ironfire Clan, maybe I will later. Killing this hill giant seems the best course for Goldpeak for the moment.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Arriving to the Dawnfire forces, Lady Sylvia greets you. . ."Greetings," she says in her Old Imperial Italian accent, "You've come to join the fight here? What news from Prince Nim's forces?"


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

"The giants are holding the line. For some reason they don't seem to be pursuing prince Nim's forces." Gage shrugs.
"How goes it here? Mind if we come giant hunting too?"


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

"We were repulsed. The hill giants are powerful and many. Tomorrow we will meet them again on the field of battle. Aye, all the help we can have will be needed. . ."

The next day, the battle begins, the armies collide. . .

As you fight your way forward, a shout goes up, "The hill giant chief! On top of the hill! Fight towards him!"

Round 1

Initiative:
Dwarves
Hill Giants

Ok, slide is up! There are hundreds of giants and other dwarves fighting all around you, so I just put in a slice. Rather than rolling init just going to do you/them- this isn't the exact start of the battle, we're picking up in media res.


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

Gage, can I get a heroism before this starts?

Hit: 1d20 + 13 ⇒ (16) + 13 = 29 [ooc]31 with heroism 33 with heroism and bard song if Gage starts playing
Piercing: 1d6 + 12 ⇒ (5) + 12 = 17 19 with heroism 21 with heroism and bard song if Gage starts playing
Cold: 3d6 ⇒ (4, 1, 4) = 9
Acid: 1d6 ⇒ 5

"FOR HEARTH AND HOME!" Kragg roared as he was the first to charge into battle. The stone-skinned dwarf charged in like an avalanche, his hands forming into axe and pick. Coming to the nearest giant, he slammed the pick into the brute's leg, feeling the all-too-familiar feeling of weapon impacting into flesh.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Buffs before joining battle:

Tactical acumen on everyone.
Defending bone on me and Tawny.
Weapon of awe on my bow.
Heroism on me and Tawny.
Divine power on me and Tawny.
Summon monster V for 1d4+1 lantern archons.
Summoning until I get 4: 7d4 ⇒ (2, 2, 1, 2, 2, 2, 1) = 12
Trying again: 1d4 ⇒ 3 I'll settle for that. So 4 lantern archons.

Everyone, tactical acumen from me. So any time positioning like flanking, high ground, cover, etc would give you a bonus to hit or AC, you get an additional +1 insight to that bonus. Also, everyone gets aid from my lantern archons.

GM, is the ambient light level right now bright or normal light?

I'm seriously hoping the spellcasters can save our buts here. We need some deeper darkness, confusion, conjured walls, or something to keep the giants from absolutely wrecking us with thrown rocks as soon as they get a turn.

I'll delay myself, my summons, and Tawny until after the spellcasters so I can get with their program.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

we will say normal light; again keep in mind there are hundreds of other dwarves with you, so it’s not like every giant on that map is focused on just the PCs and you’ll be taking 75 thrown stones per turn


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 1
Thurgrom casts bless on the party before the charge began. +1 morale bonus on attack rolls and on saving throws against fear effects. Then the mynrughdaer runs up and joins Rubius.


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Tram quickly understands they're going to need all the help they can get.

He gestures and asks for holy gifts for his companions and himself.

Blessing of Fervor


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

casting Encouraging Heroism x3 before battle for over an hour's worth of +3s to attacks, saves, and skill checks :D
@Thurgrom & @Kragg: Encouraging Heroism for both of you! +3 morale to atk/skills/saves (not damage though!)
Starting on round 1:
@everyone: +2 competence to attack & damage (+2 morale to saves vs Charm & Fear, it's morale, so it doesn't stack with heroism, obviously)
.
@Kragg: that makes it 34 to hit (including Thurgrom's bless, which only helps those who don't have a morale bonus to attack... so our unseen dorf buddies?)
36 if you wanted the +2 to hit/AC/reflex from BoF :D
But only 19 P +9 cold +5 acid = 33 damage since heroism doesn't add damage

Gage begins singing an inspiring battle hymn and casts Wall of Sound over the farther hill giants.
...they don't have SR, right?
Sonic Damage to the 5 in the wall: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Sonic Damage to those few giants within 10' of the triggering giants: 2d4 ⇒ (1, 1) = 2
actions:
SA: cast Wall of Sound
MA: start Inspiring Courage +2!
.
@everyone? ... maybe just Dvalin?: last chance to grab the third Encouraging Heroism for +3 to-hit and saves.
Rubius has his own heroism ;P

Spells, HP, bardsong etc:

previous Spells, HP, bardsong etc

73/83-10 HP

20/20 Normal Arrows (in the Efficient Quiver)
40/40 Silver Blanched Cold-Iron Arrows (in the Efficient Quiver)
157/157 Silver Blanched Cold-Iron Arrows (in a sack in the Handy Haversack)

0/3 Lesser Rod of Encouraging Metamagic (in the Efficient Quiver)
3/3 Lesser Rod of Extend Metamagic (in the Efficient Quiver)

10/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
10 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute

Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)

Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')

Bardic Performances:
. 26/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]

Spells Known
. 4th (1 of 2/day) Dimension Door, Wall of Sound
. 3rd (4 of 4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2 of 5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7 of 7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Kragg hits, damaging the giant he is fighting (now red).

Thurgrom moves in after blessing the party and many other dwarves near by.

Tramontane casts blessing of ferver.

Gage puts up a wall of sound.

Initiative:
Dwarves
Hill Giants

Status:

Red: -33
Blue: -13
Yellow: -2

Pending Rubius before giants act


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Apologies, I thought I had posted earlier - I said I'll need to check with spells and rework them but didn't have time then. I'll do them now if that is ok - we knew what we would go into and are at the start of the battle. I'll gladly take the Heroism, Gage!

Before the Battle, Dvalin gathers his allies and some of the nearby officers, and grants them all a Hunters Blessing - against Giants, and for the terrain of the chosen battlefield.
so +2 sacred for some checks that likely won't matter and attack/damage vs Giants, for 10 hours, for 10 targets - so with Tammy included thats 3 officers of our allies.

As Battle is joined, Dvalin considered turning into a Battleform again - but it seemed hardly desirable to stand out among the hundreds of Dwarves - too much attention meant too many attacks would be aimed at him.

Noticing the large number of giants that outnumbered them, be was concerned of getting flanked despite their allies - if they advanced faster, or worse, their allies were driven back, they could find themselves surrounded on all sides.
Kneeling for a moment to touch the ground, Dvalin calls out to the stones beneath, causing them to erupt with jagged edges to form a sort of funnel, a corridor of sorts that would make flanking around them at least painful for any Giants who would try.
Spike Stones, as indicated on map, 1d8 piercing damage per 5 feet of movement through them, DC 19 Reflex or half movement speed.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

kool!
And don't forget that I got the Encouraging metamagic rod, so it's +3 morale to saves/attacks/skill checks ^^


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Yum. Hunter's blessing, inspire courage, blessing of fervor, etc. This is gonna be a fun turn in a target rich environment.

Tawny pounces forward and tears into a giant ferociously.

Rubius shouts to the lantern archons to focus their fire on a giant a little ways uphill. Excitedly, the four celestial creatures buzz around while firing powerful light rays into the giant. But one of them gets bumped and the thrown off shot is innacurate it startles Rubius and makes him send one of his arrows straight into the dirt. But he focuses his other shots, dealing death from a distance to the giants.

Mechanics, long:

Abbreviations: IC=inspire courage, BoF=Blessing of fervor, HB=Hunter's blessing, H=Heroism, DP=divine power
The four lantern archons fire first. Their light ray touch attacks are normally at +3. +2 IC+1 bless. Volley fire also increases their attacks to the +4 by the time of their target of opportunity attacks.

Damage is 1d6+2 from IC

Attacks at +6,+6,+7,+7,+8,+8,+9,+9,+10,+10,+10+,10: 12d6 ⇒ (4, 2, 2, 1, 3, 4, 1, 6, 1, 4, 6, 1) = 35
Dam at +2 on each die that hits: 12d6 ⇒ (6, 6, 2, 3, 2, 1, 2, 4, 1, 3, 6, 6) = 42
58 damage if the touch AC of the hill giants is 14 or lower.

Tawny normally attacks at +12 and +12 damage.
Attack bonuses: BoF+2,IC+2,HB+2,H+2,Charge+2,DP+3
Dam bonuses: IC+2,HB+2,DP+3

Bite attack: 1d20 + 25 ⇒ (10) + 25 = 35
Bite attack, DP: 1d20 + 25 ⇒ (19) + 25 = 44
Claw attack 1: 1d20 + 25 ⇒ (15) + 25 = 40
Claw attack 2: 1d20 + 25 ⇒ (16) + 25 = 41
Bite dam: 1d8 + 19 ⇒ (2) + 19 = 21
Bite dam, DP: 1d8 + 19 ⇒ (6) + 19 = 25
Claw dam 1: 1d8 + 19 ⇒ (7) + 19 = 26
Claw dam 2: 1d8 + 19 ⇒ (3) + 19 = 22

And a grapple attempt for each bite or claw that lands.
Grapples at +31: 4d20 ⇒ (11, 1, 1, 14) = 27
Ok so highest was 45 to grapple.

Rubius takes a 5 ft step, swift action greater bane giants, then fires 5 arrows.
Normal rapid shot, deadly aim bow attack is +12 for 2d6+12+1d4 cold.
Attack bonuses: BoF+2,IC+2,HB+2,H+2,DP+4,volley fire+4,+2 greater bane
Dam bonuses: IC+2,HB+2,DP+4,weapon of awe+2,4d6+2 greater bane

So attacks are +30 for 6d6+24+1d4.

Fire 1: 1d20 + 30 ⇒ (7) + 30 = 37
Rapid shot: 1d20 + 30 ⇒ (1) + 30 = 31 Auto miss.
Divine power: 1d20 + 30 ⇒ (12) + 30 = 42
Iterative: 1d20 + 30 - 5 ⇒ (4) + 30 - 5 = 29
Target of opportunity: 1d20 + 30 ⇒ (2) + 30 = 32

Fire 1 dam: 6d6 + 24 + 1d4 ⇒ (4, 1, 5, 2, 1, 3) + 24 + (1) = 41
Fire 2 dam: 6d6 + 24 + 1d4 ⇒ (4, 6, 4, 3, 6, 4) + 24 + (3) = 54 Missed on a nat 1.
Fire 3 dam: 6d6 + 24 + 1d4 ⇒ (3, 3, 4, 4, 3, 5) + 24 + (1) = 47
Fire 4 dam: 6d6 + 24 + 1d4 ⇒ (3, 5, 6, 1, 2, 2) + 24 + (1) = 44
Fire 5 dam: 6d6 + 24 + 1d4 ⇒ (1, 3, 3, 6, 5, 4) + 24 + (2) = 48

So 180 damage if enemy AC is 29 or less.

I realized I rolled the lantern archons attacks on a d6 instead of d20. I redo it down here to keep from reordering all my other d20s.
Attacks at +6,+6,+7,+7,+8,+8,+9,+9,+10,+10,+10+,10: 12d20 ⇒ (14, 1, 7, 18, 20, 11, 19, 11, 15, 16, 9, 8) = 149

TLDR: Rubius and the archons target the giant I've outlined purple first. Then orange. Then cyan. Probably 58 untyped damage from the lantern archons. Probably 180 magical piercing and cold damage from Rubius.

Tawny probably does 94 damage to the one near him and grapples.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Dvalin casts Spike Stones. Theres no damage on the cast, correct, just on movement after?

The archons swarm the first giant, and Rubius' first shot after that finishes it off.

Two more arrows finish off the next giant, and he puts his final shot into a third!

Tawny doesn't get the chance to grapple, as he kills the giant with his final swipe!

The giants stuck in walls or stones moves out. I semi hate this spell just because its so complicated on book keeping; not going to roll for these mooks, just take the damage for moving 10 ft. to get out.
Damage: 2d8 ⇒ (8, 1) = 9

The giants advance and those within reach attack:
Cyan at Tawny:
Greatclub: 1d20 + 14 ⇒ (8) + 14 = 22
Greatclub: 1d20 + 9 ⇒ (16) + 9 = 25 one hit!
Damage: 2d8 + 10 ⇒ (6, 5) + 10 = 21

Two at Kragg:
Greatclub: 1d20 + 14 ⇒ (10) + 14 = 24
Greatclub: 1d20 + 14 ⇒ (8) + 14 = 22 both miss!

Two at Thurgrom:
Greatclub: 1d20 + 14 ⇒ (2) + 14 = 16
Greatclub: 1d20 + 14 ⇒ (18) + 14 = 32 one hit!
Damage: 2d8 + 10 ⇒ (6, 3) + 10 = 19

Some amount of boulders come in at you!
Boulders Count?: 1d10 - 1d8 ⇒ (5) - (5) = 0

Initiative:
Dwarves
Hill Giants

Status:
Red: -33
Blue: -13
Yellow: -2
Cyan: -48
Pink: -9, halved movement

Tawny: 63/84
Thurgrom: 80/99

Giant Kill Counter: 3

That will brings up the Dwarves again- and see my post in discussion.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Aye, no damage on cast, and i understand the bookkeeping thing, I tried to make it as simple as possible in that there's always about 15-20 feet passing through, so if any want to get to us thats a fixed 3d8 damage - or, if they want to circle around, lots of movement and 6d8 - or a shorter movement route with more damage taken. Technically the 'slowing' effect on a failed save would simply compound that effect my making the long route with less damage take even longer, I'm perfectly fine if you want to handwaive some of those things, the goal is just to not be swarmed from all sides, and looking at the map, that seems to be achieved.

Also, I'll spare you Thorny Entanglement in the Middle of the Giants - which would be a great follow-up but at that point just silly for mass combat.

Dvalin marches forward with his allies, touching his Aszite armor with one hand as he does so. Suddenly, a deep darkness fills a large area around him, just out to the range of his abilities to see in the Dark.

Deeper Darkness, for 150 minutes. Conditional: If it is bright light here for whatever reason rather than normal light, and their low-light vision would negate the dim-light penalty, then I'd rather change my action as it would be completely wasted and I think I would be aware of the light level we have currently -


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

Hit: 1d20 + 16 ⇒ (18) + 16 = 34
Piercing: 1d6 + 14 ⇒ (6) + 14 = 20
Cold: 3d6 ⇒ (3, 5, 4) = 12
Acid: 1d6 ⇒ 6

Hit: 1d20 + 16 ⇒ (6) + 16 = 22
Piercing: 1d6 + 14 ⇒ (2) + 14 = 16
Cold: 3d6 ⇒ (6, 6, 2) = 14
Acid: 1d6 ⇒ 5

Hit: 1d20 + 16 ⇒ (18) + 16 = 34
Slashing: 1d4 + 14 ⇒ (1) + 14 = 15
Cold: 3d6 ⇒ (4, 1, 5) = 10
Acid: 1d6 ⇒ 5

Hit: 1d20 + 16 ⇒ (10) + 16 = 26
Slashing: 1d4 + 14 ⇒ (3) + 14 = 17
Cold: 3d6 ⇒ (6, 3, 4) = 13
Acid: 1d6 ⇒ 4

Hail of Arrows?: 1d8 ⇒ 1

Now in the thick of the fighting, Kragg lashed out with stone axe and pick. There were giants everywhere, so finding a target wasn’t exactly hard. This was unfortunate for any Hill Giant within arm’s reach.


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Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 2
After Thurgrom's initial attack from the hill giant, the surrounding area when dark, but not too dark for dwarven eyes, while the hill giants cried in confusion. Excellent! The storm dwarf scion thought.

Thurgrom began his assault on the magenta hill giant to his immediate right. With a mighty swing of the magical waraxe, the hill giant felt the force of an entire storm course through his body! The crash of thunder could be heard over the entire battlefield.
[Storm's Edge (Bless, Encouraging Heroism, Inspire Competence, and Hunter's Blessing): 1d20 + 21 + 1 + 3 + 2 + 2 ⇒ (20) + 21 + 1 + 3 + 2 + 2 = 49
Confirming: 1d20 + 21 + 1 + 3 + 2 + 2 ⇒ (17) + 21 + 1 + 3 + 2 + 2 = 46
Dmg.: 1d10 + 7 + 1d6 + 2d6 + 2 + 2 + 1d10 + 7 + 1d6 + 2d6 + 2 + 2 + 1d10 + 7 + 1d6 + 2d6 + 2 + 2 + 2d8 + 2d10 ⇒ (9) + 7 + (1) + (6, 1) + 2 + 2 + (4) + 7 + (3) + (3, 4) + 2 + 2 + (9) + 7 + (1) + (3, 3) + 2 + 2 + (1, 5) + (2, 6) = 94 BOOYAH!
Fortitude DC 14 save or the hill giant is deafened permanently, if he's still alive.

The mynrughdaer pivots and attacks the nearest red hill giant.
[Storm's Edge (Bless, Encouraging Heroism, Inspire Competence, and Hunter's Blessing): 1d20 + 16 + 1 + 3 + 2 + 2 ⇒ (11) + 16 + 1 + 3 + 2 + 2 = 35
Dmg.: 1d10 + 7 + 1d6 + 2d6 + 2 + 2 ⇒ (5) + 7 + (5) + (5, 3) + 2 + 2 = 29

With Blessing of Fervor, Thurgrom will attack the red hill giant again.
[Storm's Edge (Bless, Encouraging Heroism, Inspire Competence, and Hunter's Blessing): 1d20 + 21 + 1 + 3 + 2 + 2 ⇒ (17) + 21 + 1 + 3 + 2 + 2 = 46
Dmg.: 1d10 + 7 + 1d6 + 2d6 + 2 + 2 ⇒ (1) + 7 + (3) + (3, 4) + 2 + 2 = 22


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

The archons and Rubius keep firing at the next couple of giants further up the hill, aided by the darkness. Tawny, however, can't see in the darkness so Rubius directs him around the stones and up a ledge so he can attack again soon.

Mechanics:

Archon touch attacks at +12: 12d20 ⇒ (4, 12, 4, 17, 12, 16, 7, 20, 10, 17, 20, 1) = 140
Confirm the nat 20s: 2d20 ⇒ (13, 9) = 22
Dam on 11 hits, 2 of which are crits: 13d6 + 26 ⇒ (3, 3, 2, 6, 6, 4, 3, 3, 1, 4, 4, 3, 6) + 26 = 74

Rubius fire 1: 1d20 + 32 ⇒ (12) + 32 = 44
Rubius fire 2: 1d20 + 32 ⇒ (1) + 32 = 33Auto-miss.
Rubius fire 3: 1d20 + 32 ⇒ (12) + 32 = 44
Rubius fire 4: 1d20 + 32 ⇒ (10) + 32 = 42
Rubius fire 5: 1d20 + 32 - 5 ⇒ (1) + 32 - 5 = 28Auto-miss.
Dam 1: 6d6 + 24 + 1d4 ⇒ (2, 5, 3, 3, 5, 4) + 24 + (2) = 48
Dam 2: 6d6 + 24 + 1d4 ⇒ (6, 1, 1, 4, 3, 3) + 24 + (1) = 43
Dam 3: 6d6 + 24 + 1d4 ⇒ (3, 6, 3, 4, 4, 4) + 24 + (1) = 49
Dam 4: 6d6 + 24 + 1d4 ⇒ (3, 6, 2, 3, 3, 3) + 24 + (1) = 45
Dam 5: 6d6 + 24 + 1d4 ⇒ (4, 5, 4, 5, 5, 6) + 24 + (3) = 56

Ok so 74 damage from lantern archons and 142 damage from Rubius's shots.


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

After blessing his companions with the power of life itself, Tram prays for a further help, knowing they need to kill as much giants as possible before all their power runs off.

Casts Prayer.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

BTW, Bless, Aid, and Heroism are all morale bonuses, so you can get the +1 from bless/aid only if you're not getting +2 or +3 from Heroism :3

Aid temp hpz: 1d8 + 3 ⇒ (6) + 3 = 9

Gage casts Tiny Hut to protect his fellows from boulders and pulls his bow out as he continues his inspiring hymn.
it's audible, so Tawny wouldn't get it sadly, but the tiny hut won't interfere with it :D

Spells, HP, bardsong etc:

previous Spells, HP, bardsong etc

73+9(aid)/83-10 HP

20/20 Normal Arrows (in the Efficient Quiver)
40/40 Silver Blanched Cold-Iron Arrows (in the Efficient Quiver)
157/157 Silver Blanched Cold-Iron Arrows (in a sack in the Handy Haversack)

0/3 Lesser Rod of Encouraging Metamagic (in the Efficient Quiver)
3/3 Lesser Rod of Extend Metamagic (in the Efficient Quiver)

10/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
10 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute

Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)

Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')

Bardic Performances:
. 25/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]

Spells Known
. 4th (1 of 2/day) Dimension Door, Wall of Sound
. 3rd (3 of 4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2 of 5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7 of 7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Dvalin casts Deeper Darkness.

Kragg kills the one he struck last time with two blows, then heavily damages another!

With a flick of Storm's Edge, Thurgrom chops a giant in two!

Then stepping up he finishes the one Kragg wounded! Unfortunately, he has no target for his third attack!

The archons light up a hill giant, and one arrow from Rubius finishes it.

He drops two more hill giants with two arrows a piece!

Gage casts Tiny Hut.

The giants call out to retreat, and they begin moving back out of the darknes.

Initiative:
Dwarves
Hill Giants

Status:
Blue: -13
Yellow: -2
Cyan: -48
Pink: -9, halved movement

Tawny: 63/84
Thurgrom: 80/99

Giant Kill Counter: 9

That will bring up everyone again


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Dvalin marches forward with a steady stride, the Darkness anchored on his armor following...seeing some of the Giants stumble as they attempt to retreat further back, he sends a small bead towards their midst, which erupts into a flaming inferno as it reaches it's destination.

To hit intersection past soft cover as per Fireball Rules: 1d20 + 6 ⇒ (17) + 6 = 23

Fireball: 10d6 ⇒ (3, 1, 2, 2, 6, 4, 3, 5, 5, 6) = 37 DC 18 Reflex for Half


HP (104/104) Temp (10) Minor Form (12/13 min) Major Form (12/12 hrs) Buffs (Blessing of Fervor) Regular: AC (29/18/26) Saves (13/12/8) Initiative (+4) CMD (30) Minor Form: AC 33 (31/20/26) Saves (13/14/8) Initiative (+6) CMD (34)

Hit: 1d20 + 16 ⇒ (15) + 16 = 31
Piercing: 1d6 + 14 ⇒ (2) + 14 = 16
Cold: 3d6 ⇒ (5, 2, 5) = 12
Acid: 1d6 ⇒ 5

Hit: 1d20 + 16 ⇒ (16) + 16 = 32
Piercing: 1d6 + 14 ⇒ (4) + 14 = 18
Cold: 3d6 ⇒ (6, 1, 5) = 12
Acid: 1d6 ⇒ 2

Hit: 1d20 + 16 ⇒ (14) + 16 = 30
Slashing: 1d4 + 14 ⇒ (1) + 14 = 15
Cold: 3d6 ⇒ (6, 5, 1) = 12
Acid: 1d6 ⇒ 2

Hit: 1d20 + 16 ⇒ (11) + 16 = 27
Slashing: 1d4 + 14 ⇒ (3) + 14 = 17
Cold: 3d6 ⇒ (5, 5, 2) = 12
Acid: 1d6 ⇒ 1

With one giant lagging behind, Kragg ran after it and savaged it with pick and axe. Given his elemental fueled strength, there was little it could do to defend itself besides dying a few seconds later than if it had just given up. Standing over the wreckage that was once a hill giant, Kragg tried to look over the field of battle to see where the Hill Giant chieftain was. He was certain that the battle wouldn't truly be started until the foe showed himself.


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Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 3
Thurgrom seeks out a straggling hill giant near Dvalin and attacks as a second peal of thunder shakes the giant fortification. "There Can Be Only One!!"
Storm's Edge (Bless, Encouraging Heroism, Prayer, Inspire Competence, and Hunter's Blessing): 1d20 + 21 + 1 + 3 + 2 + 2 + 1 ⇒ (19) + 21 + 1 + 3 + 2 + 2 + 1 = 49
Confirming: 1d20 + 21 + 1 + 3 + 2 + 2 + 1 ⇒ (17) + 21 + 1 + 3 + 2 + 2 + 1 = 47
Dmg.: 1d10 + 7 + 1d6 + 2d6 + 2 + 2 + 1 + 1d10 + 7 + 1d6 + 2d6 + 2 + 2 + 1 + 1d10 + 7 + 1d6 + 2d6 + 2 + 2 + 1 + 2d8 + 2d10 ⇒ (5) + 7 + (1) + (2, 1) + 2 + 2 + 1 + (8) + 7 + (2) + (4, 6) + 2 + 2 + 1 + (6) + 7 + (2) + (3, 6) + 2 + 2 + 1 + (4, 5) + (1, 5) = 97

For Blessing of Fervor, Thurgrom will increase his speed by 30 feet.


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Tram will follow the group close, granting his blessings and prayers and ready to attend anyone hurt.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Gage keeps up his hymn and lets arrows fly south in time with the beat.
targeting the two giants down past the spike traps :3
shortbow +Bless +Inspire Courage +Hunter's Blessing +Prayer: 1d20 + 12 + 1 + 2 + 2 + 1 ⇒ (19) + 12 + 1 + 2 + 2 + 1 = 37
Damage (P&M) +Inspire Courage +Hunter's Blessing +Prayer: 1d6 + 2 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 2 + 1 = 8

shortbow (BoF) +Bless +Inspire Courage +Hunter's Blessing +Prayer: 1d20 + 12 + 1 + 2 + 2 + 1 ⇒ (14) + 12 + 1 + 2 + 2 + 1 = 32
Damage (P&M) +Inspire Courage +Hunter's Blessing +Prayer: 1d6 + 2 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 2 + 1 = 10

shortbow (iterative) +Bless +Inspire Courage +Hunter's Blessing +Prayer: 1d20 + 7 + 1 + 2 + 2 + 1 ⇒ (18) + 7 + 1 + 2 + 2 + 1 = 31
Damage (P&M) +Inspire Courage +Hunter's Blessing +Prayer: 1d6 + 2 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 2 + 1 = 13

Spells, HP, bardsong etc:

previous Spells, HP, bardsong etc

73+9/83-10 HP

17/20 Normal Arrows (in the Efficient Quiver)
40/40 Silver Blanched Cold-Iron Arrows (in the Efficient Quiver)
157/157 Silver Blanched Cold-Iron Arrows (in a sack in the Handy Haversack)

0/3 Lesser Rod of Encouraging Metamagic (in the Efficient Quiver)
3/3 Lesser Rod of Extend Metamagic (in the Efficient Quiver)

10/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
10 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute

Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)

Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')

Bardic Performances:
. 24/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]

Spells Known
. 4th (1 of 2/day) Dimension Door, Wall of Sound
. 3rd (3 of 4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (2 of 5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7 of 7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument

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