DM Fflash's Giantslayer

Game Master DM Fflash

Chapter 3: The Forge of the Giant God
Janderhoff


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Round 6

Mo casually sweeps the remaining orc aside crumpling it like a porcelain doll and then leaps off the boat.

New action for Jugger?

Roondar commands the old war horse which immediately responds by rearing up and crashing down on the prone orc, biting and trampling it to death.

Winter moves to bite the goblinoid and the creature dodges away from the wolf.

Roondar transforms into a wolf himself. (The transformation is the standard action, the move action was the Handle Animal check)

The goblinoid curses and runs back off into the brush ducking behind a swampy tree

Stealth: 1d20 + 18 ⇒ (8) + 18 = 26

At party


The party comes through the menhir portal and arrives ... somewhere else.

A lone menhir stands in a clearing in a vibrant forest filled with thick, verdant plant life. Exotic flowers drape the standing stone, which pulses with brilliant chartreuse light. A path lined with rose petals leads from the monolith to a giant floral bloom carved from wood. Two carved wooden stamens stretch out toward the pulsating menhir, extending from either side of a set of ornate doors carved into the giant flower. An overpowering fragrance of flowers and sweet grass permeates the air. The sun above sits at its zenith, basking the area in light and warmth.

Roondar determined the carving was made of ironwood

Perception DC 26:
You spy a vaguely humanoid bundle of sticks slowly rise from the brambles to the east right before it ejects a spray of splinters from its body... it's roughly 12 inches tall.

You may roll initiative and act before it in the surprise round if you beat a 20. Knowledge Nature to identify

DM Use:

Stealth: 1d20 + 22 ⇒ (12) + 22 = 34
Stealth: 1d20 + 22 ⇒ (4) + 22 = 26

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

A spray of splinters and brambles explodes from both sides of the room showering you all in piercing painful strikes.

Toti, Jugger, Winter, Roondar and Ing: 4d6 ⇒ (3, 3, 2, 1) = 9 piercing damage; DC14 reflex save for half

Mo, Jugger, Winter, Roondar and Ing: 4d6 ⇒ (2, 3, 2, 1) = 8 piercing damage; DC14 reflex save for half

You see something small move to the east and the south.

Roll initiative


Male Horc 5th Level Bloodrager

Ref Save - 1d20 + 4 ⇒ (11) + 4 = 15

Perception 1d20 + 8 ⇒ (5) + 8 = 13

Init - 1d20 + 2 ⇒ (14) + 2 = 16


Male Exiled Dwarf Barbarian (armored hulk) 6

Ref Save: 1d20 + 1 ⇒ (15) + 1 = 16
Ref Save: 1d20 + 1 ⇒ (12) + 1 = 13 ... 12 damage, total.

"A damned ambush!" Jugger growls, pulling a splinter with his teeth and spitting it out.

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Reflex: 1d20 + 3 ⇒ (14) + 3 = 17

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

On a hunch, Roondar will shout out in Druidic

Druidic:
"HOLD! We come in peace! The Twisted Heart Tribe has risen again, and the Giants and Orc threaten the whole of Belkzen once again. The Elf named Silvermane, who was once a member of the Council of Thorns, bid us retrieve the weapons the Council stored within this vault. Please allow us to enter and leave, and you may return to your rest."

Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10

Roondar: 30/39 HP
Winter: 36/51 HP

Spells:
0 - Create Water, Detect Magic, Light, Read Magic
1 - 2x Cure Light Wounds(DC:14), Magic Fang (DC:14), Speak with Animals
2 - Barkskin, Flaming Sphere, Flaming sphere
3 - Cure Medium Wounds, Thorny Entanglement

Large Slot: Spear
Medium Slot: Scimitar, Shield
Small Slot: 3 CLW Potion, 1 CLW Scroll, 1 CLW Wand


Male Horc 5th Level Bloodrager

2L - Bardiche, MW Cold Iron Greatsword
3m - Agrimmosh, +1 Long Bow 20x arrows
5s - CLW x2, Enlarge Person 1, Long Arms x1, Hope Dagger +1


Male Exiled Dwarf Barbarian (armored hulk) 6

No change...
2L Kneecapper, heavy steel shield
3M mwk warhammer, heavy pick, mwk greataxe
5S 2x cmw potions, 2x alchemist's fire, 1x smokestick


yah.  no change in toti's loadout.

Toti loadout
large:
- shortbow
- light crossbow

medium:
- quiver
- nothing
- nothing

small:
- sicatite dagger
- pot cmw
- pot shield of faith
- potion of vanish
- thunderstone

---

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Reflex Save: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

looks like 5 damage for toti.


A Damn-bush! Surprise Round

After the initial assault the party goes flying in every direction avoiding the sudden spray, but no one seems to catch what caused the attack.

Other than the vague movement you saw off to the south and east, nothing else appears obvious to you at the moment.

Actions?


Male Horc 5th Level Bloodrager

Perception? - 1d20 + 8 ⇒ (19) + 8 = 27


Mo looks around but doesnt find anything


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger tanks up and stands ready.

Ready shield and warhammer, ready for approach, fighting defensively.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Forgot Winters Ref Saves:

Relfex: 1d20 + 7 ⇒ (14) + 7 = 21
Reflex: 1d20 + 7 ⇒ (9) + 7 = 16


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Roondar is going to turn to the door, and sees if it's locked. If it's not, he'll shout for the group to run for the door and go inside.


Male Horc 5th Level Bloodrager

Mok will prepare to move through the door as well.

Will he fit, I think he is still enlarged, with the 20 min enlarge


He is still enlarged and can fit

Greenhouse Bridge

The doors are unlocked and swing inward with very little effort. The party moves forward along an extensive ironwood bridge that stretches across a wide, high chamber and overlooks an exotic garden far below. The air is hot and humid, and a powerful stench of overripe vegetation wafts throughout the massive, domed chamber. The ceiling overhead is a complex series of star-patterned glass that magnifies the rays of the sun directly above. At the far end of the bridge, interwoven branches form a doorway.

There are no railings or supports on the bridge which soars 80 feet above the greenhouse floor. The glass ceiling above is roughly the same distance away from the bridge. The sun beats down and the oppressive heat is bothersome.

Considered very hot environmental conditions

Very Hot Conditions:

A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).

Perception DC32:

You spy a flutter of movement as something darts toward you through the air. A shimmer in the light and heat.

You may act in the surprise round. Roll initiative and post your single action

Blades scrape along the armor of Roondar and Mok as they see something flick by and then disappear into the light.

A really good knowledge nature roll could assist you here as well

Stealth: 1d20 + 19 ⇒ (13) + 19 = 32
Stealth: 1d20 + 19 ⇒ (19) + 19 = 38
Init: 1d20 + 8 ⇒ (1) + 8 = 9
To hit Mok <Uncanny Dodge>: 1d20 + 9 ⇒ (8) + 9 = 17; miss
To hit Roondar flatfooted: 1d20 + 9 ⇒ (4) + 9 = 13; miss

Initiative and actions. There is nothing visible at the moment


Male Exiled Dwarf Barbarian (armored hulk) 6

"Like a forge, the heat warms the bones," Jugger says approvingly.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9 ... almost!

"What was that?" Jugger turns, asking Roondar.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Knowledge Nature: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Roondar shakes his head "No idea. I wish I had time to switch out spells, cause Endure Elements would be awesome for us right now."


okay, so depending on which direction "into the light" is, toti is planning on glitterdusting the bad guys, aimed at wherever her best guess is for where they are.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

. . . and, of course, knowledge nature is the one knowledge toti doesn't have because roondar should have that covered.


Male Horc 5th Level Bloodrager

Mok can't do much of anything until he can see them.

He will move into a full defensive posture.

Perception - 1d20 + 8 ⇒ (10) + 8 = 18


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Roondar says "This place is REALLY hot, and we are not in a better position to fight whatever this is. I vote for heading back out and try to take them on out there."

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


Bliiinded by the Liiight Round 1

Init: Toti, They, Mo, Them

Jugger: 1d20 + 1 ⇒ (6) + 1 = 7
Mo: 1d20 + 1 ⇒ (15) + 1 = 16
Roondar: 1d20 + 2 ⇒ (11) + 2 = 13
Toti: 1d20 + 3 ⇒ (14) + 3 = 17
Them: 1d20 + 8 ⇒ (4) + 8 = 12
They: 1d20 + 3 ⇒ (13) + 3 = 16

Toti shoots glitterdust at the last sense of movement and a explosion of dust appears over two creatures, one a blurred flying humanoid figure about 3 feet tall, apparently comprised of pure light. The sparkles barely allow you to see it against the artificial sun. The second is further down the bridge and appears to be a foot-tall humanoid made of bundles of sticks held together by thorny vines. The stick creature holds its eyes in pain. And of course, the blinding motes hit Roondar as well. (Save vs Toti's DC (15 or 16?) or be blinded)

They Will Save: 1d20 + 9 ⇒ (11) + 9 = 20; success!

They Knowledge Nature DC20:
The flying creature is a lurker in the light, an evil fey known for malicious mischief (particularyl vs gnomes) and their ability to hide in broad daylight, literally.

Them Will Save: 1d20 + 6 ⇒ (4) + 6 = 10; fail

Them Knowledge Nature, separate roll DC18:
The creature is a twigjack, an evil fey that actively fights against civilization wantonly destroying it wherever it sees it, normally found in deep old forests and areas of pure nature

The light creature hisses and directs an explosion of light at Toti, (Will Save DC16 or be blinded ... permanently). She (or others, if she's blind) catches a glimpse of another flying creature momentarily as it rushs behind her, raking a poisoned blade across her back before it stops 15 feet to the east of the bridge and Toti and disappears in the light. The diva feels a cold tightening feeling around the wound as it seeps at her soul, pulling the warmth from her bones.

To hit: 1d20 + 9 ⇒ (18) + 9 = 27; HIT!
Damage: 1d3 + 1 + 3d6 ⇒ (3) + 1 + (2, 2, 1) = 9 + Fort Save vs poison DC17 or take 1 point of strength drain

Mo goes total defense or change action?


Male Horc 5th Level Bloodrager

Now that Mokraka has a target he will rage and swing at the creature using power attack

To Hit - 1d20 + 10 ⇒ (15) + 10 = 25
Damage - 3d6 + 17 ⇒ (1, 4, 1) + 17 = 23


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Will save: 1d20 + 7 ⇒ (16) + 7 = 23

Knowledge Nature: 1d20 + 11 ⇒ (15) + 11 = 26 They

Knowledge Nature: 1d20 + 11 ⇒ (5) + 11 = 16 Them - Dammit

Roondar says "Dammit Tart, watch what you're doing!"

He explains what the "they" creatures are. On his turn he will Rage, and hold an attack until one of the visible creatures comes within range.

Att_scim: 1d20 + 7 ⇒ (4) + 7 = 11
Dam_scim: 1d6 + 3 ⇒ (2) + 3 = 5

He will also have Winter guard his back.


Hey slackbot, remind Chris and Dave to post


Will Save vs Blind: 1d20 + 5 ⇒ (9) + 5 = 14FAIL!!
Fort Save vs Strength Drain: 1d20 + 1 ⇒ (8) + 1 = 9FAIL!!

Totiyonce shrieks and slumps to the ground, screaming, "My eyes! I can't see!" She then opens her mouth and unleashes an ear-piercing scream at the light creature.

ear-piercing scream, dc 14 fort save or dazed. 2d6 damage, save for half.


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger moves towards the far enemy.

Double move


Not entirely sure you can use ear piercing scream without line ofnsight


ah. well. instead, she's gonna sing a song about lame targeting rules.

After a moment of confusion, a very cranky Totiyonce starts singing a very cranky hype song for the rest of the party titled, "Stabbing Irritating Things in the Dark".


Bliiinded by the Liiight Round 2

Init: Toti, Mo, They, Roondar, Them, Jugger, Ingrahild

Previously in this combat ...

Mo rushes forward to swing Aggrimosh at the blindingly bright fey and although it is covered in glitterdust, it's slightly blurred outline confuses the blood rager and he just misses.

Miss Chance: 1d100 ⇒ 17; miss!

And now!

Roondar stands and readies for approach. (Rage? WTF?)

The little blinded twig dives into a group of roots and disappears, reappearing to the south near the floor of the room. A second one appears out of the detritus south of Mo and tucks into a ball. It then violently explodes outward, splinters flying from its body into a cone forward shredding Roondar and Mo. The creature's body then reforms from the pieces of twig lying on the bridge.

Splinterspray vs Mo/Roondar: 4d6 ⇒ (3, 3, 1, 3) = 10 piercing damage, DC14 Reflex Save for half.

Jugger moves up (I think he can actually attack since they moved up?)

Ingrahild moves to stand over Toti, hunting for an enemy, squinting into the blindness

]Round 2

Toti screams, collapses and begins to sing in frustration and anger.

Mo attacks again ... and is still out of sync with the rounds

If alive ... The lurker flicks its hand and darts through a tiny white portal barely visible to the party that appears in the middle of the air. It reappears on the other side of the vast space.

Defensive Cast: 1d20 + 11 ⇒ (11) + 11 = 22; success

Its companion dashes by again, visible for just a moment as it darts at Jugger this time slashing with its poisoned blade but scraping it along his armor before it flies off the west side of the bridge.

To hit: 1d20 + 9 ⇒ (8) + 9 = 17; miss

At Mo/Roondar ... ll party actions required ... note the twigs will still need to go in the middle.


Male Horc 5th Level Bloodrager

Mok attacks again, focusing as hard as he can on where the creature is and using arcane strike and power attack

Round 2

To Hit - 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Damage - 3d6 + 17 + 2 + 2 ⇒ (4, 3, 6) + 17 + 2 + 2 = 34
Confirm Crit - 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Total Damage - 3d6 + 17 + 2 + 2 + 6d6 + 38 ⇒ (2, 2, 1) + 17 + 2 + 2 + (6, 2, 2, 2, 2, 4) + 38 = 82

Miss Chance - 1d100 ⇒ 44

Round 3

Mok will follow up with another swing

To Hit - 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damage - 3d6 + 17 + 2 + 2 ⇒ (4, 5, 3) + 17 + 2 + 2 = 33

Miss Chance - 1d100 ⇒ 70


Male Exiled Dwarf Barbarian (armored hulk) 6

If they moved up close enough, Jugger will move to attack with Kneecapper.

Kneecapper (PA): 1d20 + 7 ⇒ (17) + 7 = 24; Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16


They didn’t move up. Them did.


Male Horc 5th Level Bloodrager

What about who? He still on first?


XP from last night:

Lurkers: 800 each
Twigjack: 200 each
Tendriculos: 600 each

Kills:

Mo: 160
Jug: 160
Roondar: 320


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

"Tendriculos" Sounds interesting. Did anyone die?


Someone got swallowed whole for about 1 round -- Ingrahild, I think?

The party picks themselves up, dusting acid off of Ingahild as they peel her out of the monstrous plant. You head up the stairs to the south.

Numerous flowers cling to the myriad vines and creepers growing over every inch of this curving corridor. A powerful bouquet of competing floral fragrances floats throughout the enclosed space.

Knowledge Nature DC15:
The plants in the hall ahead seem to be those grown for use in incense and perfume. With work, you could harvest plants that have a not insignificant market value


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

If we aren't in combat, can Roondar take 10 on the Knowledge Nature check?
take 10 = 21

otherwise
Knowledge Nature: 1d20 + 11 ⇒ (2) + 11 = 13 Not a fumble at least... /shrug


"By the loins of Calistria, what is that smell?" asks Totiyonce.

Then, balling up her fists and screaming herself purple, ". . . because I can't f~!!ing see anything!!"


Male Horc 5th Level Bloodrager

Mok will squeeze into the room after Jugger does (I assume he goes first) and look around for any more fey surprises.

Perception - 1d20 + 8 ⇒ (18) + 8 = 26


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger shrugs and leads the way through the door.

What door? I'm not sure what's what on the map.


South of the greenhouse. The hallway wraps along the outside of the circle.


Poppy got nothing on me! Round 1

Jugger, Mo and Roondar make a pair of Will Saves DC14 or fall asleep for 1d3 ⇒ 3 minutes. Mo can make a Reflex save instead given his active perception roll if he so desires to dive out of the room ... note squeezed penalties

One of the vine-like plants nearby gives off a puff off pollen as you move into the room, creating an intense explosion of fragrance and causing everyone to get very, very sleepy. A second ivy-like plant creeps toward you and exudes another puff.

A closer examination of the flowers shows tiny faces on the petals. Looking forward into the hall, you spy several more like it that appear to be creeping toward you.

Image uploaded

Knowledge Nature DC15:
The plant is an exotic sentient one know as an Xtabay. As sturdy and fast growing as standard ivy, the plant is known to slowly devour its comatose victims

Initiative is a bit irrelevant. You all go now before they go again


Male Horc 5th Level Bloodrager

Will Save 1d20 + 3 ⇒ (17) + 3 = 20

Will Save 1d20 + 3 ⇒ (12) + 3 = 15

Mok will swing at one of their creepy plant faces

To Hit - 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Damage - 3d6 + 15 ⇒ (2, 4, 2) + 15 = 23

"Oiy, you wee creepy bastard, none of that now"


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Stupid question, will this be of any help with these Will saves?:
"Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood." Nudge, Nudge, Wink, Wink

Will: 1d20 + 7 ⇒ (18) + 7 = 25

Will: 1d20 + 7 ⇒ (6) + 7 = 13 Dammit!

Knowledge Nature: 1d20 + 11 ⇒ (15) + 11 = 26
before he falls asleep, Roondar tells the party that the things are carnivorous.


Its not fey nor is it a spell like ability. Sorry thats a cool ability


Male Exiled Dwarf Barbarian (armored hulk) 6

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12
Will Save: 1d20 + 4 ⇒ (2) + 4 = 6
+2 vs charm/compulsion, if it applies here.

Jugger falls asleep.


Male Horc 5th Level Bloodrager

Can I use a move action to try and wake Jugger?


Standard action per rules

EDIT: ... also damage


Poppy got nothing on me! Round 2

Party, Flowers

Mo clears his head as Jugger and Roondar collapse to the ground and swings at the nearest vine cutting into ribbons.

Toti continues to weep because of her inability to see, essentially rendering her unaware and ineffectual. Ewigga hangs back to guide her and to give her a running commentary on what's happening. (Toti can assume she hears a description of everything that's happening above)

The badly injured Ingrahild (still showing 4 HPs from the live session) pushes past a growling Winter and rushes into the room with her axes ready. Moving on top of a sleeping Jugger she swings at the vine that is apparently trying to encircle him cutting it effortlessly off the sleeping dwarf.

To hit: 1d20 + 9 ⇒ (20) + 9 = 29; Crit?: 1d20 + 9 ⇒ (4) + 9 = 13; Crit!; Damage: 3d10 + 12 ⇒ (7, 4, 7) + 12 = 30

The vines continue to creep forward.

At party

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