DM Fflash's Giantslayer

Game Master DM Fflash

Chapter 3: The Forge of the Giant God
Janderhoff


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Knowing that the next beacon lies beyond the gates of the inner quarter the party takes a direct path toward the well, passing the slumped body of a Trunaun guard arm extended into the well.

To the southwest, you spy movement and lights in a bar called The Killin' Ground, known for its incredibly stout moonshine.

Perception DC17 (Darkvision or Lowlight only):
You see the orc archer pop up over the crenelations of the tower and take aim with an arrow. You may act before he fires

Suddenly from the north an arrow flies toward the party!

Perception checks and actions


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

Winter has Low light vision...

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

...But is looking in the wrong direction


Male Exiled Dwarf Barbarian (armored hulk) 6

That's the second time the DM has mentioned that dead guard...

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

"Archer! Cover!" Jugger suddenly roars. He speaks in Dwarftongue, but the meaning is obvious. He points and starts to advance.

Jugger drops Kneecapper and readies his shield on the move. AC 19


yah. i noticed the well-dude-mentioning. on it.

Toti yelps, and scrambles to take cover behind the dead guard and the well. She begins to warm up her vocal cords, even while holding her nose this close to the smelly Trunaun. "What in the name of dangling diarrhea did this bastard eat before he s+@* his britches?"

Perception while glancing at the guard: 1d20 + 6 ⇒ (11) + 6 = 17


The arrow flies at Jugger and sticks through a hole in his pauldron burying itself in his shoulder.

The orc ducks back down as he is spotted.

To hit: 1d20 ⇒ 20
Damage: 3d6 ⇒ (1, 3, 3) = 7

Toti glances at the guard who appears to have bene reaching or grasping for something when he died. She catches a glint of something from the water in the well below, catching off her torchlight.

Mokroka:
Since the battle, you've been hunting out small pockets of orcs and killing them, but keeping as silent as possible in the mean time. You saw how it happened, when a small band of half-orcs ran to the inner quarter gate portcullis and raised them, letting in the vanguard of orcs that had ripped through the lower quarter. A furious battle ensued and a group of brave Trunaun guards sacrificed themselves to bring down the outer gate, staunching the flow of more orcs into the inner quarter.

However, by then most of the damage had been done and there were more enemies than warriors left in the Inner Quarter.

Currently you were following some human Freedom Town mercenaries who had just entered the Killin' Ground bar where ironically you were drinking just an hour or two ago. Having come full circle, you are approaching the bar to see what they are up to when you spy three people you recognize from town, outsiders who have taken up the miltia's cause. You remember their names from Leroy, a friend of yours, who you would drink with from time to time. They approach the well and are immediately pinned down by an archer (your impressive darkvision allows you to catch it from this distance) from the nearby tower where the drumming has been coming from.


Male Horc 5th Level Bloodrager

DM:
Init - 1d20 + 1 ⇒ (20) + 1 = 21

Acro Check - 1d20 + 5 ⇒ (17) + 5 = 22

Is the fire to the left side of the building in front of me something I could make it past without getting burned?

Will be doing a double move if that makes any difference


"What in the name of Calistria is that . . . "

Totiyonce peers down, deep into the well, inspecting the source of the glint.

Another Perception Check: 1d20 + 6 ⇒ (14) + 6 = 20
And, what the heck, an Appraise: 1d20 ⇒ 12


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger grunts from the impact but does not slow his advance. If anything, he picks up the pace. He runs to the tower and kicks the door.

Rage...
Strength: 1d20 + 4 ⇒ (2) + 4 = 6


Mokroka:
You move quickly across the courtyard passing just outside Toti's light. To the west a thick plumes of pea green smoke billow into the air where three hardy trees that flank the road have been set ablaze with green alchemical fire. The air reeks of sulfur and ashes. You can vaguely see shapes on the other side of the smoke, but you can't make out anything beyond a few feet with any detail.

Moving north to the edge of the first building you come to, you stop in surprise as you spy orcs through the windows, rooting around in the building. They don't notice you.

Moved your token back

Jugger advances ahead, the noise from the booming drums from the top of the tower drown out sound all around you, such that you can barely hear your own footsteps as you move forward.

You advance toward the tower and are stymied by two things. One you notice in the buildings to your left and right, orcs rooting around, apparently looting as you spy a massive pile from the looted homes in front of you. They don't notice you.

Additionally, at the same time you see a half-orc, Mokroka, that you've seen around town at the bars. A reknowned warrior and current Trunaun and although not a member of the militia, has zero love for orcs. He spots the orcs in the western building at the same time you do. He appears aware of you as well.

Map updated and I moved your token back to where you noticed the two groups of orcs

Toti:

You swing the torch over the lip of the well and it sends flickering flamelight cascading down to illuminate the bottom of the well. You see a crossbow floating in the water and a crystal potion vial submerged below it. The guard himself has a huge gash in his ruined scale mail along his left side .. obviously the wound that killed him. You also spy a key hanging on his belt.

Actions? Initiative not required yet


Male Horc 5th Level Bloodrager

Mokroka signals Jugger, trying to get him to hit the house the same time I do, if he's not too deep into his rage

Is there a window or opening by where I am that I can use to get into the house?

Acro to get into the house - 1d20 + 5 ⇒ (15) + 5 = 20

Mokraka will rage as he bursts into the house and shout out his warcry as he attacks with power attack

"Blood and Death!"

To Hit - 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21
Damage - 2d6 + 5 + 2 ⇒ (2, 5) + 5 + 2 = 14

Intimidate - 1d20 + 5 ⇒ (12) + 5 = 17


There is a window right where you and the southernmost orc are at

Str check to break it (not hard, DC5, dont roll a 1)

Intimidate to demoralize is a standard action unless you have a rage power of some sort?

Also power attack with a 2 hander is +50% damage so +3 at this level

Finally, I need your list of small, medium and large items accessible to you before we execute this round of combat otherwise everything is in your bag of holding


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

Not being able to see archer, Roondar grabs winter by the scruff of his neck and tries to find cover. If he spots an enemy he'll use his sling to attack.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

if he spots something...

To_hit_sling: 1d20 + 1 ⇒ (18) + 1 = 19
Dam_sling: 1d4 + 1 ⇒ (2) + 1 = 3


Male Horc 5th Level Bloodrager

small and med will be cure light potions, large is the bardiche

Str - 1d20 + 5 ⇒ (12) + 5 = 17

No rage power for intimidate, just ignore that roll

Also I forgot that 2-Handers are 1.5x str so total should be 18 I think


"Oooh.  Shiny."

Totiyonce leans further over the edge of the well.

DM:
After snatching the key from the guard's belt, she mutters the words of a Mage Hand spell and extends an arm over the side of the well, waving her hand toward the crystal potion vial.


Male Horc 5th Level Bloodrager

Are these just normal looking grunts or something more? Any difference between the models with 2 weapons vs 1 or just the way they look?


No difference because of the models. Nothing making them obviously different although youd need a Knowledge Local roll to know tribal markings. They do carry different weapons for spice. I'll list those at the beginning of combat.

Note you get 5 small slots, 3 medium and 2 large


Male Exiled Dwarf Barbarian (armored hulk) 6

Frustrated by the thick tower door, Jugger looks around. He catches Mokroka's signal and turns towards the indicated house. He moves at a sure, steady pace, stepping into the house and swinging his heavy pick at the first orc he encounters.

Heavy Pick (PA): 1d20 + 5 ⇒ (9) + 5 = 14; Damage: 1d6 + 6 ⇒ (5) + 6 = 11


Orcs a lootin! Surprise Round

Init: <roll for Round 1 ... everyone>

Jugger and Mokroka hit the building in a bizarrely unheard crashing rage. The thundering drums run with a frenzy making you wonder at the endurance of the drummer who has been at it for over an hour now.

Mokroka shatters the window and catches the orc near the window staring down, he looks up in time just to catch sight of his own feet as the bloodrager separates its head from his shoulders with a vicious sideways chop. The headless orc falls forward spraying black arterial blood everywhere as his eyes blink twice in disbelief before the light fades from them entirely.

Jugger drives his pick deep into the back of another orc, staggering it as the point erupts from its chest. Legendary orc ferocity keeps it standing with the obviously mortal wound impacting the speed at which it responds.

Further south, Roondar watches Jugger in the shadowy dim light at the edge of his light spell and raises his sling. The dwarf obviously sees something to the west and veers away from the tower he was charging, but disappears into the darkness. Given the drumming, the druid can't hear anything else. (you can barely see the near side of the building he entered in the dim shadows light beyond the range of your light spell .. which is highlighte as an aura around your character and Toti's for her torch)

Winter, however, lowers her ears and bares her teeth. She smells enemies. She points to the northwest.

Toti, still at the well, loses sight of Jugger completely.

Toti:

Your spell easily grabs the vial and raises it slowly up toward your hand. (15 feet per round ... 20 foot deep well, you'll get it next round with a move action, leaving you with a standard action in Round 1)

Orcs Init: 1d20 ⇒ 17

Initiative for everyone Round 1. Post your action if you beat the orcs above


Male Horc 5th Level Bloodrager

Mokroka moves up to the next orc, stepping over the severed head of his first victim

"You come into my town, you kill my people, your God will weep when he sees what I do to your entire tribe"

To Hit - 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage - 2d6 + 8 + 3 ⇒ (6, 5) + 8 + 3 = 22

Knowledge Local - 1d20 + 4 ⇒ (11) + 4 = 15


Initiative


Male Horc 5th Level Bloodrager

Init - 1d20 + 1 ⇒ (20) + 1 = 21


Male Exiled Dwarf Barbarian (armored hulk) 6

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2 ... now that that's out of the way...

Jugger jerks his pick free and swings again.

Heavy Pick (PA): 1d20 + 5 ⇒ (11) + 5 = 16; Damage: 1d6 + 6 ⇒ (5) + 6 = 11


Male Horc 5th Level Bloodrager

this house isn't on fire or anything correct?


Nope


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 and Winter move off to the northwest looking for targets.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15 Roondar

Perception: 1d20 + 6 ⇒ (15) + 6 = 21 Winter

Roondar lets the wolf lead him towards the nearest enemy, he puts his sling away, and readies his Scimitar.


Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Still on her knees, Totiyonce glances up, "Where did those bastards go?" She harrumphs at Roondar and starts to sing. It's a lusty little ditty about how sometimes a woman needs herself some strong, brave man-meat.

Quote:
Inspire Courage: "An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls."

for the rest of the round, she kneels there, taking cover, waiting for her shiny.


Orcs a looting! Round 1

Init: Toti, Mokroka, Orcs, Jugger, Roondar, Winter

Toti looks up in irritation and begins to sing. Surprisingly given the volume, her voice cuts straight through and inspires those within range (Check radius and verify who is within it)

Mokroka steps into and follows theough with his horizontal slice, black neck blood still trailing and swings it around in an overhand cross cutting chop that hits the second orc above the left shoulder and cleaves him to the navel, its intestines oozing out the middle of the wound as hit collapses like a felled tree.

The orc that Jugger hit, squirting blood is able to stagger about and yank his great axe from over his shoulder The final orc pulls a barbed length of chain and whips ot at Jugger as he moves in to grab the dwarf's attention. The wily dwarf deflects the blow with his chain and then finishes off the first orc with a pick to the side of the cranium that punctures the humankind's skull with a sharp crack.

Roondar and Winter move to the northwest and the light floods through the window of the building allowing him to see the melee with the remaining orc.

To hit: 1d20 + 5 ⇒ (13) + 5 = 18; miss

Perception: 1d20 - 1 ⇒ (17) - 1 = 16
Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 - 1 ⇒ (18) - 1 = 17


Male Exiled Dwarf Barbarian (armored hulk) 6

Can you update the tokens. I'm not sure which ones are alive or dead.

Jugger closes on the last orc, roaring a challenge. "Try me, cowardly filth! I'm nae some helpless villager." He clangs his weapon against his shield then attacks when in range.

Fight defensively, 21 AC!

Heavy Pick: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16; Damage: 1d6 + 4 ⇒ (6) + 4 = 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

Roondar moves south along the wall of the building until he sees the doorway (I think that is a doorway) He then gets ready to attack anything that comes out.

Hold Attack (triggered on anyone leaving the doorway)

ToHit_Scimitar: 1d20 + 2 ⇒ (18) + 2 = 20

ToHit_Scimitar: 1d20 + 2 ⇒ (16) + 2 = 18 confirm crit

Dam_Scimitar: 1d6 + 1 + 1d6 + 1 ⇒ (6) + 1 + (5) + 1 = 13

Winter - attacks anything that exits the doorway that Roondar attacks.

ToHit_Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Dam_Bite: 1d6 + 1 ⇒ (6) + 1 = 7


We just finished the combat against 12 orcs on Roll 20.

Everyone receives 405xp. Roondar/Toti gets an additional 13xp. Jugger gets 26xp and Mokroka gets 104xp.

12 leather armors
8 falchions
2 greatswords
1 spiked chain
1 double axe

3 doses of armor ointment
a bundle of 20 tindertwigs
a golden bird cage
(worth 60 gp)
4 bottles of fine wine (worth 10 gp each),
masterwork lute
masterwork flail
two orc double axes
three suits of leather armor
a heavy wooden shield
two climber’s kits
two grappling hooks
100 feet of hemp rope


Male Horc 5th Level Bloodrager

After catching his breath Mokroka looks around at the group, "It's good to fight with some competent warriors, are you all up for continuing looking for more pockets of orcs?"

"If you have any more of that healing, I could use a little help myself"


Male Exiled Dwarf Barbarian (armored hulk) 6

"We are on task to clear the quarter," Jugger replies directly. He walks over to retrieve Kneecapper and stows his shield. "We have plenty of work to do. You are welcome to join us."

He takes a few moments to sift through the gathered things. He nods to himself at the masterwork flail, strapping it to his pack. He takes a half dozen of the tindertwigs and tosses the lute to Toti. He'll stash the rest of the valuables (birdcage, wine) into his pack if no one else claims them.

What's armor ointment?


Price: 30 gp; Weight: 1 lb.
Craft DC: 15; Gear Type: Item; Price: 30 gp;
DESCRIPTION

This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor's armor check penalty by 1 (to a minimum of –1) for 8 hours.


Forgot to award each of you 200xp for rescuing Sara and Agrit


Bloody Skeleton Stats


Jugger gets 80 bonus xp for rescuing Sara and Agrit.


From the tower, where to? You have the the bar in the south with the lights on, shapes moving beyond the fire and smoke or you can circle around to the north of the fire along the wall


Male Exiled Dwarf Barbarian (armored hulk) 6

How are we doing for healing, resources? I realize resting is pretty much out of the question.


Truth. Everyone needs to heal first. Mo'kraka, Roondsr and Winter were all negative at the end of that fight

So, to that end, there is also the barricade with the healers there

You found a wand of CLW with 20+ charges on Kagrak of the ROLLING THUNDER!


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 the clerics at the barricade can bring us back to full, cool.
if not, Roondar will use the Wand looted from Kagrak

Looted Wand of CLW

CLW_Wand(20c): 1d8 + 1 ⇒ (1) + 1 = 2 <- will stop casting once
CLW_Wand(19c): 1d8 + 1 ⇒ (2) + 1 = 3 <- everyone is full. or
CLW_Wand(18c): 1d8 + 1 ⇒ (6) + 1 = 7 <- the wand is empty.
CLW_Wand(17c): 1d8 + 1 ⇒ (2) + 1 = 3
CLW_Wand(16c): 1d8 + 1 ⇒ (2) + 1 = 3
CLW_Wand(15c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(14c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(13c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(12c): 1d8 + 1 ⇒ (1) + 1 = 2
CLW_Wand(11c): 1d8 + 1 ⇒ (8) + 1 = 9
CLW_Wand(10c): 1d8 + 1 ⇒ (7) + 1 = 8
CLW_Wand(09c): 1d8 + 1 ⇒ (5) + 1 = 6
CLW_Wand(08c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(07c): 1d8 + 1 ⇒ (7) + 1 = 8
CLW_Wand(06c): 1d8 + 1 ⇒ (1) + 1 = 2
CLW_Wand(05c): 1d8 + 1 ⇒ (4) + 1 = 5
CLW_Wand(04c): 1d8 + 1 ⇒ (4) + 1 = 5
CLW_Wand(03c): 1d8 + 1 ⇒ (7) + 1 = 8
CLW_Wand(02c): 1d8 + 1 ⇒ (3) + 1 = 4
CLW_Wand(01c): 1d8 + 1 ⇒ (3) + 1 = 4

Please let me know how many charges remain.


Male Horc 5th Level Bloodrager

I need the first 6 to be full, but I don't want to hog them all


Are you going back to the barricade?


Male Horc 5th Level Bloodrager

I am not opposed to hitting the barricade myself


Moving this along

Falling back to the barricade, the party drags its wounded with them and the healers get to work bringing everyone stable and conscious. They are completely tapped on magical healing but are effective and bandaging and herb usage.

Using the heal skill, they are able to get everyone to 2 HPs before you start hitting them with the healing wand. If conscious, they give you 2 HPs back (Toti and Jugger). This cant be done again for 24 hours.

You check on Sara and Astrid which are being treated for burns and smoke inhalation and the surly blacksmith gives you a wry smile and a thumbs' up.

Before you depart, one of the priests hails you and says, "You're the only ones to come back and go out again. Maybe you have a chance. I left a healing wand in my footlocker in the acolyte's group home. It's near the northwest tower in the shadow of the inner quarter gate wall and overlooking the cliff."

Brought to you in a few minutes during a commercial while on my phone


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger leaves his broken Kneecapper at the barricade and takes one of the great axes for the meantime.

Feeling reinvigorated, Jugger nods back to Sara and waves for the others to follow. He heads back out and towards the northwest tower. "We should retrieve that healing wand."

Brought to you from my hotel in Scottsdale.


Kneecapper isnt sundered. Kam was pulling your leg.


Male Horc 5th Level Bloodrager

HAH!


kk.  if mo' takes the first six, toti will take the next one -- one of the 7s -- so she's back to a full 14 and very reluctant to engage in any more sniper battles.

healer wrote:
I left a healing wand in my footlocker in the acolyte's group home. It's near the northwest tower in the shadow of the inner quarter gate wall and overlooking the cliff.

isn't that the one we just blew through?  maybe not?

also, toti takes this pile of loot:


  • - a golden bird cage
  • - 4 bottles of fine wine
  • - masterwork lute
  • - Kagrak of the ROLLING THUNDER's masterwork drum

"Oh, you're right, my bristly pet.  We should slip back in there and grab that wand."  A tilt of her head, a twinkle in her eye, and a sly smile as she turns to the priest, "Is there anything else valuable that we should bring back out?  You know, just in case we find it laying around."


So, 6 for the Cracka, 1 for Toti, 2 for Roondar (leaves him at 15hp), 4 for Winter to get her full ... dunno about Jugger, he was at 21 HPs at the end of the fight. So that's 13 charges off the new wand. Roondar has that one? Toti still has the old one with how many charges?

The priest looks aghast at Toti's suggestion, "No! You shouldn't loot these poor people's home's! That's ... that's ... terrible! Just the wand!"

The party heads back around the outside of the quarter to the cliff face and travels along past the tower and through the small copse of trees to the first of the next set of buildings, picking their way through the detritis and rocky terrain.

Perception DC13:
You hear a guttural Orcish voice speaking in Common and apparently threatening someone. It comes from the dark alley just ahead of you on the left.

"“Move an inch and five of my best come to join us. They won’t be as friendly as we are.”

Map updated


Male Horc 5th Level Bloodrager

Also all of this that was on the Discord


3 great axes = 3
short bow (5 arrows) = 5
spiked chain
2 falcions = 2
6 sets of leather armor = 6
masterwork war drum
scroll of cause fear
scroll of charm person
2 scroll of grease = 2
scroll of remove fear
scroll of summon monster 1 (bloody human skeleton) = 1
wand of clw 24 charges = 24
thunderstone
masterwork chainmail
masterwork light steel shield
masterwork battle axe
5 throwing axes = 5
dose of antitoxin

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