ADQ table 1 (Inactive)

Game Master chillblame

Sterich and Keoland
Raiding and destruction in Sterich. Heros are needed.
greyhawk gods


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M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Seltyn will move, and get a clear shot.

He mutters arcane words of power and unleashes two fiery bolts at the last giant.

ranged touch: 1d20 + 6 ⇒ (5) + 6 = 11
ranged touch: 1d20 + 6 ⇒ (16) + 6 = 22

I believe they both hit.

Scorching Ray 1: 4d6 + 3 ⇒ (5, 1, 6, 3) + 3 = 18
Scorching Ray 2: 4d6 ⇒ (2, 5, 4, 3) = 14


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

Chilly, I believe you took the damage from Parvo as the attack number. I wrote the attack and damage in the same line. In the future I will separate the two so as to avoid confusion.


Female Orc

Elnaril@ OK.

The last giant drops. You all pause. Apart from the noise of the party, and the faint crackling of Seltyn's weird wall of electric ice, there is silence. No alarm is raised.

You seem to still be undetected. Actions?


”Merciful Light, is it over?” Eldric asked. Blood covered nearly everyone and everything, except for his hands, which had been blazing with too much flame. The Paladin looked over the carnage wearily.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Not yet, Eldric. There are more beyond that door. Make what preparations you can, now. We're not finished.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

We must act quickly, while our magic is working.

Heal, or do whatever you need to do. This is an "all the marbles" situation.


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,

Who needs healing?

How much longer do we have our Haste?


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek fixes Seltyn with a calm gaze. "I wanted to keep the giants from raising the alarm. We should not be too eager to alert the stronghold to our presence. I believe that we should proceed with stealth, taking out pockets of resistance as we encounter them and keep those we meet from escaping in order to find reinforcements."

Mazrak, I could definitely use some healing if you have some to spare. Agreed we should go on quickly, especially while we have our magic. But let's not be too eager to engage the enemy - particularly if we find ourselves outnumbered badly. Thinking we should try and cut off the bad guys from retreating when we can, like the giantesses tried to do in this last battle. Whisper is pretty quick and big, and with my Hunter's Trick I can help her negate or at least mitigate damage from AoOs. I'll try and use her to help in that regard.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

I think we still have 8 rounds after this one.

We'll see what we're dealing with once we open the door. I hope we can do it your way, Seltyn says to Mazrak.

If they have no prisoners, I can blast them to soften them up.


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,
Mazrak the Forlorn wrote:

Thanks GM! It looks like I needed to refresh my Roll 20.

Mazrak touches the Barbarian Ranger.

CSW on Horek: 3d8 + 7 ⇒ (3, 2, 4) + 7 = 16

Not the greatest roll, but Horek is healed for 18 points of damage. Mazrak has 2 more CSW spells.

Horek, did you count the 18 points from this previous healing in your tallies? The total in the quotes above was not the original roll. Mazrak only has one CSW left. The other was used on Jeeves.

Mazrak will cast a spell on Horek.

CMW to Horek: 2d8 + 7 ⇒ (3, 2) + 7 = 12

This is Mazrak's initiative. He will do more on his next round, unless he needs to put some arrows into some big SOB. Horek, what is you current HP total?

He will then turn to Seltyn, "Mi Lord, it is not my way. I am here to aid and assist. I will let those smarter than I lead the way."

He will then turn to the party as a whole, "There is something I can do that may aid our situation. I can make one of these dead Hill Giants a Zombie that will fight for us. But I will only do this if you allow it. I would lose my last most powerful healing spell. But it could make a big difference....literally."


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

I quite like the idea. I have no objection. We need all the help we can get.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek considers the idea proposed by the dwarf and finally nods. "Having a giant with us might prove useful outside of combat as well, especially if others of their kind don't realize it's a walking corpse at first glance."

When all is ready, Horek moves toward the door to the south and quietly opens it, peering through the crack to see what lies beyond.

Stealth Check: 1d20 + 8 ⇒ (19) + 8 = 27 (if needed while opening the door)

Thanks Mazrak, you're right I didn't count that earlier healing so now I'm up almost full HP. I took 35 points of damage total, and I've been healed for 30. Will open that southern door as Mazrak is animating the hill giant, if that's what we're doing. Maybe someone should quickly look over the corpses of the giants to see if they've got anything useful or valuable?

Current Buffs:
Horek - Haste (+30' movement, +1 to attack rolls & AC/Reflex Saves, extra attack with full attack action) - for 7 more rounds?
Whisper - Haste (+30' movement, +1 to attack rolls & AC/Reflex Saves, extra attack with full attack action)- for 7 more rounds?; Bull's Strength (+4 STR) - for 6 more minutes or so; Mage Armor (+4 AC) - for 7 more hours or so


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Jeeves moves up behind Horek staying at his large size and switches back to his polearm.

"Mazrak, stay close to me. It's likely I'll requiring more healing in the minutes to come."


Female Orc

OK, Animate Dead is not something I was expecting. Assuming you have a 125gp onyx gem, and you are really sure...I should mention one of you is a paladin

Mazrak chooses a giant that is mostly intact and starts casting. The light in the room dims and it grows cold. Mazrak holds a large black gem in his hand as his other starts moving. He chants is a voice that is cold and commanding. Black energy spills out of the gem, moving into the dead giant. Then, a hand moves, and slowly, horrible, its wounds still dripping, the giant stands. Mazrak finishes the cast and is in control of the dead hulk. Mazrak feels somewhat stained.

Light returns to the room. The zombie rolls its eyes and moans.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

This is cool.

Well, Mazrak. I guess it's "ladies first?"


Female Orc

Zombie hill giant

Move 40

Init -2

HD 12 Hp 66

AC 19 DR 5/slashing

BAB +8 CMB +16 CMD 25

Str 27 Dex 6 Con - Int - Wis 10 Cha 10

Slam +15 1d8 + 8

Fort +4 Ref +2 Will +8

Skills none
Feats toughness

Permanently staggered

Mazrak I have given you control over the zombie


Female Orc

Horek opens the door. In front of you is a corridor, light by torches.

A short distance down the corridor is a crumpled figure, slumped against a wall. It is medium-sized, so no giant. Harsh breathing and a chanting sound can be heard, not a spell, but a prayer.

orcish and perception 15:
great ancestors and gods above, hear my death prayer. I am surrounded by my foes, and I am sore wounded. Curse the giants and their works, and many curses of noosna.

It is a badly injured orc.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Opening the door, Horek spots the lone orc muttering to itself and apparently oblivious to their presence at the moment. The ranger glances at Jeeves, whispering softly. "This is a good opportunity to learn more about this place. I'll take him alive. It is likely a servant of the giants and might be made to give us information with some persuasion."

If there is no objection, he lays a hand on Whisper's head, indicating that she wait there quietly. Then the ranger moves silently down the corridor and slams the flat of his axeblade against the orc's head, trying to knock it unconscious. If he is successful, he'll drag the body back to the others.

Combat Details:

Stealth Check: 1d20 + 8 ⇒ (14) + 8 = 22
Greataxe Attack (Power Attack/Non-Lethal Penalty): 1d20 + 13 - 4 ⇒ (15) + 13 - 4 = 24 vs Flatfooted AC?
Greataxe Damage (Power Attack): 1d12 + 7 + 6 ⇒ (10) + 7 + 6 = 23 non-lethal

Unless someone suggests another course of action... Sneak up on it (20' move at half speed) and make a standard attack using Power Attack, though the Furious Focus feat allows for no penalty on this first (and only) attack roll. Also striking for non-lethal damage with a -4 penalty to the attack roll, if I remember correctly.


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Jeeves nods at Horek and hangs back to let him do his job. He stays behind, hiding nearly all of his huge frame behind the door. He keeps an eye out for Horek, however, in case he needs help.


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,
chillblame wrote:

OK, Animate Dead is not something I was expecting. Assuming you have a 125gp onyx gem, and you are really sure...I should mention one of you is a paladin

Mazrak chooses a giant that is mostly intact and starts casting. The light in the room dims and it grows cold. Mazrak holds a large black gem in his hand as his other starts moving. He chants is a voice that is cold and commanding. Black energy spills out of the gem, moving into the dead giant. Then, a hand moves, and slowly, horrible, its wounds still dripping, the giant stands. Mazrak finishes the cast and is in control of the dead hulk. Mazrak feels somewhat stained.

Light returns to the room. The zombie rolls its eyes and moans.

Click on Mazrak's name. He carries four 350GP Onyx Gems.

Mazrak will use one of his Onyx gems.

Aye! He does not use these gems lightly. Only when needed. It is needed.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

This is getting interesting. 6 rounds, now, unless I'm mistaken.


Female Orc

As Horek moves closer he sees violence is not required. The orc is badly hurt (negative HP) and would likely die, even if hit with subdual. He also is semi-conscious. You could question him if you speak orcish, and he likely would answer. You could just drag him back if you wish. He is not going to stop you.

heal check DC 15:
he has been kicked, hard, by a giant. Many broken bones and internal bleeding


Female Orc

This is an edit, I made a mistake with the AC, it is much lower. Also slightly more HP

Zombie hill giant

Move 40

Init -2

HD 12 Hp 72

AC 10 DR 5/slashing

BAB +8 CMB +16 CMD 25

Str 27 Dex 6 Con - Int - Wis 10 Cha 10

Slam +15 1d8 + 8

Fort +4 Ref +2 Will +8

Skills none
Feats toughness

Permanently staggered

Mazrak I have given you control over the zombie.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

I can interrogate him. Make him conscious enough to talk to, and we can see.

Seltyn's no doctor, but he can see that the orc is near dead.

The bad part is that that could take time we don't have. We're losing magic. I doubt this orc can tell us anything useful in the time it would take to talk.

The wizard looks at Mazrak and Elnaril.

Mazrak, send that zombie through the door, and on to the next one, if you can. Don't make it attack until they notice it. Elnaril, if your extend rod still has a charge left, I need it.

Seltyn moves right next to Elnaril.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

Just counted the uses from my rods (x2)and luckily I still have one left.
Elnaril looks at Seltyn as he passes over the rod. "It's the last use for the day, make it count."


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,

Mazrak will then in the Giant tongue tell the Zombie Giant to walk and point in the direction down the hall. Mazrak will follow. When they reach the Orc, he will tell the Zombie to stop once it passes the Orc.

Mazrak will check the Orc.

Heal Check: 1d20 + 12 ⇒ (10) + 12 = 22

Mazrak will tell the party, "Blunt forced trauma. Its been likely kicked by a Giant. The Orc has broken bones and is bleeding internally. This Orc will likely die soon. I don't speak Orc."

That would be two rounds worth of actions there. One just to get to the Orc, the other to do the Heal Check. I will wait for the other's movements and actions.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Let's not burn the rounds.

Let's just leave it. We need to keep moving. On to the next hurdle.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek frowns as his companions seem to want to press forward swiftly. Though he understands that their magic spells will expire, as a scout the plainsman knows the value of learning more about the enemy. Still, the primal part of him is in agreement with taking the fight to the giants without hesitation.

Nodding in agreement, Horek calls Whisper to his side and moves forward in the shadow of the giant zombie.

So leave the orc to die, and follow the giant zombie forward, letting it open the doors to see what lies on the other side?


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Horek Varshot wrote:
So leave the orc to die, and follow the giant zombie forward, letting it open the doors to see what lies on the other side?

That's my opinion, but I'm not anyone's boss. I think talking to the orc will take too long, and we should strike while it's unexpected. We have a zombie giant that can go in first, and we shouldn't care what happens to it. Let the giants waste actions while we see what we're up against. That just seems like the right course for now. Let the zombie just walk in, and wait until they notice. Once they're fighting it, we go into action.

Seltyn moves up closer to the door.


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,

Mazrak commands in the giant tongue to the Zombie to go and open the door in front of him.

Mazrak will then speak, "Someone needs to check around the corner."


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

I'm happy to talk to the orc in his language, but I thought we were just moving forward. If we aren't:

Jeeves digs in his belt and pulls out a wand, moving it about and intoning magic-sounding words before touching the orc near his feet. "This sometimes works," he whispers to himself.

Use Magic Device vs. DC 20: 1d20 + 10 ⇒ (4) + 10 = 14, nope

Embarrassed, he extends the healing wand to Mazrak to use in his stead.


It felt like everything was spinning out of control. There was so much death...so much blood. It felt like he was in a dream, now that the danger of combat was over. The Paladin muttered prayers to himself, over and over, to calm his mind. Already his comrades were raising the dead. Was this evil? Should he stop it? And what if doing so led to one of them dying? It was hard to tell what was right or wrong, which just increased his overall sense of unease.

”This Giant...does doing this harm it’s soul? It is one thing to put magic into a corpse, but another to disturb the natural progression of the soul...” He finally said.


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,

"I understand your concerns Sir Eldric. And a good or undetermined soul, I would never do such. But this creature is evil. Its soul is evil. It is beyond redemption. But out of respect to you Sir, I will not do it again," Mazrak responds to the Paladin.

Mazrak would have held off using the Animate Dead until everyone responded, but things moved on anyway.

As to talking to the Orc, how long would it take to ask how many Giants are down this hallway.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

We'd have to revive the orc to talk to it. We should keep moving while we're hasted. If we need another round to get everyone up to full hp, that might be good, but let's move that undead giant so it does some damage before it falls.

Seltyn speaks rapidly, like an elf in a hurry. We can talk philosophy later. Let's just wipe out these giants while we have this advantage, he says, gesturing at the monster Mazrak just created.

I'll try to talk to the orc. I'll go in last, anyway. Seltyn approaches the semi-conscious orc.

In Orcish: How many giants are here? Do they have captives?


Female Orc

In Orcish The giants, many. More than twice a hand of hands. Here they rule. Below, they are opposed. My people are strong. Ancestors guide them. Giants on one side, foul lizardfolk on the other. He coughs for a bit, then recovers
And worse. The unmaker has a shrine there. Beware, young one
He gasps, then goes to his Ancestors.


Female Orc

The Orc breaths his last. You depart down the hall.

Mazrak what are the precise orders you give the Zombie Giant. It is mindless, and so needs precise direction. It is also NE, so without orders, it will likely attack any near it.


Female Orc

One round of talk, one round of move, 2 rounds has passed.

The zombie trundles on, coming to a narrowing of the corridor. It starts to squeeze itself into the 5 foot wide corridor. Another round has passed

Several doors have been revealed

More map has been revealed


Female Orc

The doors have been given a coloured dot, red, black yellow and green. Also, no useful loot is found in the room you fought the giants, and the side room is an empty living quarters for orcs, with no loot as well. We missed it, but nothing is there.


Female Orc

[ooc]Which door do you go through?/check first?


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Generally I believe it's better procedure to clear each room as you go through a building so that you don't get surprised from behind. Unless I'm reading the map wrong, that would mean we check the first (red) door first by listening and then explore it.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Agreed.


Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,

Mazrak will call out in Giant at the Zombie, "Turn around and come back." He will then hesitate to allow someone to listen at the door before commanding the Zombie, " Open this door." Mazrak will points to the door with the red splash. He then takes a step back.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek is in agreement with going room to room so as not to leave an enemy presence at their back. He considers the words of the dying orc, once Seltyn translates. "If the orcs are abused by the giants and can be convinced to fight against them, we might seek them out. The giants numbers sound many, and we are few. These orcs that dwell below could become valuable allies, if we promise to help them gain their freedom. But these lizard folk and the unmaker shrine? Maybe the orcs will know more about those."

The plainsman moves to listen to the door, trying to determine if there are enemies beyond, and in what numbers.

Perception Check: 1d20 + 11 ⇒ (3) + 11 = 14

Listen at the 'red' door. Will advise the others of what he hears (or doesn't!) Thinking we should be on the lookout for a way down in order to speak with the orcs. And if we hear the sounds of a raging giant party behind one of these doors, let's skip that one and move on! GM, do we still hear the sounds of partying as we explore? Can we tell from what direction it's coming from?


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Taking 10 on Perception at the door gives me 24 (or 26 to detect trasp).

Jeeves takes a moment to check the door before waiting for the zombie ogre to open it.

Hearing Horek's comment, Jeeves mutters: "We don't know where the orcs are at the moment, do we?"


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek glances at Jeeves. "The dying orc indicated his bretheren were 'below' - maybe in caves or in the basement of this structure. We should keep our eyes open for stairs or ramps leading down. Or speak with any other orcs we run across. I had presumed they were allies of the giants, but it sounds as though that might not be the case."


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Jeeves nods to Horek. "I will keep my eyes out for them."


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

Elnaril moves with the rest of the group and says to Horek.
"Parvo has a good sense of smell he can help you and Whisper find where the rest of the giants are."


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Good. He can sniff 'em out.


”I heartedly approve of this course of action. Our cause is righteous, but there is no need to spill blood without need, or to turn away potential allies. May Pelor’s light shine upon us as we descend into the dark.”

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