Closed Recruitment Against the Giants (Inactive)

Game Master Necro All Star

This is the third table for Chillblames Against the Giants campaign. Only those that have previously submitted characters will be approved.


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Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair remounts his shadowy mount and continues with the others. He mutters under his breath about the darkness and some sort of cult...


Your party continues moving through the open plains coming ever closer to the Jotuns. As you travel in the day following the trail left behind by the giants you move into an area of the plains that is closer to the Jotuns. It appears that it is the remnants of some older culture with ruins and ancient stone circles. The trail left behind by the giants passes thru the ruins.


Male Dwarf Ranger 10| AC 22 T 14 FF 20 | HP 94/94 | F +13 R +12 W +18;+2 v Poison, spells and SLAs | Init +2| Perc +15

Dolgrym sees the ruins and advises the group, "This would be a good place for an ambush. Keep your eyes open as we move through here."

Perception: 1d20 + 15 ⇒ (16) + 15 = 31 +4 v Giants, +2 v orcs


Ebixus draws a javelin and holds it loosely in his right hand.

"Any foolish giants who wish to deliver themselves to my blade will not live long to regret that decision. But I agree, we should watch for strikes from the rear or flanks."


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

perception: 1d20 + 11 ⇒ (16) + 11 = 27 (+1 for traps)

"Keeping a sharp eye."


Initiative +6 Perception +12 Human, Male, Inquisitor (sacred hunter) 7 HP49/49 AC 20 TAC 17 FFAC 16 Fort +7 Ref +8 Will +9

yes.

perception: 1d20 + 12 ⇒ (4) + 12 = 16

sylvan:
cutie, guard


Arsinoitherium - Animal HD6 Hp 66/66 AC 25 TAC 10 FFAC 25 Fort +6, Ref +5, Will +2 // Perception +1

snort
cutie turns her head, sniffing suspiciously.

perception: 1d20 + 1 ⇒ (19) + 1 = 20


Karl leads your party forwards into the ruins following the trail of the giants. As you weave through the ruins the path becomes clearer as it has been less exposed to the elements. Sometimes you move over the old stone foundations of a building others past crumbling stone walls hundreds if not thousands of years old. It takes a good 2 hours to pass through the majority of the ancient ruins.

At last you can see the plains of Sterich once again and behind them the looming mountains of the Jotuns, now less than a day away. Approaching the edge of the ruins your party is about to move into and past a set of standing stones that are still mostly intact when Cutie stops at the edge of the ring of stones and growls softly.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

Fitz stops and asks "Uhhh...what's up with the rhino?"


Initiative +6 Perception +12 Human, Male, Inquisitor (sacred hunter) 7 HP49/49 AC 20 TAC 17 FFAC 16 Fort +7 Ref +8 Will +9

Karl moves next to her, one hand on her shoulder
The Arsinoitherium senses something. Maybe trouble

Karl pulls out his bow, and notches an arrow. He takes a careful look

Take ten perception, 22 result


Karl pokes his head around the stones of the great circle. The trail that the giants have travelled has churned a straight line through the soft dirt of the circle. However the danger he expected to rear it's head has not eventuated. Tiny is still acting disturbed and sniffing at the air but it is difficult for her to locate what she is smelling at this distance.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

"Maybe circle around these stones?"


The map is up on Roll20.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair gets off his shadowy mount and examines the area.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

"I can scout ahead if the rest of you want."


"Cant hurt, right? So long as you stay close enough we can bail you out if you get jumped."


Male Dwarf Ranger 10| AC 22 T 14 FF 20 | HP 94/94 | F +13 R +12 W +18;+2 v Poison, spells and SLAs | Init +2| Perc +15

Dolgrym looks around the circle and says "Scheelite and I could go with you. We are fairly quiet and pack a bit of a punch. Something just isn't right here. Has anyone looked for magic here?"

Perception: 1d20 + 15 ⇒ (9) + 15 = 24


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

Fitz casts Vanish on himself and moves forward to scout the stones.

stealth: 1d20 + 11 + 20 ⇒ (1) + 11 + 20 = 32 (invisibility)

perception: 1d20 + 11 ⇒ (10) + 11 = 21 (+1 for traps)


Fitz moves forwards into the circle, the hairs on the back of his neck standing on end. The ground in the middle of the circle has been churned into a muddy mess with the constant travel of the giants and their minions.

Fitz, please move your character on Roll20.


Initiative +6 Perception +12 Human, Male, Inquisitor (sacred hunter) 7 HP49/49 AC 20 TAC 17 FFAC 16 Fort +7 Ref +8 Will +9

Be careful Fitz. Something is wrong here. Karl whispers to fitz, carefully watching.

perception: 1d20 + 12 ⇒ (18) + 12 = 30


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

I can't select anything on Roll20


Sorry Fitz, I fixed it.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

Fitzroy moves forward invisibly into the ring of stones and starts to circle counter-clockwise.


When Fitz moves cautiously into the circle, Karl watching from the outside sees part of the ground shift and a puff of air rises from below. Fitz as you move around the outside of the circle you hear breathing coming from under your feet, however whatever is down there does not seems to have noticed you.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

Realizing that there is something underground, Fitz backs quietly towards the ring of stones and climbs up to perch on top of them.

stealth: 1d20 + 11 + 20 ⇒ (11) + 11 + 20 = 42

perception: 1d20 + 11 ⇒ (13) + 11 = 24

climb: 1d20 + 5 ⇒ (20) + 5 = 25

When he gets to the top of the stone, he drops his Vanish spell and signals to the others, pointing down to the inside of the stone circle where the danger lies hidden.


Male Dwarf Ranger 10| AC 22 T 14 FF 20 | HP 94/94 | F +13 R +12 W +18;+2 v Poison, spells and SLAs | Init +2| Perc +15

Dolgrym watches the circle to see if anything changes within the circle. He and his wolf companion are ready to jump in to help if needed.


At this stage please roll initiatives.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

initiative: 1d20 + 5 ⇒ (11) + 5 = 16


Initiative: 1d20 + 1 ⇒ (3) + 1 = 4


Male Dwarf Ranger 10| AC 22 T 14 FF 20 | HP 94/94 | F +13 R +12 W +18;+2 v Poison, spells and SLAs | Init +2| Perc +15

Init: 1d20 + 2 ⇒ (20) + 2 = 22


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

init: 1d20 + 5 ⇒ (20) + 5 = 25


Initiative +6 Perception +12 Human, Male, Inquisitor (sacred hunter) 7 HP49/49 AC 20 TAC 17 FFAC 16 Fort +7 Ref +8 Will +9

initiative: 1d20 + 6 ⇒ (6) + 6 = 12

do you want a separate initiative for cutie?


No separate roll needed unless you are acting separately.

Botting Naji Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


Trapdoor Lurker: 1d20 - 1 ⇒ (8) - 1 = 7


Alistair 25
Dolgrym 22
Naji 21
Fitz 16
Karl 12
Trapdoor Lurker 7
Ebixus 4

Alistair is up first.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

So then, what do we actually see?? Is the Lurker visible, or was it just the ground shifting?


Whatever is down there appears to by lying in wait under a section of false ground. It is not visible.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

Becoming visible, Fitz pulls out a flask of alchemist's fire and tosses it down onto the earth concealing the hidden monster.

throw alch fire: 1d20 + 5 ⇒ (13) + 5 = 18


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Calling upon his mystic powers, the wizard brings forth a barrage of tiny darts that fly unerringly towards their target.

Magic Missile (maximized, tumble): 40 hp damage
(1d4+4 per missile x 5 )


Male Dwarf Ranger 10| AC 22 T 14 FF 20 | HP 94/94 | F +13 R +12 W +18;+2 v Poison, spells and SLAs | Init +2| Perc +15

Dolgrym advances toward the trapdoor with his weapons at the ready to strike.

+1 Dwarven Maulaxe Readied: 1d20 + 13 ⇒ (1) + 13 = 14 Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Fitzroy's alchemist fire definitely gets a reaction, eliciting a fierce roar of pain from whatever creature lies in wait.

Alistair read ooc first:
However Alistair's Magic Missile, although powerful fails to find a target.
Targets for magic missile must be not have total cover or total concealment. Alistair would know this, I would allow you to change your action or delay until after the enemy acts. This first time.


Botting Naji

Naji moves to the stone circle so he can see the fight and casts prayer.

+1 luck to hit, damage, saves and skills. And please don't forget to make your moves on Roll20 so you can see the situation. This is the link if someone missed it. https://app.roll20.net/join/5506783/WFTYkw


Initiative +6 Perception +12 Human, Male, Inquisitor (sacred hunter) 7 HP49/49 AC 20 TAC 17 FFAC 16 Fort +7 Ref +8 Will +9

Karl keeps position his bow notched.

sylvan:
Cutie, stand ready

delay action


With an angered roar of pain the ground bursts open as a quintet of ugly giants shakes free from their concealment. The two giants closest to the party leaving their holes and limbering their greatclubs, ready to inflict great injury on those that caused one of them pain. The three giants to the rear ready larges rocks from the sacks at their side, rearing back their arms in preparation.

DC 12 Knowledge (Local):
These ugly giants are hill giants. Know for their brutish strength and vast stupidity they are dangerous none the less. Especially for those that come within their reach.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |

knowledge(local): 1d20 + 15 ⇒ (16) + 15 = 31

"Hill giants!" Fitz calls out from his perch atop the standing stone.

Fitz casts Hideous Laughter (DC17 Will save) on the closest hill giant.

Concentration(cast defensively): 1d20 + 12 ⇒ (9) + 12 = 21

and then backflips off the standing stone to land on the far side, away from the giants.

acrobatics(to avoid AoO): 1d20 + 7 ⇒ (2) + 7 = 9

He's pretty clumsy on top of the stone.

acrobatics(to reduce falling damage): 1d20 + 7 ⇒ (3) + 7 = 10

He lands badly on the far side of the stone, twisting his ankle.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

DM:

Sorry I thought I could see what was moving under the dirt...Alistair will hold his turn until he can see the giants.


Ebixus remains where he is, sword in hand.

Laughing, he begins chanting and growing in size to match the height of the attacking giants.

Casting Enlarge Person.


Elf Arcane Trickster HP:42/42 | AC 19 T14 FF16 (mage armor)| BAB2 CMB+3 CMD17 | F+5 R+8 W+4 | Init:+5 | Perc+11 (+1 for traps) | Stealth +11 Rauber|HP 21/21 | AC:21 FF:14 T:19 (mage armor) | F:+2 R:+7 W:+8 |
Alistair wrote:
Alistair will hold his turn until he can see the giants.

Oh, you see them now.


Ok new initiatives

Dolgrym 22
Naji 21
Fitz 16
Trapdoor Lurker 7
Alistair 6
Karl 5
Ebixus 4

Alistairs bolts of magic impact heavily against the hill giant that stands mere yards from Karl and Cutie. If you don't mind Alistair I'll roll that trip for you to get it out of the way.

Alistair toppling spell: 1d20 + 13 ⇒ (5) + 13 = 18
Unfortunately although the giant wavers it manages to stay on it's feet.


Dolgrym, you weren't able to reach the trapdoor in a double move so I have moved you forwards into the stone circle. At the beginning of the round you are a 5ft step from 2 giants, one on either side. You act after Karl takes his delayed action.

Fitz I will determine the results of your fall in the new round.

Currently active Party Effects:
Prayers 7 rounds

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