Giantslayer: Anvil of Fire (revised) (Inactive)

Game Master Artofregicide

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Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

"Don't be coy now. We've all seen how you look at each other." Dizzy is once again the young woman that she is, chatting about boys. "It's pretty clear he likes you, and I know you like him."

--------------------------------------------------------------------------

Perusing the items at the House of Wonders, Dizzy will pick up both the scroll of Communal Resist Energy, as well as the Wand of Resist Energy.

She will then return home to scribe the scroll in her spellbook.

I automake the spellcraft for any spell a Magus can cast.

That puts me down to 660 gp.

Dizzy then returns home with her purchases and, after a family dinner full of laughter, jokes, and shared stories, Dizzy retires to her room to scribe a scroll into her spellbook, pack her backpack, and go to sleep.

As she does so, she listens to the sounds of her father playing the lyre and her mother singing. It is a song about hope and loss, as a boy chases a girl across a glenn, at first infatuated, then determined, finally obsessed with the girl he could never catch. The song ends with the pair on a cliff, staring at each other, but by that point Dizzy has already fallen asleep, as she always has.


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Quick Edit: I'm not going to buy the wand. The resistance from it is only 10 and not 20 like I was thinking. This means my actual gp total is 5160 gp.


You awaken to a warm, orange glow and screaming.

Argos had meant to return to his bunk in the longhouse, but had apparently fallen asleep at the Clamor whilst making final adjustments and repairs to his armor. Dizzy awakens in her own bed, and the others in their respective rooms at the Ramble House. Icetusk stirs inside his stable, sensing something is wrong.

You look outside to see Trunau in flames. Or at least, several buildings in the lower quarter are alight. Clamor was either by luck or fate not hit, and Argrit and Sara seem to be safe for the moment. But a sense of panic fills there air, as people begin to fill the streets. Warning bells ring, but they're merely more noise added to the din.

And standing before the Ramblehouse stand a trio of heavily armored giants, their hair aglow like flames. They are accompanied by vicious looking hellhounds, who are eager to descend on the the panicked masses. All three giants wear gleaming halfplate, but the male wields a long ranseur whilst the two female wield a halberd and a greatsword. The greatsword wielder stands in the middle and appears to be their leader. Each giant holds a woman by her hair, having dragged them over to you. The leader's victim is none other than Halgra's youngest daughter Ruby, who only this year received her hope knife- some of you were present at the ceremony. All three are terrified and weeping.

The fire giant leader speaks up, her voice rumbling and filled with condescension:

"So-called 'Heroes of Trunau': Our King, Tytarian Branderik, Lord of Ashpeak, Sovereign of the united fire giant clans and loyal servant of the Storm Tyrant sends you a message! You are doomed! You and all that you love shall burn. You cannot save your beloved hometown, nor stop the coming Age of Giants. Submit yourselves to us and we will give you a swift and relatively painless execution. Should you flee like the cowards you are, we slaughter every last man, woman and child- starting with this whelp."

For good measure, the giantess lifts Ruby off the ground by her hair- which causes the poor young woman to scream in pain.

Worse yet, the apparent source of the fires swoops overhead- a large dragon with dull red scales, spewing gouts of flame upon the rooftops and ramparts. Few if any have died yet, but every moment this madness continues the death count will certainly rise.

Only Argos notices... well, where the giants came from. A massive black fanged helm, wreathed in flame and spewing mortal metal. It stands well over thirty feet tall, and the same side to side. It hovers just above the water of the hopespring, defiling the sacred pool with molten slag and now shrouded in a cloud of scalding steam. But down the gullet of this hateful helm you see a path leading... somewhere else.

What do you do?

Battle Map

Dizzy 31
Umlo 27
Fulk 19
Ingrahild 22
Vashta 19
Secret Initiative 18
Argo 17
Hellhounds 14
Red Dragon 7
Fire Giants 7

Combat Information:

*No surprise round. You may act normally. The giants have given up the element of surprise entirely.
*None of you are wearing your armor nor have your weapons and other gear, but assume they are nearby.
*It is currently nighttime, but the raging fires cause the town to be under dim light.
*All creatures in this encounter (including PCs) are considered to have acted in combat and therefore no one is flatfooted.
*Argos is at Clamor. Dizzy is in her home (in the inner quarter). Everyone else is in the Ramble House.
*Icetusk is inside the stables. He can attempt to bash down the doors to the barn (STR check) to get to Fulk, if Fulk can communicate that to him.
*Assume at minimum it will take a move action to stand up, a move action to move the door, and a move action to open it before you are outside whatever building you are in. Inside the Ramble house will take 2 move actions worth of movement to leave, and someone will have to open the front door. Teleportation, jumping out windows, and such shenanigans will vastly decrease the time needed.
*The dragon is currently perched on a tower, but will be flying around- don't assume it's on the ground.

Initiative:

Argo Initiative: 1d20 ⇒ 171d20 ⇒ 11d20 ⇒ 17 No clue what happened here, tbh
Dizzy Initiative: 1d20 + 16 ⇒ (15) + 16 = 31
Fulk Initiative: 1d20 + 16 ⇒ (16) + 16 = 32 This should be +3, for a total of 19
Umlo Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Vashta Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Ingrahild Initiative: 1d20 + 5 ⇒ (17) + 5 = 22

Fire Giant Initiative: 1d20 - 1 ⇒ (8) - 1 = 7
Hellhound Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Red Dragon Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Secret Initiative: 1d20 + 9 ⇒ (9) + 9 = 18


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Dizzy's parents live outside of town, so let's just assume that she stayed in the inn.

As the screams began outside, Dizzy grabbed her sword belt and buckled it on, the cast Dimension Door, arriving prone atop the inn.


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk sleeps in his armor. He has Endurance and wears medium armor. He can do that.

Fulk grabs his weapons and other gear and rushes for the door. Bloody worthless giants. We should've expected this, after Janderhoff. I have *got* to get to the stables. Where's a spellcaster when you need one?

Say a move to grab stuff, another to move toward the door? Or will it take a full round to grab things?


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

Argos will get up and pick up his hammer.


Relic Hunter Inquisitor (13) Wounds (0) HP (126) Saves (16/11/17) AC (37/14/34, +2 vs crit confirmation) Initiative (+8) CMD (36, +4 Bullrush/Trip, +5 Disarm) Abj (8/8) Trans (7/9) Conj (3/3) L1(6/6) L2(5/6) L3(5/5) L4(4/4) L5(1/2) WCLW (50/50) 10ft Trick (1/1)

Ulmo only sleeps 2 hours a night. But assuming he’d still need to get his armor on...

Cursing and mumbling about how some fool giants were in need of a good murdering, Ulmo began to pull on his armor. He went as fast as he could, knowing that any delay could mean more innocent deaths.


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Sorry, Dizzy, I thought I responded to your last post, but see I never did. It can come up again, though. :)

Assuming there's not time to put her armor on -- it's light enough to sleep in, but why would she in the Ramblehouse? -- Vashta scoops up her rapier and implants her mesmeric mirror on herself, ready to go join the fray as quickly as she can.


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Assuming Fulk sees Vashta on the way to the door. If this needs to be next round that’s fine.

”Vashta! Quick, I need to get to Icetusk in the stables. Can you teleport me there or make me invisible?”


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

"Of course, darling," she replies. "For you, anything!"

I assume I'll probably go out next round, so this might actually not be for another round after that? Don't want to get ahead of ourselves since we're in initiative, but I can cast vanish, which will give you 30 seconds.


As the Heroes of Trunau stumble into action, whilst their enemies act with impunity. Argos is on his feet, weapon in hand, but some distance from the enemy. Fulk and Vashta meet in the crowded hall of the Ramble House, while Ingrahild helps her brother don his armor hastily. As the others scramble for weapons and armor, Dizzy simply vanishes and appears on the roof of the Ramble House. Unfortunately, this puts her in direct line of sight of the red dragon, who swoops down from her roost and delivers a crushing bite 35 damage to the prone woman. The ferocious wyrm stands over the vulnerable redhead, eager to deliver another vicious bite should she lower her defenses for even a second The dragon is directly adjacent to Dizzy and will make an AoO if she provokes one. Yet for all her draconic savagery, there's the tell-tale glassy look in the creature's eyes.

Down below, the giantess drops Ruby to the ground, who lands painfully. Following their leader's example, these other two also release their captives, who are thankfully not suspended in the air. Unfortunately, the three young women are herded together at the giantess' feet by the snarling hellhounds. They beg for mercy, barely intelligible in their terror. But their captors ignore them, as their leader again taunts you:

"Still too afraid to face us, 'heroes'? You murder our kin in our sleep and hide behind your honorless sorcery, but now you tremble at the thought of a fair fight. Perhaps you need some encouragement to show your craven faces. Very well, a finger or a toe for, say, every six seconds you let pass until you meet us."

She then snaps her fingers, and two of the hellhounds jump on Ruby, pinning her to the ground. A third hovers dangerously close to her outstretched hand. The fourth circles the other captives, should they need more digits...

Battle Map

Dizzy 31
Umlo 27
Fulk 19
Ingrahild 22
Vashta 19
Secret Initiative 18
Argo 17
Hellhounds 14
Red Dragon 7
Fire Giants 7

GM Screen (don't look here without reason):

Umlo awake 75% (asleep on 1): 1d4 ⇒ 1

Red Dragon Bite (PA, charge): 1d20 + 16 ⇒ (14) + 16 = 30 Dizzy AC 22 (prone)
Bite Damage (PA, IVS): 6d6 + 16 ⇒ (1, 2, 3, 2, 6, 5) + 16 = 35

Giants ready to cast wall of fire to trap in PCs as soon as they appear.


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

Argos concentrates for a moment and his skin hardens to an iron sheen with a look of grim determination. He then barrels through the nearest window, bellowing a challenge to the giants in Terran "COWARDS! LET THEM GO!"

Standard action to use Stoneskin as a spell-like, move action to run and jump through window, free to bellow.

Acrobatics to land on feet: 1d20 ⇒ 17


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Again, not quite sure I'm able to do all of this this round. I think I need an action to grab my buckler too, which I guess I would do instead of moving outside this round.

"Just wait, dear. We'll be out in a moment, and then we'll be happy to murder you while you're awake," Vashta calls out from inside.

Vashta casts her spell on Fulk, and fixing her buckler in place emerges from the Ramblehouse, ready for the fight of her life.

She turns her violet gaze on the nearest giant

Standard: Vanish on Fulk.
Move: Leave the Ramblehouse (assuming I can do that this round)
Swift action: maintain hypnotic stare on the nearest giant; -3 to Will saves, attack rolls, Reflex saves, plus -5 ft. to all speeds

Status:

HP: 102/102
AC 22, touch 17, flat-footed 16, CMD 27
Fort +6, Ref +2, Will +8/12; charmed life (+6) 0/3
Tricks: 1/11 (Vashta, mesmeric mirror); Touch treatment 0/7
Panache 0/6
Spells: 1st 1/7; 2nd 0/6; 3rd 0/4; 4th 0/2
Effects:

If I'm attacked, I'll use dodging panache, giving me +8 to AC, and meaning the 5-ft. step away from the attacker will NOT provoke.


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Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk, currently invisible, opens the door to the Ramblehouse and makes a mad dash for the stables.

Move Action to open the door, another to head across the open space?


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Opting to stay on the group for one more round, Dizzy channeled arcane power into her blade and then swung it at the dragon from the ground, then defensively cast a shield to protect herself from the flaming creature.

going to cast Fireshield (cold version) so I'll have evasion for fire damage and deal 1d6+13 cold damage per hit; also going to use a point from my arcane pool to empower my weapon with +3 frost as a swift action. Take that CAUSALITY!

Attack Rolls: 1d20 + 22 ⇒ (2) + 22 = 241d20 + 17 ⇒ (15) + 17 = 32
Damage Roll w/Frost: 1d8 + 1d6 + 14 ⇒ (1) + (4) + 14 = 191d8 + 1d6 + 14 ⇒ (2) + (1) + 14 = 17

Crit Confirmation: 1d20 + 17 ⇒ (16) + 17 = 33
Damage Roll: 1d8 + 14 ⇒ (8) + 14 = 22


Dizzy deftly casts a defensive incantation upon herself, a powerful and frigid ward of swirling ice appearing between her and the savage dragon. She swings twice desperately with her wicked blade, but lying on her back she's simply not able to take a fighting stance and strike true. Each time, her opponent turns her blows away with an arcane seal of draconic runes.

The Nagrymnkin siblings continue to furiously fight with Umlo's armor, tightening straps and fastening buckles. He's almost halfway there. Without even a moment breaking concentration from her work, Ingrahild remarks:

"Brother, remember I can take us anywhere I can visualize - and you can strike from surprise."

Vashta manages to grant a boon of stealth to her ferocious companion, Fulk, before slipping on her buckler and slipping closer to the fray. Now that the door is open, she can just make it outside - all she needs is a second... just one second.

Invisible, the hulking half-orc makes a mad dash across the street. If only he can reach Icetusk, he can turn the battle against the giants. But as he leaves the Ramblehouse, he realizes too late that the giants are looking at him - or at least generally where he's standing. Even the hellhounds immediately cease menacing Ruby and begin sniffing the air. Then, in unison readied action, the trio of giants lift their armored gauntlets and speak some words Fulk doesn't recognize- it isn't any giant he's heard before . And then a gout of hellish flame explodes over him- one, twice, thrice the hideous heat washes over him burning hair and scalding skin 63 fire damage.

Everyone else sees a trio of interlocked walls of flame leap 20 feet up into the sky, trapping Fulk (and the three women) with the giants. The trio of innocents huddle together in the center very center of ring, escaping the worst of the heat but all sweating profusely. You have little doubt that any of the attackers suffer from it, save that the dancing fire is difficult to see through concealment - 20% miss chance. And then there's the matter that both the entrance to the Ramble House and the Stables are blocked off by the inferno...

Desperate to prevent the mutilation of the poor girl, Argos comes crashing through the shuttered window of the workshop, his now metallic skin turning aside any splinters from the impact. Despite his newfound denseness, he manages to stick a landing that would have greatly impressed anyone who saw it. Yet he remains far from the action, and so far equally far from the interest of the giant invaders.

Seemingly ambivalent to Dizzy's impressive display of swordplay, the red dragon unleashes a flurry of attacks - tooth, claw, wing and tail. Worse yet, the swordsmage's frigid aura seems to completely fail to affect the draconic creature. Twisting about on the rooftop, the redhead manages to dodge away from tooth jaws, only to be raked by its claws. She dodges one buffeting wing, only to be struck by another and then the brute slams its tail down hard on her - Dizzy can hear the timbers crack under the strain. She's still alive, but she's badly gashed and bruised 47 damage.

And then for a moment, just a moment, the dragon stops her assault. She speaks in a hollow voice, as though possessed by another:

"Ah, you must be the one called 'Dizzy'. If you were a giantess, I'd say you were beautiful. It's unfortunate your proportions are so... diminutive and fragile. But see, now I've seen your face."

Then with a snarl, the dragon returns to trying to kill the young tiefling.

Back in the street, the hellhounds look up quizzically at their mistress. The greatsword wielding giantess gives them a quick command in infernal, and they rush off through the flames - completely untouched by the burning - and dash into the night. As a pack, they bound towards Argos. The mystic warrior knows he has little time until they are upon him, but surely they're no more than a nuisance to a seasoned veteran such as he?

Battle Map

Dizzy 31
Umlo 27
Ingrahild 22
Vashta 19
Fulk 19
Fire Giants 18
Secret Initiative 18
Argo 17
Hellhounds 14
Red Dragon 7

Infernal:
The giants were speaking infernal when they cast their spell (see below).

The giant leader says "Kill the runt" to the hellhounds before they rush off towards Argos.

Giant Spell - Spellcraft DC 19:
The fire giants have all cast wall of fire as a Spell-Like Ability, and have all oriented the rings of fire inward.

Dizzy Knowledge (arcana) DC23:
The red dragon is under the effect of a protection from energy (communal- cold) spell, which makes you think that she's probably not the only one...

* * * * *

Fire Giants:

Knowledge (local) DC20:
In addition to all giant traits, you know that fire giants are militant, organized tyrants with an inherent affinity for fire (going so far as to forge metal with their hands and swim in lava) and a hatred of cold (one might say they're vulnerable to it). They have a penchant for heavy armor and two-handed weapons to maximize their sheer strength and cover for their inherent clumsiness.

Knowledge (local) DC25:
These are indeed giants of clan Branderik, for their wear the telltale symbol of a black greatsword on an orange background. They also all carry the symbol of Zursvaater (a fanged helm) engraved into their armor, and their leader carries such a symbol on a chain around her neck.

In addition to their melee weapons, each giant carries what appears to be several solid metal shotputs and you expect they can make due with any large piece of stone or rubble they find on the ground. Additionally, they have the power to infuse rocks they hurl with their internal body heat.

Knowledge (local) DC30:
There is something different about these giants, for their eyes and hair burn with the light of flame and actually illuminate the area around them like a torch. Also, flames seem to lick about their bodies and they carry themselves with a confidence unusual even for their kind.

In addition to being brutally effective in "close" range (they have a reach of 10ft), fire giants are clever combatants and work well in grounds. They are fond of cleaving through multiple opponents, sundering their weapons, or simply grabbing them and crushing the life out of them. They're most ineffective at range- but are still a menace with their boulders.

Knowledge (local) DC35:
You have heard rumor that fire giants who spend some unspecified amount of time in the realm of their creator, Hyrrfellhame, gain his boon. Among other things, they ability to channel their the power of their god as various incantations and powers, resistance to mental influence, and immunity to supernatural fire.

You have little doubt that these giants are "Steel blessed".

Hellhounds:

Knowledge (planes) DC13:
Despite their bestial appearance, these fiendish canines are not native to the material plane. Most common in their namesake plane, they have been quite successful in populating the material plane, often summoned, called, or given as gifts to diabolical servants.

Like mundane hounds, hellhounds are pack hunters with a vicious bite and the ability to suss out prey with scent. Unlike mundane hounds, the are immune to fire (and vulnerable to cold) and their bite sears the flesh.

Knowledge (planes) DC18:
In addition to their flaming jaws, hellhounds have the ability to breath flames about every 30 seconds, and as they're immune to their own breath weapons, enjoy surrounding their prey and scorching them from all sides.

Knowledge (planes) DC23:
Despite their appearance and inability to speak, hellhounds are intelligent and speak infernal. They prefer to be treated as partners and not pets, though they often submit to the brutal authority of much more powerful fire giants.

Knowledge (planes) DC28:
Hellhounds are known as relentless trackers, and can follow even the faintest of scents. Fire giants often use them as guard beasts, hoping their keen sense of smell will catch even invisible intruders.

Red Dragon:

Knowledge (arcana) DC20:
This is clearly a young red dragon, though like the others you've met she's clearly under the influence of a powerful domination effect. You know that she has a powerful breath weapon and is surprisingly agile whilst in the air.

They are immune to fire and vulnerable to cold, no surprises there. You also know all dragon traits (immunity to sleep, paralysis, etc).

Knowledge (arcana) DC25:
In addition to the normal draconic senses (darkvision, lowlight vision, blindsense) red dragons have the ability to detect magic at will and see through thick smoke and smog without any issue, often preferring to use it to their advantage.

Knowledge (arcana) DC30:
In addition to their supernatural abilities, red dragons swiftly become powerful arcanists in their own right. However, this one seems to be a mere fledgling sorcerer.

Knowledge (arcana) DC35:
Powerful and arrogant, younger red dragons are known to be enslaved by or allied with fire giants- but this one is clearly under the effects of a dominate monster spell, which is an enchantment of the highest order and potency.

You've heard of artifacts that held such power over dragons - the Orbs of Dragonkin. This matches up with what you've seen before and what you were told by Naximarra. If this is true, Dizzy may have just heard from the Storm Tyrant.

* * * * *

GM Screen (don't look here without reason):

Wall of Fire Damage x3: 6d6 + 45 ⇒ (2, 2, 2, 3, 4, 5) + 45 = 63 Fulk

Note: I forgot to include the penalties for Power Attack, so I won't include the damage either

Red Dragon Bite (PA): 1d20 + 17 ⇒ (4) + 17 = 21 Dizzy AC 22
Red Dragon Claw 1 (PA): 1d20 + 17 ⇒ (19) + 17 = 36
Red Dragon Claw 2 (PA): 1d20 + 17 ⇒ (5) + 17 = 22
Red Dragon Wing 1 (PA): 1d20 + 12 ⇒ (9) + 12 = 21
Red Dragon Wing 2 (PA): 1d20 + 12 ⇒ (13) + 12 = 25
Red Dragon Tail Slap (PA): 1d20 + 12 ⇒ (19) + 12 = 31

Red Dragon Claw 1 damage: 1d8 + 7 ⇒ (7) + 7 = 14
Red Dragon Claw 2 damage: 1d8 + 7 ⇒ (3) + 7 = 10
Red Dragon Wing damage: 1d6 + 3 ⇒ (5) + 3 = 8
Red Dragon Tail damage: 1d8 + 10 ⇒ (5) + 10 = 15


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Knowledge (Arcana) for me specifically: 1d20 + 24 ⇒ (3) + 24 = 27

Knowledge (Planes) for Hellhounds: 1d20 + 24 ⇒ (1) + 24 = 25

Knowledge (Arcana) for Dragon: 1d20 + 24 ⇒ (6) + 24 = 30

Spellcraft: 1d20 + 24 ⇒ (4) + 24 = 28

Out of curiosity, is any of the damage the dragon has dealt me so far fire damage?

"Yup, that's me. Sorry, but I'm not interested in making any Half-Dragons today. Or ever, really. No offense, but scales and fangs aren't really what a girl wants." Dizzy channeled her inner Diana Portman, Dizzy's bully from her time in Trunau's school, who liked to pick on Dizzy for liking reading.

Dizzy started by empowering her defense via her Magus abilities, surrounding herself in a field of force. Using a immediate (which counts as a swift on my turn) action to give myself a +8 shield bonus to AC until the end of my next turn, increasing my AC to 42/38 while prone.

Dizzy then rises to her feet, bracing for the attack to come. Provoking.

Finally, she calls down her magic onto the giants that she can see, attempting to slow their reaction and senses. Casting Slow on the Giants, DC 21 Will Save


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Badly scorched by the sudden flames, Fulk slows. Taking stock of the situation, he shakes his head. Even if I can make it back through those flames I'll be too hurt to do any good. No, I'll have to make my stand here. Fulk throws back his head and lets out a fearsome call. A warcry, yes, but more than that; a signal that his mighty mount is trained to respond to. If she can hear it. Dropping his shield to the ground, he stabs at the nearest giant with his lance.

Attack: 1d20 + 13 + 6 + 5 + 1 - 4 ⇒ (7) + 13 + 6 + 5 + 1 - 4 = 28
Damage: 1d8 + 9 + 12 + 5 + 1 + 2d6 ⇒ (6) + 9 + 12 + 5 + 1 + (6, 2) = 41

Breakdown of those +s:
Attack: 13(BAB)+6(Raging STR)+5(Enhancement:+1 Giant-bane Furious)+1(Mammoth Rider's Colossus Hunter class feature)-4(Power Attack)
Damage: 9(STRx1.5)+12(Power Attackx1.5)+5(Enhancement)+1(Colossus Hunter)+2d6(Bane)

AC is currently 25 vs Giants, 23 vs Hellhounds. 118/181 HP)


Relic Hunter Inquisitor (13) Wounds (0) HP (126) Saves (16/11/17) AC (37/14/34, +2 vs crit confirmation) Initiative (+8) CMD (36, +4 Bullrush/Trip, +5 Disarm) Abj (8/8) Trans (7/9) Conj (3/3) L1(6/6) L2(5/6) L3(5/5) L4(4/4) L5(1/2) WCLW (50/50) 10ft Trick (1/1)

”The giants did this to our home too. How many dwarves died like this, getting into their armor? How many are dead because of time spent doing this? If we live through this then a way needs to be found around this.” He growled, his face burning red with shame. Already he wondered whether any of his comrades had died while he was still fumbling with his straps.

[ooc]1 minute to hastily don his armor, so 6 rounds. If the character has some help, cut this time in half. so it would be 3 rounds, right?[/url]


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

Argos casts Eaglesoul and spends a swift action to activate the combat abilities/timer, then moves 10 ft closer to the action and prepares to meet the hounds with two hands on his shining hammer.

Current AC 16, Constant Detect Evil, Perception +18 vs evil, Eaglesoul rd 1/13


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Knowledge (local): 1d20 + 7 ⇒ (7) + 7 = 14

Quick stats:

HP: 102/102
AC 22, touch 17, flat-footed 16, CMD 27
Fort +6, Ref +2, Will +8/12; charmed life (+6) 0/3
Tricks: 1/10 (Vashta, mesmeric mirror); Touch treatment 0/6
Panache 5/5
Spells: 1st 2/7; 2nd 0/5; 3rd 0/4; 4th 0/2
Effects:

Hearing Fulk's cry, Vashta gives a moment's thought to the situation. Concentrating on the nearest giant, she applies her stare to it, sapping its will, and then pushes its murderous thoughts even further.

"Stand strong, Fulk!" she calls.

Swift action: hypnotic stare on nearest giant; -3 to Will saves, attack rolls, Reflex saves, plus -5 ft. to all speeds
Standard: Cast murderous command (DC 18) on it.

If Fulk attacks that one, I'll activate painful stare, adding 5 damage


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Strength Check: 1d20 + 15 ⇒ (14) + 15 = 29

Within the stable, Icetusk responds to her master's call, hammering at the stable door.


The battle continues to rage, as fire begins to spread from building to building. The militia have rallied, but focus their efforts on saving innocents and avoid a battle to which they are clearly outmatched.

Deftly leaping to her feet, the swordmage dodges another vicious bite and focuses her arcane concentration on the trio of giants below her. As only two can be targeted at a time all targets must be within 30 feet of each other, she aims at the closest two. While the at first they both seem to shrug the effect off, she focuses all her effort on the impetuous leader and finally the towering woman's movements begin to slow.

Still inside their room, the Nagrymkin siblings continue to work on the giant nail mail, desperately hoping they'll be done in time to assist their friends.

Vashta appears in the doorway, the heat of the inferno before her nearly blinding. Still, she forces her eyes open and levies her entrancing gaze against the male fire giant, successfully compelling him to attack his commander. Unfortunately, her control breaks at the last moment and he turns his polearm aside Nat 1 on the attack.

Appearing from thin air, Fulk manages to catch the giants off-guard, jamming his lance deep into their leader's thigh despite her formidable armor. A flash of agony appears in her eyes- a gift from Vashta. And his faithful companion Icetusk heeds his desperate cry, charging the stable doors and battering them down. The woolly beast stops just short of the flickering flames.

Argos braces himself for the infernal hounds, invoking an ancient pact given to knights such as he by an avoral agathion patron.

Though the redhead bids the yet undamaged dragon no heed, the ferocious and cunning creature remains determined to undermine her tenacious foe. The serpentine creature shifts backwards out of Dizzy's reach, and then strikes suddenly. But she doesn't attack Dizzy, instead grasping the woman's adamantine blade between her teeth. Wrenching the weapon from the tiefling's startled hands, the dragon then hurls the weapon off into the darkness behind her.

"You truly are a frustrating foe, Dizzy. But how will you fare without your weapon?"

Again, the voice is hollow and without emotion.

With a mere grunt of annoyance, the giantess commander snarls for her allies a new command. Unfortunately, the male fire giant is still recovering from Vashta's mental influence. However, the other two move into range of Fulk and attempt to cast spells without losing their guard. The leader has no issue, but the halberd-wielder cannot concentrate on both and botches the invocation. Still, Fulk and and Icetusk both see the giant commander suddenly raise to the size of a mountain, eyes and mouth like hell portals and release a bellow that shakes the very earth itself DC 16 Will (fear), shaken 1 round on success.

Continued on next post, don't post until it is up

Battle Map

Dizzy 31
Umlo 27 (3/5 rounds hastily don armor)
Ingrahild 22
Vashta 19
Fulk 19
Fire Giants 18
Giant Bloody Hags? 18
Argo 17
Hellhounds 14
Red Dragon 7

* * * * *

GM Screen (don't look here without reason):

Hags gruesome shape change (Vashta, Dizzy, Fulk, Icetusk), move to flank/box in Fulk

Hellhounds charge and bite (2)/surround (2) Argos.

Red Dragon Bite (AoO): 1d20 + 17 ⇒ (7) + 17 = 24 Dizzy Prone AC 26/34
Red Dragon Disarm (Estoc): 1d20 + 19 ⇒ (18) + 19 = 37 Dizzy CMD 30.

Fire Giant (ranseur) Will Save: 1d20 + 9 ⇒ (12) + 9 = 21 vs. Slow DC 21
Fire Giant (greatsword) Will Save: 1d20 + 9 ⇒ (11) + 9 = 20 vs. Slow DC 21
Fire Giant (ranseur) Will Save: 1d20 + 8 ⇒ (5) + 8 = 13 vs. Murderous Command DC 18

Hellhound 1 bite (charge, flanking): 1d20 + 9 ⇒ (15) + 9 = 24 Argos AC16
Hellhound 2 bite (charge, flanking): 1d20 + 9 ⇒ (4) + 9 = 13 Argos AC16

Fire Giant (ranseur) Murderous Command: 1d20 + 22 ⇒ (1) + 22 = 23
Fire Giant (ranseur) Murderous Damage: 2d6 + 15 ⇒ (1, 4) + 15 = 20

Fire Giant (greatsword) cast defensively: 1d20 + 17 ⇒ (16) + 17 = 33 DC23
Fire Giant (halberd) cast defensively: 1d20 + 17 ⇒ (1) + 17 = 18 DC23


Relic Hunter Inquisitor (13) Wounds (0) HP (126) Saves (16/11/17) AC (37/14/34, +2 vs crit confirmation) Initiative (+8) CMD (36, +4 Bullrush/Trip, +5 Disarm) Abj (8/8) Trans (7/9) Conj (3/3) L1(6/6) L2(5/6) L3(5/5) L4(4/4) L5(1/2) WCLW (50/50) 10ft Trick (1/1)

Ulmo tied another strap and muttered in frustration ”Never felt so bloody worthless before. They’re never gonna let me live this down...”

Can I use telekinesis to get this done a round faster?


Male Human Wizard 15th

Continued from above, skipping over Umlo's post

Note: The dragon can't actually throw the estoc this turn (it's a standard action), so it's still in her mouth

Fulk remains within the range of the blazing inferno's heat, though not the walls themselves, and thus his horrific burns are further seared 21 fire damage.

The two women huddled by Ruby slowly begin to transition from terrified weeping to hideous laughter. Worse yet, their bodies begin to twist and grow in size, their newfound bodies erupting from their skins. Flesh sloughs off in sheets as bones and claws slice through their own flesh in a gory and gutwrenching display Dizzy Fulk, Icetusk, and Vashta must all make a DC 18 Fort save or be sickened 1 minute. Even if Fulk saves against the spell, he's still shaken (-2). The Giants seem ambivalent to the horrific display, as does the dragon. Not so much Ruby, who is unharmed but is drenched in blood and gore. The two wicked crones manuever to either side of Fulk, licking their own bloody lips.

The hellhounds strike as a pack, two circling behind Argos while the other two snap at him from the front. Only one manages to get a grip on his arm, but it's teeth fail to puncture his metallic skin and the remote heat washes over him harmlessly 8 points of bite damage (absorbed by DR), 4 points of fire ignored by fire resistance 5..

* * * * *

Giant Magic (spellcraft DC 19):
Both giants attempted to cast Fear, but only one succeeded.

Giant Bloody Hags

Knowledge (nature) DC 18:
These two wicked crones are some kind of soucouyants or blood hags, but of unusual size. The gory transformation is also not normal for common blood hags.

In addition to the normal hag traits, you know that blood hags have immunity to charm, disease, fear, fire and sleep. They are not vulnerable to cold.

Knowledge (nature) DC 23:
The particular blood hags are known as Daughters of Zursvaater, a fanatical cult of hags that worship the fire giant god and are most often found in his realm Hyrrfellhame. They are however not outsiders.

In addition to their impressive defenses, these monstrous creatures have razor sharp claws and teeth. Unlike their more feral sisters, they prefer drinking the blood of their snatched victims opposed to rending their flesh.

Knowledge (nature) DC 28:
Zursvaater is ambivalent about gender, but prefers ironclad hierarchies and social structures regardless of the nature of who is at the top. Daughters of Zursvaater are outsiders to such hierarchies but their sheer unswerving loyalty to the giant god has slowly won his favor.

Blood hags (and by extension, these blood hags) have the ability to transform into a ball of flame, burning any they touch. They can become a tiny ember or detonate in a terrible inferno.

* * * * *

GM Screen (don't look here without reason):

Hellhound Bite Damage: 1d8 + 1 ⇒ (7) + 1 = 81d6 ⇒ 4 DR 10/adamantine, resist fire 5

Wall of Fire Damage Fulk: 6d4 ⇒ (4, 1, 4, 4, 4, 4) = 21


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Will(Fulk): 1d20 + 11 ⇒ (4) + 11 = 15
Will(Icetusk): 1d20 + 6 ⇒ (17) + 6 = 23

Fortitude: 1d20 + 20 ⇒ (6) + 20 = 26

Unless I'm forgetting a bonus somewhere, I fail the will save. Do I run away through the fire?


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fortitude: 1d20 + 20 ⇒ (1) + 20 = 21


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

As Fulk's eyes go wide and his lance slips from his grasp, Icetusk stamps at the fire's edge, looking back and forth. Suddenly, she sucks in a huge breath, and lets out a mighty blast of frigid air through her trunk.

Breath Weapon, Cold, DC24 Reflex: 11d6 ⇒ (2, 3, 3, 3, 1, 2, 3, 6, 6, 1, 3) = 33

Fulk Reflex Save: 1d20 + 10 ⇒ (19) + 10 = 29

Even in his panicked state, Fulk knows to to dive. He evades the worst of the freezing air. As the flames vanish before him, he dashes past Icetusk into the stable. She looks around, confused. Picking up his fallen lance, she turns and follows her master.

30 foot cone, the giants in the ring should need to make a save as well.


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

Argos starts laying into the hellhound closest to the giants with Stellar Reckoning.

He'll move on to the next if the first swing kills its target.

Hammer 1, power attack: 1d20 + 22 ⇒ (3) + 22 = 25
Damage 1, power attack + holy: 1d8 + 13 + 9 + 2d6 ⇒ (3) + 13 + 9 + (3, 3) = 31
Intimidate+Eaglesoul: 1d20 + 21 + 5 ⇒ (11) + 21 + 5 = 37

Hammer 2, power attack: 1d20 + 22 - 5 - 3 ⇒ (6) + 22 - 5 - 3 = 20
Damage 2, power attack + holy: 1d8 + 13 + 9 + 2d6 ⇒ (7) + 13 + 9 + (1, 4) = 34
Intimidate+Eaglesoul: 1d20 + 21 + 5 ⇒ (4) + 21 + 5 = 30


Sorry to interrupt, but there's a ton of AoO's on the fleeing Fulk that need to be resolved, sorry...

In his supernaturally compelled terror, Fulk flees heedlessly of his own defense, opening himself up to attacks from all five towering monstrosities. He's quick on his feet, dodging the polearm and a set of razor sharp claws, but still manages to get hewn 34 points of damage *after* DR by the attacks of the other three. Worse yet, he makes it mere feet before the cruel claws of the other hag dig deep into his back, preventing his escape...

If there's any good news, it's that all five are taken completely offguard by the sudden frigid blast, which also snuffs out more than half of the walls of flame. Even more luckily, the cone of arctic fury falls just short of Ruby, otherwise she would have likely been flash-frozen. Unfortunately, it appears that despite taking the full brunt of the freezing gale, all your enemies seem to be warded with some kind of ward against cold damage, and the attack has reduced effect (though still some effect).

GM Screen (don't look here without reason):

Fire Giant (ranseur) AoO: 1d20 + 19 ⇒ (4) + 19 = 23 Fulk AC25
Fire Giant (greatsword) AoO: 1d20 + 21 ⇒ (10) + 21 = 31 Fulk AC25
Fire Giant (halberd) AoO: 1d20 + 22 ⇒ (17) + 22 = 39 Fulk AC25

Daughter of Zursvaater 1 (claw) AoO: 1d20 + 19 ⇒ (17) + 19 = 36 Fulk AC23
Daughter of Zursvaater 2 (claw) AoO: 1d20 + 19 ⇒ (3) + 19 = 22 Fulk AC23

Fire Giant (greatsword) damage: 3d6 + 15 ⇒ (5, 2, 4) + 15 = 26
Fire Giant (halberd) damage: 2d8 + 15 ⇒ (3, 7) + 15 = 25
Daughter of Zursvaater 2 (claw) damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
Daughter of Zursvaater 2 (claw) grab: 1d20 + 23 ⇒ (11) + 23 = 34 Fulk CMD33

* * * * *

Fire Giant (ranseur) Reflex (breath weapon): 1d20 + 1 ⇒ (10) + 1 = 11 DC24
Fire Giant (greatsword) Reflex (breath weapon): 1d20 + 3 ⇒ (17) + 3 = 20 DC24
Fire Giant (halberd) Reflex (breath weapon): 1d20 + 4 ⇒ (13) + 4 = 17 DC24

Daughter of Zursvaater 1 Reflex (breath weapon): 1d20 + 13 ⇒ (7) + 13 = 20 DC24
Daughter of Zursvaater 2 Reflex (breath weapon): 1d20 + 13 ⇒ (1) + 13 = 14 DC24

All have resist cold 20.


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Well, shat. I go to work and come back to having my swerd stolen. Current AC 34.

Dizzy takes a 5' step back, out of the dragon's reach, and casts Black Tentacles, centering it so that the tentacles stop just short of the dragon's northwest most corner.

Grapple w/caster level +4 str +1 size: 1d20 + 18 ⇒ (4) + 18 = 22
Grapple damage if it grapples: 1d6 + 4 ⇒ (3) + 4 = 7

I put a dot for about where the center of the tentacles should be. Feel free to move if needed. Area is difficult terrain even if it's not grappled, and it extends 10' in the air.

Dizzy then uses more Magus power to increase her reflexes, making everything around her stand still. Using a swift action to trigger Hasted Assault, granting me Haste. Finally, going to use an immediate action at the start of the Dragon's turn to trigger my spell shield again, leaving my final AC at 35.


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Fort save: 1d20 + 6 ⇒ (13) + 6 = 19

Quick stats:

HP: 102/102
AC 22, touch 17, flat-footed 16, CMD 27
Fort +6, Ref +2, Will +8/12; charmed life (+6) 0/3
Tricks: 1/10 (Vashta, mesmeric mirror); Touch treatment 0/6
Panache 5/5
Spells: 1st 2/7; 2nd 0/5; 3rd 0/4; 4th 1/2
Effects:

Vashta chokes down her gorge at the horrid scene before her, frustrated that she can't do more now. They were told the village was woefully unprepared, and that's becoming all too apparent. Unfortunately, they seem to be just as bad.

Switching her stare to the giants' commander, she changes tactics, trying to bring some peace to the situation. Or at least make their enemies pay for what they're doing.

Swift action: hypnotic stare on giant leader; -3 to Will saves, attack rolls, Reflex saves, plus -5 ft. to all speeds
Standard: Cast serenity (DC 21 Will). Hopefully can catch all of them in the spell, but start with the giants and get one or two hags if possible.


Though they fight valiantly, the battle begins to turn against the heroes of Trunau. Though having defeated the hordes of Belkzen, platoons of giants and even undead horrors, it appears that the agents of Ashpeak may take at least one head... if not the whole town.

Dizzy, defiant as always, brings forth a field of writhing, eldritch tendrils sprouting from the roof of the ramble house as though sickly black grass. Yet her foe simply shakes off the dozens of tentacles, too strong to be subdued by them. Her body begins to move at an impossible speed, blurring in the already hazy air around her. I assume she won't use her shield ability, seeing that the dragon isn't attacking her.

Unaware of the happenings outside, Umlo and Ingrahild can hear the sounds of battle continue outside. But they're almost there... so close and the famous reborn Steelhand will be upon his hated foes.

Vashta takes matters into her own hands, weaving a powerful compulsion upon the enemy, hoping especially to break the fighting spirit of their already sluggish commander. Her results are mixed- the giantess resists her mental invasion, but the male fire giant and the hag gripping Fulk seem to succumb Go ahead and roll damage for both the ranseur fire giant and the hag holding Fulk, neither are going to stop using violent acts any time soon...

Fulk on the other hand, is Fulk out of luck. Icetusk has successfully quenched the flames, but her master is still in the vice grips of the blood-soaked crone who seems to have little intent on letting the panicked half-orc go.

Argos shows his mettle, bashing two of the hellhounds with his skymetal hammer, his motions fluid and practiced. With each crack, an infernal hound drops to the ground incapacitated.

But the enemy has no intention of letting you go so easily. The commander, feeling the weight of her own motions, still manages to unleash a fiery incantation. A tiny flicker of flame darts into the door where Vashta stands and explodes in a terrible roar 40 fire damage, DC15 reflex half. The other two focus on the rime-covered Mammoth, who lacks her armor as she'd been bedded for the night. The halberd wielding giantess corals the beast backwards, drawing Icetusk's attention so that her male companion can stab her with three brutal strokes 97 damage, there was a crit but it did not confirm. If for some reason Icetusk should be wearing her armor, only one attack hits for 30 damage

Her master fares no better. The hulking hag manages to maintain her grip on him, digging her claws deeper into his flesh, and then shoving him to the ground. Fulk finds that he's pinned- even if he had the will to fight back, he likely couldn't. And worse yet, she begins to sup on his blood Fulk is now pinned, cowering, and has 1 CON damage from blood drain.

The other hag sets her eyes on the Varisian woman, and begins to stride towards her. But as she does, she bursts into flames, immolating until all that remains of the crone's body is boiling fire. She comes screaming with hideous laughter through the front door, trying to embrace Vashta with her burning form 7 fire damage, DC20 *negates*

Despite the loss of two of their pack, the remaining hellhounds flank to either side of warhammer wielding warrior and unleash their fiery breath 2 DC 14 reflex saves for 6 and 7 fire damage each.

Finally, the red dragon stares blankly at Dizzy for only a moment, and then marches off through the forest of tendrils. They slow her only slightly, and then she takes to the skies- heading towards the portal. As she flies, she transfers the adamantine blade from jaws to claw, and the reason for this becomes quickly clear. Her course takes her over Argos, and she breathes down an inferno of fire on him and the hellhounds (which are of course unaffected) 33 fire damage, DC 19 half.

And all of this weren't enough, the Ramble House is now on fire...

Battle Map

Dizzy 31
Umlo 27 (4/5 rounds hastily don armor)
Ingrahild 22
Vashta 19
Fulk 19
Fire Giants 18
Giant Bloody Hags? 18
Argo 17
Hellhounds 14
Red Dragon 7

* * * * *

Giant Magic (spellcraft DC18):
The giantess cast fireball as a Spell-Like ability

* * * * *

Vashta Spell Resistance Hag 1: 1d20 + 13 ⇒ (7) + 13 = 20
Vashta Spell Resistance Hag 2: 1d20 + 13 ⇒ (18) + 13 = 31

GM Screen (don't look here without reason):

Fire Giant (greatsword) Will Save: 1d20 + 8 ⇒ (16) + 8 = 24 DC21 serenity
Fire Giant (ranseur) Will Save: 1d20 + 11 ⇒ (18) + 11 = 29 DC21 serenity
Fire Giant (ranseur) Will Save: 1d20 + 11 ⇒ (4) + 11 = 15 DC21 serenity
Hag 1 Will Save: 1d20 + 11 ⇒ (8) + 11 = 19 DC21 serenity
Hag 2 Will Save: 1d20 + 11 ⇒ (19) + 11 = 30 DC21 serenity

Fire Giant (greatsword) fireball: 10d6 ⇒ (6, 3, 5, 3, 1, 5, 3, 6, 5, 3) = 40 Vashta

Fire Giant (ranseur) attack 1 (PA): 1d20 + 19 ⇒ (18) + 19 = 37 Icetusk AC 27
Fire Giant (ranseur) attack 2 (PA): 1d20 + 14 ⇒ (19) + 14 = 33 Icetusk AC 27
Fire Giant (ranseur) attack 3 (PA): 1d20 + 9 ⇒ (20) + 9 = 29 Icetusk AC 27
Fire Giant (ranseur) confirm 3 (PA): 1d20 + 9 ⇒ (13) + 9 = 22 Icetusk AC 27

Fire Giant (halberd) attack 1 (PA): 1d20 + 19 ⇒ (4) + 19 = 23 Icetusk AC 27
Fire Giant (halberd) attack 2 (PA): 1d20 + 14 ⇒ (2) + 14 = 16 Icetusk AC 27
Fire Giant (halberd) attack 3 (PA): 1d20 + 9 ⇒ (3) + 9 = 12 Icetusk AC 27

Hag 1 (maintain grapple): 1d20 + 28 ⇒ (10) + 28 = 38 Fulk CMD 31 (grappled)
Hag 1 (pin): 1d20 + 23 ⇒ (9) + 23 = 32 Fulk CMD 31 (grappled)

Hag 2 (fiery form): 3d6 ⇒ (2, 2, 3) = 7 Vashta DC20 reflex negates

Hellhound 1 breath weapon: 2d6 ⇒ (2, 4) = 6 DC14 half
Hellhound 2 breath weapon: 2d6 ⇒ (4, 3) = 7 DC14 half
Hellhound breath weapon recharge: 2d4 ⇒ (2, 2) = 4

Young Red Dragon breath weapon: 6d10 ⇒ (2, 5, 4, 8, 4, 10) = 33 DC19 half
Young Red Dragon breath weapon recharge: 1d4 ⇒ 2

Fire Giant (ranseur) damage: 6d6 + 74 ⇒ (1, 5, 6, 6, 1, 4) + 74 = 97

Hag 1 (blood drain): 1d2 ⇒ 1 CON damage

Hellhound 3 stabilize: 1d20 + 1 ⇒ (3) + 1 = 4 DC10
Hellhound 4 stabilize: 1d20 - 2 ⇒ (11) - 2 = 9 DC10


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Fort save: 1d20 + 6 ⇒ (10) + 6 = 16

Vashta catches sight of the second hag as she casts her spell, and this time her stomach protests.


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

Reflex dc 14 6/3 damage: 1d20 + 8 ⇒ (6) + 8 = 14 0 total
Reflex dc 14 7/3 damage: 1d20 + 8 ⇒ (8) + 8 = 16 0 total
Reflex dc 19 33/16 damage: 1d20 + 8 ⇒ (6) + 8 = 14 28 total

Is the dragon still flying? If so, how far up?


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Fort Saves: 1d20 + 13 ⇒ (17) + 13 = 301d20 + 13 ⇒ (13) + 13 = 26

Ya, I'll skip using my shield then, since it's not attacking me. Let's see if I can save Fulk, since the dragon took my sword and is flying around.

Dizzy makes a running jump over the firewall to land in the melee surrounded by fire. She then tumbles through the legs of the giant between her and Fulk. unless she can clear the giant's head, in which case she'll just go flying over it.

Acrobatics to Jump: 1d20 + 32 ⇒ (20) + 32 = 52 that gets me 26 feet, since I didn't have a running start. I should provoke from one of the Giants, but not the one grappling Fulk.

So I need a DM call: I have force punch which might (assuming the target fails the save) allow me to shove the giant away from me. Would you allow this to break the grapple? if so, I'll do it. If not, I'll do something else.


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Serenity (giant), past round: 3d6 ⇒ (6, 3, 5) = 14
Serenity (hag), past round: 3d6 ⇒ (6, 4, 3) = 13

Reflex save: 1d20 + 15 ⇒ (4) + 15 = 19
Reflex save: 1d20 + 15 ⇒ (9) + 15 = 24

Quick stats:

HP: 82/102
AC 22, touch 17, flat-footed 16, CMD 27
Fort +6, Ref +2, Will +8/12; charmed life (+5) 0/3
Tricks: 1/10 (Vashta, mesmeric mirror); Touch treatment 1/8
Panache 5/5
Spells: 1st 2/7; 2nd 0/5; 3rd 0/4; 4th 1/2
Effects:

"Ulmo, dear, anytime now? Poor Fulk's going to be hag food in a second!" Vashta calls out as she dodges the worst of the fireball and the flaming hag. "And Ingrahild? If you can do something about the fire before it burns the building down?"

Realizing that there's not much she can do for her half-orc companion, she takes a beat to settle her stomach and then brings her sword to bear!

Free: maintain hypnotic stare on giantess; -3 to Will saves, attack rolls, Reflex saves, plus -5 ft. to all speeds
Swift: Touch treatment on myself to clear the sickness
Full: Full attack
+3 giant-bane rapier: 1d20 + 19 ⇒ (17) + 19 = 36
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (3) + 3 = 6

+3 giant-bane rapier: 1d20 + 14 ⇒ (18) + 14 = 32
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (1) + 3 = 4

Crit 1?: 1d20 + 19 ⇒ (17) + 19 = 36
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (2) + 3 = 5

Crit 2?: 1d20 + 19 ⇒ (10) + 19 = 29
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (2) + 3 = 5

Will attempt to parry the hag's first attack against me; I'm assuming they're Large. If they're bigger than that, needs another -2
Parry? (DC=hag's attack roll: 1d20 + 19 - 2 ⇒ (14) + 19 - 2 = 31

Riposte: 1d20 + 19 ⇒ (13) + 19 = 32
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (3) + 3 = 6

Dang; using the swift on myself means I can't switch my painful stare...

Almost forgot:
Serenity (giant), next round: 3d6 ⇒ (3, 2, 1) = 6
Serenity (hag), next round: 3d6 ⇒ (6, 6, 4) = 16


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

Argos keeps swinging his hammer, again going after the Hellhounds harassing him.

Hammer swing 1, power attack: 1d20 + 22 ⇒ (16) + 22 = 38
Hammer damage 1, power attack, holy: 1d8 + 13 + 9 + 2d6 ⇒ (8) + 13 + 9 + (3, 6) = 39
Hammer swing 2, power attack: 1d20 + 22 - 5 - 3 ⇒ (9) + 22 - 5 - 3 = 23
Hammer damage 2, power attack, holy: 1d8 + 13 + 9 + 2d6 ⇒ (4) + 13 + 9 + (3, 4) = 33

His wounds close slightly due to fast healing 2, 86/112 HP. Current effects: Stoneskin 8/130HP used, Eaglesoul round 3/13

He'll take a step over closer to the action once his attacks are over. If all the hellhounds are dropped afterwards, he takes a second to point at the dragon and then hike up on the hammer again.


Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

Dizzy uses the momentum of her leap to soar over the Giant holding Fulk, landing right next to him and spinning her body into an uppercut, even as she intones the words to her spell.

As she flew over the giant's head, she called out "LET"

When she landed on the ground, before kicking off into a spin she cried "HIM"

As she finished her spell and her fist connected with the Giant, she screamed "GO!"

I think I said it before, but in case I didn't, I'll always cast defensively, even if not obviously threatened by an enemy.

Touch Attack for Force Punch w/Haste: 1d20 + 17 ⇒ (19) + 17 = 36
Force Damage: 10d4 ⇒ (1, 4, 4, 1, 2, 1, 2, 2, 3, 4) = 24

Fort Save DC 19 or be shoved back 30'. Not super likely, but here's hoping. Going to trigger my Shield if something attacks me, cause losing my int to AC sucks.... Speaking of, current AC is 22; If I trigger my shield, my AC will be 29.


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Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Icetusk, ever loyal, steps forward and attacks the giant hag holding her master.

Attack, Gore: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 3d6 + 18 ⇒ (5, 1, 2) + 18 = 26

Attack, Slam: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d6 + 18 ⇒ (5, 4) + 18 = 27
Crit?
Attack, Slam: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d6 + 18 ⇒ (4, 3) + 18 = 25

Attack, Claw: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 3d6 + 18 ⇒ (6, 2, 5) + 18 = 31

Attack, Claw: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 3d6 + 18 ⇒ (5, 4, 2) + 18 = 29


Relic Hunter Inquisitor (13) Wounds (0) HP (126) Saves (16/11/17) AC (37/14/34, +2 vs crit confirmation) Initiative (+8) CMD (36, +4 Bullrush/Trip, +5 Disarm) Abj (8/8) Trans (7/9) Conj (3/3) L1(6/6) L2(5/6) L3(5/5) L4(4/4) L5(1/2) WCLW (50/50) 10ft Trick (1/1)

Full round don armor

Ulmo continued donning his armor as quickly as he could.


As so much of my next post hinges on whether the hag makes her fort save, I'm rolling it now. Please DO NOT post until I get my next post up unless it's something you missed this turn.

Daughter of Zursvaater (movement damage): 3d6 ⇒ (6, 3, 6) = 15 plus prone

GM Screen (don't look here without reason):

Daughter of Zursvaater (Fort Save): 1d20 + 6 ⇒ (1) + 6 = 7


The heroes strike back with a vengeance, desperate to save the life of their brave companion.

With impossible speed and agility, Dizzy leaps to a towering hag - drawing her hopeknife while she leaps. She dodges greatsword and turns aside halberd with her arcane shield. Before the brutal creature can react, the fearless woman delivers an arcane empowered blow which sends the monstrosity flying backwards a good 10 ft., and would have been farther had the crone not been impaled on a jagged wooden beam. To your horror, the creature yet lives, though she falls to the ground.

Back in the Ramble House, the Nargrymkin manage to finally complete suiting up Umlo, though Ingrahild lacks equipment of any kind. They share a glance, sister imploring her brother to tell her the next move.

Not very far away, Vashta unleashes a rapid series of vicious stabs into the body of the flaming hag. Despite her fiery form, you seem to make purchase with your weapon.

Suddenly freed of his captivity, the still panicked Fulk flees past his trusty mount and rushes into the stables, hoping to find escape. Icetusk on the other hand unleashes her full fury into the halberd wielding fire Giant, bringing the towering warrior down with a particularly brutal combination of tusks, claws, and throttling via trunk.

Realizing what a danger the mammoth presents, the male fire giant channels his innate magic into a withering gaze of fear DC 16 or panicked, cower if cornered. Shaken 1 round if succeed. The leader doesn't spare a moment, instead barking orders at the wounded hag in infernal and then waiting.

The hag in question stands, pulling the spear-sized splinter from her stomach and tossing it aside. Eyes aglow like smoldering fire, she points a crooked finger at Dizzy and speaks a few words in infernal. A reddish ray shoots outward and pierces the tiefling's body, draining the moisture from her and causing her internal temperature to soar 2 points of nonlethal, DC17 Fort or become exhausted, on a success instead become fatigued.

The other hag merely laughs as her burning blood begins to drip on the floor, opting to shrink to tiny ember that swirls 5 ft. step past Dizzy, then explodes in a catastrophic inferno 33 fire damage, DC 20 half.

Seeing an opening, the giant leader reaches a gauntleted glove outward and tries to grab Dizzy by her hair, but leaves herself open for counter attack Provokes an AoO from Dizzy, 22 vs. her adjusted CMD, let me know if that hits

Moments after Argos bashes the remaining two hellhounds into submission, the dragon comes swooping down on him, having completed a wide loop. With all the savagery of her kind, the dragon sinks her teeth into the iron man 33 points of damage, not adamantine. Argos does not, however, notice that the creature no longer carries Dizzy's sword...

Battle Map

Dizzy 31
Umlo 27 (5/5 armor hastily donned)
Ingrahild 22
Vashta 19
Fulk 19
Fire Giants 18
Giant Blood Hags 18
Argos 17
Hellhounds 14
Red Dragon 7

* * * * *

Hag Magic (spellcraft DC18):
The Hag cast Heatstroke

Infernal:
The giantess says: "Sap the strength of the redhead, we can perhaps take her alive."

* * * * *

GM Screen (don't look here without reason):

Greatsword AoO: 1d20 + 18 ⇒ (4) + 18 = 22 Dizzy AC29
Halberd AoO (PA): 1d20 + 19 ⇒ (9) + 19 = 28 Dizzy AC29

Hag 1 (Heatstroke): 1d20 + 14 ⇒ (10) + 14 = 24 Dizzy touch AC22
Hag 1 (Heatstroke) damage: 1d4 ⇒ 2 nonlethal Dizzy

Greatsword (grapple): 1d20 + 18 ⇒ (4) + 18 = 22 Dizzy CMD??, Provokes AoO

Hag 2 (detonate): 8d6 ⇒ (5, 5, 1, 5, 5, 5, 1, 6) = 33 Vashta DC20 reflex half

Dragon bite (PA, VS, height +1): 1d20 + 15 ⇒ (5) + 15 = 20 Argos AC16
Dragon bite (PA, VS) damage: 4d6 + 19 ⇒ (5, 1, 3, 2) + 19 = 30 Argos stoneskin 10


Relic Hunter Inquisitor (13) Wounds (0) HP (126) Saves (16/11/17) AC (37/14/34, +2 vs crit confirmation) Initiative (+8) CMD (36, +4 Bullrush/Trip, +5 Disarm) Abj (8/8) Trans (7/9) Conj (3/3) L1(6/6) L2(5/6) L3(5/5) L4(4/4) L5(1/2) WCLW (50/50) 10ft Trick (1/1)

Ulmo finally had his armor on. It had only taken a minute, but it was the longest minute of his life. ”Alright then! Time to do this. Ready when ye are.”

Their actions this round is putting the armor on, right? So next round she can teleport him?


Male Human Wizard 15th
King Tytarian, Lord of Ashpeak wrote:
The other hag merely laughs as her burning blood begins to drip on the floor, opting to shrink to tiny ember that swirls 5 ft. step past Dizzy

Vashta not Dizzy


Relic Hunter Inquisitor (13) Wounds (0) HP (126) Saves (16/11/17) AC (37/14/34, +2 vs crit confirmation) Initiative (+8) CMD (36, +4 Bullrush/Trip, +5 Disarm) Abj (8/8) Trans (7/9) Conj (3/3) L1(6/6) L2(5/6) L3(5/5) L4(4/4) L5(1/2) WCLW (50/50) 10ft Trick (1/1)

Ulmo moved to the window, and activated the runes on his spear. They glowed, promising swift death.

Move to window, Standard on legacy Weapon for +3 enchantment. Adding Holy and Keen to the spear.

”Come. See Fulk over there? On the count of three next round so I can attack teleport us over to his side. It looks like he needs help. Get ready, this is gonna be a brawl.”

Completely up to her on what she does with her standard. I’m sure she will have a use for it


HP 134, AC 33, F +21, R +23, W +22, Per +21 Sorcerer 14

Reflex save: 1d20 + 15 ⇒ (13) + 15 = 28

Quick stats:

HP: 66/102
AC 22, touch 17, flat-footed 16, CMD 27
Fort +6, Ref +2, Will +8/12; charmed life (+5) 0/3
Tricks: 1/10 (Vashta, mesmeric mirror); Touch treatment 1/8
Panache 5/5
Spells: 1st 2/7; 2nd 0/5; 3rd 0/4; 4th 1/2
Effects:

Vashta easily ducks the worst of the flame, though she does hiss slightly as she suffers minor burns.

She fixes her stare on the hag, slashing with her sword. As the blade hits home, she smiles sweetly.

"That's your blood flowing out. Soon you'll be dead, dear. Won't that be just such a tragedy?" Whoops, was going to Intimidate as a swift action, but already used my swift on hypnotic stare. So this is just me being chatty.

Swift action: hypnotic stare on hag-rid; -3 to Will saves, attack rolls, Reflex saves, plus -5 ft. to all speeds
Full attack (activating painful stare twice).
+3 giant-bane rapier: 1d20 + 19 ⇒ (18) + 19 = 37
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (1) + 3 = 4
Painful stare: 3d6 + 5 ⇒ (6, 5, 5) + 5 = 21

+3 giant-bane rapier: 1d20 + 14 ⇒ (19) + 14 = 33
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (3) + 3 = 6
Painful stare: 3d6 + 5 ⇒ (4, 2, 1) + 5 = 12

Crit 1?: 1d20 + 19 ⇒ (11) + 19 = 30
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (1) + 3 = 4
Crit 2?: 1d20 + 14 ⇒ (9) + 14 = 23
Damage (inc. 3 precision damage): 1d6 + 3 ⇒ (6) + 3 = 9
So that's probably 29 damage and then 18 or 27

As Vashta brings the bloody blade back into a guard stance, she prepares to parry if the hag chooses to attack with her claws.

Parry? (DC=hag's attack roll; assuming she's Large): 1d20 + 19 - 2 ⇒ (2) + 19 - 2 = 19

Serenity (giant), next round: 3d6 ⇒ (1, 2, 4) = 7
Serenity (hag), next round: 3d6 ⇒ (1, 1, 6) = 8


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

How close is the dragon to Argos? Does it look like he can 5 ft into or out of reach?


male Human | Init: 3x | hp 65+26/112+26 | AC 16, T 14, FF 26 50%fort | F+10 R+8 W+12 | CMD 32 | Perc+16, +2 v evil, det:evil | Spells L6: 2/4, L5: 7/7, L4: 6/7, L3: 6/7, L2: 7/7, L1: 8/8, Obedience 0/1 | Current Effects: Stoneskin, Eaglesoul, Righteous Might

If he can avoid an AoO by activating his battle strider boots as a swift action to ignore one square of provoking, he'll do so. If he needs to pass through multiple threatened squares though, he'll go ahead and provoke. He'll try to get at least 10 feet out of the dragon's reach, up to 30 ft away, then cast Righteous Might. He'll do so defensively in case of shenanigans.

cast defensively DC 23: 1d20 + 13 + 5 + 1 ⇒ (11) + 13 + 5 + 1 = 30

In terran, he rumbles "This seems a little more fair."

AC 16 still, damage and fast healing 2 brings him to 65/112 hp, 18/130 stoneskin, eaglesoul rd 4/13, righteous might rd 1/13


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Current Spells:
Anticipate Thoughts (CL 13), Freedom of Movement (CL 13), Mage Armor (cl 13), Overland Flight (cl 13), Heroism (cl 13)
HP: 44 (114 ) | AC: 32/36; T: 28; FF: 17/22 | CMB: +16; CMD: 36 | Fort: +13; Ref: +14; Will: +12 +2 w/Heroism | Init +14 | Arcane Pool: 11 (13) | Always Defensively Casting | Enemies within my reach have a -4 penalty to concentration checks and provoke an AoO if they fail a concentration check | I have Resist 5 to Acid, Cold, Electricity, and Fire |

"You're going to be....where are you going Fulk?" asked Dizzy as he stood and sprinted away.

Turning back towards the enemy, she manages to turn just in time to see the hag she punted retaliate.

Fort Save: 1d20 + 13 ⇒ (6) + 13 = 19

The beam of heat is exhausting, but as Dizzy is often called exhausting herself, the effect isn't as bad as it could have been, likely due to professional curtesy (or so she tells herself).

Spinning her knife in her fingers, she defensively casts Mage Armor and then stabs out at the nearest giant.

Attack Rolls w/Haste: 1d20 + 16 ⇒ (8) + 16 = 241d20 + 16 ⇒ (12) + 16 = 281d20 + 11 ⇒ (18) + 11 = 29
Damage Rolls: 1d4 - 2 ⇒ (4) - 2 = 21d4 - 2 ⇒ (4) - 2 = 21d4 - 2 ⇒ (1) - 2 = -1 1 non-lethal from last hit.

AC is up to 25.

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