| Grimm Wald |
Grimm nods his respect to Khoran, ”Well done, my friend. Shall we tie him up and interrogate him? He may be able to give some intel on the area”.
| Zorblag |
Rather than staying round to round at this point, let's have everyone say what they're going to do for the next 4 or 5 rounds, ending 2 rounds before the giant wakes up. This is around half a minute, some of which might be used moving for some of you.
Helgash can see the spiked great club lying by the prone form of the giant as well as 4 or so javelins in a sort of makeshift quiver on the giants back. He's fairly certain he could gather those from the giant without waking it and before the hex wears off.
Khoran begins the process of examining the giant for magical effects and signs of possession, etc... This will take some time as detect magic takes a bit to narrow in on particular auras, but will certainly be done before the hex wears off.
Grimm, looking at the size of the giant, the distance away and knowing how easy it would be to accidentally wake it, isn't convinced that he or the party would be able to secure it in a meaningful way before the charm wears off unless there's some sort of magic involved. I don't know if the party has a magical means to restrain the giant, but both time and the danger of waking it would make tying it up with rope a pretty dubious proposition.
Tristan, coming out of the effects of the spell sees the Giant asleep, and knowing the party as he does has a pretty good idea of what happened. Tristan will have the full 4 or 5 rounds to convey information, move or whatever else he'd like at this point.
| Tristan Luckbringer |
he's a merc from this camp that led that disgraced noble from Bard's gate into the Desolation . Didn't go well apparently.
Doesn't mean he won't try bashing our heads in cause he looks insane
Looking around to see where the inhabitants disappeared to.
we could take cover with the townsfolk. Maybe he'll wander away. Maybe the law in the town will handle it. If he starts attacking the town instead of wandering off we can go into full hero mode
will post attack rolls if group decides to attack
| Khoran of the Bone Bears |
Q for Zorblag, will you allow a non-lethal coup de grace to knock him into true unconsciousness?
"If we could actually knock him out properly, we could tie him up, and maybe I can fix his brain, if I can figure out what's wrong with it... beyond being a hill giant that is."
| Grimm Wald |
Grimm nods at Tristan, "Sounds like you already have any useful information that he may possess. Khoran, I would just assume coup de grace him at this point. No use keeping an insane giant on our flank. But I'm also fine just walking away if that is what we prefer."
| Zorblag |
There's a feat for using coup de grace on with nonlethal damage which knocks a foe unconsious: Merciful Takedown. Since none of the party have it and no one is particularly specialized in nonlethal damage or giant physiology you could try, but you're not sure how it would go.
| Groff the glib |
"Hmm, while he is giant, there's no honor in killing a sleeping foe. I say someone tries to get him tied up, and if he wakes we dispatch him as is proper with giants, expecially crazy ones. "
and he will edge up close to the giant.
| Khoran of the Bone Bears |
Grimm nods at Tristan, "Sounds like you already have any useful information that he may possess. Khoran, I would just assume coup de grace him at this point. No use keeping an insane giant on our flank. But I'm also fine just walking away if that is what we prefer."
"No Grimm, we definitely don't know everything useful that's in his skull - something obviously hit the expedition into the desolation, and did this to him... Forewarned is forearmed, and all that. He did live through whatever it was. The trick though, will be getting it out of him..."
Khoran will continue to study the giant as he talks, assessing the damage.
| Zorblag |
Helgash spends three rounds gathering up a large spiked greatclub and five large javelins from the sleeping giant. They're heavy (36 pounds altogether,) and somewhat awkward to carry, but he's got them in his arms for now.
Khoran is still concentrating on the detect magic spell to pin down where and what any magic auras might be.
Groff has moved up adjacent to the giant.
Time is slipping away, what else are people doing before the slumber hex wears off?
| Tristan Luckbringer |
Khoran can you fix insanity? Concerned that an insane giant is about to wake up heal check?
Tristan helps Helgash remove the giants weaponry
| Khoran of the Bone Bears |
Khoran can you fix insanity? Concerned that an insane giant is about to wake up heal check?
Tristan helps Helgash remove the giants weaponry
Depends on what rules Zorblag is using, and what has happened to the giant...
That said, Slumber hex lasts 7 rounds, and I am using 2 on the detect magic. That will give me "Number of different magical auras and the power of the most potent aura."I don't have K Arcana, and it allows you to make checks to ID schools and effects on the 3ed round...So someone else with K Arcana might want to do the detect magic thing as well.
I will make a heal check, but I don't know how many rounds such a check would take...
Khoran continues to examine the giant, carefully considering it's symptoms and injuries, his familiar flying by his side and kibitzing.
Heal, Aid Another, Familiar: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
7 ranks +2 wis
Heal, diagnosis, can Khoran restore the giant's sanity?: 1d20 + 7 + 3 + 4 + 2 ⇒ (15) + 7 + 3 + 4 + 2 = 31
7 ranks +3 trained +4 wis +2 Aid another
Aware of the time this is taking, he will warn everyone 20 seconds (2 rounds) before the giant will wake: "We have 20 seconds before he wakes..."
| Zorblag |
After two rounds Khoran's detect magic reveals 13 auras, the strongest one being a strong aura. One more round would let him determine where they are coming from, and in particular which ones are associated with the giant and how strong they might be.
Are you conducting any heal, spellcraft and perception checks from the distance you cast detect magic or are you getting close to the giant to conduct any examination?
| Khoran of the Bone Bears |
After two rounds Khoran's detect magic reveals 13 auras, the strongest one being a strong aura. One more round would let him determine where they are coming from, and in particular which ones are associated with the giant and how strong they might be.
Are you conducting any heal, spellcraft and perception checks from the distance you cast detect magic or are you getting close to the giant to conduct any examination?
Khoran will take one more round to individualize the magic auras (Round 3 - which gives him 2 more rounds before his announcement, and ) . He has approached the giant as he was concentrating on the detect magic spell. He will get to as close to the giant as he can. (I have moved on the map.) He will not touch the giant in any way.
For the record, I realize that the strong aura could in fact be my own slumber hex...
| Zorblag |
Khoran continues to examine the giant, approaching it and looking it over closely. There are three magic auras associated with it. A strong aura emanates from the giant itself which should be the slumber hex at work; additionally moderate auras can be found on the giant's greatclub and some small object that is currently covered by the giant's bulk as it lies prone. None of the magic that the shaman detects would seem to be a source of the giant's insane conduct.
The scars on the giant's face and what parts of it's upper body not protected by a chain shirt appear to be caused by acid and look to be recent and raw. Numerous other scars also cover the exposed parts of the giant's body, but nothing stands out as something that would be a physiological source of the giant's behavior. Further there is nothing Khoran can find which would indicate a curse or something similar at work.
Khoran finishes his cursory examination and reports that the giant will rouse from it's slumber shortly (12 seconds or two rounds,) right around the time that pit Grimm created fades away in the background.
What would the party like to do? If you're not positioned where you would like to be should the giant awake make sure to do that (or have me do it for you.)
| Helgash |
After the three needed rounds to take the club and javelins, Helgash would already be moving away :D
"Lets get out of here gents" - he continues walking towards the closest building - "Out of sight, out of mind" - he added.
Not sure of the exact surroundings so not 100% sure where to place Helgash on the map Zorblag, but that was/is the plan ;)
| Khoran of the Bone Bears |
"I think I might be able to fix him if I get some working time - so different plan Helgash; blanket party time. Get over here, help surround him. We gang up and pound him unconscious."
Zorblag hasn't answered my question about what insanity rules we're using, so I'm assuming the normal ones (insanity is fixable using ability damage healing).
We wake him up by simultaneously cheapshotting his sleeping butt for subdual, and then pound on him as normal until he falls unconscious. Subdual and normal damage add together for unconsciousness... Then tied him up good and tonight see if I can fix him. Especially as that will also get us whatever magic doo-dad he's lying on.
Khoran maneuvers to the fallen giant's feet, preparing to give sleepyhead a longspear butt to the gnads...
move 20' so that Groff has a flank...
| Helgash |
Is Helgash trying to go into the building, or move behind it relative to the giant?
Behind it - not going to barge into someone's house :D
The giant isn't going to decide to take his marbles and go home if he doesn't see us. He's going to trash the place till someone stops him.
We do not know that. So we can wait and see, or not?
| Groff the glib |
Groff will ready an action to slam the giant with his weapon for non-lethal damage the second he wakes up. He's not paladin level LG.
power attack vs. prone target, flanking
to hit: 1d20 + 11 - 2 + 4 + 2 ⇒ (5) + 11 - 2 + 4 + 2 = 20 damage: 1d10 + 15 ⇒ (8) + 15 = 23 Lame
| Zorblag |
Since you're going for non-lethal damage there's an additional -4 to hit, but on the plus side, with a two handed weapon your power attack will add another +2 damage if you hit! Actually, now that I think about it, how are you using a buckler and a two handed weapon at the same time? Are you just applying the shield AC bonus when you're not attacking with the dorn-dergar (and applying the -1 to hit penalty?)
Edit: I remember now, unhindering shield takes care of the buckler. Nice.
| Khoran of the Bone Bears |
Khoran waits until either he thinks the others are in position, or his hex is going to wear off, then he says "On 3... 1, 2, 3" and drives the butt of his spear into the helpless giant's groin...
not sure if it counts as a coup attempt doing non-lethal or an attack...
Damage: 3d8 + 3 ⇒ (8, 3, 8) + 3 = 22 non-lethal
To hit: 1d20 + 4 + 2 - 4 + 5 + 1 ⇒ (19) + 4 + 2 - 4 + 5 + 1 = 27
+4 prone +2 flank -4 nonlethal +5 bab + enhancement
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
+1 enhancement
| Zorblag |
It's up to you whether you want to try a Coup de Grace or a normal attack. If you're attempting a Coup de Grace with non-lethal damage and trying to knock it unconscious (I suppose it's debatable whether a groin shot is the best place to aim for that,) you'd have some chance of forcing a fort save vs. death, some chance of forcing a fort save vs. unconsciousness and some chance of not forcing a save at all because you're not used to applying the force for this purpose. I'll go ahead and give them all even odds for now, and if it's something that comes up in the future I'll look at something more permanent for the future.
I'm also giving everyone else a chance to move into whatever positions they choose and reading actions or the like before resolving the attack.
| Khoran of the Bone Bears |
I'll go with the attempted non-lethal CdG. The reason I picked the groin is because I figure a spear butt to the gnads is non-lethal... but disabling. If you want me to roll the odds: 1= regular CdG, 2= Unconsciousness save, 3= No save
What is it?: 1d3 ⇒ 1
| Khoran of the Bone Bears |
I'm reasonably sure if you knocked me with a spearshaft to the nards, I'd want to die
Apparently I got the ends mixed up... Guess we find out how tough this guy is.
| Tristan Luckbringer |
Tristan moves about into flanking position and then tries steeling the giant with the flat side of his star knife
-4 nonlethal +4 prone +2 flanking
attack #1: 1d20 + 11 - 4 + 4 + 2 ⇒ (16) + 11 - 4 + 4 + 2 = 29
damage #1: 1d4 + 7 ⇒ (2) + 7 = 9
| Khoran of the Bone Bears |
"You realize what kind of 'town' this is. Did you hear someone crying for the town guard when the maniac was charging around? I think justice is what you make it here."
| Zorblag |
While Helgash finds a discrete place behind the nearest building Groff, Khoran and Tristan surround the slumbering giant. Tristan and Groff prepare their weapons for movement while Khoran drives the butt of his spear with surprising force into the giant's nether regions.
DC 32 Fort Save vs. Death: 1d20 + 17 ⇒ (12) + 17 = 29
DCs on Coup de Grace death saves are no joke.
The giant makes a gurgling strangled sort of noise at the blow, but never regains its senses. It's immediately clear that Groff and Tristan's attacks won't be necessary as the group stares at a particularly large corpse.
Around the Camp you can see residents who were making themselves scarce start to turn away from the scene and go back to their business with only a few curious looks cast your way. Apparently they are not particularly moved by the action now that there is no longer a mad giant on the loose.
| Khoran of the Bone Bears |
Khoran curses under his breath several times and then continues "The hell, who dies from getting hit in the gnads! I mean it sucks, but you can cut those right off... Steers and geldings live to a ripe old age. Well, so much for healing him and then interrogating him... What the hell was wrong with him?"
Khoran kneels and examines the corpse, trying to figure out why the giant died from getting hammered in the gnads... He also searches the giant for anything useful (maps, letters, coins... and the magic widget that is presumably beneath the corpse - if he needs help to lever it over, he'll ask Groff). His familiar helps him of course
Perception, aid another: 1d20 + 7 + 3 + 2 ⇒ (2) + 7 + 3 + 2 = 14
7 ranks +3 trained +2 wis
Perception: 1d20 + 7 + 3 + 4 + 1 + 2 + 2 + 2 ⇒ (6) + 7 + 3 + 4 + 1 + 2 + 2 + 2 = 27
7 ranks +3 trained +4 wis +1 trait +2 racial +2 alertness +2 aid another
Heal, Aid Another, Familiar: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
7 ranks +2 wis
Heal, diagnosis, why did he die from a shot to the nuts?: 1d20 + 7 + 3 + 4 + 2 ⇒ (8) + 7 + 3 + 4 + 2 = 24
7 ranks +3 trained +4 wis +2 Aid another
Zorblag, now that this is done, just what were we dealing with here, for the guy to have a +17 fort save?
| Groff the glib |
+17 means he was likely with class levels and the heroic stat block
"What's wrong with him? He got speared in the nuts!"
"Oh, you mean the crazy. I've heard tell there's undead out there that can make you crazy. "
He will help move the corpse as requested.
| Zorblag |
A thorough examination of the giant turns up a large chain shirt, bits of tattered, useless clothing and a flask of some sort (in addition to the greatclub and javelins in Helgash's possession.) If there were ever coins, maps or the like any pouch or sack they might have been kept in are nowhere to be found.
There's no obvious additional cause of death beyond what looks like a spear blow that ruptured testicle and then went a bit further to delicate internal organs. Despite the investigation you gain no further clues as to what might have caused the aggressive behavior.
Coup de Grace is probably more potent than I'd make it in Pathfinder, but it is what it is. A Hill Giant with Barbarian levels and some heroic stats is indeed how the fort save got that high. FGG buffed his con more than I would expected, but it would have been higher had he been raging rather than unconscious.
| Khoran of the Bone Bears |
Khoran carefully pads the the spikes on the club with scraps from the giant's clothes and some twine. He puts the flask in his haversack, the club and the chain shirt in the bag, and leaves the javelins to Helgash (pointy things and bags of holding don't mix...).
Standing up, he says "Well, having made a first impression, let's figure out what's what in this town."...
Let's wander about, figure out what the assorted locations are and what's available... I propose we stop for the day here, and wait overnight. Things to think about 1) Hiring a guide? 2) Figuring out the local law, such as it is. 3) Cleaning up the giant's dead body; pay someone with a cart? 4) Pick a good spot to camp (Sylvan Hideaway). 5) Spellcraft checks to ID the club and the flask... Some aid another from Tristan and Grimm wouldn't hurt (and I am assuming it in the rolls below) 6) Buying a selling limits on this settlement... in particular, a Large chain shirt and Large Javelins
Later that evening, Khoran, Grimm and Tristan get together to ID the greatclub and the flask...
spellcraft, familiar, Aid Another, greatclub: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
7 ranks -1 int
Spellcraft, Greatclub, take 20: 20 + 7 + 3 + 2 + 2 + 2 + 2 = 38
7 ranks +3 trained +2 int +2 Aid(familiar) +2 aid (Grimm) +2 aid (Tristan)
spellcraft, familiar, Aid Another, flask: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7
7 ranks -1 int
Spellcraft, Flask, take 20: 20 + 7 + 3 + 2 + 0 + 2 + 2 = 36
7 ranks +3 trained +2 int +0 failed Aid(familiar) +2 aid (Grimm) +2 aid (Tristan)
| Tristan Luckbringer |
I don't think we're going barhopping to acquaint ourselves with the townsfolk, my favorite way of getting acclimated . But let's see what we can find out.... That looks like a good of a place as any to start
Tristan says pointing at #7
I don't think we need to worry about disposing of the body... I'm sure someone here has hogs that need feeding
| Zorblag |
2:05 PM on Djinsdag, the third of Eostre, 3517 I.R.
Leaving the giant's body where it is for now, you approach location 7. This simple plank building is nonetheless in the running for the finest construction in town. A well-crafted stone chimney rises at the southern end, which boasts a well-fitting door facing the Common. The opposite end sports a pair of sliding double doors that likewise face the Common. These doors are open revealing a well-equipped blacksmith’s workshop within. A sign above the double door depicts a gray coin and an anvil.
Inside the workshop is a tall and lean man with a great hooked nose and a wide mouth full of seemingly too many teeth fitted tightly together. A shock of pale hair covers his head and watery blue eyes look like two mirrors revealing nothing of what goes on inside the head behind. The lanky man pounds away at his anvil, his attention focused on his work. Though he faces the commons it is unclear whether the commotion with the giant caught his attention at all. As you enter he pauses his hammering turns his gaze in your direction.
"Here for the services of a smith, are you? Or perhaps you're in need of some iron bits?"