Eberron Giantslayer (Inactive)

Game Master mittean

The Battle of Bloodmarch Hill
Mysteries in Sylbaran

In the town of Sylbaran an out-of-the-way settlement surrounded by the brutal monsters of the country of Droaam to the south and the undead-infested forests of the Gloaming to the north, the heroes must investigate a mysterious attack on a diplomatic envoy. Can they uncover the truth before Sylbaran comes under attack by forces working against it, and will they stop a dangerous plot—and discover that the situation is worse than anyone realizes. For even the fearsome raid is just a distraction allowing a menacing force to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

This is my telling of the Giantslayer Adventure Path by Paizo, set in the Eberron Campaign Setting, created by Keith Baker. I hope you enjoy it.

Here is a write-up of the adventures so far

Music for the flight over Silver Lake
Music for the airship boarding
Map of the Colossus of Stormhome


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M | HP 33/33, Vitality 33/33, WP 23/23 | AC +7, T +2, FF +5 | F: +4, R: +3, W: +5 (+3 poison, spells, spell-like) | Init +2, Perc +7, Stealth -1 | | Speed 30ft |Hero Points: 5/5 | Spells Used: 0/4 | STH Used: 1/6 | Conditions: None

Thalmor smirks and takes a sip of beer, watching carefully.

GM:

How would you flavor inquisitor spells? I wonder? And Thalmor's summons are a whole different beast. I think I'll call them "callings" maybe? I intend to try to "call" specific ones, with names, so that everyone can have a little bit of familiarity with them.


NG Female Hafling Hunter 1 | HP 33/33, Vitality 33/33, WP 23/23 | AC +8, T +5, FF +3 | F: +4, R: +5, W: +2 | Init +4, Perc +8, Stealth +8 | | Speed 20ft |Hero Points: 1/5 | Conditions: None

Jacynta frowns at Valeros's comment, glancing from Thuurvi to #3 and back again, then shrugs it off. Then she ducks under the table, drawing her belt knife as she moves towards Valeros and Ezren.

DM:
Move action to draw a weapon, and move action to move half her movement speed while attempting to be stealthy. I feel like the table should count as enough cover, combined with the obscuring mist they're standing in, to make a stealth check, which is what she's going to try to do. If it's not then she's going to look like a dope ducking under the table I guess.

Stealth: 1d20 + 10 ⇒ (6) + 10 = 16

A truly auspicious start -_-


DM botting for Engineer #3 Mk. II. I suspect they are caught in the winter storm right now.

Engineer #3 MK. II forms their mindblade into their hands and hustles over by Tuk, nodding at the halfling.

Engineer #3 Mk. II will move 20 ft. to flank the entrance to the kitchen with Tuk, and will form their mindblade as a Move Action.


The mist bellows in front of you, blocking sight of Ezren and Valeros.

Thalmor, Three, Tuk & Jacynta:
All of you hear a spell being cast by Ezren.

Thuurvi:
Thuurvi sees Ezren with her Smog sight quickly tap Valeros with his cane, causing Valeros to double in size. Hanging the cane off his left wrist, he casts another spell, and then moves out of the room (through the door towards the sleeping quarters).

Crunch:
Ezren uses his cane arcane implement to cast Enlarge person on Valeros. He attempts to use extra charges to Quicken the spell. The implement has 25 chargers; to use the Quicken Metamagic Feat will take a total of 13 charges. Ezren's Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24 vs. DC 24. Bloody hell, that was close. Either he gets it or there is a spell mishap...either one is fun! LOL.

Ezren casts Mage Armor on himself. He then moves 10 ft. into the corridor, out of the mist.

Tuk's Perception: 1d20 + 7 ⇒ (11) + 7 = 18, Engineer #3 Mk. II's Perception: 1d20 + 5 ⇒ (11) + 5 = 16, Jacynta's Perception: 1d20 + 8 ⇒ (10) + 8 = 18, Thalmor's Perception: 1d20 + 7 ⇒ (2) + 7 = 9, and Thuurvi's Perception: 1d20 + 0 ⇒ (1) + 0 = 1 vs. DC 6 (counting 10 ft. distance).

Thalmor's Use Magic Device: 1d20 ⇒ 8 vs. DC 20 to recognize a wand being activated.


With a bellowing laugh Valeros yells "Time for some fun!" He charges out of the mist, over ten feet tall, ducking his head to avoid banging against the ceiling, and he runs right into Tuk and Engineer #3 Mk. II, unaware they were there!

Tuk & Engineer #3 Mk. II:
Tuk and Engineer #3 Mk. II, Valeros, unaware of either of you, bowls into you (treat as unintentional Overrun) triggering an Attack of Opportunity from both of you. In my game, AoO are a little different. They are not just "do more damage", they are another way of gaining tactical advantage. If you have the ability to Sneak attack, or something similar, then you get that. (This helps classes like that to feel more unique as well). If you do not have a Sneak Attack ability, then you attack like normal, and if you hit, then you hit your target with a Dirty Trick...one of the six options at random.

Roll your attack and also a separate 1d6 (to determine if you apply blinded, dazzled, deafened, entangled, shaken, or sickened).

(Although I may just roll Engineer #3 Mk. II as he is still afk. Works as a good demonstration as well).

Crunch:
Valeros squeezes through the small space (10 ft. of movement) and then attempts to move through the spaces where Tuk and Engineer #3 Mk. II are. He does not know where Tuk and Engineer #3 Mk. II are, so this movement will count as an untrained Overrun attempt. LEFT TO DO: Valeros's single attack and Tuk's Immediate Action.

Valeros's Perception: 1d20 + 0 ⇒ (6) + 0 = 6 vs. DC DC 13.


As Valeros emerges from the mist, blindly running into Three, the warforged lashes out to strike Valeros in an unprotected region that is normally not so high off the ground.

Crunch:
Engineer #3 Mk. II's AoO: 1d20 + 6 ⇒ (7) + 6 = 13, to apply 1d6 ⇒ 5 Shaken to Valeros.


Valeros ducks to the side, avoiding the cheep shot from Engineer#3 Mk. II. "Whoa!"

Crunch:
Valeros's Defense vs. Engineer #3 Mk. II's AoO: 1d20 + 8 ⇒ (12) + 8 = 20.


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

"One must maintain defense at all times in combat, Valeros. The unexpected blow will cause the greatest damage."

Winter Weather:
Can we be done with the snow now, please. We didn't get too much, but enough that school went remote and all the kiddos were stuck inside. Bring on summer!


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

"Ezren has left the battlefield! Cheating!" shouts Thuurvi from the haze. You have no idea what else she's doing.

Crunch:

Thuurvi will create difficult terrain in a 20' area to slow Ezren down and then head toward him as a move action (halved due to the terrain.)


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

Crunch:

AoO vs Valeros: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Immediate Action: 5ft step to initial Underfoot Assault

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Tuk glanced around as the mist obscured the room, but shrugged, he'd manage just fine.

Then Valeros' big body came crashing out of the mist, Tuk side stepped his rush easily, casually striking out with his rapier at the man's meaty thigh. Not noticing if he struck home or not, Tuk then did the opposite of what people his stature usually did, stepped closer to Valeros, until he was moving with the man, weaving in and out of his feet and legs!

As he spins around Valeros' legs, he keeps up sort of chant, "Whoops, careful now, step lightly now.... Whoops, careful now, step lightly now..." then he jabs at the man with his rapier!

While Tuk is 'underfoot', Valeros' attack is lowered by 4 vs those that are not Tuk, and he is considered to be flanked by any adjacent allies of Tuk, and Tuk himself.


Valeros barrels out of the fog, ducking to the side to avoid the cheapshot from Engineer #3 Mk. II and luckily missing the slash from Tuk as well, as the little halfling jumps around in his undercarriage. Valeros growls, "Oh no you don't big man!" He slams Tuk in the nose with the pommel of his blade! "A couple of dirty fighters! Like Kurst!"

Tuk takes 11 points of non-lethal damage!

This character is going to be a nightmare with Giants, lmao. I'm gonna need to get real familiar with this rule.

Also EVERYONE don't forget Thuurvi's Blessing!

Tuk:
Remember, AoO actually are now Dirty Trick's. Roll 1d6, and go straight down the list as they are presented there (blinded, dazzled, deafened, entangled, shaken, or sickened). So for instance, 1d6 ⇒ 5, you would attack with your AoO and possibly make Valeros Shaken for 1 round +1/5 you beat his Defense by. In this case, his Defense was 26 vs. your 16, so he is not sickened. :/

Correct me if I'm wrong, the rule seems to state you move under the opponent but does not state that an attack comes with that move. Am I misreading it? This is one I'm totally new to, so I may have missed it. Doesn't matter too much as Valeros rolled a Natural 20 Defense...
I think I shouldn't have considered his Overrun "failed" as what it was was an AoO provoked, but you could still be Overrun. But it works. :) Ironing out the folds. Normally on a Natural 20 Defense, you get a free Retaliation (Valeros would have here), but since I messed that up I'm not going to give him one, nor am I going to have him complete the Overrun.

Crunch:

Valeros's Defense vs. Tuk's AoO; enlarged, lost two-weapon defense: 1d20 + 10 - 2 - 1 ⇒ (19) + 10 - 2 - 1 = 26 vs. Tuk's AoO 15 (+1 Bless)=16, AoO fails.

Valeros's Defense NUMB STRIKE; enlarged, lost two-weapon defense: 1d20 + 10 - 2 - 1 ⇒ (20) + 10 - 2 - 1 = 27 vs. Tuk's attack 20 (+1 Bless)=21, attack fails, and Tuk has NUMBED arm, loses next attack (cancelled, DM fiat), retaliation for Nat 20 Defense (cancelled DM fiat).

Valeros's unintended Overrun CMB; enlarged: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 vs. Engineer #3 Mk. II's CMD; -4 penalty for not being mouser: 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 16 which fails, and Tuk's CMD; Total defense: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14 which fails.

And finally, lol, Valeros's attack w/ longsword: 1d20 + 8 ⇒ (16) + 8 = 24 vs. Tuk's Defense ENVIRONMENTAL: 1d20 + 8 ⇒ (7) + 8 = 15, hitting for 2d6 + 5 ⇒ (1, 5) + 5 = 11 non-lethal damage.


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

GM:

That's right no attack with 'underfoot assault', I thought it was his turn to attack... my bad.


END OF ROUND 1!

ROUND 2!
Thuurvi does some stuff unseen, and moves into the mist. Everyone else may go!

Thuurvi:
Keep in mind, as you've described it, I think I have the area off effect correct, as you said that you move through difficult terrain. But if I recall, moving into a space that is threatened that is difficult terrain provokes an AoO...so Ezren will get one on you. I can't find anywhere that says Unearthly terrain or any Supernatural ability must be in the line of sight to use.

Thuurvi messes up the deck of the airship, and moves gingerly through the fog easily with her eyes, and rounds the corner to have a faceful of flower hit her in the eyes!

Thuurvi has been Blinded for 2 rounds!

Crunch:
Ezren's AoO: 1d20 + 2 ⇒ (14) + 2 = 16 vs. Thuurvi's Defense: 1d20 + 5 ⇒ (5) + 5 = 10, 1d6 ⇒ 1, Blinding Thuurvi for 2 rounds!

Ezren's Knowledge (psionics): 1d20 + 8 ⇒ (10) + 8 = 18 vs. DC 25 to recognize Unearthly terrain.


Tuk:
No worries! Well...it is now!


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

DM:

Oh shoot, I didn't want to move that close to him. I've been kind of theatre of the mind-ing this. Did it slow him down at least? I guess this will be easier on an actual map...

"Ezren! I'll pull your guts straight out of your mouth for that!" Thuurvi crouches slightly, dagger at the ready.

DM:

Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16

Taking Total Defense until I can think of something better.


Thuurvi:
Ezren's smile flickers for a moment as he looks down at Thuurvi cursing up at him, flour tearing up her eyes, her dagger held high.

Thuurvi ooc:
:) That is what the map at the top of the page is for. Theater of the mind works at tables, I've rarely seen it work on a PBP.

Yeah, you only had 10 ft. you could move, and you would have seen exactly where Ezren was on the map, as he stopped right outside the doorway. There is a reason I say my rules bring in more flavor...they do things you won't see in a regular game. Like a sneaky flour-in-the-face attack (RAW he would've just hit you), or an accidental Overrun, (he would've just stopped moving), or a squirrel-food shot below the belt, (again, he would've just attacked). There are fewer attacks against you, but there are more tactical situations created. Because now your party is gonna need to do something to try to help you...they're (hopefully) going to have to think about helping you, not just hitting the person in front of them. It creates a problem that needs solving, that can't always be solved by sticking them with the pointy end. And the tables can turn, too...you guys can cause severe problems for the enemies you confront, just as quickly.

Hopefully it is not too overwhelming. And it is good we got to try combat here, where it is a bit safer, in-story. Because teamwork is gonna matter. Creativity and risks can have tremendous rewards...and consequences. :)

Crunch:

Ezren's Intimidate demoralize DC 14. He is demoralized for 1 round, and becomes Shaken.


Thuurvi:
I apologize, I neglected to say that you can remove the bad things you get from an AoO Dirty trick with a Move Action. Thought I did. So let’s assume you moved two squares with 20 ft. spent, and triggered and AoO, were blinded and then removed the blindness. That’s your round, if you’d like it. No Intimidate, as that is a Standard Action, but you’re good to go next round. I’ll let you choose which option you prefer.


Male Human Film producer 3 Film director 2 Real estate investor 1

Thuurvi:
Okay. Jacynta and I went over my call on the AoO on Thuurvi last night. We found that the call appeared to be good, even if difficult terrain actually had nothing to do with it (entering a threatened square that is difficult doesn’t provoke, I had that wrong). You can’t move around corners diagonally, but you can attack and do threaten diagonally. Good call!

Jacynta hecked off to bed, as did my gf and daughter, and I’m sat up still debating my call. It wasn’t sitting right. I’d missed something.

I bloody found it. You do threaten around corners, and can attack someone, although they are considered to have cover. And there it is. If an opponent has cover, you do not get AoO against them. Bloody hell. I made the wrong call. And she provoked leaving that square, not entering the one in front of the doorway.

So...you are able to move two squares, 20 ft. of movement, and you still have a Standard Action remaining to you.

Good grief, brain. Let me sleep now.


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

"Sarcasm and wit. Most of the warriors with such styles use rapier or cutlass. Yet here you are with a simple utilitarian sword, Valeros. Interesting."

Engineer steps up and swings with his oversized mind blade "powerfist".

Le Maths:
Attack, bless, flank: 1d20 + 6 + 1 + 2 ⇒ (10) + 6 + 1 + 2 = 19 to hit, for Bludgeoning, magic: 1d8 + 4 ⇒ (6) + 4 = 10 damage. Miss Chance: 1d100 ⇒ 91 (high is good)


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

Tuk blinks the stars from his eyes from Valeros' blow, commenting "If that's all ya got...".

He continues to dance around Valeros' big feet, then lunges forward and up, aiming his rapier at the man's exposed crotch, "Take that!

Crunch:

Attack, bless, flank: 1d20 + 6 + 1 + 2 ⇒ (18) + 6 + 1 + 2 = 27
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


Valeros drops his short sword and spins, trying to avoid the irritating halfling stabbing him in the nethers, and open hand slaps Engineer #3 Mk. II in the face. "You're like a cat!" He yells at Tuk, "Get out from under my fee--OW!"

Tuk:
Tuk you do 6 points of damage to Valeros.

Engineer #3:
Engineer #3 Mk. II, you missed your attack and Valeros successfully got a Reaction against you. The Reaction is called SMACK - As an off-hand attack, you slap your opponent’s face. If your attack is successful, your opponent suffers a -1 morale penalty to attack anyone other than you on its next turn, with an additional -1 penalty for every 5 by which your attack exceeds your opponent’s CMD. Smack is a mind-affecting effect. You have a -1 attack penalty next round to attack anyone other than him. (Probably won't actually apply, but hey.)

Crunch:

Valeros's Defense vs. Tuk's attack +27; REPOSITION: 1d20 + 7 ⇒ (4) + 7 = 11, and Valeros's Defense vs Engineer #3 Mk. II attack +19; SMACK: 1d20 + 7 ⇒ (17) + 7 = 24. Valeros takes 6 damage from Tuk and SMACKs Engineer #3 Mk. II in the face - As an off-hand attack, you slap your opponent’s face. If your attack is successful, your opponent suffers a -1 morale penalty to attack anyone other than you on its next turn, with an additional -1 penalty for every 5 by which your attack exceeds your opponent’s CMD. Smack is a mind-affecting effect.


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

DM:

Ha. Let me process all that. I'm just used to Google Slides, not the Spreadsheet. And yes, I agree, I prefer a map and not mind-theatre. I've had a very interesting day involving parenting and work and will deal with this in a bit. ;)


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

Thuurvi stabs at Ezren with her dagger, after getting the flour from her eyes.

DM:

Ok, got it. If we can move to Slides at some point I can drop area shapes for Haze/Mist and Difficult Terrain...I didn't feel comfortable doing that on your spreadsheet lest I mess it up. ;)

Crunch for the knife--and Ezren doesn't have concealment, but I do have 20% against him.

Dagger stabby: 1d20 + 2 ⇒ (7) + 2 = 9
for: 1d4 + 1 ⇒ (2) + 1 = 3

...so yeah. Did I mention she's built for buffing, diplomacy, and battlefield control? :D Maybe she'll learn team tactics...


NG Female Hafling Hunter 1 | HP 33/33, Vitality 33/33, WP 23/23 | AC +8, T +5, FF +3 | F: +4, R: +5, W: +2 | Init +4, Perc +8, Stealth +8 | | Speed 20ft |Hero Points: 1/5 | Conditions: None

Jacynta hesitates for a moment at the edge of the unnaturally sudden mist, but steels herself and slips into it. Almost immediately, she finds Valeros's oversized feet, stamping around madly as he curses at Tuk. She waits for a good opening, then lashes out with her dagger.

DM:
I believe I'm still stealthed, and should be flanking with Three, so he should be both flat-footed against my attack and I should have a +2 bonus on the attack. I'll roll it without the +2, and you can add it in if it's appropriate.

Jacynta Dagger, plus Bless: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Also, pretty sure that if I'm flat-footed, he doesn't get to make AoOs, which should also mean that he can't use a reaction against me if I miss. Subject to your interpretation, of course.


Thuurvi stabs at Ezren with her dagger, but he swats the blade of the dagger away with his dragon-headed cane, knocking her off balance.

Ezren beat your attack with the Reaction KNOCK OFF BALANCE. You are flat-footed until the beginning of your next turn.

Crunch:
Ezren's Defense KNOCK OFF BALANCE vs. Thuurvi's attack +9: 1d20 + 6 ⇒ (16) + 6 = 22. Thuurvi is FF until the beginning of her next turn.


Jacynta stabs at Valeros, her dagger sinking into his boot. As she yanks it free, she knocks a latch on the boot, causing it to release. On his next step, Valeros's boot comes halfway off his foot and he stumbles, getting entangled in the boot flopping around beneath him. He bellows jovially, "The Six ravaged your father you tiny little nightmare!"

Valeros knocks the table as he stumbles, causing Thalmor to get a slosh of beer in the face as he was trying to have a peaceful sip!

Jacynta hits for 2 points of non-lethal damage, and Valeros rolled a Natural 1 on his Defense. Jacynta got an Entangled Dirty Trick against Valeros!

Crunch:
Valeros's Concealment 20%: 1d100 ⇒ 67. Valeros is not Concealed. Valeros's FF Defense; lost Two-weapon Defense, Enlarge person, squeezing vs. Jacynta's +25: 1d20 + 3 ⇒ (1) + 3 = 4. Jacynta hits for 2 points of non-lethal damage. Valeros rolled a Natural 1 on his Defense, so Jacynta gets a free Dirty Trick. 1d6 ⇒ 4, Jacynta Entangles Valeros for 5 rounds; Valeros may clear the condition as a Move Action.


Stomping his foot back into his boot, Valeros squeezes past the table that was bottlenecking him, and halfway out of the mist. Looking down, he grins seeing Tuk there, his eyes flashing happily, "you are quite fun to fight, halfling!" His sword cuts across Tuk's thigh as Valeros stabs downward.

Tuk takes 10 points of damage.

Crunch:
Valeros uses a Move Action to sort out his boot, removing the Entangled condition, and takes a 5 ft. step halfway out of the mist, removing his squeezing condition. Valeros attacks Tuk: 1d20 + 8 ⇒ (12) + 8 = 20 vs. Tuk's Defense ENVIRONMENTAL: 1d20 + 8 ⇒ (9) + 8 = 17 for 2d6 + 5 ⇒ (4, 1) + 5 = 10 points of non-lethal damage, bringing him down to 17 hp.


"You lot are quite resourceful!" Stepping back from Thuurvi, Ezren casts a spell, holding his left arm out in front of him momentarily, wrist turned outward. "Վահան"!

The word sounds like Vahan.

Crunch:
Ezren takes a 5 ft. step back and casts Shield, duration: 10 rounds. He uses Combat Expertise.


END OF ROUND 2!

Cheers go up from the three men in the back of the room, laughing and taunting as the battle roars on around them.

ROUND 3!
Summary of conditions:

  • EVERYONE is under the effects of Thuurvi's Bless spell for 8 more rounds, and there is a mist in the room that provides Concealment (20%) for anyone in it.
  • Jacynta is Concealed and hidden.
  • The terrain will revert as soon as Thuurvi has her turn. She is also flat-footed and concealed.
  • Tuk is under-foot Valeros and flanking with Engineer #3 Mk. II.
  • Engineer #3 Mk. II is flanking with Tuk and has partial cover from Valeros.
  • Valeros is large and has a small problem. He also has partial covor from Engineer #3 Mk. II, and Concealment from some (hard to say, I don't think the RAW are clear on 1/2 covered Concealment).
  • Thalmor has more beer on his beard than is normally acceptable, and a mostly empty mug again!


  • Skills:
    Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
    Stats:
    Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

    Taking advantage of his comparatively better position, Engineer reaches for Valeros with one large metal fist while his ectoplasmic battle-fist comes around to land a heavy blow.

    "Your mobility is commendable, but if you are held still that will avail you naught."

    Numbers:
    Using cover to avoid the AoO, Engineer attempts to GRAPPLE Valeros, using Flank and Bless. CMB: 1d20 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13, if successful Valeros is GRAPPLED and takes Bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7


    Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

    Tuk spins around Valeros' knee, scooting back between the warrior's legs. A shadow looms and he sees #3 attempt to grab on to Valeros, his large metal hand reaching out....

    Tuk decides to help out and lunges upward, trying to embed his rapier's point in Valeros' meaty buttocks!

    Crunch:

    Attack: 1d20 + 6 ⇒ (3) + 6 = 9
    Damage: 1d4 + 3 ⇒ (3) + 3 = 6


    Valeros shrugs off Engineer #3 Mk. II's grapple, reaches between his legs and gets ahold of Tuk's collar and flings him back into the mist. As Tuk is ripped off his feet, he swings a boot up and rings the bell. Tuk keeps his feet, and bumps into something behind him where he lands.

    "Son of a - !" Valeros groans and makes a sound in his throat. "Siberys, I'm gonna keck."

    Tuk gets SHOVED by Valeros, pushing him back 10 ft., so the question now is: mouser says "if the opponent attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser." It does not say if the mouser is moved. I'm going to say, tentatively, that Valeros moving Tuk out from under him is the same as Valeros moving out from over him, triggering the AoO from Tuk as it ends your Underfoot assault. You Sickened him with your kick for 1 round.

    Tuk & Thuurvi:
    Tuk bumps into Thuurvi's back where he lands. It does not do anything to hinder either of you, it is just descriptive.

    Crunch:
    Valeros's CMD vs. Engineer #3 Mk. II's Grapple +13; - 4 Engineer #3 Mk. II is not the mouser: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19, the grapple attempt fails. Valeros's Defense SHOVE vs. Tuk's attack +12 (flanking and Bless were added in): 1d20 + 9 ⇒ (16) + 9 = 25, and Tuk gets shoved. As an off-hand attack, you force your target back. If your attack is successful, you move your opponent back 5 feet in a direction directly away from you, while you remain in your space. Your opponent cannot make a 5 foot step on its next turn. For every 10 points that you beat your opponents attack with your Defense, you shove them back another 5 ft. If they hit a surface, they must make a DC 10 Reflex save or fall prone. Targets with more legs than you or exceptionally stable targets like dwarves gain a +4 bonus to their CMD against shoves. 25-12=13; Valeros shoves Tuk back 10 feet. Tuk's AoO Sickened for ending Underfoot assault; +1 Bless, +2 flanking: 1d20 + 6 + 1 + 2 ⇒ (18) + 6 + 1 + 2 = 27 vs. Valeros's Defense: 1d20 + 7 ⇒ (19) + 7 = 26, hitting. Valeros is Sickened for 1 round. He may remove this condition with a Move Action.


    Jacynta:
    Suddenly Tuk lands in front of you, bumping into Thuurvi's back. Both of them are shifting shapes in the mist.


    Stats:
    HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
    Skills:
    Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

    Thuurvi nudges Tuk. "If you can get into that area near the wizard, gut him. Er, no pun intended. Gah, I should have pulled out my sling; stupid demon spirits." She considers getting other weapons, but the disquieting ripples in the air around her look ready to make anything she grabs a difficult retrieval. Instead, she holds on to her dagger and lets dark power flow through her mortal conduit, whispering harshly through her tusks.

    DM:

    Casting Bane. Darn AoOs and lack of Nimble Steps feat. DC15 Will to resist.


    Ezren's Will save: 7.

    Thuurvi:
    Go ahead and roll and attack for that motivation (if we decided to try that name, lol). "I am motivated to be your Bane." Lol.
    Keep in mind when you read that, you do have the option to try to overclock your spells whenever you would like.

    Your attack would be 1d20 + 4 (ChaMod) + 1 (spell level), and anything from Feats and such, which I don't think you currently have. This allows you to roll the attack and have the control, rather than me just rolling the save. I will still roll the save, but I like you guys having that ability to roll really high, at least hopefully. ;)

    Also...you don't need Nimble step. The terrain went back to normal as of the beginning of your turn.

    Crunch:
    [ooc]Ezren's Will save: 1d20 + 4 ⇒ (3) + 4 = 7


    Stats:
    HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
    Skills:
    Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

    DM:

    Ah, I thought you said at the end of my turn. Ok!

    Motivation: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

    Finally, a good roll!


    Thuurvi:
    Good roll! I totally see how you might have thought that about the terrain. Sorry. “Has her turn” should have been “starts her turn.”

    You still have a Move Action and such. Anything else she’s doing?


    NG Female Hafling Hunter 1 | HP 33/33, Vitality 33/33, WP 23/23 | AC +8, T +5, FF +3 | F: +4, R: +5, W: +2 | Init +4, Perc +8, Stealth +8 | | Speed 20ft |Hero Points: 1/5 | Conditions: None

    Jacynta slips past Tuk, still crouched under the table, and swipes again at Valeros's oversized calf.

    DM:
    5-foot step, standard action to attack. Nothing really I can do with my move action in this situation, sadly. Also, on Jacynta's last attack, she should've gotten a +1 to damage from her Dirty Fighter trait, due to flanking.

    Jacynta's Dagger, plus Bless: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
    Damage: 1d3 + 1 ⇒ (3) + 1 = 4

    Also also, this is kind of a weird edge case situation, but should I have cover from Valeros right now? He's twelve feet tall and standing next to a table that I'm underneath. Logically, it seems like he'd have a hard time trying to hit me right now.


    Jacynta's dagger slides off Valeros's leather greaves as he stomps around, just missing its mark.

    Jacynta I am assuming you were intending to continue using Stealth? I rolled it this round for you, and you were successful, which means Valeros is flat-footed. I also added that missed point of damage that you did.

    Crunch:
    Valeros's Will save vs. Thuurvi's Bane +22: 1d20 - 1 ⇒ (4) - 1 = 3, Valeros is affected by Bane. Ezren's Spellcraft; different type of power DC+50%: DC 19: 1d20 + 9 ⇒ (9) + 9 = 18, Ezren does not know the spell. Ezren's Knowledge (occult) DC 26: 1d20 + 8 ⇒ (9) + 8 = 17 Ezren does not recognize any of the traits or that it is occult sorcery.

    Jacynta's Stealth: 1d20 + 10 ⇒ (5) + 10 = 15 vs. Valeros's Perception; DC : 1d20 - 2 ⇒ (4) - 2 = 2. Valeros's FF Defense vs. Jacynta's attack +20: 1d20 + 8 ⇒ (16) + 8 = 24.


    Ezren takes another step back, tracing arcane sigils in the air before him. Then, seeming to grip the sigils, he attempts to turn an unturnable object and with a snapping motion, almost as if he broke something, Ezren overclocks the spell! Two bolts of white hot light dart out faster than a blink of the eye, hitting Thuurvi. Ezren whoops in joy, "ha ha!

    Thuurvi takes 6 points of non-lethal force damage.

    Crunch:
    Ezren's Overclocked Magic Missile DC 17: 1d20 + 9 ⇒ (14) + 9 = 23 Ezren successfully overclocks his Magic Missile spell, raising the Castrer level by 2, for a total of 4. He has two missiles. Thuurvi takes 2d4 + 2 ⇒ (1, 3) + 2 = 6 points of non-lethal damage.


    "Mother of - tiny, bloody, awful halflings..." Shaking off his feeling of nausea from Tuk's parting gift, Valeros spins to face Engineer #3 Mk. II, with a roar, bringing his sword across in a powerful back-handed swing, but Engineer#3 Mk. II catches Valeros's wrist, snapping his right elbow back and uses Valeros's own momentum to propel him over the warforged's shoulder, sending him sprawling to the ground! Valeros grunts as he slams into the ground hard.

    Engineer #3 Mk. II got a Reaction: SHOULDER THROW - You throw your opponent down, dealing damage equal to your unarmed strike +1d6, and leaving your foe prone in any adjacent square. They did 11 points of non-lethal damage to Valeros!

    Crunch:
    Valeros uses a Move Action to clear his sickened condition, and Valeros attacks Three with his Longsword; enlarged, Power Attack, Combat Expertise w/ Stamina trick: 1d20 + 6 ⇒ (10) + 6 = 16 for 2d6 + 7 ⇒ (2, 6) + 7 = 15 potential points of damage vs. Engineer #3 Mk. II's Defense SHOULDER THROW; partial Cover: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 for 1d6 + 1d3 + 4 ⇒ (5) + (2) + 4 = 11 points of non-lethal damage.


    END OF ROUND 3!

    Summary of conditions:

  • EVERYONE is under the effects of Thuurvi's Bless spell for 7 more rounds, and there is a mist in the room that provides Concealment (20%) for anyone in it.
  • Jacynta is concealed and hidden.
  • Thuurvi is concealed.
  • Tuk is concealed.
  • Engineer #3 Mk. II just walloped Valeros.
  • Valeros is large and prone.
  • Thalmor is enjoying himself.

    ROUND 4!


  • Skills:
    Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
    Stats:
    Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

    "The unexpected attack deals the sharpest blow, as I stated. And now you will feel the might of a psionically powered warforged's fist."

    Engineer #3 raises his ectoplasmic battlefist and delivers a crushing blow onto the large fighter.

    Crunch:
    Attack: 1d20 + 6 + 1 + 4 ⇒ (12) + 6 + 1 + 4 = 23 to hit vs prone, with bless, for Bludgeoning: 1d8 + 4 ⇒ (5) + 4 = 9 damaage

    Miss Chance: 1d100 ⇒ 93


    Three's fist comes down hard, hitting Valeros right in the thigh. "Ow!"

    Engineer #3 Mk. II hits Valeros for 9 points of non-lethal damage! Also, neither of you are in the mist anymore, so no miss chance. :)

    Crunch:
    Valeros's Defense SHOULDER THROW; prone vs. Engineer #3 Mk. II's attack +23: 1d20 + 6 ⇒ (13) + 6 = 19.


    M | HP 33/33, Vitality 33/33, WP 23/23 | AC +7, T +2, FF +5 | F: +4, R: +3, W: +5 (+3 poison, spells, spell-like) | Init +2, Perc +7, Stealth -1 | | Speed 30ft |Hero Points: 5/5 | Spells Used: 0/4 | STH Used: 1/6 | Conditions: None

    Thalmor curses quietly when some of the beer is spilled, but otherwise enjoys watching the antics as much as he can. The odd haze and smoke makes it noticably less interesting, visually, but he keeps his head down and just tries to stay out of the way.


    Stats:
    HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
    Skills:
    Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

    My post got eaten. Thuurvi yelled at Tuk to attack Ezren. Move actions are useless for her as it takes a Standard action to get her sling out. Darn demon-spirits.


    Stats:
    HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
    Skills:
    Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

    DM:

    Are Ezren and Valeros under the effects of Bane? That will determine what she does next.


    Thuurvi:
    They are. I don't always mention that they are, partly because your character doesn't actually have a mechanism for knowing that in the world. Like...Magic Missile; Ezren knows it worked and hit you, but he doesn't know it damaged you. I am often okay with players (and NPCs) making assumptions like that. I recognize that it is a pretty standard thing, and I often mention it (still) out of habit. At its heart, it is metagame knowledge. But, yeah, you often will not know if your spell, prayer, motivation, etc. worked. To you, it looks and feels like it worked...for as well as you understand your powers. But you may not know if he has resistance, etc.


    DM Botting for Tuk after 48 hours.

    Tuk gets his feet under him and runs out of the mist, jabbing his rapier at Valeros sprawled out on the ground.

    Crunch:
    Tuk moves 15 ft. and Tuk attacks Valeros; Bless: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 for 1d4 ⇒ 3 potential points of non-lethal damage.


    Valeros deflects Tuk's rapier slash with his Longsword, knocking the rapier out of the halflings hands. It lands next to the shelf to Tuk's right.

    Valeros Disarmed Tuk's rapier with a Reaction. It is X on the map.

    Crunch:
    Valeros Defense Disarm; prone vs. Tuk's attack +22: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23, successfully Disarming Tuk; his rapier lands 1d8 ⇒ 6, next to the shelf.

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