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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This is for anyone who's has gone through the back door of the kitchen, into the top level of the storage.

You enter a large cavernous room through a door on a balcony overlooking the storage area below it. Stacks of crates can be seen interspersed throughout the room, with ever-burning lanterns hung intermittently throughout. The balcony runs the width of the ship before jettisoning in a staircase that descends to the level below.
The light blue squares are waste height, the dark blue squares are head height. The pillar is the tallest object at over ten feet tall.

The music for this scene is here. It is Akkadian empire, by Audiomachine.

Roderik, Kurst, and Omast move quickly along the balcony before descending the stairs into the hold, where Kurst works on fastening Roderik's armor and Omast works on Kurst's.

In the center of the open area stands the pillar that many of you visited earlier, covered by a tarp. It is over ten feet tall and fastened down by straps.

"This will have to do," Roderik says to the group as the rest of you enter.

The ship suddenly lurches with turbulence before returning to normal, causing everyone to catch their balance. Shouts can be heard in the distance.

Jacynta:
You see the crates with animals in them again. They seem agitated. One appears to be a larger crate with an allosaur in it.

Crunch:
Thuurvi's Perception: 1d20 + 0 ⇒ (10) + 0 = 10, Jacynta's Perception: 1d20 + 8 ⇒ (9) + 8 = 17 vs. DC 15. Jacynta's Knowledge (nature): 1d20 + 5 ⇒ (10) + 5 = 15 vs DC 12.


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 considers for a moment, then speaks, ”if they’re orcs, maybe we have a chance of holding them off for a little while. It’s possible that the giant needs smaller folk to get down here. I tell ya, I think we’re out of our depth but I expect we can do little more than fight.” He sighs. ”I’ll cover the door, I suppose.” He cracked his knuckles, his rings shining brightly.

”Someone help cover the door with me - I’ll stab the bad guys as the come through, or try.” He wipes his forehead a little, and then pinches his beard, twisting it a bit, seemingly as a reflex, then gripped his spear as he approached the possible place they could arrive.

Will try to cover the stair heading down or entrance to the second level from up above. Should be simple enough.


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

Hmm, weird wasn't getting my updates on this... Tuk would have gone back at least as far as the balcony above the storage area. And have grabbed his stuff...its' all he's got :)

Looking down at the tarp covered artifact, "huh, so that's what's causing all this fuss..."

He turns back hearing word of orcs accompanying the giants above, "Orcs sound easier than giants!" he declares, rolling his shoulders watching the stairs at the far side of the common area.


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

"A sound tactical position. When the enemies cross the threshold, we can ambush and flank them."

Engineer moves to the other side of the door, glowing ectoplasmic battlefist at the ready.


Everyone, make sure to place your character where you intend them to be on the battle map.


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 will push open the door nearby but stand with spear ready near the staircase on the crew deck that leads between the main deck and the lower orlop deck.


Just waiting on Thuurvi and Jacynta.


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 hears Thalmor, Three, and Tuk above, preparing their defenses, and looks around at the three armored men around her, then looks down at her white-knuckle grip around the haft of her tangat.

"I'm not much for religion, but does anyone remember any prayers, off-hand? I think now might be the time for them."

I shifted Jacynta to behind the dark blue square, which I assume is a wall of some sort. What's the difference between the kind-of dark blue squares and the very dark blue squares?

Crunch:

Stealth: 1d20 + 10 ⇒ (4) + 10 = 14


The difference is in their height. The dark blue squares are around head height or higher, 6-8 ft. tall. The light blue is around waist height, 2-4 ft.

So Jacynta is next to a large crate of some sort.


With a boom, something hits the door above Thalmor with an extreme amount of force.

"It's a good day to die!" Valeros crows, pointing his longsword around the room at Ezren, Three, and Tuk and Thalmor, each just outside of the room.

"We do not die today, my friend." Ezren replies with a mix of confidence and doubt.

The door leading up to the deck bursts apart as a long metal arm, woven with strips of heavy dark wood, punches through the barrier.

"Giant!" Valeros yells.

Thalmor:
A loud, low voice of a woman bellows out from the deck above you, "Find her! Look for the tattoo!"

Three:
"Вайро ёбед!" A loud, low voice of the female giant bellows out from the deck above you. "Татуаро ҷустуҷӯ кунед! Эшборн ба сеҳри бади вай пойдор нахоҳад шуд!"

Jacynta:
Kurst chuckles nervously at Jacynta. "Pray the three Aundairan murderers drown in their own piss and shi-"

"Kurst." Roderik scolds.

Omast looks up at the ceiling worriedly. "I don't think that prayer would help us survive right now. We are not fighting the Aundairan's anymore, Kurst."

"They fled, brother! Fled!" Kurst is clearly upset. He seeths, shaking his head in frustration towards Omast. "The cowards. I expected nothing less from Aundairan scum."

As a distant boom sounds, shaking the ship itself, you notice a specific unmarked crate holds a large, distressed creature in it. You can hear it squeaking and trilling, breathing heavy and pushing against the crate itself. As another distant boom sounds, followed by yells, the Allosaur lets out a frightened bellow and charges at the wall of its crate.

I've marked that crate with an "A" on the map.

You recognize the curse Kurst just used as being directed at an unofficial ruling triumvirate in Aundair, of which you believe at least Queen Aurala ir'Wynarn is a part.

Thuurvi:
Kurst chuckles nervously at Jacynta. "Pray the three Aundairan murderers drown in their own piss and shi-"

"Kurst." Roderik scolds.

Omast looks up at the ceiling worriedly. "I don't think that prayer would help us survive right now. We are not fighting the Aundairan's anymore, Kurst."

"They fled, brother! Fled!" Kurst is clearly upset. He seeths, shaking his head in frustration towards Omast. "The cowards. I expected nothing less from Aundairan scum."

As a distant boom sounds, shaking the ship itself, you notice a specific unmarked crate holds a large, distressed creature in it. You can hear it squeaking and trilling, breathing heavy and pushing against the crate itself. As another distant boom sounds, followed by yells, the dinosaur lets out a frightened bellow and charges at the wall of its crate. It looks like an Allosaur.

You hear Valeros yell from the common area, "Giant!"

I have marked the crate with the Allosaur with an A.

You recognize the curse Kurst just used as being directed at an unofficial ruling triumvirate in Aundair, of which you believe at least Queen Aurala ir'Wynarn, her younger brother, the First Warlord of Aundair and Royal Minister of Magic, Prince Adal ir'Wynarn, and the Second Warlord of the Realm and Commander of the Knights Arcane, Lord Darro ir'Lain.

Tuk:
Kurst chuckles nervously at Jacynta. "Pray the three Aundairan murderers drown in their own piss and shi-"

"Kurst." Roderik scolds.

Omast looks up at the ceiling worriedly. "I don't think that prayer would help us survive right now. We are not fighting the Aundairan's anymore, Kurst."

"They fled, brother! Fled!" Kurst is clearly upset. He seeths, shaking his head in frustration towards Omast. "The cowards. I expected nothing less from Aundairan scum."

As a distant boom sounds, shaking the ship itself, you notice a specific unmarked crate holds a large, distressed creature in it. You can hear it squeaking and trilling, breathing heavy and pushing against the crate itself. As another distant boom sounds, followed by yells, the dinosaur lets out a frightened bellow and charges at the wall of its crate. It looks like an Allosaur, native to the Talenta Plains.

"Вайро ёбед!" A loud, low voice of the female giant bellows out from the main deck. "Татуаро ҷустуҷӯ кунед! Эшборн ба сеҳри бади вай пойдор нахоҳад шуд!"

You hear Valeros yell from the common area, "Giant!"

I have marked the crate with the Allosaur with an A.

Crunch:
Thalmor's Intelligence check: 1d20 + 1 ⇒ (2) + 1 = 3, Three's Intelligence check: 1d20 + 1 ⇒ (19) + 1 = 20 to realize it is the giant speaking. Jacynta's Intelligence check: 1d20 + 1 ⇒ (14) + 1 = 15 vs. DC 15, 17 and 19 to know who Kurst is referencing. She knows one of them is Queen Aurala ir'Wynarn. Thuurvi Knowledge (nature): 1d20 + 5 ⇒ (14) + 5 = 19 vs. DC 10 to tell what the creature is. Thuurvi's Perception: 1d20 + 0 ⇒ (14) + 0 = 14 vs. DC 19 to hear the top deck. Tuk's Perception: 1d20 + 7 ⇒ (11) + 7 = 18 vs. DC 18 to hear the top deck. Tuk's Intelligence check: 1d20 + 1 ⇒ (20) + 1 = 21 vs. DC 10 to know what the creature is. Thuurvi's Knowledge (local): 1d20 + 5 ⇒ (16) + 5 = 21 vs. DC 15, 17 and 19 to know who Kurst is referencing. Tuk's Knowledge (local): 1d20 + 6 ⇒ (6) + 6 = 12 vs. DC 15, 17 and 19 to know who Kurst is referencing.

Last post before I roll initiative, everyone. Again, I will average everyone's, so it will likely be the party acts, then the NPCs. I may intersperse NPCs in between your posts, as part of my replies. If you want to roll your Reactions, put them under a spoiler. There are 36 currently, so random between 1 and 36 should do.


Crunch:
Orc's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22, Orc Sergeants's Initiative: 1d20 - 1 ⇒ (9) - 1 = 8, Omast's Initiative: 1d20 - 2 ⇒ (12) - 2 = 10, Roderik's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18, Kurst's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22, Jacynta's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22, Thuurvi's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5, Three's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4, Thalmor's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14, Tuk's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10.
Kurst 22, Orc 22, Roderik 18, Party 11, Omast 10, Orc sergeant 8. 22+5+4+14+10=55/5=11.


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

"I'm joining Thalmor. Jacynta, aren't dinosaurs a halfling thing? Maybe let it out and aim it at a giant," says Thuurvi with a gleam in her eye.

Ok, if I understand the map and Thalmor's position, Thuurvi's near the door on the crew deck, and other people are down in the hold. Is this correct?

"Thalmor, we're retreating to the stowage again, strategically, right?" says Thuurvi as she reaches the dwarf's side, grimacing and showing her tusks. "I'll make the stairs difficult for them once they appear...let's not make this our sacrificial stand, though."


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

The problem is, if we want to actually try and stop them from getting the pillar, we have to cover this stair. This is the only direct way to get from the outer deck to the orlop deck (there are two stairs and they pass through two decks). Note that if we want to let them take the pillar (which I'm fine with) we can just all hide under a table on the crew deck or something and let them go by.


Three and I were going to try and cover the staircase I thought. I could be wrong.

We could also descend down into Orlop and try to get them as they come down, but they may ignore us and move through the food area, then just leap onto the lowest deck from the balcony.


That is correct, Thuurvi.

Also...Thuurvi and Thalmor, you are both in the room that the door in the ceiling just burst apart as a giant metal arm punched through it. Neither of you seemed to respond to that...just wanted to make sure you understood.

Thuurvi:
You also realize that in the hold, there was a large rear door...one that lowers itself into a platform. It's essentially unusable, but...it is technically another way into the hold.

Crunch:
Thuurvi's Intelligence check: 1d20 + 1 ⇒ (13) + 1 = 14, Thalmor's Intelligence check: 1d20 + 1 ⇒ (9) + 1 = 10, Three's Intelligence check: 1d20 + 1 ⇒ (2) + 1 = 3 vs. DC 12.


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 starts a bit when the giant arm rips through, but sighs and nods at Thuurvi, ”might as well get dying over with. Who knows why they need smaller minions if they can just tear apart the ship…” He shouts into the doorway to Three and Tuk, ”hear that? We’re retreating, head away and stand down.” He quickly hurries down the stairs and moves to the northern wall of the hold, holding his spear but not readying it threateningly.

Move to the lower level and stay out of the way of whomever wants to come down and steal.


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

Sorry, was having trouble getting bearings.

"That was quick," says Thuurvi, scurrying along with Thalmor. "Metal arm? A warforged? What was that?"

"Hey Thalmor. When they come for us, we have another way out of the hold. There's a rear door. I'd rather let 'em have the pillar and not die."


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

Colossus map seems to be gone now.


The map isn’t showing up for you? The link is still at the top of our page, it’s still fully up for me. Anyone else unable to access it?


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

The map is on the second tab at the bottom...called sheet 1. Don't see the giant metal arm on the map...not entirely sure where that is :)


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

What Tuk said. You have to click Sheet 1.


I am not sure what created that first tab, “form responses”. I’ll have to poke around at how to remove that.


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

Just right-click the tab and hit Delete! Feel better!


It's telling me I can't because it is a linked form. Linked to what? Who the eff knows. I hate being pretty good with technology yet still feeling clueless sometimes.


Sorted out that fiorst tab. Thanks, Tuk. :)


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 attacks the darkness.


An obese orc wearing ill-fitting studded leather armor with white paint slashed across his eyes and standing six inches shorter than Thuurvi rushes down the stairs and into the room brandishing a falchion. Thuurvi attempts to slam him in the nethers with the pommel of her dagger as he passes, but misses.

"Edrychwch ar yr ast fach danllyd, hogia." His voice is slow, but intoned with pitch, considering the frenetic pace of the battle.

Two more orcs quickly follow him down the stairs, one taller than Thuurvi, wearing a dented breastplate that was once painted blue and carrying a light wooden shield, immediately jumps at Thalmor, thrusting with his short spear. Thalmor knocks the spear out of the way and binds up the orcs weapon arm, grappling him.

The second orc, this one not wearing any armor and wielding a hand ax in one hand and a dagger in the other, laughs in a gravelly voice as he cuts under Thuurvi's attempts at defense. "Gadewch i ni droi'r hanner brid hwn yn lludw."

A fourth orc wearing dirty leather armor with a hawkish face and a mohawk rushes and attacks Engineer #3 with a javelin, but Three hit's it hard in the chest, and the leather armor rips along one side, hanging uselessly off the orc's shoulders.

Down in the hold, cries and yells can be heard amidst the obvious clanging of weapons. The allosaur in the crate bellows in extreme fear and bangs against the door of its crate, attempting to escape.

Thuurvi:
"Look at the little fiery b@@$%, lads."

"Let's turn this half-breed to ash."

You take 4 points of damage for the second orc's successful attack.

Thalmor:
You Grapple the orc as your successful Defense, which means you will also gain the Grappled condition. You may release him as a Free Action, of course, if you wish.

Three:
You have successfully Sundered and Destroyed the orc's leather armor.

Crunch:
Kurst 22, Orc 22, Roderik 18, Party 11, Omast 10, Orc sergeant 8. 22+5+4+14+10=55/5=11. Thuurvi's AoO to Sicken: 1d20 + 2 ⇒ (7) + 2 = 9 vs. Bakh's Defense: 1d20 + 3 ⇒ (16) + 3 = 19. Bakh attacks Thuurvi with Falchion: 1d20 + 5 ⇒ (12) + 5 = 17 vs. Thuurvi's Defense the attacker blocks an allies attack: 1d20 + 5 ⇒ (16) + 5 = 21. Durbul attacks Thalmor with short spear: 1d20 + 4 ⇒ (4) + 4 = 8 vs. Thalmor's Defense Grapple: 1d20 + 9 ⇒ (8) + 9 = 17. Bormagug attacks Thuurvi with handaxe: 1d20 + 4 ⇒ (19) + 4 = 23 vs. Bakh's attack, beating it. Thuurvi's Defense Cantrip: 1d20 + 5 ⇒ (13) + 5 = 18, hitting for 4 points of damage. Azlak attacks Three with a javelin in melee: 1d20 + 0 ⇒ (8) + 0 = 8 vs. Three's Defense Sunder armor: 1d20 + 7 ⇒ (11) + 7 = 18, doing 1d8 + 4 ⇒ (6) + 4 = 10 damage to Azlak's leather armor. Hardness 2, Armor HP 5. The armor is destroyed.

The party is up!


For clarification, the noises of clanging weapons and such are what everyone in the hold are hearing...those noises are not coming from the hold.


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

Seeing the attacking orc's armor has failed, Engineer grabs the humanoid by the shoulder with its left hand before driving the ectoplasmic enhanced fist like a piston into the orc's sternum.

"One combatant engaged, and its armor has been removed. Advise if you require immediate assistance, please."

Numbers!:
Attack!: 1d20 + 6 ⇒ (18) + 6 = 24 to hit, for Bludgeoning: 1d8 + 4 ⇒ (8) + 4 = 12 damage


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

Where's Three on the map, and the fourth orc?

Thuurvi takes a steady step back, grinning at the dagger-wielder. "mae moch fel chi bob amser yn gwichian pan maen nhw'n cael eu hysbaddu," she retorts.

The ground suddenly becomes strange and uneven under orcish boots. Unearthly Terrain.


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

Difficult terrain now from L5 to O8 in a square. Thuurvi took a 5' step back and did her thing.


Keep in mind, Thuurvi, that puts Thalmor in your difficult terrain. Three is on the level above you, in the doorway to the eating area.


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

I'm aware. Thalmor has options. :)


Three slams the orc in the chest. It gasps with effort as it tries to fend off the warforged's assault, rasping in a high, wide voice, "Rwy'n falch ein bod ni'n cael chwarae, wedi ein cynhesu."

He grabs ahold of Three's wrist, a fervent, mad look in his eyes. "Gawn ni weld sut mae gwaed ein gilydd yn blasu. A oedd yn cynhesu pob toriad eu hunain, dim ond i weld y lliwiau bywiog?"

"Taste your own blood, orc!" Valeros yells, swinging his longsword at the orc. He is unable to get his sword around the corner at this awkward angle and misses.

Crunch:
Valeros takes a 5 ft. step and attacks with his longsword against Azlak: 1d20 + 8 ⇒ (4) + 8 = 12 vs. AC 10+4=14 for cover, for Longsword: 1d8 + 4 ⇒ (3) + 4 = 7 potential points of damage, missing. Translation: "I'm glad we get to play, warforged. Let's see what each other's blood tastes like. Do warforged every cut themselves, just to see the vibrant colors? "


Thalmor:
What Thalmor knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire.

An orc remains conscious and can continue fighting even if it is bleeding out and dying.

The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes.

The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers.

Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives.

These orcs are probably from Droaam.

Thuurvi:
What Thuurvi knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire.

An orc remains conscious and can continue fighting even if it is bleeding out and dying.

The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes.

The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers.

Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives.

These orcs are probably from Droaam. Their accent is faster than the normal Shadow Marches orc accent, which is slower and lower, or the Eldeen Marches accent, which is more clipped, or the Demon Wastes accent, which changes some of the idiosyncratic use of phrases common to many orcs outside of the Wastes.

Tuk:
What Tuk knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire.

An orc remains conscious and can continue fighting even if it is bleeding out and dying.

The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes.

The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers.

Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives.

These orcs are probably from Droaam.

Jacynta:
What Jacynta knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire.

An orc remains conscious and can continue fighting even if it is bleeding out and dying.

The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes.

The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers.

Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives.

These orcs are probably from Droaam.

Engineer #3 Mk. II:
What Three knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire.

Crunch:
Thalmor's Knowledge (local): 1d20 + 5 ⇒ (14) + 5 = 19, Tuk's Knowledge (local): 1d20 + 6 ⇒ (13) + 6 = 19, Jacynta's Intelligence check: 1d20 + 1 ⇒ (16) + 1 = 17, Thuurvi's Knowledge (local): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17, Three's Intelligence check: 1d20 + 1 ⇒ (8) + 1 = 9 vs. DC 6, 11, and 16.
DC 6 Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire.

DC 11 An orc remains conscious and can continue fighting even if it is bleeding out and dying.

The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes.

The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers.

Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives.

DC 16 These orcs are probably from Droaam.


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 shakes a bit, and then hisses, saying to the orcs, "haven't got a quarrel with you, lads, take what you want and go." He lets go of one of them, shoving them towards the door. "Just let em pass lass, even if we win - we're not gonna beat the giant." He gestures, sighing, and resigned, towards Thuurvi. "No funny business from you lot, though, just leave everyone be, got it?" He gives them a piercing look, to see if they understand.

Thalmor lets the orc go but holds his spear at the ready in case they get any funny ideas, to try and stab them. Readied action will be to attack anyone who approaches him to attack.

Why is Thalmor not Fighting?:

Thalmor doesn't care about the artifact, he just wants to survive. He's outnumbered, and can't attack or even 5 foot step from this position to escape. He thinks the giant could kill everyone on the airship if it wanted to. Unless someone makes a compelling reason, he's arguing to give it up to them as soon as possible. He's not a hero, especially not to people who aren't paying him.

Crunch:

longspear (readied action): 1d20 + 3 ⇒ (11) + 3 = 14
longspear damage: 1d8 + 4 ⇒ (7) + 4 = 11
longspear (AOO, if applicable): 1d20 + 3 ⇒ (4) + 3 = 7
longspear damage: 1d8 + 4 ⇒ (1) + 4 = 5


Thalmor:
Excellent. :D


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 narrows her eyes at Thalmor, then turns to the orcs.

"Roeddwn i'n byw yn Cazhak Draal, rydych chi'n idiotiaid. Nodwch eich busnes. Mae'r corrach gwallgof eisiau gadael i chi basio."


Thuurvi:
What is the crazy spider? Lol. The translation was "I lived in Cazhak Draal, you idiots. Please indicate your business. The crazy spider wants to let you pass."


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:

hahaha, it should be 'dwarf.' Canon: dwarves are now spiders


Thuurvi:
I assumed so, but wanted to make sure I understood you. Yeah, cannon, lol. Like you misreading the board and saying Tuk instead of Jacynta, lol. Jacynta saw that (in the real world, the player did) and said "oh, hell no, I'm leaning into that. Haha. My character thinks she's dismissive and racially insensitive to short folks!" I love little moments like that coming out.


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:

gah, I reached the limits of Google Translate, clearly. And I checked twice! Listen, Tuk and Jacynta do look alike anyhow and Tuk is trying to show me up with his red hair. Between him and Thalmor the Banker... :D :P

(Thalmor's player is in a game of mine and all is well--I am jesting :D)


Valeros turns and hustles through the kitchen towards the rear where Tuk stands. "Ezren, Three, lets get down into the hold, we're stronger with the others." Ezren nods, joining him with the other two as they move downstairs.

They descend the stairs into the rear of the hold. As Ezren moves past Jacynta, the allosaur launches itself against its container. "Ah!" he gasps, jumping back, swearing. "What in Aurala's name?" A deep, pulsing chitter escaped from the crate as the dinosaur trilled anxiously, then barked twice.

More yells can be heard as another swarm of orcs come down the stairs. Suddenly a voice calls out, and the orcs stop. They vary in size and build, some carrying falchions, others wearing leather or chainmail.

"The Jhorgun'taal says...she...” a surprisingly smooth voice speaks from out of sight up the stairs, "...is...from the nation." The voice speaks slowly, pausing often.

"Jhorgun'taal, you are...gwrach. Corrupt. You and your..." he pauses again, and you can hear the contempt in his throat as he growls out the word, "...friends." A shadowy figure descends the stairs slowly, his features shrouded. The ship lists to the side, and everyone has to lean a little as the deck tilts. An explosion can be heard up on deck. "You people are why Eberron is...dying. Your wars," he gestures and the orcs push Thalmor and Thuurvi into the hold, "your warforged creations. Your..." he steps into the light finally, "...magic."

A tall thin orc wearing no armor, save some vambraces made out of animal skulls and a bandolier attached to a leather pauldron over his right shoulder, steps into the light. A wicked bit of iron is forged around his head.

He looks into the hold, past Thuurvi and Thalmor, to where Roderik, Omast, Kurst, Jacynta, Ezren, Tuk and Valeros are.

"Ashbound! Find the tattooed woman! Kill the rest of these corrupters!"

Three:
You notice that the orc you killed seemed to be covered in a thin layer of ash.

Thuurvi:
You notice that all of the orcs seem to be very dirty and dusty for some reason. He calls you a witch.

Thalmor:
You notice that all of the orcs seem to have intentionally covered themselves in gray ash. This is something you've read about a group of ecoterrorists doing. They call themselves Ashbound, and consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They also often disdain agriculture, smithing, and usage of metal weapons and armor, and magical breading, such as that of House Vadalis.

Crunch:
Engineer #3 Mk. II's Perception: 1d20 + 5 ⇒ (8) + 5 = 13, Thuurvi's Perception: 1d20 + 0 ⇒ (10) + 0 = 10 and Thalmor's Perception: 1d20 + 7 ⇒ (18) + 7 = 25 vs. DC 11 to notice the ash. Jacynta's Linguistics: 1d20 + 2 ⇒ (7) + 2 = 9 vs. DC 12 to recognize a local dialect. Thalmor Knowledge (religion): 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 10 to recognize behavior of the Ashbound, DC 15 to recognize they are using metal.

Everyone please roll initiative.


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

Spoiler:
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

"Curious, this orc was covered in a fine dust. I wonder if that is significant somehow "


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

Spoiler:

Init: 1d20 + 2 ⇒ (12) + 2 = 14

Thuurvi's eyes widen. "I've spoken with the Ashbound! I work with the Aesc-Geir! You can't just slaughter people like this!"

She pulls a smoke pellet from her bandolier, ver-ry carefully.

Spoiler:

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

WOW..maybe I can make some of the underlings hesitate...


Thuurvi:
Remind me what the Aesc-Geir is specifically? I can't find anything on it. I thought it was a thing you made, but it didn't show up in posts.


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

It's in the discussion. Jutta, her mentor, is a member of the Aesc-Geir, a 'milder' splinter sect of the Ashbound that seeks to control and limit, not destroy, arcane magic.


Ahhhh, got it. I looked at the recruitment page. No wonder.


The orc looks at Thuurvi, his eyes narrowing. "Syniad da. Lladdwch nhw. Dewch â'r ferch ataf."

Valeros draws his swords and moves up to Roderik. "Once more?"

Roderik smiles, drawing his long sword and short sword as well. "Once more, my friend." They touch their swords together, and turn to face the orcs.

Thalmor:
When Thuurvi says she works with the Aesc-Geir, a look of momentary confusion crosses the orcs face.

Thuurvi:
When you mention working with the Aesc-Geir, a momentary look of confusion crosses the orc's face. He clearly does not know what that is and was not expecting it.

"Good idea. Slaughter them. Bring me the girl."

Crunch:
Thalmor's Sense motive: 1d20 + 8 ⇒ (5) + 8 = 13, Thuurvi's Sense motive: 1d20 + 5 ⇒ (13) + 5 = 18, Jacynta's Charisma check: 1d20 ⇒ 1 vs. Urul's Bluff: 1d20 ⇒ 8. Jacynta's Initiative: 1d20 + 4 ⇒ (1) + 4 = 5. Thalmor's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20. Roderik's Initiative: 1d20 + 7 ⇒ (18) + 7 = 25. Omast's Initiative: 1d20 - 2 ⇒ (17) - 2 = 15. Kurst's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14. Tuk's Initiative: 1d20 + 3 ⇒ (9) + 3 = 12. Ezren's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9. Valeros's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26. Orc's Initiative: 1d20 + 0 ⇒ (15) + 0 = 15. Urul's Initiative: 1d20 - 1 ⇒ (16) - 1 = 15.

Initiative order:
Valeros 26
Roderik 25
Thalmor 20
Orcs 15 (11)
Omast 15 (10)
Kurst 14 (16)
Thuurvi 14 (14)
Tuk 12
Ezren 9
Jacynta 5
Engineer #3 Mk. II 4

Everyone may go


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 looked at the orcs assembled in the door after having been shoved into the room, "lads, I haven't fought in any war, we bear you no ill will. I know about the Ashbound - and they are a peaceful group. Like the orcs I've known, for that matter. Violence as a last resort." He gestured towards the one he let go, "we haven't corrupted anything, and are willing to let you go on your way with what you want."

He cracks his silvered knuckles, and adds as if resigned, "but if we can't avoid a fight - let's get on with it then." He sets his spear as if he's waiting for the inevitable attack.

Crunch:

initiative: 1d20 + 2 ⇒ (7) + 2 = 9


A large muscular orc, standing taller than almost everyone else, strides forward from the room with the stairs. He wears a breastplate and an ill-fitting helmet that does not seem to induce being able to see out from under it. Giggling weakly, he lifts his wooden shield and his short spear, smiling at Thalmor.

"Rydych chi'n sefyll ochr yn ochr â llygredd. Gyda'r Jhorgun'taal hwn." His spear stabs out at Thalmor.

Thalmor:
Please roll a Defense check. This would be 1d20+your Defense bonus, in your case, +7. I'm going to try out to see if it is better for you guys to roll and control the descriptions and such.

In addition to the Defense check, please roll a Reaction. This is between 1 and 36. The list is on the campaign page. Some won't apply, (you can't break an enemy's wand if he doesn't have one on him, and you can't cast a Cantrip unless you know one, etc.) so you might have to roll more than once to get a usable result. Post your Defense and your Reaction in a spoiler. I think I'll give you the attack value you have to beat, also you can describe whether or not your Reaction is successful. You must get a 23.

Thuurvi:
From orcish. "You stand side by side with corruption. With this Jhorgun'taal. "

Crunch:
Durbul attacks Thalmor with his shortspear: 1d20 + 5 ⇒ (17) + 5 = 22 for 4 points of potential damage.

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