Reskinned Dwarven Giantslayer AP

Game Master Shadow_Fox


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Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

From my part, Barad isn't "turning back"; he will very much proceed forward until he's attacked or the creature or creatures reveal themselves - their mission is to find the warhammer and save their companions, and he doesn't know if the "treasure" is exactly Agrimmosh.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Well said, Barad. We ain't budging. Bring it on!


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

I got the back as always if things start to go south.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

hang around until this thing makes itself known


The "voice" in Stigmar's head goes quiet. After a few seconds, Stigmar yells in pain, as as he is burned. Next to him, apparently from invisibility according to your years of combat experience, appears a glowing ball of fire bobbing gently in the air, the nebulous image of what might be a skull visible somewhere in its fiery depths. It speaks in a raspy ominous voice, Fools, you should have run for your lives when you had the chance! Now, I will feast on your fear!"

Stigmar suffers 2d8 ⇒ (2, 5) = 7 points of fire damage.

Initiative rolls:
Monster: 1d20 + 13 ⇒ (12) + 13 = 25
Barad: 1d20 + 2 ⇒ (15) + 2 = 17
Kal: 1d20 + 2 ⇒ (3) + 2 = 5
Rhen: 1d20 + 7 ⇒ (9) + 7 = 16
Stigmar: 1d20 + 10 ⇒ (4) + 10 = 14

Round 1:
The fiery skull rams into Stigmar again, burning the wizard again, its laughter echoing through the swamp.
Touch attack: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 2d8 ⇒ (1, 6) = 7

Party is up. The creature is within reach, 3' above the ground. Stigmar has taken 14 points of fire damage. If you have ranks in Knowledge (nature), you can make check.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Knowledge (nature): 1d20 + 9 ⇒ (13) + 9 = 22

My Forewarned school ability lets me always act in the surprise round

Stigmar suddenly starts and looks around just in time to get slammed by the flaming skull.

Gritting his teeth, he steps back and quickly casts Haste on himself and his fellows.

"Ye'll be the one who needs t... arghh!" he cries out as the skull slams into him for the second time.

5ft step back and cast, I hope it doesn't have reach :O

Haste
+1 to Attack Rolls, +1 dodge bonus to AC/Reflex'
Extra attack when making full attack.
Speed increases by 30ft up to double base speed.... so only +20ft for us dwarves.
6 rounds

will delay my first round action until after you guys


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Knowledge (Nature): 1d20 + 4 ⇒ (5) + 4 = 9

Barad sees the creature attacking his companion, and quickly adjusts with a side five-foot-step to attack it with his reach weapon.

Attack 1: 1d20 + 11 + 1 - 2 ⇒ (8) + 11 + 1 - 2 = 18 Haste, Power Attack
Damage: 2d6 + 7 + 6 ⇒ (2, 1) + 7 + 6 = 16

Attack 2: 1d20 + 6 + 1 - 2 ⇒ (4) + 6 + 1 - 2 = 9 Haste, Power Attack
Damage: 2d6 + 7 + 6 ⇒ (4, 5) + 7 + 6 = 22

Feeling the speed running through his veins, the ranger attacks yet again.

Attack (Haste): 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24 Haste, Power Attack
Damage: 2d6 + 7 + 6 ⇒ (6, 5) + 7 + 6 = 24

If we're in a forest, initiative is +2 higher. Favored enemies are Giants (+4) and Orcs (+2)


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

"Creepy little skull, aren't ya?"
Round 1:

Rhen challenges the creature and then takes a 5' step and proceeds to thrust his dwarven axe into it!
Swift action to challenge the floating skull
Hasted Attack: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
Damage: 1d10 + 6 + 6 + 9 ⇒ (7) + 6 + 6 + 9 = 28
Regular attack: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Damage: 1d10 + 6 + 6 + 9 ⇒ (3) + 6 + 6 + 9 = 24
2nd Attack: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage: 1d10 + 6 + 6 + 9 ⇒ (2) + 6 + 6 + 9 = 23

Critical confirmation: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Extra damage if crits: 2d10 + 12 + 6 + 18 ⇒ (4, 4) + 12 + 6 + 18 = 44
AC: 24 with Haste
Allies get +2 hit the creature.


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Knowledge (nature): 1d20 + 10 ⇒ (3) + 10 = 13 +2 if an orc or evil outsider. Doubtful but trying to set the habit.

Kaz draws his bow and fires an arrow quickly. "Bless us Elk Father, we tried peace, but some creatures insist on doing things the hard way."

Longbow Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Cold Iron, Piercing Damage: 1d8 + 9 ⇒ (8) + 9 = 17

To hit includes Haste, Rhen's buff, and Deadly Aim.

Doesn't look good but we will see.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stigmar takes another step back and murmurs a quick enchantment, summoning three balls that whirl around and slam into the creature.

Magic Missile: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13


I built up the modified will-o-wisp and the dwarven cavalier kills it in one round, even with out confirming the crit!

Rhen's waraxe strikes the aberration three times, causing it to scream in horror, as its existence is snuffed out. Combat over.

With some decent perception checks and detect magic, you search the area and find the previously mentioned treasure trove that the creature was guarding. The trove consists of:

+1 flaming scimitar
10 +1 orc bane arrows
1 orc slaying arrow
Scroll of barkskin
Scroll of call lightning
Scroll of summon nature’s ally IV
Wand of flaming sphere (9 charges)
Crown with a stylized thorn motif (worth 250 gp),
Ceremonial gem-encrusted cudgel (worth 150 gp)
3 pp, 178 gp, 605 sp, and 2,125 cp.

Unfortunately, there is no sign of the dwarven artifact that you are looking for nor the missing dwarves.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

lucky we got lucky, I've seen will o wisps take a looong time to kill

Stigmar pores over their find. "Looks like it was taken from some druid. Must have fallen victim to the wisp. Well, at least these parts will be safer for travellers, and we have a few things that will help us against the orcs."


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Sorry, GM. 20, 15, and 16 were really good rolls in one round. :)

"Good to see that skull disappear forever. That talking in my head was creepy."

After we find the treasure, Rhen sighs, "Guess we're back to hunting orcs for the artifact. Kazidorr, you're gonna love those arrows. Nothing really calls my attention so I'm good with my equipment."


After the party distributes the magic items and you heal Stigmar (or he heals himself with potions or a wand), you continue the tracking of the orcs and the two dwarven survivors. Please mark off the charges or potions. Remember max value when not in combat.

You follow the trail NW following the shores of the River Esk for the next 4 days. You leave the swamp of the Ghostlight Marsh behind you and begin walking on the plains. In the distance, you see the the northern peaks of the Mindspin Mountains and what appears to be a fort built at the base of the mountain. You feel your final destination is close, perhaps only a couple of hours away.

What is your approach to the fort? You can roll Perception checks. Anything else you want to cast, including hour-long buffs, let me know.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

I'll have Mage Armor cast. For prepared spells, swapping out Blood Biography for Tongues. Once we're close I'll probably make use of my Sense Senses ability to do some scouting. Can shoot it straight up to get a bird's eye view of the layout of the fort. Other uses will be more situational.


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Kaz pulls out the wand he took from Commander Silverhammer. [b]"Rest a moment Stigmar." He concentrates on the magic and commands the wand to bind Stigmar's wounds.

Two charges from the cure light wounds for 18 HP healed.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19 Additional +1 to locate traps.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Rhen and Barad lead the party forth, trying to look out for dangers, certain that they will reach their destination in a couple of hours.


Will skip Barad for now, hope he's ok.

With Stigmar and Rhen's keen eyes, the dwarven unit sees what appears to be a patrol unit of four orcs in studded leather wielding falchions led by a hunched giant dressed in fur clothing wielding a greatclub and a bag of rocks. The patrol is about 3 rounds away from your current location.

What do you do? You can try to hide and see if the giants spot you or rush at them? So stealth or something else?


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stealth: 1d20 + 15 ⇒ (15) + 15 = 30

Stigmar will stealth even if others don't.

Stigmar moves to the side of the path and positions himself behind a rock that matches the shade his cloak. With one hand on his spell-pouch, he scans the path ahead as he awaits the foes.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Still here! Sorry I didn't post any check up.

It seems we finally will get sum' action after dealing with that flying fey, lads! - he says, keeping a low tone in case anyone wants to try a silent approach - If we manage tae' keep one breathing, we may be able to learn more about the happ'nings here.

He taps his giantsticker and holds for a moment, pointing if forward and ready to move towards the enemies but waiting to see if anyone would try a different plan.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Rhen agrees with Stigmar's idea to strike from stealth! He hides behind some rocks to let the patrol get in melee range.

Add +2 if in hilly or rocky areas: Stealth check: 1d20 + 15 ⇒ (4) + 15 = 19


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Kaz follows the lead of his friends and tries to duck behind some rocks about 20 feet behind the rest of the group. He prepares to cast a quick spell and holds his bow ready.

"I've got the orcs, brothers." he whispers.

Stealth: 1d20 - 1 ⇒ (8) - 1 = 7 Add an additional +2 if in hills or mountains.

Depending on if or when they see us I may cast Gravity Bow before attacking, but will wait to see how the stealth check plays out. Maybe the additional range penalty on Perception will help.


The party, except for Barad, hides behind some nearby rocks on the road. The patrol of orcs and the hill giant pass close to the party and the trap is sprung, as Barad stands in the middle of the curving road with a smile.

Everyone who rolled a Stealth check previously has a surprise round - move or standard action. After your actions, I will roll initiative.
Orcs FF AC: 13.
Hill Giant FF AC: 21.
I use ImgBB to share images with a grid so you can describe your actions. If you attack an orc, reference them by color.

Combat Map


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Barad smiles and moves towards the orcs, immediately starting his cleaving attacks. He positions himself with a rock to his side, trying to avoid exposing himself to being surrounded. He uses his reach weapon, but is ready to attack closer if needed with his boulder helmet.

Move 5 feet west, 10 feet north

First attack vs. pink, then blue, then red

Attack: 1d20 + 11 + 1 + 2 ⇒ (13) + 11 + 1 + 2 = 27 Hatred, Favored Enemy
Damage: 2d6 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14

Attack: 1d20 + 11 + 1 + 2 + 2 ⇒ (19) + 11 + 1 + 2 + 2 = 35 Hatred, Favored Enemy, Orc Hewer
Damage: 2d6 + 7 + 2 ⇒ (5, 3) + 7 + 2 = 17

Attack: 1d20 + 11 + 1 + 2 + 2 ⇒ (7) + 11 + 1 + 2 + 2 = 23 Hatred, Favored Enemy, Orc Hewer
Damage: 2d6 + 7 + 2 ⇒ (3, 3) + 7 + 2 = 15


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Surprise Round:
According to the rules, you can charge during a surprise round (a standard action) but only your movement speed's distance.

Rhen will move 2 squares diagonally (15') and attack the giant, thrusting his waraxe into the giant's knee. "Have at it!"
Attack: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21
Confirmation: 1d20 + 13 ⇒ (18) + 13 = 31
Extra damage: 2d10 + 12 ⇒ (4, 3) + 12 = 19


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stigmar pulls a pinch of gunk from his spell pouch, murmurs a spell and launches it over the orcs. It sparks into flame as it flies through the air, then bursts into a large explosion behind the patrol.

Fireball: 6d6 ⇒ (5, 1, 5, 2, 2, 6) = 21
DC 18 Reflex save for half damage, centering a space or two behind green should catch all of them but not us.


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Kaz seeing Stigmar hurl fire at the orcs decides to fire on the giant for the moment. He steps out from behind the rocks and launches an arrow at the creature. "Stag Father, guide our hands."

Longbow with Deadly Aim: 1d20 + 8 ⇒ (20) + 8 = 28
Critical Confirmation: 1d20 + 8 ⇒ (20) + 8 = 28
Piercing Damage: 3d8 + 30 ⇒ (3, 6, 1) + 30 = 40

5 foot step to the Southwest, Standard Action to attack.

Well, I guess that will do nicely.


I will update thread tomorrow. Thanks for the patience.


Ok, let's get to it. Barad, you did not roll Stealth checks so no surprise round for you. I will use your rolls for Round 1 actions.

Rhen moves and strikes a critical hit against the giant's knee cap. 40 damage.

Stigmar's fireball engulfs the enemy participants, as their screams fill the air.

Reflex saves: All fail.
Giant: 1d20 + 2 ⇒ (9) + 2 = 11
Orc 1: 1d20 + 1 ⇒ (7) + 1 = 8
Orc 2: 1d20 + 1 ⇒ (17) + 1 = 18
Orc 3: 1d20 + 1 ⇒ (15) + 1 = 16
Orc 4: 1d20 + 1 ⇒ (1) + 1 = 2

Kazidorr's arrow shot pierces the wounded and burned giant's eye, killing it.

Initiative:
Orcs: 1d20 + 1 ⇒ (13) + 1 = 14
Barad: 1d20 + 2 ⇒ (2) + 2 = 4
Kazidorr: 1d20 + 2 ⇒ (19) + 2 = 21
Rhen: 1d20 + 7 ⇒ (1) + 7 = 8
Stigmar: 1d20 + 10 ⇒ (19) + 10 = 29

Stigmar and Kazidorr are up.


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Kazidorr steps forward a bit more and draws one of the enchanted arrows from his quiver. "Cursed orcs! We smelled you well before we saw you." He aims at the closest orc and fires.

Longbow w/ Deadly Aim & Orc-Bane: 1d20 + 13 ⇒ (7) + 13 = 20
Piercing Damage: 1d8 + 14 + 2d6 ⇒ (5) + 14 + (4, 6) = 29

Move Action - Move to the north edge of the map, three squares from the right. This should be a twenty foot move.
Standard Action - Attack the "red" orc with longbow using orc-bane arrow.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stigmar stays back and mutters an incantation, launching a trio of magic missiles into the orc at the rear. green

Magic Missile: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


Kaz's second arrow pierces another orc's brain, killing it, while Stigmar's energy missiles drop another orc. The last 2 severely wounded orcs look around, see the dead giant and 2 dead orcs, and realize they're outnumbered, so they run for their lives!

The orcs run and with no melee opponents around them, they do not provoke AoOs. They move 120' west as a full-round action. Barad and Rhen can act, though unless you have ranged weapons handy, your 20' speed is not catching them. We can move to Round 2 and let Kaz and Stigmar up again, to see if they have a means to catch them. Feel free to post, since the 4 dwarves are up next before the orcs are up again. You estimate 2 more rounds of running and the orcs will reach safe ground from your arrows and spells.


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

Barad actually had cast longstrider on himself and should still be active. Can he simply charge them to catch up and do his previous attacks? With his cleaving and orc hewer he should be able to get to them.


Barad Boulderplate wrote:
Barad actually had cast longstrider on himself and should still be active. Can he simply charge them to catch up and do his previous attacks? With his cleaving and orc hewer he should be able to get to them.

Barad, you cast that spell in the swamp, which was 4 days ago. However, you can cast it now and start chasing them.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

I didn't see the orcs running option, so completely flummoxed. I can't catch them, and while I do have a crossbow, I would have to drop my weapon, pull out the crossbow, and load it. Then next round would have to shoot, if they were still in range. I got nothing. Maybe we simply follow them and let them lead us to their base, though I was looking forward to capturing one alive and interrogating him.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

I can bump up our speed to 40ft with Haste if we think it's worth it. (if someone tells me I will do it) They're still in range of Magic Missile this round, and I have some acid arrows which are long range but could miss.


Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1 | ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Kazidor draws out another orc bane arrow, and fires it at the furthest orc. It's a distance but he's made further shots.

Longbow w/ Deadly Aim & Orc-Bane: 1d20 + 11 ⇒ (13) + 11 = 24 Includes range penalty
Piercing Damage: 1d8 + 14 + 2d6 ⇒ (2) + 14 + (2, 5) = 23

"If we want to give chase, no time would be better than now." Kaz says as he begin to trot after the orcs.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stigmar fires off another set of missiles at the remaining orc

Magic Missile: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12


Kaz’s arrow kills another orc and Stigmar’s magic missile ends the threat as the fleeing orc collapses dead to the ground. Other than their gear (studded leather, javelins, and falchions for the orcs and greatclub for the giant), nothing else to loot. Continue west?


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

"Nice shot, Kazidorr" Stigmar remarks with a nod. "They still won't be expecting us. Let's move the bodies off the path, then keep going."


You continue west and four hours later (around 2:00 PM), you reach Redlake Fort, the base of the orcs and you assume the situs of your kidnapped dwarven brethren. Built from reddish stone (which also contributed to its name), Redlake Fort is a large stone fortification, perched atop a small rocky island above a deep trench surrounding the entire stronghold, which guards the approach to the fort’s gatehouse. A stone bridge is down and leads to the fort's barbican, but is guarded by 6 orcs with longbows. The outer wall of the fort itself is 15 feet high. There are five two-story guard towers equipped with arrow slits overlooking the dry moat and surrounding area outside the fort’s walls. There is also a bell tower in the western part of the fort with a massive bell that fills this chamber beneath a domed roof. Four open arches provide wide views of the fort and surrounding lands. Two large humanoids with bows man this bell tower.

You are currently laying low behind a ridge about 600' feet away from the fort.

What's the plan?


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

What side of the fort is the bridge?

"I see six orcs near the bridge, two giants in the bell tower." Stigmar notes. "I reckon we could take them, but they could easily raise an alarm and we don't know how many others there would be. We might be able to sneak up away from the bridge and bell-tower, as long as there's nobody in the guard towers. Or we could make some sort of distraction?" he ponders.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

We were provided with 4 potions of invisibility so we could walk in and snoop around and take the fort from the inside, assuming they don’t have pets with scent. Or wait until they gather up for a meeting and have Stigmar hit them with a fireball.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

From a military perspective, Rhen would also suggest to scope out the fort for 24 hours, to gather intelligence, determine troop movements, guard shifts, etc. to determine when the fort would be most vulnerable to penetrate or attack. Hope we did not lose Barad or Kaz.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stigmar nods. "Aye, I'd need a rest to regain my spells. We may be able to catch another patrol as they leave, although that's probably a bad idea - some nearly got away last time."

"I could also try to get closer and scry. I do have a spell to turn invisible for half a minute that should let me get away if I get in any trouble."

How wide is the trench? I've got a +18 to stealth, (actually +19 due to rocky terrain) so should be able to get reasonably close without getting spotted. Range on send senses is 160ft


Male Dwarf Ranger 6 | HP 58/58 | AC 23 TO 13 FF 21 | F +9 R +9 W +7 (+3 poison, sp, sla) | CMD 23 (27 BR, 27 Trip) | Init +2 | Perc +12 DV

A combination of tha' two may be our best approach for now, lads. - finally speaks the grumpy, silent Barad, looking from afar with the others - I mean, scrying for information, resting and scouting the surroundings tae' avoid being surprised. I'm not the stealthier around, as you well know, and even with invisibility means they might hear me' breastplate from afar. May I suggest we go this route, Stonefoot gets his shiny fireworks back, and we approach once we have more information?

Still around - sorry for the absence!


Stigmar Stonefoot wrote:

Stigmar nods. "Aye, I'd need a rest to regain my spells. We may be able to catch another patrol as they leave, although that's probably a bad idea - some nearly got away last time."

"I could also try to get closer and scry. I do have a spell to turn invisible for half a minute that should let me get away if I get in any trouble."

How wide is the trench? I've got a +18 to stealth, (actually +19 due to rocky terrain) so should be able to get reasonably close without getting spotted. Range on send senses is 160ft

The trench is 20' wide and 15' deep if you wanted to skip the bridge and jump to the fort at some other location.


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

"Rhen's stealthy too. We could both sneak down to get a closer look - I don't need to be too close to scry over the wall. I might be able to get
a sensor through the arrowslits of the towers too. If we do get spotted, I still have a haste spell which will let us outrun them, and we can lead them into an ambush of Barad and Kazidorr."

"We could do this now or wait until tomorrow if we want to be more cautious."


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

"Stigmar, I like your plan. Let's wait until dark to move up closer. I know they have darkvision too, but perhaps they let their guards down to eat or some other form of celebration that may distract them. In the meantime, we will observe and note guard shifts and troop movement in and out."


Male LG Dwarven Wizard 6 | HP 32/32 | AC: 18 FF: 15 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 6/8 | Active Buffs: Mage Armor, See Invisibility

Stigmar nods. "Very well, let's move down tonight."

Assuming no objections and nothing out of the ordinary happens during the day, Stigmar will sneak down with Rhen during the night.

Stealth, hilly/rocky area: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31

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