Giant Slayer beer and pretzels (Inactive)

Game Master drbuzzard

Be short and grumpy. Drink ale. Kill giants. Repeat.


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Female Investigator 4 / Fighter 4 | HP: 40/40 | AC: 19 (T: 13, F: 16 | CMB: +7, CMD: 20 | F: +7, R: +8, W: +5 | Init: +4 | Perc: +8, SM: +5 | Speed 20' | Inspiration 5/5

Biruta has not signed on for any fishing boycott, so she helps with the fishing.

Reminded by the crocodile incident that they aren't on some pleasure cruise, Biruta takes up the habit of mapping the area they are traveling through each morning.

10 minutes and 1 point Inspiration to produce map for Studied Terrain, early each morning.


current grit: 3
basics:
bolt ace | AC 19; FF 15; touch 14 | HP 44/44 | Fort +9; Ref +9; Will +5 | Init +7 & Perc +10

Grumpy has taken up a position at the aft-most position of the starboard railing: he scans the river behind, watching to see if we are being followed...

Grumpy's Perception check: 1d20 + 10 ⇒ (17) + 10 = 27

this location also allows him to puke past the aft railing, so he won't get any on the side of the keelboat:

Grumpy's Fort save vs seasick: 1d20 + 9 ⇒ (5) + 9 = 14


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym spends his mornings watching the river and taking in the scenery of where they are passing through in front where he sees nothing but the environment around them and watching the mists and reeds for any enemies.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Orthoon marches down to below decks, finds a quiet corner, and start casting create water, Cayden-style; and makes his own fun.
If he catches eyes with Kurgan, the cleric invites his brother to join him.


There's still only three people on the map.

Orthoon, if you're caught doing that nonsense, you're walking the rest of the way- through Belkzen which is controlled by orcish armies. That would mean a very short campaign, I assure you.


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

>:C No fair. Getting in the way of Orthoon's religious practices!! Fine.

Orthoon sulks on the deck, no ale in his tankard.


Yet again, still only 3 people on the ship map (1st slide). Come morning I will place icons myself, and that wacky combat thing will ensure. I would not take good odds that I will place people in areas angled towards their success.

(the guy who's on vacation will be placed in a favorable manner since I'm botting them)


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Kaalul spends time with Dolgrym at the front of the ship. Not wanting to be caught off-guard again, he'll make sure his crossbow is loaded. Despite his earlier altercation with the captain, he does not shirk on doing tasks on the ship that need doing.

However, even if offered, if any of his dwarven allies are not welcome partaking of the daily catch, then he will also not partake. And he'll make sure the other dwarves he's travelling with know about it.


There seems to be some misunderstanding as to front and rear of the vessel. This is understandable since the drawing isn't by a naval architect or anyone vaguely familiar with boats. For the present combat, this won't matter, but if you wish to swap ends for your start point, you may do so.

Kurgan, however appears to have taken a day off, and it was spent in the bilges down on the lowest deck.

Most of you are spending a reasonably pleasant day on the deck, enjoying the weather and fresh air (but avoiding the railing in a prudent fashion). You hear a loud crash from belowdecks, and then screaming.


I suppose that means roll for initiative.


current grit: 3
basics:
bolt ace | AC 19; FF 15; touch 14 | HP 44/44 | Fort +9; Ref +9; Will +5 | Init +7 & Perc +10

Grumpy's Initiative roll: 1d20 + 7 ⇒ (14) + 7 = 21


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Kurgan spent his time below deck, working on his concoctions and trying his best to avoid memories of nearly drowning. He remained out of his armor, but kept his tools (and weapon) nearby. Nearly dying had a way of making one feel very aware of his mortality.


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Orthoon sighed. "Now what?"


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
drbuzzard wrote:
There seems to be some misunderstanding as to front and rear of the vessel. This is understandable since the drawing isn't by a naval architect or anyone vaguely familiar with boats. For the present combat, this won't matter, but if you wish to swap ends for your start point, you may do so.

Yeah, I thought that from the mid and lower deck maps, the front of the ship was to the right of the map. But on the upper deck map, the squared-off platform to the right looks weird at the front of the ship in my head, and if I were designing a ship, I'd mount a ballista at the front of the ship instead of the rear, so I assumed the left part of the ship was the front. But I'm no shipologist. I'm fine leaving Kaalul's icon where it is.

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

At the sound of the crash and screaming, Kaalul starts to hustle below decks to investigate.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym looks to the sound and prepares to move.

Init: 1d20 + 2 ⇒ (15) + 2 = 17


current grit: 3
basics:
bolt ace | AC 19; FF 15; touch 14 | HP 44/44 | Fort +9; Ref +9; Will +5 | Init +7 & Perc +10

round 1
Grumpy will dash, making it as far as the bottom of the stairs -- excuse me: 'ladder' -- leading down from the upper aftdeck...

"...I suppose the can backed up again -- and I'll be the one using the plumber's helper, as usual..."


Female Investigator 4 / Fighter 4 | HP: 40/40 | AC: 19 (T: 13, F: 16 | CMB: +7, CMD: 20 | F: +7, R: +8, W: +5 | Init: +4 | Perc: +8, SM: +5 | Speed 20' | Inspiration 5/5

Biruta is up on deck, watching the scenery if the fishing is over. When she hears the noise her first thought is an accident of some kind. She hurries on the direction of the noise to see what's happened.

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22


critter init: 1d20 + 7 ⇒ (11) + 7 = 18

Crastor init: 1d20 + 1 ⇒ (2) + 1 = 3

Order:
Biruta
Grumpy
Kaluul
Dolgrym
Critter
Orthoon
Kurgan
Crastor

You hear another roar and a bunch more screaming. One of the screams ends in a gurgle.

Anyone before the critter may act.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Kurgan sighed. No time to wear armor and whatever was happening would not let him sleep. He pulled out a flask and chugged it down. The dwarf shuddered and shook his head as the strong alcohol went down.

Drinking mutagen for bonus strength and natural armor, move to A1. Can’t move on map ATM, anyone can feel free to move him


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Seeing how far away the steps down to the lower deck are from his position, Kaalul casts expeditious retreat and starts to sprint along the deck.

Unless that big grate between A1 and A6 is open, then I'll consider jumping down.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym hears the screams and crashing and begins running down below deck.


The grate is over a hatch which does go down to the deck below. It is not locked, but it is closed.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

"Down here!" Kaalul calls to the others. He bends over to start lifting the grate, but he doesn't do so because he's out of actions for this round.


I guess Biruta did her actions.

The critter continues ripping up rowers.

Orthoon, Kurgan and Crastor are up.


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Round 1
The cleric thunders down the stairs and gets to the double doors. He puts his ears to the door hoping to figure out what's going on.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6


You don't really need a perception check. There's something big and mad roaring, and a bunch of people yelling in terror.


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Well, considering his last encounter, Orthoon is stopping at the door on the side of caution for the others to join him. Crocodile bites hurt.


current grit: 3
basics:
bolt ace | AC 19; FF 15; touch 14 | HP 44/44 | Fort +9; Ref +9; Will +5 | Init +7 & Perc +10

Grumpy moves to the hatch, and does the help action -- in case somebody with a positive strength modifier tries to open it:

Grumpy's Help action strength check: 1d20 ⇒ 13

"somebody help me shed some light on what kinda mess I'll hafta mop up...'


When it gets to next round, Grumpy can open the hatch. Of course it is not yet round 2.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 5; Conviction 0; PP 6/15;

Crastor draws his shield and slides it on as he looks down at the hatch.

Draw and then equip the shield so I am ready to jump down when the hatch is open.


Kurgan drinks his mutagen and moves to the door leading up to the cargo deck.
Round 2 start
Grumpy opens the hatch.
Biruta
Dolgrym
Kaluul are up.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym continues moving through the ship and when he gets into the rowing area sees something large in the ship. "That is not good."


You see a large four armed critter which looks a good bit like a Gorilla. Knowledge Arcana to identify it. While it would normally have a white coat, currently it is splattered with enough blood that you aren't fully sure. There are a number of oarsmen lying dead around it, while a few are trying to defend themselves with fairly rudimentary weapons. They aren't faring well.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Knowledge(arcana) + Monster Lore: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

Kaalul quickly states to those around him what they're about to fight and any information he thinks is relevant for doing so before jumping down into the ship.

Do I need to roll anything for jumping down? I don't know how far down the jump is. If I'm still standing after the jump, I'll continue with my action.


Nah, the jump is under 10' so don't worry about it.

You recognize the critter as a Girallon , a neutral, large magical beast. The only special attack is rend (if it hits with two claws, it rips you apart). It has no special defenses. They are quite aggressive (which seems like a no duh kind of thing as it stands there drenched in blood).


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
Kaalul Bazt wrote:
Kaalul quickly states to those around him what they're about to fight and any information he thinks is relevant for doing so before jumping down into the ship.

"It's a girallon," Kaalul barks. He doesn't think he needs to tell the other experienced dwarven warriors that they should avoid getting hit by the beast.

Once he's leaped down, Kaalul readies his shield and holds it up next to his crossbow. He notes the relatively narrow deck and decides it would be best to draw the beast to where it can be surrounded. He fires a bolt from his crossbow at the girallon and bellows a battle cry.

Attack + Judgement/Justice: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d10 ⇒ 7

Dwarven: "DWARVEN MIGHT IS UPON YOU!"


Kaluul misses.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

2 week old at home, sorry it’s made my posting a little slow. Thanks to speed sheathe, swift action to put potion of expeditious retreat in hand, and with accelerated drinker, move action to drink it. Now with movement 55, heading towards sound of conflict

Hearing that there was some sort of monster aboard, Kurgan chugged down a bottle of spirits. Given the enchantments placed upon it, the fortifying drink filled him with the ability to move and speeds unknown to all but a handful of Dwarven desert monks. Weapon in hand he charged forth.


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Round 2
Drawing his dwarven waraxe, Orthoon opens the double door, seeing the bloody red ape, and double moves closer to the angry primate.


Biruta hops down into the hold and studies the girallon (2 move actions).

The Girallon moves forward and bites at Kaalul for daring to shoot at it.

to hit: 1d20 ⇒ 5 damage: 1d6 + 4 ⇒ (3) + 4 = 7 bit it misses.

Orthoon, Kurgan, and Crastor all move closer to the creature.

Round 3. Biruta, Grumpy, Kaalul, and Dogrym are up.

Biruta steps 5' closer and engages the beast with her machete.

to hit: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d6 + 6 ⇒ (6) + 6 = 12 she also misses


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym moves forward maulaxes at the ready.


current grit: 3
basics:
bolt ace | AC 19; FF 15; touch 14 | HP 44/44 | Fort +9; Ref +9; Will +5 | Init +7 & Perc +10

round 3
Grumps will step around for a better shot through the hatch:

crossbow attack, with Deadly Aim: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
in the unlikely event AC 18 hits, then 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8 points of damage...

"...that's the nastiest toilet backup I've seen in quite a while..."


Grumpy hits.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 5; Conviction 0; PP 6/15;

I did not see that I was up in round 2. I was going to drop down with Feather Fall and then Cast Blindness DC 15 Fort Negates. It's a Hail Mary, but could go well. I can cast in round 3 if it is too late for Round 2.


In round 2 you put on your shield and jumped down (2 move actions). Round 1 was spent getting to the hatch. We're now in round 3.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 5; Conviction 0; PP 6/15;

Ah, I missed that. Thanks for the clarification.


Male
Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8
Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16| Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Round 3
The cleric makes it to the other dwarven defenders. Orthoon casts shield of faith on Dolgrym.
"Cayden keep ya, Dolgrym!"

<Optional RP> Dolgrym, under the influence of a caydenite spell, might feel slightly inebriated, possible prone to belching.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Dropping his crossbow, Kaalul sidesteps closer to the four-armed monstrosity and draws his hammer. Now armed with Torag's sacred weapon, he swings.

Attack + Judgement: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

"I'm glad the rest of you could make it down here."


That certainly lays some smack down in judgement.

Clearly this makes the beast even more angry (which didn't seem possible before, but seeing is believing).

He will try to rip Kaalul to shreds now.
bite: 1d20 ⇒ 4 damage: 1d6 + 4 ⇒ (5) + 4 = 9 miss
claw: 1d20 ⇒ 19 damage: 1d4 + 4 ⇒ (1) + 4 = 5 hit
claw: 1d20 ⇒ 5 damage: 1d4 + 4 ⇒ (3) + 4 = 7 miss
claw: 1d20 ⇒ 2 damage: 1d4 + 4 ⇒ (2) + 4 = 6 miss
claw: 1d20 ⇒ 10 damage: 1d4 + 4 ⇒ (4) + 4 = 8 miss

Orthoon, Kurgan, and Crastor all get their round 3 actions now.

Orthoon casts a spell on Dolgrym (already declared).


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Hit: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 16 ⇒ (4) + 16 = 20
Sneak Attack: 2d6 ⇒ (4, 5) = 9

AC: 10 (base) + 1 (Dex) + 4 (Shield) + 2 (Natural Armor) = AC17

Charging forward into the melee, Kurgan lowered his spear and put his full weight and momentum into the charge. Thanks to the fortifying power of his concoctions, he did this without a moment’s hesitation.

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