Fiendish Fire Giant

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133 posts. Alias of Jack Daniels.


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Slides

I guess we are waiting on Jericho, right?


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Apologies for delay.

The three warriors both strike, killing the 2 fey creatures. Combat over.

After you heal, you move toward the doors. Goliath can read a simple warning in Druidic that is etched into the wood above the doors: “If you seek peace in nature, welcome. If you seek anything else, beware the wrath of the Vault of Thorns."

When you are ready to proceed through the doors:

An extensive wooden bridge stretches across a wide, high chamber and overlooks an exotic garden far below. The air is hot and humid, and a powerful stench of overripe vegetation wafts throughout the massive, domed chamber. The ceiling overhead is a complex series of star-patterned glass that magnifies the rays of the sun directly above. At the far end of the bridge, interwoven branches form a doorway.

The bridge is 15' wide with no railings and appears to be about 80' above the floor below. It appears to be 80' long as well. The temperature, amplified by the "sun's" beams is very hot. How do you proceed?


Slides

Goliath and Ulmo suffered 7 damage from the barrage of splinters.
Penny suffers 14 damage.
Ulmo attacks and misses. The fey are small but agile.
Jericho flanks one of the fey and inflicts severe damage: 25.
Goliath swings and misses.
Penny's scorching ray also misses.

Round 2: Fey
The red bundle of sticks, pissed at Jericho, 5' steps SW and unleashes its blast of splinters at him.
Damage: 4d6 ⇒ (1, 5, 5, 2) = 13
Reflex 14 save.

The green bundle of sticks 5' steps south and attempts to flank Jericho, but misses.
Attack with spear: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20

Party is up.


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The party touches the glowing runestone and you are teleported appearing to the following scene:

A lone menhir stands in a clearing in a vibrant forest filled with thick, verdant plant life. Exotic flowers drape the standing stone, which pulses with brilliant chartreuse light. A path lined with rose petals leads from the monolith to a giant floral bloom carved from wood. Two carved wooden stamens stretch out toward the pulsating menhir, extending from either side of a set of ornate doors carved into the giant flower. An overpowering fragrance of flowers and sweet grass permeates the air. The sun above sits at its zenith, basking the area in light and warmth.

Before you can appreciate the beautiful natural scene, two tiny, vaguely humanoid creature seems to be made completely of bundles of sticks wound with thorny vines appear near the double doors and approach you with ill intent! Image of monsters in Monsters Tab.

Initiative:
Enemies: 1d20 + 3 ⇒ (18) + 3 = 21
Goliath: 1d20 + 4 ⇒ (10) + 4 = 14
Jericho: 1d20 + 6 ⇒ (8) + 6 = 14
Penny: 1d20 + 2 ⇒ (18) + 2 = 20
Ulmo: 1d20 + 2 ⇒ (16) + 2 = 18
Order: Enemies, then party.

Round 1: Enemies

You swaer you hearing snickering and jeering, as the tiny green creature moves forward 15', adjacent to Goliath, and ejects a barrage of splinters and brambles from its body in a 15' conical blast, striking Goliath, Ulmo, and Penny! You can hear the creature cruelly laughing, as his attack draws blood!

Damage: 4d6 ⇒ (5, 2, 5, 2) = 14 --- Reflex save DC 14 for 1/2 damage.

The red bundle of sticks moves forward into Goliath's square and tries to spear him, but the weak attack misses by a mile!
Attack: 1d20 + 3 ⇒ (9) + 3 = 12 --- miss!

After the party's respective Reflex saves, you are all up!


Slides

I guess there was some confusion. I had previously written:
With the marsh giant gone, after some curing off-screen, the party draws the lantern and washes its light over the central menhir. The thick vegetation covering the monolith quickly withers away, revealing a faintly glowing, olive-hued stone.
This is the same thing Goliath did: approach with the lantern, which I had already addressed. Both Ulmo and Jericho stated in character that they were ready to be transported into the Vault of Thorns. I was waiting on Penny and Goliath to do same. I hope that clears it up.


Slides

With the marsh giant gone, after some curing off-screen, the party draws the lantern and washes its light over the central menhir. The thick vegetation covering the monolith quickly withers away, revealing a faintly glowing, olive-hued stone. Wil you proceed and touch the stone or do you want to rest?


Slides

Golaith misses and Penny's magic inflicts more damage on the female giant, but she is hardy. Total damage: 96.

Round 2: Giant
The bleeding and severely wounded giant reels and withdraws away from the party. The 11 foot tall giantess murmurs, "Peace, no more bother. Go back swamp." Withdraw full-round action. She double moves north back into the swamp. You hear the breaking of branches and twigs as she moves through. It is difficult terrain for her, but it will be same for you. Let me know you if you continue the combat. As she left, she kept the gaff in front of her to deter followers with her reach. Let me know how you wish to proceed. If you do not follow, combat is over, as she disappears into the marsh.


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87 total damage to the giant. She is still up.

Penny and Goliath are up.


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Ulmo's attacks fails to penetrate the giant's thick hide. 18 misses.


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Round 1: Giant

The female green-skinned, web-fingered, and obese giant brings her weapon down on Ulmo. "More dwarves for my belly!" However, her wounds must have hurt her more severely because she misses both attacks by a mile!

Power Attack: 1d20 + 16 - 3 ⇒ (3) + 16 - 3 = 16 --- miss
Power Attack: 1d20 + 11 - 3 ⇒ (4) + 11 - 3 = 12 --- miss
Party is up!


Slides

Actually, the giant does have Combat Reflexes and she lashes out at Jericho as he approaches.
AoO: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 2d6 + 12 ⇒ (3, 3) + 12 = 18

Penny's scorching ray just hits for 11 damage.
Jericho inflicts a powerful attack for 44 damage - I would say she is flat-footed.
Ulmo's strike hits for 15 more damage.
She is looking quite hurt and bleeding extensively.


Slides

As the 3 warriors approach the central menhir, while Penny watches over them, a female green giant bursts from the swamp hidden, wielding a barbed spear, malice in its eyes! "More food for Gripwort!" The giant has 10' reach with the spear. Images in Slides.

Initiative:
Giant: 1d20 + 3 ⇒ (5) + 3 = 8
Goliath: 1d20 + 4 ⇒ (8) + 4 = 12
Jericho: 1d20 + 6 ⇒ (18) + 6 = 24
Penny: 1d20 + 2 ⇒ (19) + 2 = 21
Ulmo: 1d20 + 2 ⇒ (12) + 2 = 14
Order: Entire party, then giant.


Slides

Waiting on Goliath's post.


Slides

The former druid, now wisp, replies to Goliath, "We sacrificed ourselves when we were overrun by orcs to become wisps to defend the swamp. We will continue our sacred duty. Good luck on your journey!" With that, the wisp bids you adieu and disappears from sight.

You follow the light of the ghostlight lantern which leads you an hour later to the following scene:

A circle of monolithic standing stones surrounds a central menhir covered in a layer of thick, thorny vegetation. In all, eight formations surround the central stone: five intact trilithons and another three that have crumbled and partially sunk into the swamp’s soggy floor. A large pool gently bubbles to the northwest of the standing stones.

The central menhir stands about 12 feet tall, while the surrounding ones are 8 feet tall.

You are approaching from the southern end. Map in Slides. What do you do?


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I will treat Goliath's input as an Aid Another check to Jericho's roll.

The wrathful wisp hesitates and does not attack as the half-elf's silver tongues causes it to doubts its actions. While it debates what to do next, Goliath speaks in Common and then in Druidic!

Suddenly, the ghostly image of a venerable human with a bushy beard smiling appears within the creature’s glow. The will-o’-wisp speaks in a calmer tones, "I am Mossmoon, a former member of the Council of Thorns, and once a druid such as your friend. I am excited that you seek to bring sword to the giants and orcs. Your candor has impressed me. The entrance to the Vault of Thorns is deep in the heart of the marsh, but the lantern will show you the way. Please, follow me. Now that I know your purpose in the swamp, my fellow wisps and I will not harm you.”

Assuming you follow....Mossmoon leads you further into the swamp, but with no encounters. Eventually, he leads you to another clearing in the marsh containing a strange collection of pale, spongy spheres 1 foot in diameter. The spongy globes are dead will-o’-wisps. "This is the resting place of the fallen members of the reincarnated Council of Thorns. Lantern-bearer, please gently place of the spheres into the lantern."

As soon as a dead will-o’-wisp is placed within the lantern, the lamp emits a beam of light that points NW. Mossmoon speaks in a friendly tone, "Please pass the light over the central menhir to open the Vault of Thorns, a sort of demiplane, where you do not tire or require sustenance. I hope the weapons stored there will aid you in your quest to vanquish the foul orcs and giants. Anything else you wish to know?"

Great rp! You avoided the combat nicely.


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As Ulmo heads forward stealthily, a will-o-wisp appears from invisibility, screaming in common, "You! You're the one who stated that you had the ghost lantern! Where did you get that?! Your theft will not go unpunished! Give that back to us!" Ulmo senses that the creature is getting angrier and is about to attack. What do you do? Combat? Something else?


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Hope everyone had a nice holiday! Update coming tonight!


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I am back.

Jericho shares with you that will-o-wisps are evil aberrations common to swamps that can fly, become naturally invisible at will, are immune to most spells except magic missiles, and they have an electrified touch that can kill most commoners. They are also difficult to hit and are healed by your fear or death. They are known by many names: jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, and rushlights.


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Will-o-wisps are aberrations. Does anyone have K. Dungeoneering?


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With Ingrahild healed, she thanks Goliath for his handy wand and happily leads you NE through the swamp. 10 minutes later, you reach your destination, a safe spot some 200' from a copse of trees where you can see the flickering lights of will-o-wisps moving through the swamp before disappearing from sight and reappearing elsewhere. "I do not know why you need them, but there's a bunch of wisps for your choosing. Now what?"


Slides

Ingrahild hugs Ulmo and proudly greets the rest of the party. Looking at Jericho, she smiles, "Actually, now that you mention it. My brother and I did pass by an eerie section of the swamp where we saw some wisps. Given the fact that they are tough bastards, we avoided them like the plague. However, given the fact that you are looking for them, I can definitely lead you there after I heal from the beating you apparently gave me.

We can move on to the wisps unless you have something else to say. Can someone heal her nonlethal wounds? She's at 10/55 hit points.


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Penny senses no danger from the surrounding area. After the dwarf is freed from her bonds, she extends a hearty handshake to the party. "I am Ingrahild Nargrymkin. My brother, Ulmo, and I came to the Ghostlight Marsh looking for the tomb of our ancestor, Nargrym Steelhand. Wait...I am starting to remember. Ulmo and I came here with a pair of hired mercenaries, and we stumbled on this circle of standing stones. That looked druidic to me. We were ambushed by a coven of green hags and their marsh giant bodyguard. The mercenaries died instantly. One of the hags cast some magic on me and ulmo and that is the last I remember. Maybe he is still at the circle of stones? I think I remember how to get there. Will you accompany me?"

Pic of red-haired dwarf in the slides now.


Slides

The dwarven ranger is flummoxed by Ulmo's response. She smiles a little at Goliath's comment. "Uh, what? I called you orcs? We battled?! My body does feel sore as hell. My memory is so hazy. I do not remember anything except traveling in the swamp with my brother...my brother?! By the gods! Where is he? Did you see him with me?" Her voice grows frantic!


Slides

You feed the dwarf the potion carefully so she does not choke. Goliath heals the dwarf with the wand and she regains consciousness. She moans in pain, as she looks around. "Why the heck an I bound? Who are you fools? Thieves? Did you beat me up? Let me go! I am no one's prisoner!" She looks at Ulmo, "Why did you betray your dwarven kind? You're the worst kind of dwarf to turn your backs on your kin." She struggles against her bonds.


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Both Jericho and Goliath can tell the potion is not harmful, but you cannot specify its effects.


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Jericho tastes the two potions and senses that one potion is a beneficial potion, possibly to remove some affliction like lesser restoration or remove blindness, etc. He cannot identify the other one. Anyone else want to try on the other one?


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Jericho and Penny search the unconscious dwarf. You find her dwarven waraxe and handaxe, a dagger strapped to her ankle, 52 gp, and two potions.

You can try doing Perception checks on the potions by tasting them.


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Goliath delivers a resounding blow to the dwarf's head that knocks her unconscious. Combat over. Now what?


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38 nonlethal damage on the dwarf...she's still conscious! Goliath is up.


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As Goliath does not have Improved Grapple, his grapple attempt provokes an AoO from the dwarven ranger's waraxe: 1d20 + 9 ⇒ (20) + 9 = 29
Confirmation: 1d20 + 9 ⇒ (2) + 9 = 11 --- no, so lucky for Goliath
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Grapple attempt fails.

Round 5: Dwarf
Sine he tried to grab her, the dwarf full-attacks Goliath!
Waraxe: 1d20 + 9 ⇒ (14) + 9 = 23 --- hit
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Handaxe: 1d20 + 8 ⇒ (2) + 8 = 10 --- miss
Waraxe: 1d20 + 4 ⇒ (8) + 4 = 12 --- miss
Handaxe: 1d20 + 3 ⇒ (20) + 3 = 23 --- threat
Confirmation: 1d20 + 3 ⇒ (19) + 3 = 22 --- confirmed!
Damage: 3d6 + 3 ⇒ (1, 2, 1) + 3 = 7
Total damage to Goliath this round: 19
Total damage: 33 - he has 3 hps left.

Party is up!


Slides

Round 4:Dwarf
Mistakenly thinking (?) that Goliath cannot touch her, the dwarven ranger switches her attention to Jericho, who just hit her for max damage. She full-attacks him!

Waraxe: 1d20 + 9 ⇒ (19) + 9 = 28 --- hit
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Handaxe: 1d20 + 8 ⇒ (5) + 8 = 13 --- miss
Waraxe: 1d20 + 4 ⇒ (7) + 4 = 11 --- miss
Handaxe: 1d20 + 3 ⇒ (9) + 3 = 12 --- miss

Party is up!


Slides

Ulmo and Jericho both hit, inflicting 33 nonlethal damage on the dwarf. Goliath is up.


Slides

Goliath moves up and swings, but the female dwarf moves out of the way, so the blow harmlessly deflects off her chainmail.
Ulmo was 60' away at start of last round, so assuming he moved 15' closer and then braced, he is 45' away at the beginning of this round, so it is not possible to flank and attack. If he double moves, he is still 15' away.
Jericho moves into melee range with the dwarf.

Round 3: Female Dwarf

Since Goliath swung at her, she full-attacks the "greenskin" beast, drawing blood twice with her handaxe!

Waraxe: 1d20 + 9 ⇒ (1) + 9 = 10 --- miss
Handaxe: 1d20 + 8 ⇒ (13) + 8 = 21 --- hit
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Waraxe: 1d20 + 4 ⇒ (2) + 4 = 6 --- miss
Handaxe: 1d20 + 3 ⇒ (20) + 3 = 23 --- possible critical
Confirmation: 1d20 + 3 ⇒ (7) + 3 = 10 --- nope
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Total damage to Goliath: 14
Party is up!


Slides

Goliath's spell knocks the ranger down.
Penny knows of several spells that could have this effect, such as insanity or bestow curse.

Round 3: Female Dwarf
The dwarven ranger gets up, cursing the orcish magic. She moves 10' closer, ready to engage in battle.

Party is up!


Slides

Round 2: Female Dwarf

As the rest of the party comes into view, the dwarf, clad in chainmail armor, grips her weapons even tighter. She looks at Ulmo, "If you think I'm afraid of your greenskin clan, think again! I will slaughter you and your tribe!" She has a crazed look on her face.

Ulmo is 60' away from the dwarf.
Jericho and Penny are 40' away
Goliath is 50' away.
Party is up!


Slides

The female dwarf strains to look through the bog to see the face of the stranger addressing her. It is not until Ulmo comes within range of her 60' darkvision that she sees him. She calls out in Dwarven, which everyone understands except Goliath, "Filthy greenskin, I shall not be your meal tonight!" "Greenskin" is the dwarven racial slur for orcs and half-orcs.

Initiative:
Red-haired dwarf: 1d20 + 6 ⇒ (18) + 6 = 24
Goliath: 1d20 + 4 ⇒ (7) + 4 = 11
Jericho: 1d20 + 6 ⇒ (7) + 6 = 13
Penny: 1d20 + 2 ⇒ (12) + 2 = 14
Ulmo: 1d20 + 2 ⇒ (18) + 2 = 20

The female dwarf stands and draws a dwarven waraxe and handaxe in one fluid motion, holding her ground. "Come meet your death, ya scum of a greenskin!" It is clear that she is directing her threat at Ulmo and has not seen the rest of the party.

Party is up. Let's use theater of the mind for this rather than a map. Ulmo is 60' away and the rest of the party is 70' or more away. The ground is difficult terrain.


Slides

Fully healed, you continue north and reason that the hydra dominated this territory as over the next hours, you do not encounter any further predators. Eventually, the bog water level lowers to 1 feet deep of swamp. In the distance, you see the light of a campfire. Assuming you approach, you can see a red-haired female dwarf clad in armor squatting near a smoldering fire, apparently mumbling to herself, although you are too far to hear what she is saying. You are about 80' away from her and with her focus on the fire, she has not noticed you. What do you do?


Slides

The combined strikes of the Penny's fire magic, Ulmo's piercing strike, and Goliath's blunt force trauma kill the hydra. Nicely done!
Unfortunately, no treasure is found.


Slides

Summary:
Ulmo steps forward and stabs the hydra with his longspear.
Penny's scorching ray misses.
Jericho steps forward and provokes AoO from hydra, but it misses.
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Jericho misses.
Goliath hits and inflicts 23 damage on the hydra.
Total damage: 34.

Round 2: Hydra
The hydra heals 5 damage. Its 5 heads full-attack Goliath again, drawing more blood.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 --- miss
Attack: 1d20 + 6 ⇒ (18) + 6 = 24 --- hit
Attack: 1d20 + 6 ⇒ (3) + 6 = 9 --- miss
Attack: 1d20 + 6 ⇒ (14) + 6 = 20 --- hit
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 --- miss
Damage: 2d8 + 6 ⇒ (4, 4) + 6 = 14

Party is up again: Ulmo, Penny, Jericho, and Goliath.


Slides

Round 1: Hydra

The beast's serpentine heads debate whether to attack the elf or the giant druid and in the end choose the bigger prey! The beast charges through its natural habitat, as the bog does not hinder its movement at all! The beast reaches within 10' of Goliath and then its 5 heads attack, but only one draws blood!

The hydra has Pounce!
Bite #1: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 --- miss
Bite #2: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 === miss
Bite #3: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 --- hit
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Bite #4: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 --- miss
Bite #5: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 --- miss
Horrible die rolls!
Ulmo and Penny to end Round 1 and then Jericho and Goliath in Round 2. Please note: No 5' steps in the bog since every square counts as 20' of movement.


Slides

As the party slugs its way through the swamp, a huge creature with 5 serpentine heads rises from the swamp some 40' ahead! You're in a swamp so of course you had to fight the obligatory hydra!

Intiative:
Hydra: 1d20 + 1 ⇒ (7) + 1 = 8
Goliath: 1d20 + 4 ⇒ (7) + 4 = 11
Jericho: 1d20 + 6 ⇒ (9) + 6 = 15
Penny: 1d20 + 2 ⇒ (4) + 2 = 6
Ulmo: 1d20 + 2 ⇒ (3) + 2 = 5
Order: Jericho, Goliath, Hydra, Penny, Ulmo.

Map is updated. Remember, each square counts as 4 squares of movement.


Slides

I was waiting for more player interaction but guess will move on.

8 charges from the wand are enough to heal the two wounded party members.

The captain sneers at Goliath's comment. "How could I predict that our cook would poison the crew to turn us over to an orc barbarian? I thank you all for your assistance, but I wouldn't be in this predicament if I had not agreed to take you to the border of this swamp. And these are the comments that I get?! You may stay the night and then you are to get off my ship at first light." Clearly pissed, the captain storms off.

The party rests for the night and recovers all spells. In the morning, you are escorted off the boat, with the crew quickly disappearing down the river. On the riverbank, you spot a stone carved with a circle of thorns—the marker Silvermane described that will lead you to the entrance to the Vault of Thorns.

You head north, looking for more markers, officially entering the Ghostlight Marsh. The marsh is mainly comprised of slow-moving streams, pools of stagnant water, and waterlogged reeds. On average, the water is 4 feet deep and each square counts as 4 squares of movement.

Any preparations or long term buffs as you travel slowly through the swamp? Ulmo, how tall are you? 4' deep water may be a hazard for you.


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Sure Penny, we are early enough that you can take that archetype.


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You find the following treasure on the six orcs:
6 falchions
6 javelins
6 studded leather armors
6 antitoxins
200 gp
On the leader:
2 potions of cure light wounds
4 javelins
Belt of Incredible Dexterity +2
MW Chain shirt
MW falchion
21 gp

The Captain asks, "Will you be staying on board until tomorrow to allow Penny to heal or will you be disembarking now?"


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Goliath searches the ship with his spider companion and with his survival skill and the blood drops that he finds near the railing at the front of the ship, he surmises that the cook jumped overboard and is nowhere to be found.

The rest of the crew recover after about an hour and once again, they are thankful for saving them from the orc barbarian and the treacherous cook.

Will post treasure later today.


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Penny heals 9 hit points of damage and is conscious.Since you do not have a cleric, I have a house rule that all healing done out of combat heals the maximum amount.

What are Tark and his spider doing?


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Apologies for delay.

A giant spider appears next to Goliath. What do Ulmo and Jericho do? You see no combatants.


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The orc barbarian makes the fatal mistake of stepping 5' west, allowing Ulmo and Jericho to flank it. It is able to deflect Ulmo's blow harmlessly, but in doing so, it falls prey to Jericho's sword, as it pierces its back and lung, killing Tark, as he screams in pain, before choking on his own blood, and crumbling to the floor. Tark is dead!

Goliath is up.


Slides

It was Goliath's turn, not Ulmo's.

Round 5: Tark
The orc barbarian continues raging, believing that he can take out the dwarf and the half-elf. He moves 5' west and takes a swing at both of his enemies and misses both poorly.

Attack vs. Jericho: 1d20 + 12 ⇒ (5) + 12 = 17
Attack vs. Ulmo: 1d20 + 7 ⇒ (2) + 7 = 9

Round 5: Gash
He acts.

Ulmo, who has taken 13 damage is now up, followed by Jericho to start Round 7.


Slides

The last orc dies to the dwarf's spear. Two foes remain and 3 party members are standing. Jericho's attack misses Tark.

Updated Order: Jericho, Goliath, Tark, Gash, Penny and Ulmo.

Goliath is up in Round 5.

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