Fiendish Fire Giant

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564 posts. Alias of Jack Daniels.


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The Lord-Mayor smiles at your assent to the offer. "Great, great. My clerk here will deal with your signatures and initial payment. Please get to those hicks of Turtleback Ferry as quickly as possible and find out what happened to those convicts...er, I mean the good Black Arrow rangers. Magnimar thanks you for your service." The Lord Mayor bows, finishes his goblet of wine, and exits, unless you have more questions for him. The clerk has the contracts for you to sign and your gold. After that, you're on your own.

Is there a consensus on how you're getting there?


Vetros Stormborn wrote:

Vetros grumps almost imperceptibly at the amount of the payment, but then nods. It's not too much, but he's got the promise that it will be revised if they find harder tasks.

"Okay." he signs and starts thinking about loose ends he might have IV town, for example, accommodation for his horse.

@GM: how much would they charge me for, say, a pair of months of stabling?

A regular stable will charge you 5sp per day so 300 sp (or 3 gp).


Knowledge for Gudada:
The Lord-Mayor loves to brag about his reputation of being one of the people, but in certain circles in the city and the region, he is known for being one of the most corrupt officials whose political favors are bought with gold.
The Black Arrows often recruit criminals who are given the choice between serving in the Black Arrows and harsh punishment. In any case the constant training and the dangers they face have made the Black Arrows loyal to their order. The commanding officer at Fort Rannick is a human male named Jakardros Sovark.
Hook Mountain is the southern-most peak of central Varisia's Iron Peaks, located just south of the Storval Deep and north of the expansive Sanos Forest. It is said to home of many ogre clans.

The clerk looks oddly at Gudada and Grymm for their weird drink orders. He smiles at UU for going along and pours her wine.

The Lord-Mayor arches his eyebrows, "I said the journey was 3 weeks by foot. Of course, I am sure you could hire river barges or the such and make the trip much shorter. I am not too familiar with those details." The Lord-Mayor clearly does not concern himself with details. "That's up to you. As for the pay, which I see motivates the majority of you, the city has authorized me to pay you 750 gp each to investigate the matter. 1/2 now and 1/2 when you come back with news. Obviously, if you need to do something else, I will take it into consideration upon your return. If you agree, Jeremiah, my clerk, has the paperwork for your signature. Anything else?"

To give you a rough visual depiction of the journey, you start at the far western edge of the Varisian Grasslands and you have to travel to the Shimmerglens on this: Map.


The Mayor's clerk comes out of the office and ushers you in, "The Honorable Lord Mayor, Haldmeer Grobaras, welcomes you to Magnimar." Inside the office is a corpulent human male, bald with sideburns, in an ostentatious noble outfit, awaits you. Pic The Lord Mayor smiles and pleads for you to take the chairs arranged before his desk. "Please sit, please sit. Thank you all for responding to my summons. My clerk, Tildan, can take your drink orders. In the meantime, I will get to the gist of why I asked for you to come." The Lord Mayor circles his oak desk, sits, and pauses to take a drink of the goblet resting on his desk.

"I recently received a message from Turtleback Ferry. It appears that they have lost contact with Fort Rannick, one of our distant holdings. The fort is home to the Black Arrows. They're an organization of giant hunters in Varisia, located in the shadow of Hook Mountain. The organization was created decades ago to patrol the Storval Rise and prevent any giant incursions from spreading beyond the Storval Plateau. At first, I viewed this as a pointless and silly trip to talk to those foul-tempered Black Arrows. But it's been three weeks since then and they've still not reported in. I have to act and send someone to investigate. I would like the five of you to act as my emissaries and check in on Turtleback Ferry and the Fort and resolve any issues. The trek on foot takes about 3 weeks. Questions?"

If you have ranks in K. Local, you can roll to learn more about the Mayor, the Black Arrows, and Hook Mountain.


A few months have passed since the events of the fateful Swallowtail Festival—winter is here, and with it comes the seasonal rains. But as the days wear on, it soon becomes obvious that this is no typical rainy season. Not a day passes without a downpour in Central Varisia, and the rivers swell against their banks, threatening early floods. Tempers flare and relationships fray as the constant dreary weather wears at the soul, yet there are more sinister things in Hook Mountain’s shadow than the constant rain.

17th day of Kuthona 4707 AR
Magnimar

You find yourselves in the Defiant's Garden, the name given to the mayoral residence of the city of Magnimar, located in the Vista district directly next to the Seacleft itself. The Lord-Mayor of Magnimar, Haldmeer Grobaras, personally requested your presence today for an "urgent matter" (per his letter), as your exploits and adventures have distinguished your prowess and skill in the region. The home is quite opulent, as the largest and most impressive home in all the city. You sit on the finest sofas you have seen in your life, outside of royalty, outside the Lord-Mayor's office, waiting to be summoned. 4 other respected warriors wait alongside of you.


Hey all, I am back after Thanksgiving break, so will update tonight. Thank you for your patience.


The party continues its trek through the plains toward the Keep. The rest of the day passes without incident as does the night. By morning or mid-day, however, you wish to plan it, you see the reddish Keep in the distance.

Built from reddish stone (which also contributed to its name), Redlake Fort was originally surrounded by a water-filled moat fed by a nameless tributary of the River Esk. However, the water eventually evaporated, leaving the fort sitting atop a rocky outcrop 20 feet above a wide, dry trench. The bottom of this dry moat is 15 feet below the level of the surrounding land, encircled by a 10-foot-high wooden palisade constructed of 2-foot-thick logs lashed together. The outer wall of the fort itself is 15 feet high.

A large stone fortification, perched atop a small rocky island above a deep trench surrounding the entire stronghold, guards the approach to the fort’s gatehouse.

You are currently camped 200' away from the Keep behind some rocks. What's the plan?


Tyrek gets his arm busted as he closes in on the giant, but his hammer ruptures the giant's spleen, killing it!
AoO vs. Tyrek: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d8 + 16 ⇒ (5, 1) + 16 = 22

Falric dispatches the blind orc and combat is over, with two party members wounded. Combat over.


Thanks to Wulfric's awkward first attack, the giant still lives...barely!


Falric's scimitar burns the staggered orc to death.
Tyrek's two blows kill the orc warrior attacking him.
Wulfric's blows severely damage the giant.

Round 3: Enemies
The giant screams in pain and tries to finish off the dwarf in 2 blows, but Wulfric's training saves him from the first blow and the second is easily deflected. The giant looks in horror to see the dwarf unharmed, as it knows it cannot survive two more blows from the dwarf...
Attack: 1d20 + 12 ⇒ (12) + 12 = 24..miss because of power attack
Attack: 1d20 + 7 ⇒ (10) + 7 = 17...miss

Party is up!


Thanks, Wulfric. I am good, just went away for the weekend.
Orcs are AC 14 btw.

Wulfric's weapon plows into the injured orc, killing it. Tyrek's blow bashes the fresh orc, staggering it, and would have killed it, but for orc ferocity.

Round 2: Enemies
The staggered orc swings at Tyrek, but misses wildly in his bloody state!
1d20 + 6 ⇒ (2) + 6 = 8

A fresh orc also attacks Tyrek, but the paladin easily deflects the blow.
1d20 + 6 ⇒ (6) + 6 = 12

The hill giant charges Wulfric, stopping 10' away and attacking from reach with his greatclub, bashing his shoulder!
1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31..hit
Damage: 2d8 + 16 ⇒ (3, 4) + 16 = 23
Hil Giant AC: 19 after charging

Recap:
The blinded orc at his initial position, 30' away from Tyrek, 35' away from Wulfric
Tyrek and 2 orcs (1 staggered) in melee combat
Hill Giant and Wulfric in reach combat
Falric 40' away from the orcs, 45' from the giant
Bruce 50' away from melee combat
Hope that was clear....lol

Party is up!


Round 1: Enemies
The three non-blinded orcs, gripping their falchions in 1 hand, move 30' closer to the party and launch their javelins at Wulfric, who is 50' away from them now. Two of the javelins land harmless to either side, but the one of the javelins catches the dwarf in the shoulder, opening a wound.
Attacks:
1d20 + 1 ⇒ (8) + 1 = 9...miss
1d20 + 1 ⇒ (20) + 1 = 21...threat
Confirmation: 1d20 + 1 ⇒ (16) + 1 = 17..no
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 1 ⇒ (4) + 1 = 5..miss

The angry giant, burned by Bruce's spell, pulls a rock out and launches it at Urram, but thankfully, at the last second, the drake evades the deadly rock, that explodes into pieces as it skids across the ground, the force behind it quite evident!
1d20 + 6 ⇒ (8) + 6 = 14...miss

Recap:
One orc (blind 3 more rounds and -11 hps)
Hill Giant (-11 hps)
One orc 30' closer (-11 hps)
One orc 30 closer
Party:
Falric and Bruce same place with drake 5' in front of Bruce
Tyrek 10' closer to enemies
Wulfric 20' closer (-6 hps)

Party is up!


With your spell, you catch the giant and 2 orcs. And unfortunately, there is no cover around, at least not close by.

The spell fills the area with a blinding light and when the light fades away, three enemies are harmed and one orc is blinded.
Reflex saves:
Giant:1d20 + 2 ⇒ (20) + 2 = 22...success
Orc: 1d20 + 1 ⇒ (5) + 1 = 6...blind
Orc: 1d20 + 1 ⇒ (19) + 1 = 20...success


Equipped with a plan and a scroll, the party sets out for the Keep, pacing their travel to arrive in the morning of the next day. The trip is uneventful as you cross various plains with the Mindspin Moutains as your guide. You stop for lunch and rest and continue soon after. Near sundown, as you travel on the wide open plains, you see a scouting party crest a nearby hill and you both spot each other at the same time! The enemy's hunting party consists of a male hill giant and 4 orcs, two walking on each side of him. You are at a distance of 100 feet from each other.

Initiative:
Enemy: 1d20 ⇒ 3
Party: 1d20 ⇒ 14
Party is up first!


Yes, Falric, since the party does not have a cleric, all healing outside of combat is maxed.

The party continues traveling west through the bog and as night approaches, you finally reach the edge of the swamp and see the northern edge of the Mindspin Mountains in the distance.

GM rolls:
1d100 ⇒ 4...encounter
1d100 ⇒ 20...nothing worthwhile
1d100 ⇒ 40...nothing
1d100 ⇒ 59...nothing

You camp? Tell stories? Roast marshmallows? Post guards? If you change spells, let me know.


Tyrek, please amend your character sheet to include the warhammer bonus until you find Agrimmosh.
Wulfric, correct, normally your movement in difficult terrain would provoke an AoO but since the creature has the grappled condition, you are good as it can't make opportunity attacks. Also, don't forget scorching weapons is swift action, not automatic.

Wulfric and Tyrek's blows smash through the creature's armored shell, killing the creature instantly, as it falls back into the mire with a thud, as it releases Falric. Combat over.


Wulfric headbutts the creature's abdomen (it is 8' tall after all :)), knocking the air out of it, while the aquatic halfling manages to barely slip his scimitar through a chink in the creature's armored shell, causing it to wail in pain and anger! Damage taken: 39!

Suprise Round:
Angered by Falric's flaming blade, the creature brings its pincer claw down on the halfling! The creature's pincer closes on the halfling before he can move away, ripping his skin and drawing blood. The creature then lifts the halfling out of the murky water in triumph, tightening its grip on Falric, crushing his ribs. The halfling screams in pain, as his death appears imminent if he does not escape the creature's iron grip!

Attack: 1d20 + 14 ⇒ (12) + 14 = 26...hit
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Grapple check as free action: 1d20 + 19 ⇒ (11) + 19 = 30...success
Constrict damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Total damage to Falric: 36!

Really good die rolls! Party is up in Round 1.


Bruce Springsting wrote:
I'm a halfling, too, so also swimming probaby

True, thanks. And perhaps the drake too, since it is small.


When the party is gathered at the Hopespring, the town’s natural source of water, Silvermane leads you behind the waterfall to some standing stones. He has gather in the center and then speaks softly, ”Watch and remember.” He approaches the northernmost stone, touches it, and incants ”Cestovani Mezi Kameny” You start to feel disoriented as the world starts to fade from view. When you gather yourself, you find yourself in the middle of Standing Stones in a swamp, the buzzing of insects in your ear, greeted by the sight of a dead giant covered in maggots. Falric immediately recognizes the place as the entrance to the Vault of Thorns he previously visited. After gathering yourselves, you begin your journey west through the swamp toward the northern tip of the Mindspin Mountains where Redlake Fort lies.

GM rolls:
Rolling for random encounters…
1d100 ⇒ 29..yes
1d100 ⇒ 5
Gray ooze – boring and no challenge, so will not rp it
1d100 ⇒ 19...yes
1d100 ⇒ 86...interesting

Four hours into the party's journey, as the party continues walking/swimming (Falric) through the mire, suddenly, an 8' tall armored lobster-like monster bursts from the swamp, both of its appendages ending in vicious pincers. A pair of tiny eyes gleams above a mouth full of writhing tentacles.

Everyone is surprised except Wulfric and Falric.
Monster Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Party initiative: 1d20 ⇒ 18...party goes first.
Falric has to swim to stay above the water line, so don't know if there is much he can do while swimming.
Wulfric can take surprise round action, then monster and then all of party can act in Round 1.
No need for map, you are all adjacent to it. Difficult terrain.Wulfric and Falric are up. Only standard or partial actions allowed.

Creature
Dungeoneering if you have it for Monster Knowledge checks.


Silvermane nods his head, "Wise decision. I will meet you all at the Hopespring at 7 tomorrow morning."

Halgra smiles and stands, "It is settled then. Please bring us good news this time. By the way, you will be compensated monetarily for your efforts as well, though I appreciate none of you mentioned gold. I am glad I am not dealing with mercenaries. Rest well, you have much to do in the next few days. Good night."

Yes, Falric arrived at night so it is like 10pm now. Unless you say otherwise, I will assume your memorized spells are those listed in your profile. Let me know anything you want to do that night or any further party interaction. If not, will move to next morning, the teleportation, and the trip.


Silvermane, the elderly elven druid speaks in a serene tone, "Yes, now that you have found and liberated the Vault of Thorns, thereby consecrating it, you can travel between the menhir stones in Hopespring and the stones at the Vault, immediately teleporting there in a manner of speaking, thereby leaving you only a couple of days' journey from the Fort. When you are ready, let me know. Did you want to travel in the morning or tonight?"

Halgra looks at Wulfric, "I understand your concern, but I leave all tactical decisions to you in the field. If the fire giant is as fearsome as he appears in Falric's narrative, then perhaps you try and avoid him. I know what we ask is difficult, but I cannot spare any men to help you, especially after the last attack. We suffered many losses. We require your assistance and ingenuity in dealing with this grave danger. Also, if you could gather more information on the Storm Tyrant, that would also be helpful, as he threatens the region and beyond."


The three of you are escorted to the meeting room at the Ivory Hall, Trunau’s government seat. Chief Defender Halgra of the Blackened Blades awaits you, seated at a table, with Falric, and an elf seated at either side of her. Halgra stands, evidencing she is a mountain of a woman and beckons you three to sit before the chairs gathered before the oak table. The half-orc gives Tyrek a look to keep his companion/pet in check during the meeting. She sits back down and begins, "Thank you for coming so quickly. This is Falric Dawnstriker, an adventurer, and this is Silvermane, our elven resident protector of the forest, who has watched over Trunau’s Hopespring for as long as anyone can remember. They will speak shortly. The fate of Trunau and perhaps the region is in peril. We have suffered a setback in our plans to deal with the threat and now require the assistance of you three.” She looks over to the halfling standing on his chair to her left. “Falric, you recommended these three adventurers to us. Perhaps, if you can bring them up to date with our current predicament.” She motions the halfling to speak and stares straight ahead, a look of grave concern on her face.

Halgra
Silvermane


The citizens of Trunau, a small human farming community located just south of the old Hordeline in the Hold of Belkzen, were tough minded individuals. After all, their ancestors had defended the walls of their town with great ferocity against the orc invaders centuries ago and fought so viciously that the invaders eventually gave up besieging the town and simply went around it. However, a month ago, the town endured another orc invasion from the Twisted Nail tribe, invaders apparently seeking a Hill Giant tomb, which left the inner quarter of the town largely in ruins. The invaders were repelled, largely due to the efforts of a dancing halfling, two dwarves, and a half-orc witch. The heroes were then tasked with ending the orc threat to the region by attacking their base of operations, while the Trunauans were left to rebuild the town. That was two weeks ago and no word has been received regarding the success of the party’s efforts….

10th day of Rova 4715

A cold wind blows through the village this evening, as a signal horn’s sound echoes through the town. Reflexively, the villagers reach for their hopeknives, worried about another orc attack. But the news spreads through the town, ”It’s Falric, he’s back.” Everyone in town knew the name by now, the diminutive dancing halfling eager to tell a joke, who in combat was said could not be touched. The people of Trunau begin to feel joy for once in a long time, until the whole story is relayed, ”But, he’s alone….”

The grime and blood-covered unarmored halfling walks through town, no smile on his face or joke on his lips. His dwarven friends and the half-orc are nowhere to be seen. He says nothing to anyone nor looks at anyone. A scimitar and a crossbow dangle at his sides. The village’s guards line up, each holding a torch in hand, forming a procession line as Falric walks past them. Half of his face is in shadows, but in the torchlight, you can tell he has a serious yet determined look on his face. He remains silent and marches straight for the Chief Defender’s home. She is waiting for him, a worried look on her face. He enters and the door closes….

Two hours later, a knock at your door disrupts your rest as village guards appear, their weapons sheathed. ”The Chief Defender requires your presence…” You are escorted to her home, certain that whatever awaits you is far greater than you could have ever imagined.


Not your fault, Morti, and thanks for checking in. Bar and Amyia were also absent.


No news....guess interest waned. It was fun while it lasted.


Falric, family giants most likely refers to ogres, since they are giant-type and very clannish in nature.

Did Morti disappear? Amyia may not have returned to game, she was not clear. If you guys are not interested, I can close game out.


That was a short interrogation....waiting on you all.


The giantess turns her head on her side, ”Galra not good with numbers. We giants all like me only live in fort. Giants powerful but less number than shorter and weaker family giants and we all less than pig men, many many of them.”. She points to the dead orcs when she says pigmen. ”Grendelsek has pig protectors in metal skin and big big wolves who eat her enemies.”


Nice trait to have!

The giantess opens her eyes in shock as she hears the dwarf speak in her native tongue. She looks around and sees Bar's chained weapon hanging menacingly, eyes the small halfling wielding his flaming blade near her ribs, and notes the elven lass' cool demeanor. She ponders her options in silence as Morti rants on and stays quiet for another few seconds after the dwarf finishes. A few beads of sweat appear on her forehead as she looks over the dead orcs' bodies, realizing she could be lying down in the mud, her throat cut. She swallows hard, "You no hurt me no more...try real hards to help..what ya wants to know?" The giantess nods her head and her broken English reflects her low intelligence.

Aid helped, DC was 20!

I need to know what you ask her specifically. She has 6 Int so bear that in mind. She's not disabled but she's not the sharpest tool in the drawer.


Ball is in your court, Morti. Waiting on you.


Manacles do not fit, but rope does, although you do not know how long it will hold the giantess.

Bloodied and tired, the female hill giant stirs from the nonlethal blow, as she regains her senses and sees the party standing over her. She is prone and unarmed, I assume. She sneers at the party as she awaits to determine why she is still alive. Whomever is doing the questioning/interrogation you may starts...


To recap, the party was en route to the Redlake Fort, home of the Giant Chieftain Grundelsek and his band of Red Nail Orcs, when you ambushed a patrol of warrior orcs, much tougher than the ones you've fought before, and a hill giant. After dispatching the orcs, Falric and the band subdued the hill giant for questioning.

On the hill giant, you find:
Hide armor, greatclub, and 1d100 ⇒ 99 a tanglefoot bag.
On the four orcs you find a total of:
studded leather (x4), falchion (x4), javelins (16),4d20 ⇒ (18, 17, 18, 7) = 60 gp

What's the plan with the hill giant? She was pretty hurt in combat and was knocked unconscious by the halfling's blow. How do you plan to restrain her, if at all? Any other actions or can we FF time to the point where she wakes up?


Sorry for prolonged absence, anyone still around and interested in continuing?


Falric takes a vicious hit for his effort, but the bloodied halfing stabs and burns the giant, till the point she passes out from the pain.

AoO: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 2d8 + 16 ⇒ (5, 3) + 16 = 24

Someone might want to heal Morti..combat over!


Moving on...

Bar moves to within 10' of the giant and using his weapon with reach attacks!
Attack: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Damage: 1d10 + 16 ⇒ (9) + 16 = 25

Falric is up.
Giant: -73


Bar and Falric to go before the giant.
Current damage to giant: -48.


Barundar Hammerfist wrote:
What range is the giant at to me? Since I've I made the dorn dergar a reach weapon I can five-foot and full attack without provoking if she's within 15'.

Right now, the giant, after the 5' step, is 20' away from Bar and 15' away from Falric. The giant has 10' reach as does Bar, so Bar can move up 10' and attack without provoking but will get only one attack.


Orc 2 dies in a bloody mess as Bar's dwarven ball and chain caves in his chest cavity! He moves forward and kills Orc 1 as well! Meanwhile, Falric's flaming blade dances and kills Orcs 3 and 4!

Round 2: Hill Giant
Seeing her orcish allies fall gives the wounded giant pause, as she grips her club 2-haned and tries to quickly end Morti's life! She pounds on the inquisitor twice, bloodying her club as Morti is unprepared for the giant's wrath and he falls under her blows (-4)! She then moves 5' west, forcing the party to come into her reach!

Power attack: 1d20 + 12 ⇒ (16) + 12 = 28
Power attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirmation: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 4d8 + 32 ⇒ (5, 7, 8, 4) + 32 = 56

Amyia and Bar and then Falric to start Round 3!

Sorry Morti, good rolls!


And the action continues...
The hill giant firmly grips his club and does not let it drop to the ground.
Reflex saving throw: 1d20 + 2 ⇒ (16) + 2 = 18

Morti's warhammer slams into the hill giant's leg and bones break, as the giant screams in pain. Total damage: 38.

Round 1: Staggered Orcs
Orcs 1,3, and 4 attack the cagey halfling, while Orc 2 attacks Barundar.

Orc 1: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Orc 3: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Orc 4: 1d20 + 6 ⇒ (6) + 6 = 12
Orc 2: 1d20 + 6 ⇒ (18) + 6 = 24
Confirmation: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage: 2d4 + 6 ⇒ (1, 1) + 6 = 8
Damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14

Barundar takes 14 damage, Falric takes 8. Both of you are up to end Round 1 and start Round 2. Remember you are hasted.

Orc 1: -6 and staggered
Orc 2: -5 and staggered
Orc 3: -9 and staggered
Orc 4: -5 and staggered.


Yeah guys, I am still around. Apologies for prolonged absence. Will update thread tomorrow.


Will update after Thanksgiving weekend...happy holiday to all!


Round 1: Hill Giant

As Falric goes about burning and nearly disemboweling the orcs, the wounded hill giant's enmity is clear when she sees the two dwarves pop out of the woods and ambush her patrol! She grips her greatclub and tries to bring it down on Morti's head! The dwarf's years of training against giants pays off as the inquisitor anticipates every swing and attack and dodges both blows! The hill giant screams in frustration!

Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Attack: 1d20 + 9 ⇒ (4) + 9 = 13

Morti and Amyia are up!


Ask and ye shall receive!
Thanks Morti for the reminder!

Combat Map


Glad to have you back, M!


Falric and Barundar stagger their orc foes, who remain standing solely due to their ferocity racial traits. Morti lands a powerful blow on the hill giant, as his hammer bashes the giant's shin!

HPs:
Orc #1 (Falric orc): -5 and staggered
Orc #2 (Bar orc): -4 and staggered

Initiative:
Amyia: 1d20 + 8 ⇒ (4) + 8 = 12
Bar: 1d20 + 2 ⇒ (2) + 2 = 4
Falric: 1d20 + 12 ⇒ (14) + 12 = 26
Hill Giant: 1d20 - 1 ⇒ (17) - 1 = 16
Morti: 1d20 + 4 ⇒ (8) + 4 = 12
Orcs: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1: Falric is up!


Anyone else going to post their surprise round action?


Party stealth check modifier: +2+4+2-7+21/4=5
Average Party stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Giant/Orcs' Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Party gets the drop on their giant and four orcs...you all have a surprise round! Move or standard actions or partial charges only!


At 20' speed overland route, you can cover 16 miles in 8 hours of travel so it will take you about 5 hours to reach the fort. If you have any hour per level spell buffs, I will assume you place them on now. You begin your trek through the countryside toward Redlake Fort. Four hours into your travel, as you ponder stopping for lunch, Morti and Falric's keen eyes pick out a not very discrete patrol consisting of four orcs wielding falchions walking in front of a hunched giant who exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle. You immediately recognize the creature as a hill giant. It wields a greatclub and carries a satchel of rocks slung across its chest.

The patrol is approaching your location. You can hide behind some rocks or trees (stealth), try to ambush the patrol (stealth or group stealth - average of your stealth scores), or do something else. You have about 3 rounds before they reach your location.


With the party healed and with its new treasures, you return to Bloodtusk’s keelboat, which is waiting for you at the riverbank. By the time you get back, Captain Raag Bloodtusk has recovered from his poisoning and welcomes you and your new recruit on board. He pilots the boat the rest of the way to Redlake Fort, continuing upstream along the River Esk for another 50 miles. Fortunately, Bloodtusk has negotiated safe passage with the orc tribes along the river, and the boat is able to make the journey unmolested.

On the 5th day of the boat ride, he drops you off the southern bank of the river. He tells you Redlake Fort lies about 10 miles to the west, along a small tributary that feeds into the Esk. He apologizes that he cannot take you closer for fear of retaliation.

Let me know any preparations and prepared spells for the day.


Morti Hearthstone wrote:

Amyia, I don't see your claims -- I'm assuming the rod and the ring make most sense with you?

Is an "ironwood breastplate" a permanent casting of the ironwood spell? Or some separate thing? If nobody else wants, I'll take that!

I don't think any of the scroll/wands are on my spell list.

Yes, to the ironwood breasplate question.

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