After waking the giant you begin questioning him, quickly discovering that saving it's own skin seems more important than any loyalty it may posses. "Me tell you, you let me go? Then me tell. Boss in Nosnra. Boss lives in Steading with all strongest giants. Steading that way." With that he points to the south-south-west, a little of the path you are taking into the mountains. "Takes giant 3 days to reach Steading, little people with short legs take longer. Me tell you, you let me go. Yes?"
With the giant tied up and dinner cooking you stare out over the last piece of the plains before you reach the mountains looming overhead. Breaking here for the night means that your party would reach the mountains early in the afternoon while it is still light reducing the risk somewhat while you become accustomed to the terrain.
Once the party reconvenes back at the stone circle a quick sort through the contents of the bags reveals a strange assortment of items, some of which are still alive. [1]Hide scraper made from the head of a battleaxe x2 [2]Six pressed, dried hands [3]Collection of cracked porcelain (worth 100 gp if repaired with mending) x2 [4]Bear trap [5]Two chunks of obsidian the size of a human’s fist (worth 75 gp each) [6]Leather satchel filled with shards of broken mirrors x3 [7]Keg of alchemist’s fire (6 flasks’ worth) [8]One dozen snake eggs, wrapped in moist burlap x2 [9]Amber comb (worth 125 gp) [10]Three pigs (barely alive) A search of the pits the giants were laying in shows a small stash tucked away in a corner. This is somewhat more traditional, likely stolen from places these giants have ransacked. [1]7,000sp [2]2,000ep (5sp each, total value 1,000gp) [3]+1 longsword [4]24 +1 light crossbow bolts
Ok, at this stage I am going to call the fight. The hill giants have no chance of escaping while being hunted down without cover and the round sequence is getting a bit choppy. The fleeing giants are quickly hunted down and finished off. One savaged where it lies on the ground and the others harried by arrows and crushed by the vicious horn of Cutie. The last is run down by the temporary giant that is Ebixus, hewn by his massive sword as it flees. With a quick check of the dead giants revealing nothing of value apart from their sacks you return back to the party hauling the large bags behind you.
The fleeing giant is running like the hounds of hell are on it's trail, it looks fleetingly behind it to see the incredibly fast wolf nipping at it's heels and attempts to bat it away with it's club. Hill Giant AoO: 1d20 + 14 ⇒ (7) + 14 = 212d8 + 10 ⇒ (1, 5) + 10 = 16 With a yip, the giant's club slams into the side of Scheelite with a sickening crunch but that doesn't stop the injured wolf from latching onto the giant's ankle and bringing it to the ground.
Karl and Cutie are hasted, they can easily catch the giants if Karl doesn't stop to cast a spell. Ebixus, after the attack that knocked the giant unconscious I have moved your character a move towards the fleeing giants. Dolgrym your current speed is 40ft and Scheelite's is 80ft. Cutie easily catches up with the rearmost fleeing giant when it desperately tries to fend it off with it's club. Giant AoO: 1d20 + 13 ⇒ (2) + 13 = 152d8 + 10 ⇒ (2, 1) + 10 = 13 The giant's desperate swing stirs the air above Cutie's head but does little else.
Botting Naji Naji moves to get a better view of the giants and the rear, then chants a prayer to Istus. Spiritual weapon
A phantasmal net appears next to one of the rear giants and attempts to crush it's arm. Unfortunately it manages to throw it off.
The 3 giants that are still in their pits heave their rocks towards the party. The rocks streak forwards, 2 targeting Dolgrym and 1 Karl. Rock 1, Dolgrym: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 10 ⇒ (1) + 10 = 11
The throws are pitiful attempts, 2 failing even to cross the distance between you. They are obviously perturbed by your swift handling of the first giant. The paralyzed giant attempts to break free. Will save vs DC 17: 1d20 + 2 ⇒ (4) + 2 = 6 The giant's eyes roll wildly, trapped within it's own body as fear sets in.
Giant Will save vs Hideous Laughter: 1d20 + 2 ⇒ (16) + 2 = 18 The giant manages to easily throw off Fitz's spell and lashes out at him as tries to leave the stone. AoO: 1d20 + 13 ⇒ (5) + 13 = 182d8 + 9 ⇒ (6, 4) + 9 = 19 Fitz lands clumsily on his back slamming hard into the ground.
Dolgrym, you weren't able to reach the trapdoor in a double move so I have moved you forwards into the stone circle. At the beginning of the round you are a 5ft step from 2 giants, one on either side. You act after Karl takes his delayed action. Fitz I will determine the results of your fall in the new round. Currently active Party Effects: Prayers 7 rounds
Ok new initiatives Dolgrym 22
Alistairs bolts of magic impact heavily against the hill giant that stands mere yards from Karl and Cutie. If you don't mind Alistair I'll roll that trip for you to get it out of the way. Alistair toppling spell: 1d20 + 13 ⇒ (5) + 13 = 18
With an angered roar of pain the ground bursts open as a quintet of ugly giants shakes free from their concealment. The two giants closest to the party leaving their holes and limbering their greatclubs, ready to inflict great injury on those that caused one of them pain. The three giants to the rear ready larges rocks from the sacks at their side, rearing back their arms in preparation. DC 12 Knowledge (Local): These ugly giants are hill giants. Know for their brutish strength and vast stupidity they are dangerous none the less. Especially for those that come within their reach.
Fitzroy's alchemist fire definitely gets a reaction, eliciting a fierce roar of pain from whatever creature lies in wait. Alistair read ooc first: Targets for magic missile must be not have total cover or total concealment. Alistair would know this, I would allow you to change your action or delay until after the enemy acts. This first time. However Alistair's Magic Missile, although powerful fails to find a target.
When Fitz moves cautiously into the circle, Karl watching from the outside sees part of the ground shift and a puff of air rises from below. Fitz as you move around the outside of the circle you hear breathing coming from under your feet, however whatever is down there does not seems to have noticed you.
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