Shendakut

Necro All Star's page

Organized Play Member. 133 posts (518 including aliases). No reviews. No lists. No wishlists. 7 aliases.


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Leaving the ruins behind you, your party continues through the plains heading for the mountains that are becoming ever closer. You camp one more night on the plains before reaching the foothills of the mountains. From here the terrain is more treacherous, as well as being inhabited with creatures more dangerous than what lives on the plains.

From your interrogation of the hill giant it seems it will take another 2-3 days of travel south through the Jotuns to reach the area the hill giant "big boss" resides.


The giant scowls at the puny elf threatening him, but glances at the others standing around looking threatening him. Deciding discretion is the better part of valor it bravely retreats with it's tail between it's legs.


"Not know if boss have big boss. Don't know how many giants, more than fingers and toes. You let me go now, me tell. You let me go." The giant is starting to become more agitated and louder the longer he speaks until his last words are nearly shouted.

"You said let me go!"


Giant


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.


You guys


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.


Botting Naji

The glowing net summoned by Naji flys swiftly after the fleeing giant and strikes.

Spiritual Weapon: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 3 ⇒ (8) + 3 = 11

The net latches onto the giant's arm and spins sending blood flying.


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.


Fitz, when you cast that haste spell were you aiming for the fighters in the party or did you want yourself included? Don't forget haste's maximum area is targets up to 30ft apart. If the targets were the thugs then that would be Ebixus, Karl and Dolgrym.


The area the giants are fleeing towards are the open plains. It is still a few miles before you reach the foothills of the mountains.


Is Karl going to try to go after the fleeing giants?


With the giant on the ground moaning in pain Ebixus is easily able to deliver a swift blow to the temple and knock it out cold.

In fact it is unconscious after the first swing. He could pursue the others if he wished.


The darts of energy slam into the only giant remaining. It screams in pain and anguish.

Toppling Spell: 1d20 + 13 ⇒ (15) + 13 = 28

The spell knocks the giant off it's feet.


With a victorious shout the giant finally breaks free of the paralysis. The giant pauses, looks around seeing himself alone and surrounded. The look on it's face twists in a grimace that looks worse than crying.

Alistair is up


The giants still in their pits break and run, withdrawing away from the party and out of the stone circle. You hear their screams of panic as the flee.

Paralyzed Giant's last Hoorah: 1d20 + 2 ⇒ (20) + 2 = 22


Botting Naji

Naji moves to get a better view of the giants and the rear, then chants a prayer to Istus.

Spiritual weapon
Spiritual Weapon: 1d20 + 11 ⇒ (3) + 11 = 141d8 + 3 ⇒ (4) + 3 = 7

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.


Dolgryms axe slams into the side of the paralyzed giant but Scheelite, going low only manages to worry at the giant's boot.


New Round

Dolgrym 22
Naji 21
Fitz 16
Hill giants 7
Alistair 6
Karl 5
Ebixus 4

Active Party Effects:
Prayer 5 rounds

Next up Dolgrym.


The giants scream in pain and fear, the looks on their faces desperate. They seem about to break and flee, however will they get that chance? Likely not.


It's ok, Cuties moves there after the fireball.

Giant 1: 1d20 + 2 ⇒ (4) + 2 = 6
Giant 2: 1d20 + 1 ⇒ (14) + 1 = 15
Giant 3: 1d20 + 2 ⇒ (3) + 2 = 5


Alistair is up next with his fireball.


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
Rock 2, Dolgrym: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 10 ⇒ (8) + 10 = 18
Rock 3, Karl: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 9 ⇒ (3) + 9 = 12

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.


With a confused look on it's face the 2nd giant at the front freezes in place.


Botting Naji
Naji steps backwards with a nervous look and chants a prayer to Istus.

Hold Person DC 17

Giant's Will Save: 1d20 + 2 ⇒ (14) + 2 = 16


With a confident flurry of swings and a leaping snarl, Dolgrym and Scheelite finish off the heavily wounded giant. With a gurgling groan the giant slumps to the ground as pieces of it's flesh are hewn off or crushed.


Oops, I didn't even realise Dolgrym had a wolf.


No, it was only a matter of time until they noticed the party outside the stones. They would have acted at that point no matter what.


Your alchemist fire was your first action, the people that went before either delayed or moved.


Fitz, you are acting one round ahead. Your previous post and my reply to it are for THIS round. I like the enthusiasm but most of the players are a little slower to post.


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.
Falling Damage: 1d6 ⇒ 4


Karls arrow and Cutie's horn slams into the foremost giant, making him stagger and scream with pain.

New Round

Dolgrym 22
Naji 21
Fitz 16
Hill giants 7
Alistair 6
Karl 5
Ebixus 4

Active Party Effects:
Prayer 6 rounds


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
Naji 21
Fitz 16
Trapdoor Lurker 7
Alistair 6
Karl 5
Ebixus 4

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
Unfortunately although the giant wavers it manages to stay on it's feet.


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.


Botting Naji

Naji moves to the stone circle so he can see the fight and casts prayer.

+1 luck to hit, damage, saves and skills. And please don't forget to make your moves on Roll20 so you can see the situation. This is the link if someone missed it. https://app.roll20.net/join/5506783/WFTYkw


Fitzroy's alchemist fire definitely gets a reaction, eliciting a fierce roar of pain from whatever creature lies in wait.

Alistair read ooc first:
However Alistair's Magic Missile, although powerful fails to find a target.
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.


Sorry just noticed maximise rod. But you know you only have to use that when you cast the spell? That + magical lineage explains 1st level magic missile. Sorry


Alistair, did you apply the bonus from intense spell onto every missile? Because it applies only once per spell. Also how is a maximised toppling magic missile a 1st level spell?


Whatever is down there appears to by lying in wait under a section of false ground. It is not visible.


Alistair 25
Dolgrym 22
Naji 21
Fitz 16
Karl 12
Trapdoor Lurker 7
Ebixus 4

Alistair is up first.


Trapdoor Lurker: 1d20 - 1 ⇒ (8) - 1 = 7


No separate roll needed unless you are acting separately.

Botting Naji Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


We understand and I hope your wife improves quickly.


At this stage please roll initiatives.


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.


Sorry Fitz, I fixed it.

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