GM Captain Trip's Giantslayer Adventure Path - Now with 50% more calories!

Game Master Chad Newman

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Gobbo!

Working on the Roll20 map. They've made some changes since I used it last in a GM capacity. Please check in, let me know of anything you are doing the in the morning prior to departing.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Leveling Johan now. What resources do we have as a party? I have forgotten if there is a look sheet. I guess we do not have much in the way of gold yet.

The ranger clears his plans to continue with his new friends to explore with his clan brothers and is given leave to venture out with comments like I'll be good for the lad to get some real experience. He readies his gear carefully and is early to the meeting place, still eating his breakfast.


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

Finch's sleep is troubled by the day's events. So many strange events suddenly surging about town was no small worry; he feared for the safety of his family, of his friends. Where would the interlopers strike next? Would they go for his mother? For Silvermane? Something had to be done.

He eventually settled into slumber nontheless, though he found no solace in dreams, haunted by image of disheveled, sickly wolves slowly turning into murderous beasts, and the image of his bloodied scythe forced to kill in a last ditch effort for survival.

When he awakens the next morning, Finch is groggy and tired, but he forces himself up nontheless, finding some minor peace in meditation.

Before meeting the group, he seeks out news of the injured wolf from the previous day, hoping to learn of the animal's state.

As requested by Corentin, let's see what Peacock knows about flood trolls: Knowledge(Nature): 1d20 + 8 ⇒ (15) + 8 = 23


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

Woops. *Let's see what Finch knows... That's what I get for playing two characters in two games both named for birds.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +4 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Hrmm... Inner Sea Gods doesn't mention when Priests of Kurgess pray for their spells... If it's alright with you Captain, I'm going to say Iacobus prays for his spells about the same time he conducts his 'morning constitutional'.
& on that note:
Orisons: Detect Magic, Detect Poison, Light, Purify Food & Drink
1st level: Expeditious Retreat, Jump, Shield of Faith
Knowledge (local): 1d20 + 2 ⇒ (20) + 2 = 22

Before the dawn, Iacobus is out of the Ivory Hall & begun his morning exertions. As he has nearly every morning since the fates forced him to replace one parent with the other, Iacobus contemplates his father's greater spiritual center. As he has nearly every morning since that dark day, Iacobus vows to one day match his father's spiritual wholeness.
Today however, is a day for more corporeal concerns.

The Knowledge (local) check is in the hopes of recalling anything pertinent regarding flood trolls or blond half Orcs. On the subject of Half Orcs, how long has it been since our brother Oloch last visited?


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

Sasha awakens, bedraggled. She finishes her morning routine and comes down for a small breakfast, Her appetite is still diminished over the death of her friend.


Gobbo!

@Johan - No loot yet to divide or spend.

@Finch - Knowledge Nature won't tell you much about flood trolls, Peakcock. :)

Peacock:

You make a short visit to the Hopespring in the morning to find the wolf still under the care of your druid friend. His curative magics have helped remove the majority of whatever was tainting its blood, but it is still rather unhealthy looking. Speaking with him a moment in sign he informs you he expects it to make a full recovery and it will be released into the wild once that has happened.

@Iacobus - That sounds about right to me, go with it.

Iacobus:

Flood trolls are what is considered the lesser species of the bloodline. They do maintain a troll's ability to regenerate, but only if substantially immersed in water or subject to rain or the like. While they are a medium sized creature, their long limbs enable them to wield larger weapons without issue. They are most closely related to the scrag, or aquatic troll.

@Iacobus - Last word, Oloch was in Absolom, doing Pathfinder Society related work. While there's no distinct timeline we can assume it has been several months since his last visit to Trunau.


Gobbo!

As the morning rolls on, the unlikely party handle their personal affairs and meet up once more at the Ramblehouse, ready to follow their latest, and strongest, lead. All signs point to something going on at the Plague House, and getting an early start will likely prove beneficial. The structure sits along the outside of the southern walls of the town, and its a short trek to arrive. A crisp breeze blows down from the Mindspin Mountains this morning, but the are is clean and fresh.

As you arrive at the burned out ruins, you recall the local lore and rumors about this strange place.

All Residents known, others Knowledge Local DC 10:

Before the fall of the Hordeline, this was a small church of Iomedae serving the local farming communities. When Lastwall’s forces retreated and Trunau decided to stand and fight, the priests of Iomedae joined them—yet unlike the other residents, head priest Arthuris Bain and his two assistants refused to retreat within the fortified walls, confident that Iomedae’s wrath would strike down any raiders who dared to come for them. Though the priests fought valiantly, the church was burned to the ground almost immediately by the rampaging orcs, and all three of its residents were slain. The church stood as a burned-out husk for decades, then 50 years ago was hastily reconstructed as a place to hold those aff licted by a plague sweeping the town. Though removing the sick from inside the town walls doubtlessly saved many, the plague house burned down in a mysterious fire only a few nights after its completion, taking with it a score of patients and healers. Whether the fire was an accident or the work of an arsonist attempting to stop the plague for good, no one knows, but no one ever proposed building on the site again. Today, the site—known as both the Burned Church and the Plague House—is left alone, save for the occasional children’s dare to stand in the center of the blackened beams at sunset. However, lights have recently been seen moving about in the church at night, but even the best trackers unable to find any evidence of tracks there the following morning. The whole town buzzes with wild speculation after each new sighting.

The first rays of the sun beam against the eastern wall of the building, leaving the main entrance shaded from the morning sun.

The tactical map is up, which should give you an idea of the size of the building. The eastern wall is built against a large boulder. Two double doors mark the main entrance to the ruins. There is also a breach in the northern section of the eastern wall.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Knowledge Local: 1d20 + 1 ⇒ (5) + 1 = 6

Carrying his bow and wishing for a horse Johan asks the group So, tell me about this plague house. Was there really a plague there?


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +4 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

"Yes & no," Iacobus replies, "many years ago there was a plague, and the structure which stood here at the time was used as a hospital, to house the sick away from the rest of the town."
"Unfortunately,"
he continued, "a fire broke out, killing almost all the patients & those caring for them. Between that and the previous tragedy, the town council decided not to rebuild. It doesn't help that it is indefensible in case of attacks."


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

The ride to the plague house would have been pleasant under other circumstances. Resolute was eager to run but Corentin kept the charger to a walk to keep pace with the rest of the group. Bella occasionally claiming a spot on the horses rump, her tiny form of no consequence to the large warhorse.

When they reached the plague house Corentin surveyed the burned building, it's blackened form a sad reminder of the tragedies that had occurred here. Looking back up and over his shoulder he glanced at Trunau high above them.

"It might be worth looking for tracks before we tramp through the area. If memory serves there's supposed to be an opening on the North side. Circling around would give us a view within."


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

Finch is mostly back to his lively self on the way to the Plague House, having had some time to come to terms with the events. The news of the wolf's likely recovery has done some work in putting a smile back on his face.

"It's a sordid story. You're going to think I'm pulling your leg, but before that plaguehouse, there was a church of Iomedae there, and that one too was burned down during an orc attack. Definitely not a place with good omens on the wind." Finch adds.

"Iaco, remember those times we'd come here on a dare as kids?"

At Corentin's suggestion of looking for tracks, Finch nods, and starts carefully scanning the ground.

Survival: 1d20 + 11 ⇒ (4) + 11 = 15


Gobbo!

Finch:

There has definitely been recent activity here. However, knowing that people do frequently come here, be it for a dare or a romantic interlude, you realize that these tracks could belong to anyone. There are several pair that go into the building from the front door.


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

"Well, there's definitely been people around, but with kids coming here on dares, and couples... well you know, it'd be a little hard to tell if someone was here for a more nefarious purpose. I don't see anything out of the ordinary." Finch observes.


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

Sasha rides on Galor, following in the wake of the party and keeping eyes and ears open for anything out of the ordinary.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

As they approach the Plague House, her position becomes more defensive, as though she were expecting trouble.


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Corentin nods to Finch.

"Let's make a quick loop around and see if there are any obvious threats, then we can look inside." With that he begins riding clockwise around the plague house keeping a respectful distance.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Gobbo!

Making a wary circle, the party takes some time to inspect the site for any obvious dangers. All in all the place seems completely quiet, and deserted. Occasionally a shadow will flicker across a charred opening or broken window, but you are sure it is your mind playing tricks on you. The whole structure tends to creak in the slight breeze, its once solid timbers charred with fire and weathered with age.

Completing the circuit brings you back to the entrance, where the doors still stand, albeit a bit loose on their hinges.


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Corentin secures his lance on Resolute and dismounts. Instructing the horse to stay in the area he unsheathes his axe and shield and looks towards the double doors.

"Shall we?"

Assuming no objection Corentin will go to the doors and open them. If any of our more rogueish party members would like to take a listen at the door first he'll wait for that.


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

Sasha dismounts and nods to Coretin. Her weapon is at the ready.


Gobbo!

We will assume someone within the party does want to take a listen. However, their efforts are greeted only with silence from beyond the door, apart from the regular creaking of the building itself.

The Plague House’s front doors sit three feet above the ground. Charred wooden beams and ash are all that remains of a small porch and stairs that once led to the entrance. The small windows flanking either side of the doorframe are broken, but a large stained glass window dominating the face of the building to the right remains in fine shape, and shows a varicolored image of Iomedae holding her sword aloft.

Opening the door you find yourself looking into a ruined hallway, the walls and floor stained with soot and blackened from the consuming hunger of a fire gone out of control. Peering further down the wallway to the east you see that it opens up into a dark room. Immediately to the south, along one wall, stand a pair of double doors, still intact. Further down the hallway to the north you see a single door hanging slightly from its hinges.

Map is updated to reveal the hallway.

For the sake of tactics, I will assume everyone's token in Roll20 is updated with their current position as we move along. If you cannot connect to Roll20 please let me know.

Also, I'd appreciate it if someone can regularly post a screenshot of the current Roll20 map in this thread for those that cannot access the site during the day. If needed, I will do this, but I'd rather delegate this to a player, as their view will be correct.


Loot Female Halfling Rogue (Vexing Dodger) 3 AC 18 T 15 FF 14 | HP 27/27 | F +4 R +8 W +2(+3 vs Fear) | Init +4 | Perc +8
Skills:
Acro +11, Apr. +6, Bluff +6, Climb +7, Diplo +5(+1 G), DD +11, Dis. +5, EA +7, Kn Loc +6(+1 G), Ling +7, SM +4, SoH +8, ST +13, UMD +7

Know. Local: 1d20 + 6 ⇒ (2) + 6 = 8

As the group takes a look around the exterior Bellanie takes some time checking the door.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Not hearing anything or finding the door locked she motions to the others when they finish their check that it can be opened. Finding the open hallway Bellanie simply says "Give me a minute" before slinking in to check the set of double doors on the right.

Stealth: 1d20 + 12 ⇒ (5) + 12 = 17

Perception-Right: 1d20 + 7 ⇒ (15) + 7 = 22


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Corentin takes a step in but goes no further to give Bella room to work. Seeing her, or any of the towns scouts, take point always puts the cavalier on edge but he respects their skills and the necessity of it. Regardless he keeps a close out out and a firm grip on his axe.

T10 on Perception= 16


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

Finch keeps an eye out for anyone approaching from the outside, occasionally taking a look deeper into the plaguehouse.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


Gobbo!

Bellanie:

The doors appear to be unlocked, and you hear nothing coming from the room beyond.

Finch:

Through the haze the dim light trickling through the various shattered windows provides you can see a large portion of stone emerging from the far eastern wall, but the details are difficult to make out. There appears to be something red upon the stone.


Loot Female Halfling Rogue (Vexing Dodger) 3 AC 18 T 15 FF 14 | HP 27/27 | F +4 R +8 W +2(+3 vs Fear) | Init +4 | Perc +8
Skills:
Acro +11, Apr. +6, Bluff +6, Climb +7, Diplo +5(+1 G), DD +11, Dis. +5, EA +7, Kn Loc +6(+1 G), Ling +7, SM +4, SoH +8, ST +13, UMD +7

Not hearing anything from beyond the door she slowly moves to the next door to check it before the others enter the hall further.

Perception-Left: 1d20 + 7 ⇒ (1) + 7 = 8


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

Sasha and Galor close up ranks, moving into the long hall behind Corentin.


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

"Hm... What's that over there? Look at those rocks." Finch whispers, pointing into the distance. "Hold on..."

He picks up a pebble from the ground and focuses on it, and whispers a word in a language unknown to his companions. The rock begins to glow softly, slowly intensifying into something comparable to a torch.

Casting Light.

Rather than move in, where someone could potentially be laying in ambush, Finch tries to throw the pebble in the general vicinity of the red mark, so the light will allow the party a better look.

Pebble Toss vs. Empty Square.: 1d20 - 2 ⇒ (20) - 2 = 18


Female Human Bard (Duettist) 2 l HP: 17 l AC: 14 [T: 12; FF: 12; CMD: 12] l Fort: +2, Ref: +5, W: +4 l Init: +8 l Per: +5 (+7 with Herne) l Bardic Performance 10/10

Hannah follows her older brother, Finch, clutching her spear tightly. The banner flutters fitfully in the breeze. She keeps glancing about, Herne's nerves heightening her senses.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Gobbo!

Bellanie creeps forward into the ruined hallway, checking on the northern door. From this vantage point she can make out most of the room beyond, which is cluttered with debris and rocks.

Bellanie:

You hear your stomach growling...

Finch tosses a magically lit pebble down the hall, smacking it into the rock wall where it bounces off, landing at the base. The red markings are actually writing, scrawled there in a language he doesn't understand. However, almost everyone else in the group does recognize the crude writing.

Orcish Writing (Must be within 30 feet of the eastern wall to read):

The writing spells out a single word, "Skreed"


Loot Female Halfling Rogue (Vexing Dodger) 3 AC 18 T 15 FF 14 | HP 27/27 | F +4 R +8 W +2(+3 vs Fear) | Init +4 | Perc +8
Skills:
Acro +11, Apr. +6, Bluff +6, Climb +7, Diplo +5(+1 G), DD +11, Dis. +5, EA +7, Kn Loc +6(+1 G), Ling +7, SM +4, SoH +8, ST +13, UMD +7

As the stone clanks on the wall and falls to the floor, Bellanie looks back toward the group glaring in the general direction. Then walks over back over to the others "I didn't hear anything at the doors and didn't find anything else. Though there was some writing on the far wall that says Skreed" she shrugs then continues "Cor take your pick."


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Nodding to Bella Corentin steps to the double doors on the south side of the hall and opens them.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +4 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

So is Skreed a name, or someone's misspelling of screed?

Snorting in amused reminiscence at his brother's reminder, Iacobus nods agreeably.
Later, as the companions begin a more thorough investigation of the ruin, he prepares himself as Corantin opens the doors.


Gobbo!

Corentin opens the charred doors, which creak loudly in protest, rust and ash falling from the hinges and door frame. Two rows of scorched, wrought-iron bedframes take up most of the space in this soaring chamber, resting between a fire-blackened altar to the southwest and double doors to the northeast. A second set of double doors leads to the northwest, and a single iron door exits the chamber to the southeast. Brightly colored holy figures stare down from the stained-glass windows built into the blackened stone walls, their visages noticeably less damaged than the rest of the room.


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Not seeing any threats in the room Corentin leaves the door open and advances down the hall to the northern door and opens it.

"Let's make sure all the rooms are clear before we begin searching about." Seeing the writing as they get closer he asks, "Does the word or name Skreed mean anything to anyone?"

As he speaks orc would Corentin know if it's a word with a meaning?


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

Sasha continues to advance, while sending Galor ahead to accompany Corentin. She moves with all the stealth she can muster, Galor padding as softly as he can, as well. Sasha winces as her foot strikes a loose pebble, causing it to skitter down the hall.

Sasha Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Galor Stealth: 1d20 + 6 ⇒ (10) + 6 = 16

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

catching up a little. I am not back home yet but had a moment where I was not too exhausted to post. Altitude sickness and long hours of physical exertion had me down. I do not think the action below will change anything but we might know a little more about the comings and goings of creatures recently.

At the entrance of the house Johan also searches for tracks. He is thorough and continues to look as he completes the circuit.

Survival: 1d20 + 7 ⇒ (19) + 7 = 26


Gobbo!

Skreed has no direct translation in orcish, which is odd since the letters were orcish in nature. Once could assume it might be a name.

Corentin moves along the hallway to the northern door. Pulling it free from the rusting hinges he sees that it opens into a hallway heading north, then bending to the west. He also notices the head of a large insect-like creature emerge from the rubble of the hall, its many legs pulling itself free and moving towards the cavalier.

Initiative!

Corentin - Surprise Round: 1d20 + 2 ⇒ (16) + 2 = 18
Sasha: 1d20 + 2 ⇒ (12) + 2 = 14
Johan: 1d20 + 4 ⇒ (19) + 4 = 23
Iacobus: 1d20 + 2 ⇒ (2) + 2 = 4
Hannah: 1d20 + 8 ⇒ (17) + 8 = 25
Bellanie: 1d20 + 4 ⇒ (3) + 4 = 7
Finch: 1d20 + 6 ⇒ (2) + 6 = 8

Bugs - Surprise Round: 1d20 + 3 ⇒ (16) + 3 = 19

The bugs surprise Corentin, and get a freebie.

The many-legged creature crawls forward towards the door, its hard legs clicking across the burned wooden floor. Another similar creature appears from around the corner, heading down the hallway.

Hannah and Johan are up! Everyone else can post your actions, which will happen after the critters get to go.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

Surprise round, so only a standard or move, right? Also you did not respond about Johan's 26 Survival roll. If there is no info that is fine, but I was proud of that roll and wanted to make sure you at least saw it.

Johan 5' steps to where he can get his best shot and fires an arrow at the insect. He has spent much of his life outside in the mountains and tries to recall if he has seen or heard of such a creature before and what he might now about them.

Knowledge Nature: 1d20 + 5 ⇒ (13) + 5 = 18

longbow: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 251d8 + 1 ⇒ (8) + 1 = 9 Precise and Point Blank shot feats


Male Human Cav 6/Sent 1 | AC 21 T 10 FF 21 | HP 61/61 | F +8 R +4 W +3 (+2 v Charm/Comp) | Init +2, Perc +9, Chal 2/2, Tact 2/2 (6 rnds), Inspired 1/1
Resolute:
AC 21 T 11 FF 19 | HP 60/60 | F +9 R +7 W +5 (+4 vs Ench) | Init +1, Per +5

Corentin swings down at the vermin that infest the once holy building.

Attack w/ battleaxe: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Gobbo!

The surprise round was to see if the creature got the drop on Corentin, which it did. No one else was aware of them, so no reaction would have been possible.

The survival piece was covered by Finch when the group arrived, and your check would give you the same information as he was able to obtain, see the "Finch" spoiler posted on Tuesday. The DC to spot was a 10. You would notice the same details all around the exterior of this area.

@Johan - From your current location you would need to move 40' to have a visual on the attacker. Please reference the Roll20 layout for tactical placement. If you choose to move up and study the creature, spoiler below.

Johan (Knowledge, Nature DC 11):

These appear to be a type of giant centipede, a common insect found in ruins and subterranean locations, as well as natural outdoor areas. They prefer to burrow under cover when possible, and lie in wait for prey. This specific creature appears a decent amount larger than the standard of its breed.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

No roll 20 from my phone. Sorry. I guess just Doyle move me.


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

When Corentin swings at an unseen enemy, Finch runs ahead, drawing his bow. "Who goes there?" He asks, drawing up the powers of nature within himself, ready to defend his companions.

Knowledge Nature: 1d20 + 8 ⇒ (8) + 8 = 16

"Those are no ordinary centipedes. What have these things been eating to grow so large?" he ponders out loud.

Finch nocks an arrow into his bow and readies a shot, should he get a clear line.

Readied action: Shoot the farthest centipede as soon as I have a line of sight to it that doesn't include more than one creature.


Loot Female Halfling Rogue (Vexing Dodger) 3 AC 18 T 15 FF 14 | HP 27/27 | F +4 R +8 W +2(+3 vs Fear) | Init +4 | Perc +8
Skills:
Acro +11, Apr. +6, Bluff +6, Climb +7, Diplo +5(+1 G), DD +11, Dis. +5, EA +7, Kn Loc +6(+1 G), Ling +7, SM +4, SoH +8, ST +13, UMD +7

Since I am almost dead last, going to see who does what before posting as there might not be space for me to get into things.

Liberty's Edge

Male Human [AC: 20/14 tch/16 ff; HP 49/49; Frt +6, Ref +9, Will +3; Init +5; Perc +10 and Darkvison 60' 40 minutes/day] Ranger/Infilitrator 5

I so hate posting on my phone. I meant to say Double Move me to at least to the point that Johan's knowledge Nature is helpful. Thanks.

Those are giant centipedes. he tells the group.


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

Sasha looks for an opening to try and get at the foe. Assuming that she finds one, she will attack with her longsword. And strike up a line of sparks as she draws it across the stone floor.

Sasha vs. Centipede: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Gobbo!

I've waited as much as I am willing to see some of the absent members make a post. I'm proceeding and will be potentially replacing a few people this week.

The creatures skitter across the floor, moving towards the form of the cavalier blocking the doorway. Johan quickly moves behind Corentin, identifying the creatures and calling out a warning along with Finch.

Had to move a few of you based on your statements, so hopefully I got that right.

The centipede at the door raises its mandibles towards Corentin and bites down...

Chomp: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
That stings: 1d20 + 5 ⇒ (15) + 5 = 20

The creature crushes flesh and bone with its powerful jaws, wounding Corentin and covering the wound in its filthy venom.

In turn, Corentin lashes out with his axe, cleaving through a section of the centipede and leaving it heavily wounded, orange fluids freely oozing from the wound. Shasha takes a swing at the insect from around the corner, but her strike fails to connect with the beast. Behind the attacker, another of the creatures skitters up, trying to get at the man blocking the doorway.

Bellanie is up, everyone else may also act, which will happen after her action.


Female Halfling (avenging) Hunter 7 || HP 64/64 (64/64 nonlethal) || AC 16/13 Tch/14 FF || F+7 R+7 W+4 (+2 vs. fear) || CMB +5 CMD 17/15 FF || Init +2 || Perception +12
Galor HP:
57/57

"Galor, get in here!" Sasha calls, trying again to hit the centipede. Galor does as he is bidden, moving forward and trying to snap at the arthropod.

Sasha vs. Centipede: 1d20 + 3 ⇒ (6) + 3 = 9
Damage (longsword): 1d6 + 1 ⇒ (6) + 1 = 7
Galor vs. Centipede: 1d20 + 4 ⇒ (15) + 4 = 19
Damage (bite): 1d6 + 1 ⇒ (3) + 1 = 4


Gobbo!

Posting this since it will effect placement.

Sasha's attack goes wide once more, but Galor bites deeply into the centipede, crushing it with his sharp teeth and tearing it apart.

Centipede #1 is down and out.


Male Half-Elf Storm Druid 2 | HP: 17/17 | AC: 16 T: 12 FF: 14 | F: +5 R: +3 W: +8 | Init: +6 Perc: +10 | Magic

With one centipede out of the way, and only Corentin in the line of sight, Finch leans to the side and aims at the next one down the line.

Longbow, careful not to hit Corentin: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14Damage: 1d8 ⇒ 6

Does Finch's earlier Knowledge(Nature) roll give him any insight on what kind of venom these centipedes have?


Loot Female Halfling Rogue (Vexing Dodger) 3 AC 18 T 15 FF 14 | HP 27/27 | F +4 R +8 W +2(+3 vs Fear) | Init +4 | Perc +8
Skills:
Acro +11, Apr. +6, Bluff +6, Climb +7, Diplo +5(+1 G), DD +11, Dis. +5, EA +7, Kn Loc +6(+1 G), Ling +7, SM +4, SoH +8, ST +13, UMD +7

With the entry to the giant bugs so crowded Bellanie decides to take the opportunity to look around the corner, just to ensure no other threats may be sneaking up on them.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

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