(IC) Against the Giants PBP Group 1

It was grizzly work, but it had to be done: Jack and Bible thrust their blades - dagger and sword - into the sleeping giant while Valda moved to join them. The giant wheezed as it died, and the other stirred, disturbed by the motion and now realizing that something was up in their small chamber.

OOC: That does finish off the further-in giant. I'll let Valda attack the waking one with advantage (as it will certainly still be prone, if awake. For clarity's sake: I made it a dc15 Perception Check for the giant to notice the other one as it died, and unfortunately: Perception Check: 1D20+4 = [16]+4 = 20 the dice didn't go your way. Still, Valda can attack as it begins to shuffle to its feet, and then I'll post a round-roller. Others will hear the noise and be able to act on round one, but wait until I post the roller (which will be after @Shadowedeyes Valda gets to take her strike.)
 

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As the giant woke and began to rise, Valda grew and thrust her sword into him. He reached out and shoved her away. She was standing very close to the steep tunnel that lead back down to where the others waited, and she lost her footing and slid down the steep slope on her back. Meanwhile, the giant scrambled to reach for his club.

OOC: Valda did 28 before the giant shoved her. Giant's shove (athletics) check was just silly: Check: 1D20+12 = [20]+12 = 32so I don't think there's much point in her rolling against it. She will fall prone down it, but that still has the benefit of alerting the others, who are waiting at the bottom. Despite what it looks (when you see the map) there is almost no line-of-sight up the 15-feet of difficult terrain that leads up to the chamber with the giants in it.
 

GM: Encounter: Giant Overseer's Chamber
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(General Features) Difficult Terrain: steep tunnel; Visibility: dim (torches); Cover: walls, steep tunnel
Name * AC * HP * Hit Dice * PasPrc * Spells (Etc) * (Notes)
(PCs)
Bible AC19* HP 72/85 THP 0/8 HD 3/9 PP16 AS 0/1 2W 1/1 Ind 1/1
Eoghan AC15 HP 74/75 THP 8/8 HD 3/9 PP19 SSdc17 0/4 0/3 1/3 1/3 0/1 BI 4/5
Jack AC17 HP 31/66 THP 0/8 HD 9/9 PP20 LK 1/3
Quinn AC17* HP 57/62 THP 8/8 HD 9/9 PP19 SSdc18 2/4 0/3 1/3 1/3 0/1 WS 1/2 GB 0/4 CO 2/4 ET 1/1 DS 1/1 H 1/1 MS 0/1 Ba 1/1
Tenibor AC13(16) HP 56/56 THP 8/8 HD 7/9 PP16* SSdc16 2/4 0/3 1/3 2/3 1/1 WoMM 4/7 LK 2/3
Valda AC19* HP 66/83 THP 0/8 HD 8/9 PP15 AS 0/1 2W 0/1 RNdc15 2/3 GM 3/4 RS 3/4 Ind 1/1
(NPCs - Going Forward)
Cordit AC12 HP 11/11 PP12
-as GiantApe AC12 HP 41/157 THP 8/8 PP14 (time remaining: 40 mins)
Dwarf1 (Harmock) AC10 HP 1/5 PP10*
Name * AC * HP * PP * (Notes)
(BGs)
Stone Giants AC17 HP126ea PP14*
-SG1 98/126; SG2 dead;
GM: Begin Round One
 

Eoghan rushed up to next to Valda, but was unable to see the giants. He watched around in case any enemies did come into view.

OOC: Based on the comment about "little line of sight", I'm going with a 30' move would not get Eoghan to where he could do a Vicious Mockery.

He moves to get to DX88 and readies Vicious Mockery against the first enemy he sees.

Just to give you the dice, IF there's an opponent at any point, it's DC 16 WIS or 5 psychic + disadv.
Vicious Mockery: 2D4 = [2, 3] = 5
 

Based on the comment about "little line of sight", I'm going with a 30' move would not get Eoghan to where he could do a Vicious Mockery.
OOC: Good choice. It's fifteen feet of dark, steep, lumpy rock tunnel leading up to a ledge with an open chamber beyond. The giant has to squeeze through it. From the bottom, you might be able to catch a glimpse of a big boot or something when the giant moves, but we'd be hard pressed to imagine the giant paying any attention to you calling insults up at him.
 





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