| GM_Euan | 
Ederin, provided he has House Vonnarcs permission, will go to the library and study any information the house has on local geography, hoping to find a viable means of escape, using the excuse that it's beneficial to know where the driders may have been headed, or to find where they may go if any more escape.
K. Geography: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36
Ederin does indeed get permission to use the library during the day, from Undamesta herself. Of course, if any of the family want to use it, he’s to depart quietly. Aside from a brief period during lunch, when one of the nobles wished to study over a portabella sandwich, he has the room (along with possibly Lief?).
He studies maps of the local underdark and confirms, on a grand scale, what the elves suggested. There are tunnels that should lead to Janderhoff. He gets a sense of the general patterns to watch for, and thinks he might just be able to guide the party if not to the right place, at least to the right neighborhood.
As for getting away from Zirnakaynin, that’s tougher. There are several gates and passages - all guarded. Once you get past those initial points however (all of which are pointed out more than in anyway) you should be pretty free and clear. The nearby tunnels are vast, and interwoven. It shouldn’t be hard to lose pursuers.
"I will be studying this ring and trying to make sure that we are unscried upon," Kaylayne says, thinking more. "Then I shall go for a walk about the building to see what I can learn."
Kaylayne studies the ring in great detail. I’ve already told you what you learned, but if there’s some other aspect of the ring you wish explained, please let me know.
The house the Vonnarc have built is indeed impressive - and you’re able to access most of it. The tower of course is off limits, as are private rooms. None the less that leaves quite a bit of building to explore, and explore it you do. It’s very efficient, spaces are designed as much for spell effects and ranges as proper function. Magic here 'just fits'.
The other thing you’ll note is the extravagance of the place. The stone is exquisitely carved, the wood, though there’s not much of it, is exceptionally cared for, and the metals are divine. It’s not just the art hanging on the walls, but the walls themselves. There is even scroll work behind tapestries and under floor coverings just because it’s beautiful even though only a few servants might ever see it.
Still up for the day’s events, Dimitrio, Allarnon, and perhaps Lief.
| Allarnon Adin | 
Allarnon heads out into the city to see the sights and speak with the locals as much as he can. He stops by a few shops to see what may be for sale down in the Underdark as Tarkir tags along as protection. Knowing that he will probably never visit this place again Allarnon takes his time and speaks with as many drow as he can about current events between the houses within the city and the war with the vile elves.
Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Gather Information: 1d20 - 1 ⇒ (10) - 1 = 9
| GM_Euan | 
Allarnon’s trip into the city is exhilarating though Tarkir does garner some looks, and a few offers for purchase. Perhaps Dimitrio joins you as well for security - best not to be alone. You leave the Vonnarc house grounds and travel across part of Eirdissier before descending into the main city in Cocyrdavarin. And what a city it is (link). There are few lizards and wagons - most of the traffic is foot traffic. Unlike the plethora of horses found in surface cities, there just aren’t that many lizards to go around down here.
That said, the avenues are broader, to accommodate the complex walking patterns. The closer to the buildings the higher the rank, and it’s a constant dance as you pass other drow. Quick eyes looking for signet rings of the major houses, or other insignia. You find yourself nearer the gutter than not most of the time. You’re certainly perceptive enough to catch the signs, but you lack the subtle knowledge of drow hierarchy - and it changes frequently, so it’s safer to avoid conflict - though many do not.
Still, a more beautiful city you’d be hard pressed to find. The city is remarkably clean for one thing. Why even when a lesser drow was slaughtered by a greater, about a block from you, the blood and viscera was cleaned from the streets almost before the man died. And the light… oh. wow, the lights. Subdued in color and tone, but everywhere, and everywhere in a multitude of colors, with most tending to the darker side of reds and purples.
Luckily, it’s a city like any other, and the main roads tend to have the shops, and pubs, bars, and restaurants exist throughout every neighborhood. Thargrim gave you a brief tour when you first arrived, but now you’re on your own, standing near the gutter, looking out in awe.
In numerous places throughout the city, winding streets end in broad circular plazas, places of dark beauty decorated with linthcrafted rock gardens or mosaics of heatless mage fire. These Plazas of Travail seek to remind the drow of the Abandonment - the dark days after Earthfall - and the descent into the Darklands that almost eradicated the catastrophe’s survivors.
In one of these gardens, you see a plaque…
When the shadow of the Starstone loomed in the sky and the seers of every race foresaw a calamity that would change the shape of the world, the elves proved that they held no love for Golarion, and along the mystical paths of their elf gates retreated back to their fabled homeland of Sovyrian.
Yet not all elves turned traitor to the lands that had sheltered them, nurtured them, and granted them lordship over races far less civil then they. Out of respect for that world, out of allegiance and due honor, and out of a need to make things right and assure that all their people had wrought would survive even an age of annihilation, a faction of dutiful elves remained. And in the wake of catastrophe, when what seemed the very wrath of the gods rained down, these elves took shelter within Golarion, among her endless veins and unshakable bones.
Wandering the endless night, with no friends among the fear-crazed natives nor their cowardly brethren, these elves who stayed behind suffered unspeakable hardships and for an unknown score died and lived as vagabonds and the prey of terrible things. Yet, after traveling ever deeper into the pulsing earth, they finally discovered the womb of the world, a shelter where they could rest and multiply and recover.
There they raised a great city, a testament to the tenacity of their spirits, the nobility of their suffering, and the memory of their one-time brethren’s desertion. Bitter and graceful, beautiful and deadly, for countless years these elves, these outcasts, these drow, have struggled, spread, and grown fierce in the darkness. Our city reflects our centuries of suffering, all we have accomplished, and all we will be avenged for its very name testifies to our tragic past even as it swears oath to the coming age: Zirnakaynin, Last Home of the Elves.
| Allarnon Adin | 
Allarnon stands in awe as he reads the scriptures. He looks down at Tarkir. "I'll have to make sure to tell this to Lief and Kaylayne."
Shifting around he realizes he has been gone for many hours and his muscles are incredibly sore as he wasn't used to walking so far on hard stone but rather soft soil and grass. "We should head back and see if Kaylayne has anything new."
| Kaylayne the Undone | 
The other thing you’ll note is the extravagance of the place. The stone is exquisitely carved, the wood, though there’s not much of it, is exceptionally cared for, and the metals are divine. It’s not just the art hanging on the walls, but the walls themselves. There is even scroll work behind tapestries and under floor coverings just because it’s beautiful even though only a few servants might ever see it.
Still, a more beautiful city you’d be hard pressed to find. The city is remarkably clean for one thing. Why even when a lesser drow was slaughtered by a greater, about a block from you, the blood and viscera was cleaned from the streets almost before the man died. And the light… oh. wow, the lights. Subdued in color and tone, but everywhere, and everywhere in a multitude of colors, with most tending to the darker side of reds and purples.
I love these. Great descriptions.
* * *
As she finishes walking all the grounds, Kaylayne will use the library to research as much as she can about the irnakurse, as much for her own edification, but also for relating back to the elves when they return home.
1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20 Know (Dungeoneering, untrained, library bonus)
| GM_Euan | 
Kaylayne spends a little time in the library, but suffers from not knowing where to look for things (untrained) and so does not learn as much as she might have had she some background. Still, it’s uncommon knowledge and will be useful to the elves when you surface.
After a lovely day off, you’re all ready, but perhaps not eager, to continue your work in house Vonnarc.
Having done such a good job of it before, Lief finds himself working with the forger once again. This time in addition to creating a few documents, he’s also involved in the destruction of several contracts. Presumably ‘old’ and no longer in service, they are destroyed in very specific ways using acid and fire to ensure no trace of them remains.
The warriors spend much of the next week as guards - both normal guard duty and, on a few occasions throughout the week, as dress guards. It seems there are a few parties at the house this week, and guards are needed to move through the crowd to ensure compliance. You are chosen, among others at times, for the work. Tarkir is left in your quarters for these parties, but otherwise you are left to your own gear and supplies.
By the end of this week, it is clear that Undamesta has begun to trust you with more sophisticated tasks befitting your unique talents. More or less. Sometimes you still get unpleasant tasks just so you know your place naturally…
Let me know if you want to do anything special during the evenings this week. Most of the other servants have accepted you now and you’re situated near the upper third of the hierarchy, though you suspect you could beat any of the servants, save a few of the tougher guards, in an unfair fight if you had to.
Oh, and you're also paid for the week. 50gp per person.
| Dimitrio - Drow | 
Dimitrio was missing home badly so any time he was free, he inconspicuously tried to find out more information on moving out of the city and where he could go.
He was looking for information on such things as supply caravans, traveling service providers. He wondered if there was such a thing as a traveling Varisian troupe of entertainers in this place. A traveling freak show perhaps where new torture techniques and/or fleshwarping was displayed...
In particular he wanted to find out more about the side gate they entered when they came back with the driders. Where did it lead to? How well guarded was it? How quickly could they get to it? What dangers lurked on the other side? And where it led to?
He was also looking for some good old-fashioned loving as well. He wanted to make good use of his loaned body and could not resist the opportunity of bedding a drow female. Although this may be dangerous...
| GM_Euan | 
Dimitrio pokes around a little and learns that there are many caravans that come and go from this mighty city. The drow trade with many neighbors, and this is not the only drow community - just by far the largest. That said there are no Varisian traders. You do find freak shows though. There are a few stages around the city for things of that nature from time to time and you can see that the Vonnarc have much skill in this area.
These other torturers and fleshwarpers just aren’t as good as what you see in the noble house. They’re sloppy, often killing the victim in error, or too soon, or even too late. Timing is everything in performance as you well know, and it’s clear these folks are learning while you’ve been watching masters.
Dimitrio also stumbles upon the Broken Chain, an out of the way inn which caters to non-drow. You even see a few humans there, trading with the dark elves. It’s owned and operated by a drow male by the name of Pharnis Xharn, who has apparently spent some time on the surface though he doesn’t talk about it.
As for the side gate, well, every gate, however small, is heavily guarded. There are patrols on the outside of many gates - particularly the more populous ones - though not the one closest to the Vonnarc house. That had a mere half dozen drow guards in the gatehouse and usually none on the ground though this gate is kept firmly closed except when in use. As for what lies beyond the gate, you learn a little of what Ederin has already learned - enough to perhaps not get lost in case you are separated from the archer.
You has less luck with bedding. Drow females, even of low rank, chose their mates. You start putting some feelers out among the lesser females, but so far, no bites - literally or figuratively.
| Drowderin | 
Ederin will ask among the group if anyone wants to go into the city with him one or twice in the week. His main goal is to see if he can hear anything about what House Azinrae is up to, especially regarding pulling stars from the sky, but he also just wants to get out of the house on occasion, staying in one place too long makes him anxious.
Trip 1:Gather Information: 1d20 + 0 ⇒ (4) + 0 = 4
Trip 2:Gather Information: 1d20 + 0 ⇒ (8) + 0 = 8
| Allarnon Adin | 
Allarnon volunteers to go out into the city with Ederin. He would indeed like to see more of the beautiful colors and sights. After a few days he definitely needed to stretch his legs a bit.
Gather Information: 1d20 - 1 ⇒ (1) - 1 = 0
Gather Information: 1d20 - 1 ⇒ (1) - 1 = 0
Though Tarkir and his more animalistic features seems to unnerve the people rather than do any help.
| GM_Euan | 
Ederin and Allarnon take advantage of the various pubs and taverns, but to know avail. Folks know of the house of course, but they’re being very tight lipped around the duo. Perhaps it’s your approach? Better get lady Desna on your side.
| Kaylayne the Undone | 
You has less luck with bedding. Drow females, even of low rank, chose their mates. You start putting some feelers out among the lesser females, but so far, no bites - literally or figuratively.
Lolz.
Kaylayne keeps to herself while the others explore. She is not sure how to act/react in drow society and so prefers to avoid exposure by staying within. She researches the history of House Vonnarc, hoping to uncover useful nuggets of information that might be helpful later.
In addition, she makes another stab at understanding the nature of the inrakursed.
1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28 Know (Dungeoneering,trained!,lib bonus)
1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19 Know (local,lib bonus)
| GM_Euan | 
Each irnakurse suffers long under the knife of the dark elves' most practiced fleshwarpers until its body and mind lie in total ruin. When the weeks of torture and transformation are complete, what was once an elf emerges as a shrieking mockery of its lost grace, a horror of reworked flesh and broken bones, a "perfect" elf to the drow and a sin against life to elvenkind.
Through the blasphemous tortures that create them, irnakurse are made completely mad and become unable to harm drow. All non-drow, however, they view as targets to vent their terror and rage upon. Elves especially provoke irnakurses' ire.
No two irnakurse look exactly the same—drow torturers take profane pride in sculpting their elven victims into unique masterpieces of agony—most stand between 8 and 9 feet tall and weigh upward of 300 pounds.
You have two questions, thanks in part to a library bonus.
- - - 
| Kaylayne the Undone | 
How best to kill inrakursed? (DR) and Is there a way to undo the damage/is it reversible? (Heal? Reincarnation?)
| GM_Euan | 
| GM_Euan | 
On Sunday, Lamashan 11, 4709, you are rousted from your sleep early. Undamesta has entered your chamber and awakened you with a shout. I suspect you’re still keeping watches so one or two of you were not surprised, but you’re all awakened quickly.
She spits, ”Gear up, I have a task for you immediately!” She waits while you dress and strap on armor before leading you to the noble’s terrace on the second floor (Area A36)(link). There, in the dim light, stand Second Son Tiryin Vonnarc and a female figure wearing bloodstained robes. In the pool float the corpses of three naked drow men.
As you arrive, Tiryin hissses angrily to Undamesta, ”Why did you bring them?” as he nods his head violently toward the party.
Undamesta ignores Tiryin’s statement and orders him to drag the bodies out of the pool so that she can dispose of them and clean the mess. The second son nods once, then spares the group a brief scowl before getting to work.
She then turns to the woman, whispering fiercely, “Safan, I trust these servants. They will escort you home, but don’t let me catch you here again.” She turns to the group and adds a bit more, “Be swift , and let no one see you, especially the house mistresses or other nobles. Your lives depend on this. If you are caught, I’ll order your executions. Now take Safan and her chattel and get them out of here! Go!”
| Dimitrio - Drow | 
The Second Son again. That sadomasochist bastard. Dimitrio didn't know what had happened to the bloodied female but he had a pretty good guess. The bard pretty much hated most drow but this guy had a special place in his heart.
Dimitrio wished he had the magic to change the appearance of this female the way he changed his own looks. But Desna's blessing only worked on him. He rubbed his chin where at one point he had grown a very manly beard.
He steeled himself for what was to come and asked Lynne, "Mistress, would you like me to scout ahead for you? If I'm caught, I can easily say that I'm coming back from guard duty; it's not like they haven't seen me in the palace before."
__________
stealth: 1d20 + 13 ⇒ (18) + 13 = 31
| Lief Animus | 
Ederin does indeed get permission to use the library... (possibly with Lief?)
Lief gravitates to Ederin's orbit, when given a chance. For untasked hours away from Undamesta, Lief is grateful for the archer's desire to attend the Library. Finally! A chance to study tomes in current times, albeit alien environments.
He listens closely to Ederin's focus on geography, so lends his assistance as best he can.
Knowledge(Geography), Aid Another: 1d20 + 9 + 1d8 ⇒ (2) + 9 + (2) = 13
If time allows, he also seeks out information on the origins of the female/male dichotomy in power in the drow culture.
Knowledge(History): 1d20 + 10 + 1d8 ⇒ (5) + 10 + (7) = 22
In quiet moments, Lief asks Ederin about any interest he might have in investigating the Drashes, the Gray Market. He makes no pretense of needing Ederin for protection, for the dangers of the un-policed section of the city.
...
Lief surprises himself by enjoying the new art of destruction with Eronas. For the presence of both acid and fire, he is very, very careful with his words with the female drow, cautious to avoid any possible ire he could stoke which would lead to his own personal experience with burning skin.
...
Lief tries repeatedly to get Ederin, and possibly Allarnon, to accompany him into the city, and into the Drashes, during their evening time off from their daily errands.
If it means he must spend time trying to gather information for the two of them, so be it.
Gather Information, Trip 1: 1d20 + 16 + 1d8 ⇒ (14) + 16 + (4) = 34
Gather Information, Trip 2: 1d20 + 16 + 1d8 ⇒ (20) + 16 + (8) = 44
Should it prove successful enough to find their way into the Gray Market, Lief doesn't dawdle. He tries to locate questionable alchemists, and learn of formulae to purchase and wares to acquire, before getting out quickly for the risk of it.
...
Lief remains near the back as they are presented with a task that carries execution for failure. He is thoroughly non-plussed to have to deal with such an extreme situation, but takes a small pride in having been selected by Undamesta herself to carry out orders.
Hearing Dimitrio volunteer to scout, he doesn't object, before turning to the other 'guards', to hear their opinions. He looks over the female drow, trying to place the name 'Safan'.
Knowledge(Local): 1d20 + 13 + 1d8 ⇒ (15) + 13 + (3) = 31
| Kaylayne the Undone | 
"Mistress, would you like me to scout ahead for you? If I'm caught, I can easily say that I'm coming back from guard duty; it's not like they haven't seen me in the palace before."
Kaylayne gives DimiDrow a shush-child-the-adults-are-speaking look...because she feels that's what the other drow would expect to a man who interrupts a mistress' thinking.
She moves over to examine the bodies as if admiring the handiwork.
"How many chattel are there, Undamaesta? Should we silence any house staff that happens to spy us as we go? Are we not to be seen...or just the who--woman and her chattel?" Kaylayne hisses neither condescendingly nor subserviently. She tries to maintain a nice helpful demeanor. "And where is her home?"
1d20 + 12 ⇒ (2) + 12 = 14 Know (Local)-Safan
| Drowderin | 
Ederin shows no emotion as he looks over the dead drow in the pool of blood, wondering if he knows any of them. As Kalyane requests more information from Undamesta he sizes up the matron, trying to see if she's nervous, or just angry.
Sense Motive: 1d20 + 16 ⇒ (4) + 16 = 20
When Dimitrio suggests scouting ahead, Ederin nods. "Right, I'll go along with you. Between the two of us we should be able to find an unoccupied route out of here." If given leave, he stalks off into the house, keeping out of sight as much as possible. He takes whatever route Dimitrio doesn't and reports back, hoping they can move unseen instead of getting into any confrontation.
Stealth: 1d20 + 18 + 4 ⇒ (9) + 18 + 4 = 31
| Allarnon Adin | 
So it seems even the drow draw the lines at some of the depravity that they do.
Allarnon converts his form into the bear once again. "Toss her on my back and let's get her out of here quickly."
Knowing that he is absolutely no good at sneaking about as a lumbering bear Allarnon tries to stay far enough behind everyone so as to not draw attention.
Stealth: 1d20 + 2 ⇒ (1) + 2 = 3
| GM_Euan | 
House Azinrae isn’t too hard to research in the library, but your frustrated with little current information. Those notes are clearly kept elsewhere. Yet you learn much.
Although the majority of the Azrinaes recently left Zirnakaynin to pursue the whims of their mysterious new matron Allevrah Azrinae, this ancient house of collectors and dark scholars retains its holdings in the city. From their Eirdrisseir palace, First Son Kardinnyr and an army of his most devoted servants defends the family’s concerns against the covetous schemes of the city’s remaining nobles. To aid in their son’s defense, the Azrinaes have opened their fearfully rumored vaults, releasing ancient and powerful treasures and secrets long gleaned from the demon lord Abraxas, all but assuring their holdings’ survival until their matron’s triumphant return.
The gray market, though you only visit shortly, is a somewhat frightening place. The things they do with reagents makes your skin crawl - in fact they have a salve to do just that. And more. There is in fact fleshcrafting alchemy to allow yourself to experience fleshcrafting for temporary durations. Want retractable spines? Antennae? Chitinous skin? All that and more await you after just a simple sip…
You also know that Safan and the second son are an item - they have been together for years.
As the you leave the room, Safan (image) quietly tells you that you’d best be out of here as quickly as possible. Her riding lizard and several other riding lizards she wasn’t able to sell to the Vonnarcs wait in the kennel. She orders you to take her there and ride with her to her home in the Arshyvhar district of the city. Although Safan isn’t noble-born, she is still a female drow and is clearly used to servants taking her orders.
She does not even consider riding Allarnon. While you all discuss this, walking quietly to the kennels hoping not to be overheard, Dimitrio and Ederin scout clear paths for departure. They’ll return in a moment.
| Kaylayne the Undone | 
Kaylayne notes that Undamaesta ignored her questions and walks out with Safan, following the scouts. When they are free of the Second Son and Unda, Kaylayne begins her interrogation of Safan.
"Tell me, Safan, why are you here? And why should we care about your chattel? Would it not be easier to butcher them and hide the pieces than try to get them out of here quietly? We are sure to be seen...and, no, I won't ask the same treatment for you, though it would make it easier," Kaylayne hisses.
| GM_Euan | 
Safan looks blisteringly at Kaylayne, but keeps the sharpness from her tongue, "Why I'm here is between me and your master - and she charged you to remove them. Slaughter them if you will - but you'll owe me for the flesh if you do. I have eight riding lizards - worth a pretty penny, but kill them if you prefer."
Safan intends on riding out of the house and up along the walls and ceiling of the cavern of Cocyrdavarin for a little while until you're clear of the house's influence. Being seen after that point won't matter as much you think - and is impossible in any case without heavy invisibility magics...
Dimitrio and Ederin return from their extremely stealthy scouting - they found a path to the wall out of sight for now. It's close to the gate, but far enough that darkness should prevail and none of the random patrols will be by with a little luck.
Kaylayne detects no active scrying at this time.
In the kennel, Safan’s personal riding lizard and the others wait patiently. She saddles the lizards, large cave geckos the size of small horses, with tack and harness. Presuming you’re riding, she helps you prepare the other lizards for departure. They are similar enough to horses that you should be OK. That said the saddles have a number of extra straps - presumably to keep you from falling out when the lizard goes upside-down on the walls and ceilings.
Riding lizards come in at about quadruple the cost of a horse. So these particular lizards would run you 440gp each. Let me know how you want to proceed. If you do ride, Allarnon will not be able to do so as a bear and Tarkir is a problem as he can't climb the walls... You could leave Tarkir behind?
| Dimitrio - Drow | 
Mounting a cave gecko was not in his plans but an experience was an experience. I wonder how many Varisians can say they charged up a wall mounted on a lizard.
Then he remembered his general lack of skill as a horse rider, let alone an alien mount. He swallowed hard, hoping none saw his hesitation and strapped himself down to the beast. He was after all very coordinated and well balanced. How hard could this be?
Dimitrio looked about making sure his weapons were within easy reach and nodded that he was ready.
I got no ranks in ride? How can that be? I even bought a horse up above. If allowed, I would like to remedy this by taking at least 1 rank in ride. If not, we'll just have fun. :)
| Allarnon Adin | 
Roughly how long is the distance? I have 70 minutes of Spider climb but it may be too far.
Allarnon looks to Tarkir as he changes back into a drow once again and begins getting into the saddle. Strapping as many of the straps as he can figure out.
Cast speak with animals.
"Tarkir. Go back to our room. Shut the door and push everything heavy against it that you can. Let noone in, but us. Do you understand? I have magic enough for you to follow but it is not strong enough to last the entire duration." Allarnon growls throughout the cavern as he rubs the scales of the riding lizard to calm its nerves.
Grabbing his cold iron longspear from his back Allarnon sets it in a small nook in the saddle to keep it handy.
"I am ready"
| Kaylayne the Undone | 
"Slaughter them if you will - but you'll owe me for the flesh if you do. I have eight riding lizards - worth a pretty penny, but kill them if you prefer."
Kaylayne declines (actually scorns) the use of a mount, instead casting Overland Flight as a demonstration of her power...and a gentle mockery of Safan's thoughts that they might be equals, or even close to it.
"We'll see if we can get you free of here...if I have to slaughter them, I will. We'll see if I deign to pay if that is necessary. I have only to obey my orders, not tend to your issues," Kaylayne hisses politely back, keeping some respect in her voice, though it is forced.
Kaylayne additionally casts Magic Vestment and Barkskin.
"Would you like to tell me why you came the house? I know what happened to those men is hardly worth noting, but I would hear tell of what you could describe," Kaylayne says, offering a full half-smile.
She floats along, flying and keeping pace with the lizards.
| GM_Euan | 
Allarnon 1d20 + 13 ⇒ (4) + 13 = 17
Tarkir 1d20 + 5 ⇒ (15) + 5 = 20
Dimitrio 1d20 + 12 ⇒ (1) + 12 = 13
Ederin 1d20 + 14 ⇒ (17) + 14 = 31 (+2 underground, +4 urban)
Kaylayne 1d20 + 17 ⇒ (9) + 17 = 26
Lief 1d20 + 16 ⇒ (3) + 16 = 19
Good Guys 1d20 + 14 ⇒ (11) + 14 = 25
"We'll see if we can get you free of here...if I have to slaughter them, I will. We'll see if I deign to pay if that is necessary. I have only to obey my orders, not tend to your issues," Kaylayne hisses politely back, keeping some respect in her voice, though it is forced.
Safan says nothing, neither giving ground, nor taking any. She examines Kaylayne with a sullen eye. Clearly something dramatic has happened and perhaps she's still in shock a little.
"Would you like to tell me why you came the house? I know what happened to those men is hardly worth noting, but I would hear tell of what you could describe," Kaylayne says, offering a full half-smile.
She floats along, flying and keeping pace with the lizards.
"As I've said before, my business with your betters is between me and them. You shall NOT enjoy some sordid tale you'd likely just spread to the other servants anyway." she says haughtily in response to the very personal question.
The party straps down and, with Kaylayne flying and Tarkir stuck to the walls, quickly and quietly climb out of House Vonnac up the walls, and over the roof of the great dome over Cocyrdavarin. Thanks to Ederin and Dimitrio, you avoid any initial Vonnarc patrols and clear the house and grounds.
The straps hold most of the group in place, though it does take some skill to hang on. (Ride DC 12 (free action) or you must hang on (full round action) for dear life. Unstrapping is a full round action that provokes.)
Safan directs the group to descend from the ceiling and cross Cocyrdavarin along a busier trade route now that stealth is no longer required but speed is perhaps more paramount.
Ederin can't help but feel the party is being watched during this period, but he cannot identify any particular drow keeping an eye on the party in the groups you encounter as you travel. Kaylayne detects no scrying.
Ederin peels away, on foot, and says he'll catch up later. He's going to try and smoke out who's following you. (DM PC while Ederin is away. He's gone, but close by.)
| Dimitrio - Drow | 
Enjoying the catfight, Dimitrio does his best to hang on to the lizard as it scampers up the walls and ceilings of the caves.
Despite blood rushing to his head, the experience is exhilarating and something worthy of a song or poem someday.
He follows Layne or tries to keep her close while still watching their 'charge'.
ride: 1d20 + 9 ⇒ (12) + 9 = 21
| Allarnon Adin | 
Ride: 1d20 + 4 ⇒ (1) + 4 = 5
The damned overgrown lizard took of far faster than Allarnon ever thought it would. His arms flailed all about as he grasped for anything to hold onto for dear life as the lizard went right up the wall.
His heart begins to pound furiously as he realizes he does not like being upside down and this high up one bit.
| Kaylayne the Undone | 
Kaylayne shoos away Drowderin, instructing him to do what he thinks is best.
"You shall NOT enjoy some sordid tale you'd likely just spread to the other servants anyway." she says haughtily in response to the very personal question.
"You should not assume to tell me what I would or would not enjoy. You should tell me so that I might makes the decision myself," Kaylayne hisses back, dismissing the insult. "This is my house now and your words to me might curry favor later on."
Kaylayne keeps her eyes open as she travels, still trying to unlock something from Safan, figuring the mendrow will alert her if they see anything.
| Lief Animus | 
Ride Check v DC 12: 1d20 + 5 ⇒ (13) + 5 = 18
Lief enjoys the lizard-riding, hesitantly giving into the straps' integrity, allowing himself to trust in them somewhat when he begins to take impossible angles along the wall. He does check the availability of his formulae, in case he needs to access them in falling.
He listens to Kaylayne and Safan engage in words only, keeping his mouth shut, knowing his place. He keeps his eye out, feeling more vulnerable with the absence of Ederin.
Perception: 1d20 + 16 + 1d8 ⇒ (10) + 16 + (3) = 29
Riding alongside Allarnon, he looks over the bear man in crisis. "Hold steady. We should be leveling off shortly." Lief debates assisting, hoping to avoid a companion's fall from the ceiling.
Ride Check, Aid Another?: 1d20 + 5 ⇒ (1) + 5 = 6
Like trying to help a drowning man, Lief realizes it's better to stay clear of the grasping arms, keeping his distance to avoid losing his own grip of the reins.
| GM_Euan | 
You travel a while in the darkness occasionally passing other drow heading this way and that. Eventually, you come across a cadre of drow waiting for you in the dark. One of them (Purple on the map) speaks, ”Safan, your time is done. You are no longer useful.” ..and with that they lunge forward in attack!
Kaylayne, you may act while he’s speaking. It’s not really a surprise round, but close enough.
-Round 1-
Dimitrio - 29
Allarnon - 22
Purple Drow - 18+
Good Guys - 18-
Kaylayne - 14+
Lief - 14-
Allarnon 1d20 + 4 ⇒ (18) + 4 = 22
Dimitrio 1d20 + 9 ⇒ (20) + 9 = 29
Ederin 1d20 + 9 ⇒ (1) + 9 = 10 (+2 underground, +4 urban)
Kaylayne 1d20 + 3 ⇒ (11) + 3 = 14 1d20 + 3 ⇒ (1) + 3 = 4 (acts in surprise round)
Lief 1d20 + 4 ⇒ (10) + 4 = 14
Good Guys 1d20 + 3 ⇒ (15) + 3 = 18
Good Guy 1d20 + 5 ⇒ (13) + 5 = 18
Next up! Dimitrio and Allarnon. Please remember your’e all mounted, excepting Tarkir and Kaylayne. You are not upside down, and haven't been for a while. These cave lizards have a 40’ move.
On your turn, please make a perception check first, prior to your attacks or actions. It won't effect your round I don't think, but it might so the result is below.
| Kaylayne the Undone | 
Rounds Surprise, Init 14
1d20 + 18 ⇒ (5) + 18 = 23 Perception
Kaylayne smirks unsurprised by the drow in front of them.
"Fools. You have fallen into our trap. Safan will be home by the time your life's blood spills...you have already failed." Kaylayne hisses loudly as she sends Safan away.
Kaylayne 5' steps to Safan and sends her away, commanding the Other Drow to carry her away. Jaunt Safan to behind the wall, out of sight...one square left and 6 squares down.
Statuses:
AC: 19 (3 dex +6 armor)+2 magic vestment+3 barkskin = 24 AC
HP: 65/65 
Left hand:  
Right hand: 
[ dice]1d20+11-2[/dice] to hit; (rapid)
[ dice]1d6+2[/dice] magic damage.
+6 Bab +3 Dex +1 magic +1 PBS
1d6 + 1 magic +1 PBS
Pearl of Power 1: 0/2 used
Pearl of Power 2: 0/1 used
Scroll of Water Breathing
Wand of CLW: 1 charges left
Wand of Magic Stone: 7 charges left
Wand of Lesser Restoration: 14 charges left
Ring of the Ram: 14/36 charges left
Wand of False Life 22 charges left
Staff of Dark Flame (10/10)
10 Adamantine Stones
25 Cold Iron Stones
10 Silver Stones
Spells:
Magic Vestment (9 hours)
Overland Flight (9 hours)
Resist Energy Electricity 20 (90 minutes)
Barkskin (90 minutes)
| Dimitrio - Drow | 
The bard shakes his head, "Those are Vonnarc guards. Against us?" he yells at them, "We're on the same team, dumbasses! Leave now; we got this."
assuming they don't leave
Dimitrio whips out his rapier and guides his mount with his knees to get next to the drow closest to him.
His rapier snakes out and finds blood on the drow guard.
___________________
I'm assuming the mounts are combat trained...
perception: 1d20 + 13 ⇒ (9) + 13 = 22
rapier to hit: 1d20 + 16 ⇒ (11) + 16 = 27
damage: 1d6 + 16 ⇒ (1) + 16 = 17
HP 83/83 
AC 26, touch 20, flat-footed 16 
10 +4(DEX) +1(belt of DEX +2) +6(chainshirt+2) +2 (buckler+2) +1(ring of prot) +1 (dodge) 
Conditions:n/a 
Melee (rapier+1): +16/+11 = +8(base) +4(dex) +1(belt of dex +2) +1 (magic) +1(weapon focus)+1(swashbuckler specialization) 
Melee Damage (rapier+1, arcane strike, panache): 1d6+16 = +1(weapon) +4 (dex) +1(belt of dex +2) +2 (arcane strike) +5 (precise strike)+2 (specialization) +1(swashbuckler specialization), 15-20, x2 
5/5 daggers, 5/5 panache, 3/3 charmed life, 20/20 bardic performance, 5/5 1st level, 3/3 2nd level spells, 1/1 arcane bond spell, ring of fire 5/5
| Allarnon Adin | 
Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Vonnarc guards or not. A drow is a dead drow and less to go through during their escape. Allarnon urges his lizard forward.
Charge Mwk Cold Iron Longspear; Rage: 1d20 + 14 + 2 + 2 ⇒ (3) + 14 + 2 + 2 = 21
Damage: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14
"Tarkir take the one on the left!"
Tarkir charge Bite; PA: 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 24 
Damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Allarnon-Human Form
AC Bear: (AC 22) [+5 Armor; +1 Dex; +4 Natural; +1 Deflection; +1 Dodge; +3 Enhance Barkskin; +1 Deflection PfE; -2 Rage (+1 additional Dodge when raging)]
AC Human: (AC 18) [+5 Armor; +2 Dex; +1 Deflection; +1 Dodge; +3 Enhance Barkskin; +1 Deflection PfE; -2 Rage (+1 additional Dodge when raging)]
HP: 95/95
Buffs: Rage 13/14)
Tarkir 
AC: (AC 18) [+2 Dex; +6 Natural; +3 Enhance Barkskin; +2 Deflection PfE] 
HP: 56/56 
Buffs: None
| GM_Euan | 
Kaylayne strips Safan off her mount and shifts her to safety. Let me know if she’s in the right spot. You may move the icon. Dimitrio gives them an opportunity to depart, and then moves in to meet them, striking once, but deeply. Allarnon charges forward as does Tarkir both doing equal damage to their oppressors.
Those of you who are mounted may now move your mounts.
”As you wish.” says the leader as he casts a spell.*
Lief, please make a DC 16 will save. Good catch Kaylayne - SR check failed, spell fails to effect Lief.
- - -
The other drow do what they do, they fight, and though they are well trained guards, they are no real match for the parties defenses... but they try valiantly to get through.
Green and Pink collapse on Dimitrio.
pink rapier: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d6 + 5 ⇒ (2) + 5 = 7
pink rapier: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 5 ⇒ (2) + 5 = 7
green rapier: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d6 + 5 ⇒ (4) + 5 = 9
Orange and Red collapse on Dimitrio.
red rapier: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d6 + 5 ⇒ (1) + 5 = 6
red rapier: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d6 + 5 ⇒ (1) + 5 = 6
orange rapier: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d6 + 5 ⇒ (6) + 5 = 11
Yellow tries his best on the great bear Tarkir.
yellow rapier: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 1d6 + 5 ⇒ (5) + 5 = 10
yellow rapier: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 5 ⇒ (2) + 5 = 7
Finally, blue takes a shot at the bear (Tarkir), trying to drop it with a simple poison.
blue hand crossbow: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 1d4 + 3 ⇒ (1) + 3 = 4 plus DC 13 Fort or fall unconscious.
-Round 1-
Dimitrio - 29
Allarnon - 22
Tarkir - 22 (-14hp) Fort save
Purple Drow - 18+
Good Guys - 18-
Pink - 18- (-17hp)
Red - 18- (-14hp)
Yellow - 18- (-14hp)
Kaylayne - 14+
Lief - 14-
Next up, Kaylayne and Lief to finish out the round, then Dimitrio and Allarnon in round two.
| Kaylayne the Undone | 
Rounds 1, Init 14
"Fools. You could be fleeing now, rather than either dying here or going back to admit failure," Kaylayne hisses loudly. "The first of you that kills one of your companions will be spared."
Kaylayne looks at Allarnon and barks an order for all, but especially for Allarnon.
"Allarnon, be sure to keep a few a live for questioning, if you can."
Kaylayne keeps back with the lizards, producing flame in her hand and tossing at yellow.
1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 touch to hit; (1/10 used)
1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10 fire damage;
1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 SR
Pot crit: 
1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 touch to hit; (1/10 used)
1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11 fire damage;
Statuses:
AC: 19 (3 dex +6 armor)+2 magic vestment+4 barkskin = 25 AC
HP: 72/72 
Left hand: fire 
Right hand: fire 
[ dice]1d20+12-2[/dice] to hit; (rapid)
[ dice]1d6+2[/dice] magic damage.
+7 Bab +3 Dex +1 magic +1 PBS
1d6 + 1 magic +1 PBS
Pearl of Power 1: 0/2 used
Pearl of Power 2: 0/1 used
Rod Metamagic Extend: 1/3 used
Scroll of Water Breathing
Wand of CLW: 1 charges left
Wand of Magic Stone: 7 charges left
Wand of Lesser Restoration: 14 charges left
Ring of the Ram: 14/36 charges left
Wand of False Life 22 charges left
Staff of Dark Flame (10/10)
10 Adamantine Stones
25 Cold Iron Stones
10 Silver Stones
Spells:
Magic Vestment (10 hours)
Overland Flight (10 hours)
Barkskin (200 minutes)
| Dimitrio - Drow | 
Dimitrio is liking this fighting from above. He could get used to it.
He once more darts with his rapier finding opening on the drow guard. The bubbling of blood from his throat was probably not a good thing.
_____________
attack wounded until down
rapier to hit: 1d20 + 16 ⇒ (16) + 16 = 32 
damage: 1d6 + 16 ⇒ (6) + 16 = 22
critical confirmation
rapier to hit: 1d20 + 16 ⇒ (13) + 16 = 29 
damage: 1d6 + 16 ⇒ (2) + 16 = 18
rapier to hit: 1d20 + 11 ⇒ (2) + 11 = 13 
damage: 1d6 + 16 ⇒ (6) + 16 = 22
So I was worried there for a moment when four drwo attacked Dimitrio until I saw the map. Orange and Red are attacking Allarnon.
| GM_Euan | 
So I was worried there for a moment when four drwo attacked Dimitrio until I saw the map. Orange and Red are attacking Allarnon.
Oops! Yes, that's a typo no my part - apologies. You are correct, but I can't fix it - just missed the window. :)
Kaylayne, diplomacy or intimidate check please.
| Kaylayne the Undone | 
1d20 + 7 ⇒ (4) + 7 = 11 Dipolmacy
Kaylayne glares as she makes her pitch, wondering why they fight at all.
| Lief Animus | 
Round 1, Init 14
AC = 19
HP = 56/56
Weapon Equipped = +1 Hand Crossbow
Condition(s) = None
Perception: 1d20 + 17 + 1d8 ⇒ (9) + 17 + (4) = 30
Lief chooses to trust his own eyes over those of his companions, seeking out individual faces to associate with names, in order to frame accusations all the more accurately upon their return. Should heads not be available.
Spellcraft v DC 17: 1d20 + 8 + 1d8 ⇒ (6) + 8 + (6) = 20
As Lief marks the spell, and the spellcaster, he decides that this drow should fall first. Swift Action- Ranged Study He wheels into range, goading the lizard into a soft approach. For the direness of the situation, he leverages a quiet part of his brain to predict where the magic user will be, instead of where he now positions.
+1 Hand Crossbow, Ranged Study, Inspiration: 1d20 + 11 + 4 + 1d8 ⇒ (13) + 11 + 4 + (7) = 35 for 1d4 + 1 + 4 + 4d6 ⇒ (2) + 1 + 4 + (1, 6, 3, 4) = 21 damage, including drow poison, Fort DC 13 or fall unconscious
| GM_Euan | 
Purple Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Though hammered by Lief's blow, purple resists the poison effect.
| Allarnon Adin | 
Allarnon and Tarkir take a beating as so many rapier's pierce their softer flesh. Tarkir's eyes begin to roll into his head.
Tarkir Fort save: 1d20 + 7 ⇒ (7) + 7 = 14
Allarnon backs his lizard up a couple of feet and jabs his lizard at the red drow as he mutters to himself. "That b~$~+ drow back there is going to have it next for putting us in danger." He mumbles as he glares back at Safan's last known area. Seeing she is not there he curses further. "Seems she has now abandoned us as well." He growls deep and low.
Mwk Cold Iron Longspear; rage: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Mwk Cold Iron Longspear; rage: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Barely staying away Tarkir bites and claws his way into the yellow drow.
Bite: 1d20 + 12 + 2 - 2 ⇒ (5) + 12 + 2 - 2 = 17 
Damage: 1d6 + 6 + 2 + 4 ⇒ (1) + 6 + 2 + 4 = 13
Claw 1: 1d20 + 12 + 2 - 2 ⇒ (14) + 12 + 2 - 2 = 26 
Damage: 1d4 + 4 + 2 + 4 ⇒ (3) + 4 + 2 + 4 = 13
Claw2: 1d20 + 12 + 2 - 2 ⇒ (10) + 12 + 2 - 2 = 22 
Damage: 1d4 + 6 + 2 + 4 ⇒ (4) + 6 + 2 + 4 = 16
Allarnon-Human Form
AC Bear: (AC 22) [+5 Armor; +1 Dex; +4 Natural; +1 Deflection; +1 Dodge; +3 Enhance Barkskin; +1 Deflection PfE; -2 Rage (+1 additional Dodge when raging)]
AC Human: (AC 18) [+5 Armor; +2 Dex; +1 Deflection; +1 Dodge; +3 Enhance Barkskin; +1 Deflection PfE; -2 Rage (+1 additional Dodge when raging)]
HP: 92/95; Temp HP +0
Buffs: Rage 13/14)
Tarkir 
AC: (AC 18) [+2 Dex; +6 Natural; +3 Enhance Barkskin; +2 Deflection PfE] 
HP: 42/56 
Buffs: None
| GM_Euan | 
Kaylayne lights yellow on fire, at least for a moment, as the critical connects and the SR is overcome (just). Lief hammers his foe, though he resists the poison. Dimitrio criticals his foe, dropping him onto the dusty stone as he begins to bleed out. Allarnon connects once (red?) and further harms the drow while Tarkir has a good round connecting twice and killing his foe.
The drow hesitate as a group and seem to wait for their leader to make a decision. However, bloodlust is upon him and he doesn’t seem to notice his men are falling, and falling quickly, with little to show for it. He presses the attack one more round…
He, perhaps foolishly as he continues to underestimate you, tries another spell. Turning to Allarnon he commands, ”You and your bear should return and report to Undamesta - NOW!”
SR: 1d20 + 6 ⇒ (19) + 6 = 25
Allarnon, please make a DC 17 will save or follow his command.
- - -
Green continues on Dimitrio.
green rapier: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d6 + 5 ⇒ (5) + 5 = 10
green rapier: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d6 + 5 ⇒ (3) + 5 = 8
Orange and Red collapse on Allarnon.
red rapier: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d6 + 5 ⇒ (3) + 5 = 8
red rapier: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d6 + 5 ⇒ (1) + 5 = 6
orange rapier: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d6 + 5 ⇒ (2) + 5 = 7
orange rapier: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d6 + 5 ⇒ (5) + 5 = 10
orange crit threat rapier: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d6 + 5 ⇒ (1) + 5 = 6
orange crit threat rapier: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d6 + 5 ⇒ (4) + 5 = 9
Finally, blue takes a shot at Allarnon as well.
blue hand crossbow: 1d20 + 10 ⇒ (19) + 10 = 29 damage: 1d4 + 3 ⇒ (3) + 3 = 6 plus DC 13 Fort or fall unconscious.
Ouch. Sorry Allarnon - just focusing fire... Didn't think it would, you know, work.
-Round 2-
Kaylayne - 14+
Lief - 14-
-Round 3-
Dimitrio - 29
Allarnon - 22 (-38hp) Fort Save
Purple Drow - 18+ (-21hp)
Good Guys - 18-
Pink - 18- (-57hp, down but stable)
Red - 18- (-29hp)
Yellow - 18- (-64hp, dead)
Next up, everyone.
| Kaylayne the Undone | 
Rounds 2, Init 14
Autocheck the spellcraft.
"Hmpf. Weak magics, manling," Kaylayne tosses at Red.
1d20 + 10 + 1 - 2 ⇒ (18) + 10 + 1 - 2 = 27 touch to hit; (2/10 used,PBS,Rapid)
1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12 fire damage;
1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 SR
1d20 + 10 + 1 - 2 ⇒ (9) + 10 + 1 - 2 = 18 touch to hit; (3/10 used,PBS,Rapid)
1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11 fire damage;
1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 SR
1d20 + 5 + 1 - 2 ⇒ (12) + 5 + 1 - 2 = 16 touch to hit; (4/10 used,PBS,Rapid)
1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7 fire damage;
1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 SR
Statuses:
AC: 19 (3 dex +6 armor)+2 magic vestment+4 barkskin = 25 AC
HP: 72/72 
Left hand: fire 
Right hand: fire 
[ dice]1d20+12-2[/dice] to hit; (rapid)
[ dice]1d6+2[/dice] magic damage.
+7 Bab +3 Dex +1 magic +1 PBS
1d6 + 1 magic +1 PBS
Pearl of Power 1: 0/2 used
Pearl of Power 2: 0/1 used
Rod Metamagic Extend: 1/3 used
Scroll of Water Breathing
Wand of CLW: 1 charges left
Wand of Magic Stone: 7 charges left
Wand of Lesser Restoration: 14 charges left
Ring of the Ram: 14/36 charges left
Wand of False Life 22 charges left
Staff of Dark Flame (10/10)
10 Adamantine Stones
25 Cold Iron Stones
10 Silver Stones
Spells:
Magic Vestment (10 hours)
Overland Flight (10 hours)
Barkskin (200 minutes)
| Allarnon Adin | 
Will save: 1d20 + 11 ⇒ (4) + 11 = 15
Fort save: 1d20 + 13 ⇒ (8) + 13 = 21
Allarnon turns and begins to flee as fast as he can. He barely glances at Kaylayne as he passes. "Undamesta needs me Mistress. I'll be back"
Tarkir looks confused as he continues to follow his last command and devour the drow he just dropped.
Allarnon-Human Form
AC Bear: (AC 22) [+5 Armor; +1 Dex; +4 Natural; +1 Deflection; +1 Dodge; +3 Enhance Barkskin; +1 Deflection PfE; -2 Rage (+1 additional Dodge when raging)]
AC Human: (AC 18) [+5 Armor; +2 Dex; +1 Deflection; +1 Dodge; +3 Enhance Barkskin; +1 Deflection PfE; -2 Rage (+1 additional Dodge when raging)]
HP: 46/95; Temp HP +0
Buffs: Rage 13/14)
Tarkir 
AC: (AC 18) [+2 Dex; +6 Natural; +3 Enhance Barkskin; +2 Deflection PfE] 
HP: 42/56 
Buffs: None