Gurukk Pyreborn |
"Gurukk wields the flame of the Fire God because Gurukk is the chosen one. Of course Gurukk is right."
Gurukk says in Orcish to Kheldor,
Gurukk will pause a moment for any last protests then say, "Evil creature of water, The Fire God will see you now."
Coup De Grace Damage 3d12 + 12 ⇒ (9, 1, 3) + 12 = 25
KenderKin |
At least once during the ride to the island the body threatens to roll over dumping the passengers into the fetid waters.
In the center of the lake sits a small islet, about 30 feet across. Stalagmites thrust needle-sharp points at the ceiling above, and the dark waters lap quietly at its shores. Gold and steel glimmer in the darkness—a great horde of coins and arms carefully have been gathered together on the rocky island!
Scattered in tidy pile and stacks are 6,200 silver, 1,430 gold, two garnets, a black pearl, a wand, a dwarven waraxe, a large steel shield, and 2 potions.
Gurukk Pyreborn |
Gurukk will use detect magic and then try and identify any magic items (not his strong suit!)
Spellcraft 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft 1d20 + 7 ⇒ (13) + 7 = 20
KenderKin |
Your travels lead you to Brindinford
Also in the campaign info tab
The town of Brindinford occupies a low hill beside the Brinding River. Crenellated stone walls, interrupted by tall watchtowers, surround the buildings, but the life of the town spills beyond its wall today. Colorful carts and wagons, flags and ribbons, and people of all sorts line the road for 100 yards beyond the gate. Dozens of Halflings in bright colored costumes are directing most activities. A busy, lively hum of noise rises from the fair, and the smells of roasting meats, exotic spices, and cut flowers fill the air.
Near the East/maingates, the movement of the throng of people making their way inside the walls slows to a crawl. Four town guards, wearing bright red tabards, give each visitor a careful look, though they seem relaxed and friendly. The guards can be seen peace-bonding weapons.
Knowledge local DC 10
Sir Respen Bayleef |
The older Halfling strolls up to the guards, "Well son, I might look it but I am a servant of the Lawful Lady. These weapons I carry are to defend the innocent and keep order, I will respect your laws and have them peace bounded. Anyway I am more here for entertainment purposes." With that Respen pulls out his mandolin and begins to play a happy tune.
Diplomacy:1d20 + 10 ⇒ (8) + 10 = 18
Preform:1d20 + 10 ⇒ (11) + 10 = 21
Xane |
Having rented (Or even bought, if need be) a place where she and her doggies can rest and relax. Xane goes about bringing her two new doggies into line and teaching them how she expects good doggies to behave. (Lots of 'Handle Animal' skill use. Now at +8)
Every morning she goes on a run, or 'Jog' about the town. Initially with Soot running free and keeping pace and the other two doggies leashed (And muzzled, if need be)
More of Xane's share of the loot goes to the cleaning, grooming and most importantly proper feeding of her three furry friends. (^_^)
Of an evening, after her days spent exercising and training her doggies. Xane will saunter over to which ever Inn or tavern is the closest...and has the largest sized rooms...(^_~)
Xane be leveled up and ready to go! Myself? I'm still swamped with work. Wishing every one all the very best!
KenderKin |
"Daggers are fine, just bigger weapons."
Giving you little other notice the guards let you into town...
Lots of info in the campaign info tab
Xane
The dogs are two male bull mastiffs, you suspect they are brothers of the same litter and the same age
What are you training them to do? You can either teach them specific tricks or train them for a general purpose......
Bull Mastiff
CR 1/2
XP 200
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSEAC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSESpeed 40 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICSStr 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +5 (+13 jumping), Perception +8, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIESTenacious (Ex)
When ordered to track prey (usually humanoid prey), a Bull Mastiff receives a +4 bonus to any Will saves against enchantments or illusions directed at it, and the DC of any Handle Animal skill check by anyone other than the dog’s master is 5 higher.
Carrying Capacity: A light load for a Bull Mastiff is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Bull Mastiff can drag 1,500 pounds.
Average Price: 45gp
3rd Party Publisher
This content was created by a third-party publisher for use with the Pathfinder rules.
ECOLOGYEnvironment Any
Organization Solitary, pair, or pack (2-8)
Treasure None
The Bull Mastiff is a large working dog, with a stocky, muscular body, but they have slightly shorter legs than most other mastiffs. The breed is used as a guard dog, war dog, and livestock driver, and some rangers keep a Bull Mastiff or two to help track poachers. When properly trained they are very loyal to their masters, protecting home, property and other animals to the death.
Bull Mastiffs stand about two feet at the shoulders and weigh around 120 pounds, though some males often reach 150 pounds. They typically have white, tan or brown coats, sometimes with a white splotch on the chest.
Kheldor |
The shadowy man says little and is also seen just as much. He seems to constantly blend into the shadows around him, then suddenly appears, only to fade back again.
"Gurukk, you seem like a good Orc, care for a drink?" Kheldor says quietly to the big guy.
KenderKin |
The festival is in full tilt and people are everywhere....
A shout from the middle of the busy fair spreads into an expanding ripple of cries and screams, accompanied by loud crashes that sound like carts and booths being overturned. These ripples of sound immediately transform into a wave of people, as bystanders try to escape whatever is wreaking havoc behind them.
Some type of disturbance has occurred 40 feet away, you try hard to see it, but a throng of a crowd rushes away from the trouble. Getting there will take either strength, grace, or intimidation (or some combination of those) a strength check, escape artist check, or intimidate check to get through each 10 feet of the crowd……DC 17
Hint you need 4 successes, to get there!
Gurukk Pyreborn |
"The Fire God Demands you to part and let Gurukk through or else he will make Gurukk roast you all into cinders!"
Intimidate 1d20 + 8 ⇒ (9) + 8 = 17
Intimidate 1d20 + 8 ⇒ (13) + 8 = 21
Intimidate 1d20 + 8 ⇒ (3) + 8 = 11
Intimidate 1d20 + 8 ⇒ (13) + 8 = 21
Within 10 '
Intimidate 1d20 + 8 ⇒ (6) + 8 = 14
Intimidate 1d20 + 8 ⇒ (13) + 8 = 21
Xane |
Xane stands up (To her full height) and looks over the throng f people as they begin to stream away from the trouble.
Perception:1d20 + 6 ⇒ (14) + 6 = 20
Initially (And depending upon what her Perception roll allows her to make out) she simply sands and watches, though upon seeing a certain Orcish figure moving towards the kerfuffle she too begins to make her way closer.
Ref:1d20 + 2 ⇒ (16) + 2 = 18
Then, as the press of people impedes her progress...she simply begins picking the closest people up and putting them out of her way.
Str Check1:1d20 + 7 ⇒ (3) + 7 = 10
Assuming those closer to Xane note this behavior
Intimidate1:1d20 + 2 ⇒ (5) + 2 = 7 (Pus any bonus for being large)
As her forward motion progresses.
Str Check2:1d20 + 7 ⇒ (20) + 7 = 27
Intimidate2:1d20 + 2 ⇒ (8) + 2 = 10 (Pus any bonus for being large)
Str Check3:1d20 + 7 ⇒ (11) + 7 = 18
Intimidate3:1d20 + 2 ⇒ (1) + 2 = 3 (Pus any bonus for being large)
Str Check4:1d20 + 7 ⇒ (3) + 7 = 10
Intimidate4:1d20 + 2 ⇒ (5) + 2 = 7 (Pus any bonus for being large)
Str Check5:1d20 + 7 ⇒ (16) + 7 = 23
Intimidate5:1d20 + 2 ⇒ (11) + 2 = 13 (Pus any bonus for being large)
Sir Respen Bayleef |
The stubborn halfling tries to push through them as well,
str check:1d20 + 3 ⇒ (13) + 3 = 16
str check:1d20 + 3 ⇒ (12) + 3 = 15
str check:1d20 + 3 ⇒ (16) + 3 = 19
str check:1d20 + 3 ⇒ (4) + 3 = 7
str check:1d20 + 3 ⇒ (14) + 3 = 17
str check:1d20 + 3 ⇒ (15) + 3 = 18
str check:1d20 + 3 ⇒ (11) + 3 = 14
str check:1d20 + 3 ⇒ (13) + 3 = 16
str check:1d20 + 3 ⇒ (3) + 3 = 6
str check:1d20 + 3 ⇒ (9) + 3 = 12
str check:1d20 + 3 ⇒ (7) + 3 = 10
str check:1d20 + 3 ⇒ (3) + 3 = 6
str check:1d20 + 3 ⇒ (9) + 3 = 12
str check:1d20 + 3 ⇒ (16) + 3 = 19
KenderKin |
Gurruk stumbles into the scene of:
Several carts are toppled over, booths have been smashed, food is wasted upon the ground, pottery is broken over the cobblestones. A couple of merchants are using brooms and other improvised weapons to attack four hairy ugly rat faced humanoids!
Mugshot This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.
Which brave hero will arrive first?
First to arrive gets a surprise attack!
DM Notes
Shortsword [dice] 1d20+4[dice] Damage [dice] 1d6+2[dice]
Bite [dice] 1d20[dice] Damage [dice] 1d4[dice] Fortitude save DC 15
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 10/silver
Xane also sees this but is still not close enough to react.
So Gurukk gets a suprise attack, Xane moves into range
Then the bad guys get a turn
and then everyone else arrives into the fray.
Gurukk Pyreborn |
Several carts are toppled over, booths have been smashed, food is wasted upon the ground, pottery is broken over the cobblestones.
Just like an orc family reunion!
Gurukk charges the nearest rat guy with his great axe, "No!!! Not the pottery!"
Great Axe 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage 1d12 + 4 ⇒ (3) + 4 = 7
AC 13 this round
Sir Respen Bayleef |
Trying to shove by the larger sized creatures aside the paladin shouts towards the Fire God's Emissary, "I will be there soon my friend! May the Fire Lord direct your axe!" His voice radiates with a mystical energy.
When ever Respen gets within 30ft of Gurukk will use Inspiring word to give him a +2 to his attack or another d20 roll of his choosing.