Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

"Got it," Beorn says with his eyes just starting to clear but his head still pounding. "Lead the way."


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy is amenable to this course of action.


Koldur:
Several things quickly happen in succession. First a wave of warming air surrounds you. Then the room is wreathed in fire like a fireball going off. Kneeling before you, you see the elven form of your dear friend, though he is large and his body is rippling with raw strength. Sable sees you and quickly growls out in giant, "You have hurt my sword brother, you shall pay. Now I want to RAGE!" Then his muscles bulge even more as the adrenaline hits his body.

fireball, Reflex DC 20: 10d6 ⇒ (4, 1, 4, 6, 4, 3, 6, 5, 1, 2) = 36

vs. Red troll
+1 Mercurial PA, Elven Courtblade: 1d20 + 17 + 4 - 2 ⇒ (18) + 17 + 4 - 2 = 37 damage: 3d6 + 20 + 6 + 6 + 1d6 ⇒ (3, 2, 4) + 20 + 6 + 6 + (5) = 46

vs. huge rock troll
+1 Mercurial PA, Elven Courtblade: 1d20 + 17 + 4 - 2 ⇒ (13) + 17 + 4 - 2 = 32 damage: 3d6 + 20 + 6 + 6 + 1d6 ⇒ (2, 4, 5) + 20 + 6 + 6 + (6) = 49

vs. yellow troll
+1 Mercurial PA, Elven Courtblade: 1d20 + 17 + 4 - 2 ⇒ (20) + 17 + 4 - 2 = 39 damage: 3d6 + 20 + 6 + 6 + 1d6 ⇒ (1, 5, 3) + 20 + 6 + 6 + (4) = 45

vs. white cave troll
+1 Mercurial PA, Elven Courtblade: 1d20 + 17 + 4 - 2 ⇒ (19) + 17 + 4 - 2 = 38 damage: 3d6 + 20 + 6 + 6 + 1d6 ⇒ (5, 6, 4) + 20 + 6 + 6 + (6) = 53

crit: 3d20 ⇒ (13, 4, 10) = 27

troll saves vs. fireball: 6d20 ⇒ (17, 6, 19, 18, 13, 18) = 91 +4

Blue and white take half fire damage: 18
Whereas the rest take: 36 fire

With the confirmed crits and his slicing blade the four trolls within range of his blade are cut down.

Even if you fail your Reflex save, the warm wind confers to you fire resistance 20.

Though the trolls do get their AoO before that happens:
troll: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 damage: 1d8 + 5 ⇒ (2) + 5 = 7
troll: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 damage: 1d8 + 5 ⇒ (1) + 5 = 6
huge rock troll: 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28 damage: 2d6 + 11 ⇒ (5, 2) + 11 = 18
rock troll: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17 damage: 1d8 + 7 ⇒ (7) + 7 = 14

The rest of you can hear an explosion from down the hallway. As you let Zod carry you away you do continue to hear the sounds of battle echoing through the tunnels.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Reflex Save 1d20 + 5 ⇒ (20) + 5 = 25 lol dang it. I could have used a Nat 20 earlier.

Koldur grins as he feels the air changing. Sensing his his friend's changes in his Ki and lifeforce. He knew something had changed.

His friend had far exceeded him. He had grown much since the last time he had Seen Sable.

He did idly note the snuffing life force of 4 trolls.


End of combat.

You hear less roars from the giants.

Koldur:
The trolls flee from the two of you. One to the North and one to the south.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Koldur:
He stretches out his free hand to his ally. With a few magical words healing explodes upon Koldur from his hand. Then he asks Koldur, "Do you need more healing? If so take a potion from the belt pouch closest to you." Once that is done if needed he states, "I will go North, you head South, its time to exterminate the vwrmin."


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Zod continues backing up until they get to the hall of cut stone and table with its grisly refreshments.

By then you don't hear much fighting anymore. He would ask Flouncy, "Would you heal me a couple of times."


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

You got it, big guy.

Flouncy tries the wand again.

UMD: 1d20 + 8 ⇒ (16) + 8 = 24
UMD: 1d20 + 8 ⇒ (2) + 8 = 10
UMD: 1d20 + 8 ⇒ (17) + 8 = 25
UMD: 1d20 + 8 ⇒ (5) + 8 = 13
UMD: 1d20 + 8 ⇒ (15) + 8 = 23
UMD: 1d20 + 8 ⇒ (17) + 8 = 25
UMD: 1d20 + 8 ⇒ (1) + 8 = 9
4 of them worked. healing: 4d8 + 4 ⇒ (4, 6, 3, 2) + 4 = 19

Koldur:
UMD: 1d20 + 8 ⇒ (14) + 8 = 22
UMD: 1d20 + 8 ⇒ (13) + 8 = 21
UMD: 1d20 + 8 ⇒ (13) + 8 = 21
UMD: 1d20 + 8 ⇒ (3) + 8 = 11
UMD: 1d20 + 8 ⇒ (12) + 8 = 20
UMD: 1d20 + 8 ⇒ (19) + 8 = 27
UMD: 1d20 + 8 ⇒ (10) + 8 = 18
5 worked healing: 5d8 + 5 ⇒ (3, 8, 5, 6, 2) + 5 = 29
If you need more, just ask.


Awesome, soon Koldur should be done and will likely request those heals.

During the healing from Flouncy on Zod it has gone deathly quiet. Before the healing is finished you hear a cry of fear, snarling, slashing of a blade and the sickening sound of body parts hitting the ground. This happens one more time. Once Zod is fully healed Koldur is likely approaching with a large elf at his back.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur nods as he feels fresh healing energy heal him and he mutes his surprise. Sable had indeed grown far stronger then he expected. Taking the proffered healing potion he feels much better after the battering from the troll.

"I'll head South.. About Olivra...." his voice cracks with regret. he knew that the two were close far closer then most people would understand.

He turns on his heels as he stalks the last troll. It would not escape his axes. In a short while a loud thud would be heard and Koldur returns with fresh blood dripping from his axes. He rejoins Sable who's likely also dispatched his own target and moved to rejoin his companions.


Who had a light source, I think Koldur only had darkvision? Maybe Zod? No he has low light vision, so the ambiance from the eternal torch from his pocket lets him see some or was it on his belt?


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Seeing Koldur he smiles, "It is good to see you not full of holes." Seeing the elf he offers, "Ah he must have help, thank you!" Once Flouncy is done healing Koldur he asks, "Shall we go loot the giants now?"


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

Beorn gained darkvision so he would not have taken in a light source this last time.

"Yes, let us see what they have on them and if they have any gnomes as prisoners." Beorn replies.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy can cast Dancing Lights at will. He can move it 100 ft. per round. Seeing is not a problem.

He saw no gnomes when he went in to reconnoiter. That scares him.

Let's look for survivors.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur is blind. he lost his darkvision or vision at about the same time Beorn gained it. I do have blind sense though.


You believe you have already looted all but the last room in this complex, after searching the storerooms you do concur that it was the last room.

Will you be taking some extra time to look in all the possible hiding holes for loot?

The troll bodies don't have much on them but you still collect what you find making a small pile:
Spellcraft DC 18: amulet of natural armor +2

Most of the trolls attacked with claws and teeth.

The cave trolls have earth-colored skin studded with small crystals...

On the well armored troll above:
Spellcraft DC 18:+1 darkwood thundering morningstar
Spellcraft DC 15:+1 hide armor,
brass bracelet with skulls attached to it.

Treasure chest, DC 30:
Inside the chest are a small statue of a dragon
carved from exotic wood worth 200 gp, a gold necklace
with a jade pendant worth 500 gp, several pieces of
minor jewelry worth a total 750 gp, five medium quality
gemstones worth 100 gp each, three bottles of fine wine
worth 15 gp each, an engraved silver tankard worth 50 gp,
1,484 cp, 3,550 sp, and 652 gp

If you do take your time to look for stuff:

(DC 15 Perception
check to spot). The stash consists of 1,902 sp, 888 gp, and a
dusty rose prism ioun stone that he doesn’t realize is magic.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

We are taking out time looking for survivors or evidence of survivors so I think we would check most everywhere. We have time now.

"We have a small stash here plus a chest. I can probably pick it given time but I'd need some better tools. Probably just lug it back to town. What happened to Olivira? I've never seen someone explode like that. Is she dead or was it some sort of defensive spell that teleported her away?"

Where was the treasure chest? Just the last room we checked through?

Perception: 1d20 + 16 ⇒ (1) + 16 = 17

Disable Device: 1d20 + 14 ⇒ (13) + 14 = 27


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception 1d20 + 11 ⇒ (15) + 11 = 26
Spend time look for everything.

Koldur is glum.
"I do not know, much I do not know about her but she was a true companion. I'm a little assured that vengeance was taken but her loss is not small. This fight was far more dangerous then we thought."[


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I can take a crack at the lock.
disable: 1d20 + 17 ⇒ (2) + 17 = 19

Or, maybe not right now.


The treasure chest was in the last room you checked out before engaging the trolls. R7

You do find a few humanoid corpses on hanging hook among other creatures in the cellar.

Flouncy jams the lock.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Upon hearing what happened to Olivira he offers, "If Olivira exploded in a brillant blast of light, that is one of her abilities. Though it takes her about a week to recover from it fully. Don't be so glum Koldur she isn't dead."


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

Beorn tries to identify the humanoids they find on the hooks.

1d20 ⇒ 9 Heal +8, Survival +13, Know Nature +10


K Local DC 12:
You are pretty sure the humanoid bodies on the hooks are gnomes, halflings, and humans.

K Local DC 15:
2 gnomes, 1 halfling, and parts of 2 humans.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

kn. local: 1d20 + 9 ⇒ (12) + 9 = 21

Flouncy was afraid of this.

Two gnomes, a halfling, and parts of two humans. Too late to save them.


The group finishes finding any hidden treasures along the path and exit out of the troll lair to find your mounts.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He asks as the group gets on their mounts, "Where will you be heading next?"


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We should probably spread the word that the trolls have been dealt with. We could go back to town and see what other business we can get.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

"That and collect the bounty on these things. Shall we take an ear per troll to prove their demise?" Beorn asks.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Not a bad idea. Should we take 3 ears from the big one? the halfling giggles.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

"He was three times the terror, that's for sure."

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He states and offers in his matter of fact tone, "No ears are necessary. Rewards will be dolled out to you by the council. I can teleport us back to the capital. The pegususes can make their own way home."


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

You'll teleport us? I would love to learn that magic!

Flouncy catches himself, knowing he has a long way to go as a spellcaster before he can harness such power.

The pegasi will be fine on their own, as they always are. Seems like we need them more than they need us, right?


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

"It does seem that way." Beorn responds. "Teleporting should be interesting. I've walked through some of those traveling gates but never teleported."

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He replies calmly, "My magic tattoo actually, you could learn the magic from Olivira. Yes that is an accurate statement Flouncy. Well it sounds like we will be teleporting. Let's go tell your mounts to head home, then I will teleport us."

After putting any extra weight in the saddlebags of some of your mounts, and instructions to head home, Sable offers up his arm. Once you all grasp onto it or some of his clothing he touches the same arm you are holding and you can see the magic bleed through his armor and clothing. After about 10 minutes the spell goes off and you appear in one of Sable's room. A teleportation circle is the only furniture or object in the room. On the walls are many magical symbols and other preparations for other rituals. He goes to the doors and opens them revealing another of his chambers. He leads you out to the hallway.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy is thrilled. He knows magic can do this, but to experience it is... magical?

He wants to ask a million questions, but he will hold off for now.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

"Impressive. Where are we? In town?" Beorn asks.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

"We are in the castle so relatively in the center of town. Head down that hallway and follow the blue carpet and it will deposit you next to the stables and the courtyard before leaving the castle. I should let the council know about my whereabouts and update them on your success! Flouncy when Oliviria returns I will let you ask your questions." He finishes noticing the halflings excitement.

sense motive on Flouncy: 1d20 + 9 ⇒ (3) + 9 = 12

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

As you leave the castle he moves further into the castle. If anyone follows he is going to the council room. Where he confers with the other members on the happenings to the South.


You head into town and sell the few magical items you claimed from the trolls and what else?

Leaving the store a haggard man comes forward, his clothes are filthy and need mending. You see a staff in his hands that he uses for support and you think for sight. A bandage is covering his eyes and covers the top of his head. "Help me... please."


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Zod slips into his medium sized form and pulls out a thick duster to help cover his charcoal colored skin. He left the huge greatsword at the entrance to town from the castle.

He follows and asks in a curious manner, "What do we have to sell again, Flouncy?"


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Let's talk about it later, Flouncy says to Zod.

Flouncy goes up to the man and says, I will try to help you. What do you need?


The haggard man groans out, "My vision if you can repair my blasted eyes that will help me the most, beyond that food and care. It is so hard to take care being blind." He then trails off seemingly speaking to himself as a smile crosses his face, "What a beauty..."

---
Another Event that night:
Fliuncy: A Sparrow flies near your head and once you look at it, it drops an envelope.
Beorn: A magpie flies near your head and once you look at it, it drops an envelope.
Koldur: A hawk flies near your head and once you look at it, it drops an envelope.

Upon claiming the envelop the wax sealing it magically turns into smoke leaving a behind a cherry smell. Opening it you see a nicely written note: You are invited to the elk heart pool for a ritual of empowerment. Gods' avatars shall be observing this ritual. We hope that the Sisters of the Sightless Eye can be of service and hope for allying in future occurances. ~Guild Leader of Restov, Gabriella Tackrika.

Who do you worship?!


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

Erastil

"I'm sorry old man but I have nothing that will help your vision. we can help you find treatment and shelter until you are better at least. Perhaps longer." Beorn offers.

Beorn goes with Flouncy to sell the items. He will help if he can and will then look to upgrade some of his own items, perhaps asking Flouncy to sell his old stuff to afford the new.

Need to see how much we have afterward.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Desna

Flouncy notices the man's mention of a "beauty."
Did a woman do this to you? Maybe a nymph?


The old man staggers through his thoughts with you, "I was a ranger, one who searched for darkness within the Sloughs. Though weeks ago I came upon a beauty that was so brilliant that my eyes have not worked since. Maybe it was a nymph. That would make more sense than not."


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy will take the man to an inn or something and set him up as comfortably as possible, and pay someone to make sure he has what he needs. He'll try to find a spellcaster who can remove the man's blindness.

Then, we'll sell the loot for whatever we can get for it, and talk about the strange messages we received. Flouncy wants to go. He hopes we don't all get blinded, though.

I'm in Elkhart, IN, so I'm all for going to the elk heart pool. lol

Elkhart flag


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

Beorn will split the cost of care for the old man with Flouncy. "Once we see what the sisters want we can take the fellow to the temple. Surely they can heal the blind, I just don't know the cost."


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 45/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+9 scent | Current effects:

Beorn will also buy some masterwork lockpicks (thieves tools) and take his time opening the lock on the chest (take 20 total 36).


It takes a few hours but then there is a satisfying *click*. The chest can then easily be opened.

How much coin are you willing to part for the blind man. 10 sp, 10 gp, 30 gp?

Silver Crusade

Vital:
HP: 43/43, AC: 21 _ T: 11 _ FF: 20 _ Perception +5, Darkvision 60 ft., Initiative: +1, Fort +5 _ Ref +2 _ Will +8, CMB: +4, CMD: 14, Speed: 20
Skills:
Acrobatics -3, Appraise +5, Climb -3, Diplomacy +14, Heal +10, Handle Animal +5, K(A, H, P, N, R) +5, Linguistics +7, Profession +7, Ride -3, Sense Motive +7, Stealth -3, Survival +3, Spellcraft +5, Swim -3

Upon entering the temple you hear that a loud disagreement is being had in the common room. The three acolytes and the gruff man in armor look your way. He makes a comment under his breath and begins walking to the door outside past you, he mumbles, "Good luck with these greedy ticks!"

He is average in size for a human. His stark blonde hair makes tight curls that flop around on his head when he moves. As the light catches on his breastplate you see the ankh surrounded by flames. His average dimensions of 5’2” and 120 pounds shows him to be of the mind and tongue type of person. His skin is of a light olive hue which he got from his mother and his sparkling emerald colored eyes speak volumes of his eagerness to explore the world. A silver ankh is on a silver chain around his neck. On his back is his heavy shield. A light mace and dagger at his side more for show than any true use. He typically has a backpack with a few essentials never filled very often.

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