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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Those that follow the Elven Hound, will likely find out what happened when they catch back up with you. You are following the hound.


Round 1

The thing strikes Reaper!
touch attack: 1d20 + 12 ⇒ (20) + 12 = 32
corruption, acid: 1d8 + 3 ⇒ (1) + 3 = 4

touch attack: 1d20 + 12 ⇒ (6) + 12 = 18
corruption, acid: 1d8 + 3 ⇒ (7) + 3 = 10

crit confirm: 1d20 + 12 ⇒ (13) + 12 = 25
corruption, acid: 1d8 + 3 ⇒ (8) + 3 = 11


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+16 scent | Current effects:

he swung earlier and got a 12.

Beorn and Reaper gain air looking to create a gap. Once airborne Beorn will have Reaper move out a couple hundred feet and drop Beorn and company off before sending the great bird back into the sky.


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 |

Beorn, I can trap this guy long enough to get a read on what he is. Let's try that. We might learn something.


Round 1

Reaper follows Beorn's lead flying up and away.

Round 2-4

Reaper gets plenty of distance before landing, letting Beorn and Flouncy off.

Round 5

The creature continues moving in its Southernly heading, apparently not worried about you.

Beorn and Flouncy advance towards the creature.


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 |

perception: 1d20 + 12 ⇒ (7) + 12 = 19
What does it look like? Undead?
religion: 1d20 + 12 ⇒ (1) + 12 = 13
planes: 1d20 + 12 ⇒ (14) + 12 = 26


Yup undead. A ghoul of some sort. Not an outsider.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 50/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: Greater Hide from Undead, Tears to Wine +2 to all Int & Wis skill checks, Both 70 minutes

Rouqar does what he can to keep following....


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+16 scent | Current effects:

Once Beorn can spot it, he fires and moves. While moving he calls out for the others. "Over here, we're following it!"

Beorn will use the Falcon aspect giving him a +4 to perception. Once within 210' he will declare bane on undead.

70' range, -2 at 71-140', -4 at 141-210', -6 at 211-280'

hornbow: 1d20 + 14 ⇒ (1) + 14 = 15 bane is +2 to hit
HB dmg: 2d6 + 7 ⇒ (4, 5) + 7 = 16
Bane dmg: 2d6 ⇒ (6, 4) = 10

I've been getting a lot of ones lately across my games. I'm beginning to think the machines are coordinating against me.


Next time do a purge, 20d20.

As Reaper slowly began to circle the camp, the others followed Reina and Orchen. Unless there is a magical spell in play there is little Beorn could do to relay a change. Without flying over and relaying the message.

Those following Orchen can see Reaper going another way, South.

After the dive down, Reaper quickly rises back up to then land then up it goes again... No good reason to think anything is amiss. You are at least a mile from each other but closer to two miles.


Beorn Blackmane wrote:


Beorn will use the Falcon aspect giving him a +4 to perception. Once within 210' he will declare bane on undead.

dice=hornbow]1d20+14 bane is +2 to hit
dice=HB dmg]2d6+7
dice=Bane dmg]2d6

Bane from what?

Round 2 Beorn
hornbow: 1d20 + 14 ⇒ (18) + 14 = 32 bane is +2 to hit
HB dmg: 2d6 + 7 ⇒ (4, 2) + 7 = 13
Bane dmg: 2d6 ⇒ (5, 3) = 8

Did you land 200ish feet to the south of the target or something else?


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 55/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Renia continues following his dog through the night.


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+16 scent | Current effects:

I assumed 200+ feet in front of its movement to make it easier to close on it. Bane undead, I thought Flouncy identified it as such. If I don't have an identification then no bane, if he thinks it is likely undead and around here that seems logical to assume, I go bane undead.


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 could contain the creature with a hemispherical Wall of Ice. We may not need that. Just saying.


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'm thinking that can wait. Let's all get close first.


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 |

GM has a lot going on. Beorn can drop off Flouncy and go get the rest of the party in a few rounds. Flouncy will cast Message and watch our quarry 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+16 scent | Current effects:

”Flouncy, should we not kill it?”


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 don't imagine we could learn anything from it. Might as well.


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+16 scent | Current effects:

With that, Beorn continues to engage.

It looks like you rolled for round 2. I assume the creature will do something so just let me know when round 3 begins and I will likely fire him up again.


I was asking where the Bane was coming from?

Round 3
The figure runs forward and drops to the ground into the tall grass taking cover. So it is likely about 60 feet from Beorn.


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+16 scent | Current effects:

Beorn is an inquisitor, Flouncy identified it as an undead sometime earlier so I was going with bane undead. If I was mistaken and Flouncy never declared it undead then no bane will be used.

"Flouncy, can you make us both invisible?" Beorn's forehead gains two bumps near his scalp and the hair on his bare skin becomes more noticeable as he aims in the direction of the creature. As he looses the arrows he sends a telepathic message to Reaper to get airborne and observe from above.

Animal Aspect of the Stag +5' movement.

Can I see it or am I shooting blind?

My primary favored enemy is undead giving me a +4 hit/dmg, 2nd is human at +2. If bane is in effect it gives another +2 to hit and an additional 2d6 damage.

Hornbow, DA: 1d20 + 12 ⇒ (12) + 12 = 24
Hornbow damage, DA: 2d6 + 11 ⇒ (2, 1) + 11 = 14
bane: 2d6 ⇒ (6, 1) = 7
Hornbow, DA: 1d20 + 5 ⇒ (16) + 5 = 21
Hornbow damage, DA: 2d6 + 11 ⇒ (2, 2) + 11 = 15
bane: 2d6 ⇒ (4, 1) = 5


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 chants a spell, touching his friend's knee, using some tiny object that disappears as Beorn does.
7 rounds of Greater Invisibility.

There you go, man.

Flouncy will have to wait until the next round to make himself invisible, but the thought of invisible Beorn shooting this thing to pieces is just too cool.


2d100 ⇒ (35, 40) = 75

Both arrows miss but you can vaguely see where the undead is located.

---
Now invisible what do you do for 7 rounds. The undead will flail blindly at you when you get close.


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+16 scent | Current effects:

Round 4 (round 1 invisibility)

Beorn closes the distance by half and launches another arrow at the thing. Hopefully he has a better view of it this time.

Hornbow, DA: 1d20 + 12 ⇒ (16) + 12 = 28
Hornbow damage, DA: 2d6 + 11 ⇒ (3, 1) + 11 = 15
bane: 2d6 ⇒ (2, 3) = 5


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 casts Improved Invisibility on himself, and stays apace with Beorn.


Indeed you can easily stand over it if you want, even five feet back you put an arrow in its head.

It draws the arrow out and flails about.
14d100 ⇒ (23, 61, 23, 27, 50, 26, 65, 69, 88, 48, 100, 67, 32, 40) = 719 6 of its attacks might hit Beorn.

touch attack, need a 13: 7d20 ⇒ (3, 6, 3, 16, 20, 14, 16) = 78+12

3 hits, 1 crit
corruption, acid: 4d8 + 3 + 3d6 ⇒ (2, 2, 5, 7) + 3 + (3, 1, 3) = 26


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+16 scent | Current effects:

So it stood up and walked 30' to attack 14 times? The arrow had no noticeable effect?


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 50/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: Greater Hide from Undead, Tears to Wine +2 to all Int & Wis skill checks, Both 70 minutes

Continue moving, trying to catch up. Only about 20 minutes behind, right? LOL!


I posted its actions for 7 rounds until your gtr invisibility would stop. You never stated how far you stopped from the thing. To negate most of the cover you would need to be at least 10 feet from it.

Assuming you are just trying to kill it, Beorn stands nearly over the thing and riddles it with arrows. The creature gets one strike that hits Beorn before it stops flailing.

Soonenough Beorn and Flouncy are upon Reaper again and landing near the rest of the group.


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+16 scent | Current effects:

I was going to work my way in, the sudden flurry of attacks surprised me.

Beorn and Flouncy check the body for valuables or identification. Then Beorn dismembers the thing, just in case, before he and Flouncy mount Reaper and head back.


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's good at that stuff.


No valuables, no identification, its leather armor was in tatters before the quiver of arrows made more holes.

Reaper the Roc lands beside the group...


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 50/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: Greater Hide from Undead, Tears to Wine +2 to all Int & Wis skill checks, Both 70 minutes

Rouqar greets the returning group. "Back to the camp? They mentioned that they need their mine cleared of undead so they can return to their homes and the mine."


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+16 scent | Current effects:

"Sure," Beorn says walking with Rouqar and sending Reaper into the air.


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 do that for them. I'm in.


The group soon returns to the refugee camp with great news. The refugees cheer in hearing you will lend them aid. The leader asks, "How do you want to handle this? We could send one of us with you to get you there with your Roc. It is going to take us about two weeks to get back by wagon. I am sure your group could easily handle said undead by they time we return."

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

He offers up some suggestions, "I am more than willing to stick with these folks. Though if they take refuge in the tavern. We can fly, then get them back to their mine much faster. What do you think?"


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 55/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Renia shrugs. "If we clear out the infestation first we might not need to shepherd them all the way home."

Is the thing Flouncy and Beorn killed the thing whose tracks we were following? Or do we still need to track that down?


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 50/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: Greater Hide from Undead, Tears to Wine +2 to all Int & Wis skill checks, Both 70 minutes

"Unless your mounts can carry more I fear I can't keep up. I don't have ability to fly other than by a spell that lasts several minutes, not hours."


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+16 scent | Current effects:

"To the best of my knowledge Flouncy and I managed to catch and destroy our quarry we were following. As to how to get them back to their mine, I don't mind flying them but unless your special tavern can accept wagons I would think they would rather take their wagons back with them. If we can get it all in there, by all means, let's just fly there. I'll take a guide with me and we can scout it out, find a safe spot and let everyone out."

[ooc]Who do we have that can call the pegasi now? Are they still with us?[/b]


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 55/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Renia nods at Rouqar. "If you fly them how will they get their wagons home?"


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 50/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: Greater Hide from Undead, Tears to Wine +2 to all Int & Wis skill checks, Both 70 minutes

"I was only asking about our group. They'll drive their caravan and take about two weeks, so we should also look for any undead hordes along the way. I just meant to say that I don't have any way to fly long distances. Walking I won't be moving much faster than the caravan."


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+16 scent | Current effects:

"Without a doubt I think if Loarin comes along and let's me or Flouncy hold the key we could have as many as want to stay in the tavern and then come out as we come across threats or make it to the mines. Actually, Flouncy will probably need to stay in the tavern as well since I will need to take a guide from these tradesmen."


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 do that.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 50/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: Greater Hide from Undead, Tears to Wine +2 to all Int & Wis skill checks, Both 70 minutes

"That works for me."


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+16 scent | Current effects:

"Let's make it happen." Beorn will then go to the leader of the miners to see how they want to go.


Jeynaw soon sees Loarin's point and does her best to help them get settled.

The miners collect as much as they can from their wagons and make multiple trips to bring their livelihoods with them. A group of them even begin dismantling one of the wagons.

The leader of the miners and refugees asks, "Will you want me as guide or maybe better would be our ranger?"

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

Using one of the wagon doors he closes it and places his key into it. With a turn and a pull the door opens and you can see a tavern.

He leads all that will come to find a place to rest and help bring in any equipment they want to bring along.

diplomacy DC 25, take 10, guidance: 10 + 14 + 2 = 26

He quickly calms Jeynaw down with some soothing words and assurances that he would help if anything is broken. Then explains their situation.


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 tries to aid. diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

He does not help.


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+16 scent | Current effects:

"Whichever knows the way best. I would guess your ranger would be the likely candidate, particularly if you're not a fan of heights." Beorn responds. When all are ready, Beorn and his guide (the ranger?) take off with key in hand.

Do we still have access to the Pegasi?

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