Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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.
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.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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.
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 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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.
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.
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 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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.
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | 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: None
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."
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."
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?"
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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]
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | 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: None
"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 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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."
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?"
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | 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.