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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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 |

Seeing the giant now, Flouncy tries to recognize him.
percep: 1d20 + 12 ⇒ (17) + 12 = 29


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 ⇒ (12) + 11 = 23
Also Koldur can take a longer watch at night due to Darkvision and that he has no spells to recover.

Being the one on duty, Koldur looks up as he observes the beast coming in.

Sense Motive, on beast's intentions 1d20 + 8 ⇒ (15) + 8 = 23
He watches the beast to see if it harbored any ill intentions and if it does he wouldn't hesitate to wake the others while charging into battle first.

He does glances towards Soarwing and his fellow pegasi to see if the beast startles them.

--------------------------------------------------------------------------- -----

"Whoever that is, he's just standing there. He could be that giant or someone else. Doesn't seem hostile if he's just standing there." Koldur remarks as he too spots the individual.


Koldur you are not sure of its intentions. It is moving slowly. It is not threatening. You move a little and it bounds away. You can tell there was more than one. They were quadrapeds and move rather quietly. The pegasus did not seem to mind the creatures.

----
Your group is pretty sure it is your giant friend. Though he seems to be standing rather straight and his disguise is gone. He is for sure uncomfortable and in pain.

Getting closer or even landing near the giant you see that he is tied to a post and his arms are lashed to something akin to a cross.

---
Walking through the gates you see that there is a lot of workers about, setting up the roads, not just cobblestone but nicely laid stones. There is also small canals along the sides of the street. Upon entering the capital proper you see that the streets are nicely laid with stones.


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 your group land before him he chuckles a bit and asks, "Can I free myself 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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Is this how the townsfolk greeted you? And yes, if you can free yourself, please do." 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 |

How long did they have you like that?


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 breaks the confines that hold him to the cross and his runes shoot out sparks.

He then tells you, "I have been there for a few hours. Apparently they thought I was the thing killing livestock. I was taking a bath outside of town and apparently some common folk saw me. I didn't resist, I didn't want to hurt them."


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|

"Something was killing the livestock? Didn't anybody identify them?" Koldur asked.

"Well not hurting anyone else would be in your favor. Perhaps we should go in and clear this up."

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

the measure of folk is their behavior. I apologize for what happened and appreciate what you did Rognar says with a nod


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

"Thanks, it is typical behavior of common humans. Or really anything that thinks and is smaller than us." He says simply obviously a bit down.


Heading into town, where do you head to next? Guard post, tavern, castle, magic item shop?


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 |

Well, we know Zod isn't killing livestock, but something is. Maybe we should find out about that.

Flouncy's saving his coppers for now. He can't afford what he really wants yet. He's cool with whatever you guys want to do.


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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Does this place have a constable or sheriff? I think we should clear Zod's name or at least vouch for him before we check on the livestock issue. The townsfolk don't really know Flouncy and me yet but I'm sure they'll listen to you guys (Rognar and Koldur)." Beorn says.


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 would think so, Beorn.

Flouncy can't suppress a giggle, thinking about how this will all look, but it'll work.

Come with us, Zod. The dwarves will straighten this right out, he says to the giant.

You might make some gold, too, to get you on your way!


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|

"Let us first clear Zod's name and ensure that he doesn't get trobled over this sort of thing. Then we should head over and find out any recent things happening around the kingdom while re supplying. I know I have to go pick up Moonshine if they have finished enhancing her. From there after we have completed our business then we should reconvene and plan our next steps. I'm sure some of us will have to meet up with the Council as well."

Koldur suggests.

"The Pegasi will have to rest as well and I'm sure they would want to frolic with the herd." He thinks about a certain pegasi who want want that.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

who doesn't like to frolic? Rognar says and gets up and follows along with the group toward the sheriff


There is likely a captain of the guard, it could also be a captain in the army or even the general. Though more likely it would have been the Warden or the Marshal. Since Koldur is the Warden. Toki the Marshall is likely the one who doled out the punishment if there is no captain of the guard.

Diplomacy check to gather information, that takes 1 hour per 1d4. Or perhaps searching out where Toki would be.

Diplomacy - gather information - RoW:
Gather Information
You can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.


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 marches towards the first townguard he sees.

"Where is the captain of the guard? I be seeking words with him."


The guard salutes Koldur and then offers a bit startled, "The captain of the guard should be stationed at the front gate of the castle or at his house. But he should be at the gate... ummm, sir... the black skinned one is with you?"


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 gives the guard a smile.

"At ease. I be not be reprimanding you. I seek the Captain to clear this one." he Indicates Zod.

"Of any charges brought upon him and yes he is with us though he has yet to find his place proper. I do thank you for your directions. I shall go be speaking with the Captain. Keep up the good work!" Koldur pats the guard on his shoulder, a rather difficult task since the guard towers over the dwarf. Somehow Koldur manages to dignify the hop he had to do to reach the shoulder.


At hearing Koldur's words he lets out a sigh of relief.

Going to the castle gate you see the gate open and several guards milling about outside. As you get close, they make a line and salute Koldur.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar motions for Adney to follow along and Adney follows with a grin as they race behind Koldur looking for the Captain and to clear theylir new friends name.


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 strolls along with the dwarves, giddy, but not speaking.


Once within the gate you see another dozen or so guards milling about and listening to their captain. He seems rather frustrated and his nearly yelling at them, "What do you mean by you don't know. There was two killings last night and one the previous night. Then we add that to the livestock that has been killed we have a major problem!"

He then takes a steadying breath as his guards try not to have eye contact with their captain but one of them points behind him. He turns and sees Koldur and salutes. "Attention Master Koldur has returned!" The guards quickly stand and salute Koldur as well. Several of them have their eyes nearly bug out when they see Zod follow your group past the gate. Most of them had their hands on their weapon when they saluted, though after seeing the black figure follow you, they seem almost ready to pull them.


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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn follows along silently, intrigued. He's never known someone so high in the ranks.


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 knew that Koldur had some sway here, but this is impressive.

He wants to laugh, but he won't. Apparently, people are getting killed, along with livestock. That's not funny, and Zod isn't why it happened.


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|

"At Ease all of you." Koldur commands.

"You can put your weapons at rest too. This man here." he gestures at Zod.
"Is one of us. So whatever charges he's got against him, it should be properly accounted for."

He eyes the frustrated Captain.

"Well Captain, it seems that trouble be coming to give everyone feeling ill at ease. I be interested in hearing of this killing and livestock deaths. Tell us everything. Since I be back here, I might as be helping out to keep our people safe!" He seeks out a chair and a table and maps if he could get a hold of it.

"How many deaths? Who are the ones dying? Any clues on how they be done in or any tracks left behind as well as the locations where their bodies were found. Tell me everything."


When Koldur asks several of the guards go and collect the items he requests.

While waiting the captain and several of the guards tell you about the going ons:
"Rumors fly that a secret mystery cult dedicated to the hag-goddess Gyronna has taken root in the town. As goddess of hatred, extortion, and spite, Gyronna’s cult represents a threat to any community, and tales abound of isolated communities throughout the River Kingdoms that tore themselves apart from within due to the machinations of the Angry Hag’s priestesses. If the cult has indeed infiltrated the town, it must be found and eliminated before it can set the townspeople at one another’s throats."

"There have been two cow calves, and four goats been slaughtered in the Reed's farm and Rowan's farm. There have been a total of three killings that we have found. All of them are commoner males. They seem to not have many friends, or their friends aren't talking." He says where each of them was found, in an alley way. One near the tavern, one near his own house, and the third in the slums.

DC 15 Knowledge (religion) check:

Those attracted to Gyronna’s cult are often adulterous wives, embittered prostitutes, and spurned lovers.

DC 15 Knowledge (local) or Diplomacy check to gather information:
About a dozen women in town fit this profile. With this knowledge in hand, the you might question several women in the town, using Sense Motive checks to see past the cultists’ Bluff checks.

DM notes:
Each suspected woman interrogated
has a cumulative 25% chance of actually being a
cultist, and each interrogation must be handled
delicately with a DC 20 Diplomacy check—each
failure results in rumors of “unfounded and
cruel interrogations” spreading through the
nation and causes Unrest to increase by 1.
Searching suspected cultists’ houses for
religious paraphernalia can turn up
evidence of the cult’s practices (shabbles
and unholy symbols) with a successful
DC 20 Perception check, but hunches and
circumstantial evidence are not proof, so the PCs
will likely have to catch the women in the act, especially
if they want to expose their leader.
Surveillance of suspected cultists (using Stealth,
Perception, or Survival checks) can lead the PCs to the cult’s
secret rendezvous. Alternatively, female PCs can use Bluff,
Disguise, or Perform skills to infiltrate the cult, procuring an
invitation to the next meeting.


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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"I'm not much good in a town but if someone can show me where they found the dead animals, I can look around for clues there." Beorn chimes in.


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. religion: 1d20 + 8 ⇒ (20) + 8 = 28
kn. local: 1d20 + 8 ⇒ (4) + 8 = 12

Those attracted to Gyronna’s cult are often adulterous wives, embittered prostitutes, and spurned lovers. Does anyone around here fit that description?


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 |

If these victims aren't already interred, We should examine them and determine how they died.

While there, Flouncy looks for produce the pegasi might enjoy; carrots, apples, and the like.


The captain offers, "The three bodies are in the wood hut, over there." Then points to a small structure within the walls of the courtyard. Then he continues, "Does anyone else want to join Beorn, I will have several of my guards guide you to the farms."


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|

"I'll be joining Beorn in this Captain. The sooner we can gather clues on this killer, the faster we can collar this killer."


"These guards are the ones who found the corpses. May you have better luck than us!" The captain offers and sends you on your way.


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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Once they arrive at the first farm Beorn gets to work. First he will ask the guards and then the farmers where exactly they found the animals. With a location he begins to scour the area for clues.

Survival: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 the extra +1 is for tracking


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 examines the bodies.

Seeking clues in the manner they died and if there's any traces of the killers on them.

Heal 1d20 + 2 ⇒ (6) + 2 = 8
Perception 1d20 + 11 ⇒ (5) + 11 = 16
Yep low rolls for me all the way.

"Beorn." the old dwarf calls.

"Are you able to tell how these people were killed?"


With the guards and farmer's help, you soon find a trail. They even have a fresh one for you, it left half of the goat behind.

Looking at the goat you think it may have been bitten or clawed apart.

Beorn tells the group that it is something huge! It could be a dire animal, boar, bear, something huge and quadraped.

Through a field of corn Beorn can see the trail but the rest of you have troubles seeing it, the creature must be agile too...

Any preparations?


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|

Looking to Beorn.
"Be thinking it be that wolf we were hunting."

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar casts bless upon the group and Adney will inspire courage and then let it linger for three rounds while the group approaches


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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"It seems likely. Let's close in on it. You farmers may want to head back. I'd recommend you send back the soldiers as well." Beorn waits a moment and then begins to move forward as silently as he can to try and get a view of the thing before it sees him.

Stealth: 1d20 + 14 ⇒ (3) + 14 = 17


The farmers nod and the guards escort them back.

Beorn and Perception DC 20 for the others:
This large earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath. It takes a few more bites out of the carcass. Apparently it did not hear Beorn.

[ooc]Who if anyone is going with Beorn? Then you need to make a stealth check too. Otherwise you are 30 feet away from Beorn... you think as he disappears in the tall grass.


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|

Stealth 1d20 + 1 ⇒ (11) + 1 = 12

Koldur tries his best to keep up with the ranger but finds himself falling behind as he tries to keep as silent as possible.


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 Message, to include all the party, then follows the big man.

stealth: 1d20 + 18 ⇒ (13) + 18 = 31

percep: 1d20 + 12 ⇒ (19) + 12 = 31

Flouncy has little trouble keeping quiet, until he almost screams in fear after spotting the scary beast.

He doesn't scream, though. He instead tries to identify what it is.
arcana: 1d20 + 16 ⇒ (2) + 16 = 18

We've got company, guys, he whispers.


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: Aspect of the falcon 5.8 mins, Prayer 8rds 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn draws his bow back, two arrows on the bowstring and lets fly. He figures the others will notice when this thing howls in pain.

Manyshot: 1d20 + 14 ⇒ (12) + 14 = 262d6 + 7 + 2d6 + 7 ⇒ (2, 2) + 7 + (6, 6) + 7 = 30


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 opts to follow the group ever so slowly, he will be 55 feet away from Beorn and taking a 20, 5 foot steps each round until the fight starts.


To act in surprise round, perception check: DC 10 for Koldur who is next to Beorn. DC 12 for Flouncy as he is slower and a bit behind. Rognar and Adney 30 feet away from Beorn, DC 16.

Surprise Round
Beorn shoots off one arrow that sinks deep into the flesh of the canine.

Manyshot:
When making a full-attack action with a bow, your first attack fires two arrows.

I guess there is no penalty for manyshot, but there is no way to the RaW that you would get to use it during surprise round.

Round 1

As he heard the wail of the beast he double moves forward, finding Beorn and standing behind him.


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 DC 10 1d20 + 11 ⇒ (8) + 11 = 19
Charge!! 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 211d12 + 7 ⇒ (4) + 7 = 11

Koldur charges out with his long handled axe swinging hard at the beast!!


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 |

percep: 1d20 + 12 ⇒ (19) + 12 = 31 Flouncy has a move of 30', but he is behind Beorn.

Flouncy finds cover in the bushes. stealth: 1d20 + 18 ⇒ (6) + 18 = 24

He casts an intensified snowball at the beast.

ranged touch: 1d20 + 8 ⇒ (16) + 8 = 24

cold damage: 7d6 ⇒ (3, 3, 1, 6, 6, 2, 2) = 23

If his stealth check was good enough for sneak attack, add

sneak: 2d6 ⇒ (1, 5) = 6


Your group quickly pick up on Beorn's intent. With an arrow, snowball, and a charging dwarf you take down the panther like creature before it can even react.

End of Combat.


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|

"Alright. Anybody knows what this is? Is surely not be a house cat."

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