
Basdemar |

Basdemar kept quiet during the talk with the knight, but peeps up as the party prepares to leave the keep.
"Shouldn't he know about the fey king? If we all fall he may need to negotiate other terms."

Kellen Spirittalker |

Kellen contemplates his relationship with the spirits before the party leaves the keep, adjusting his prayers and being ready for the fire drakes.

Daemariel Fiondi |

Daymar had spent part of the morning preparing his spells, and now headed out with his companions, silently pondering the possibilities of the day to come, and the mysteries of the day before.
I'll update his spells later tonight or tomorrow morning

karlprosek |

The party made its way down the Varnway to the wrecked campsite and then north, following directions they'd gotten at the Fort- everyone knew where Pointer's Rock was. The forest was peaceful and quiet, and as the group exited the trees into the hills they could see the landmark from where they sat.
A few miles to the north, a tall stone monolith rises into the air, shaped like a gigantic stone fist with its index finger extended to the clouds above. The group ascended up into the hills, Bas and Kellen blazing the trail.
Perception checks, please.

Kellen Spirittalker |

Kellen, within a mile of the monolith, stops and mediates upon a rock for ten minutes, when he arises, his eyes have the coloration of the stone around him. He then casts several spells in close succession upon himself. Let us continue then.
False Life: 1d1 + 6 ⇒ (1) + 6 = 7
Spirit Talker 10 minutes Spirit of Stone - gain hex: Lodestone (Su): The shaman causes one creature within 30 feet to become heavy and lethargic. The creature is treated as if it were carrying a medium load (see Table 7–5 of the Core Rulebook). If the creature is already carrying a medium load, it is instead treated as if it were carrying a heavy load. If the creature is carrying a heavy load, its maximum Dexterity bonus to AC is reduced to +0, it takes a –9 armor check penalty, and its movement is reduced to 5 feet. The effect lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Cast False Life, Cast Deadeye's Lore
Ward Hex on Bas, +2 armor and saves until hit
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Daemariel Fiondi |

Spells updated
Daymar took advantage of Kellen's pause to prepare his own magical defences as well.
Cast Mage Armor on self, using Extend Metamagic Rod (1 of 3)
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Then, with a nod, he continued along with the others, his eyes and ears alert to danger.

Kellen Spirittalker |

Kellen hisses out Bas! To our right! Something's happening! and unlimbers his spear, ready for anything to appear to the party's right.
Life Link Hex on Bas, Sir Alfric, Daymar, and Levn

Basdemar |

Stealth: 1d20 + 17 ⇒ (1) + 17 = 18
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Bas slid from the horse immediately after the warning and went into the stones. The group saw the clawed hand pushing the horse back toward the group and stopping them before disappearing.
EDIT: Argh! Again! You'll find his broken body in a fissure somewhere

Kellen Spirittalker |

Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Kellen fishes out a wand, and activates it, casting Bless on the entire party. He scans the area, waiting for threats to appear before his eyes.
Bless! +1 attacks, damage rolls, and saves. 2/50 from wand

Sir Alfric, The Green Knight |

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Loth to abandon his mounted advantage, The Green Knight took up his shield and lance, shifted to a Total Defense stance and poised Avalanche so that he could break NW or SE along the trail if he needed to.
AC shifts to AC29
He looked around for threats.
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Avalanche Perception: 1d20 + 5 ⇒ (14) + 5 = 19 Low-Light Vision, Scent

Daemariel Fiondi |

Init (though with a +10, him going is kind of automatic): 1d20 + 10 ⇒ (10) + 10 = 20
Even as Kellen whispered and Basdemar slipped from his mount, Daymar's eyes narrowed. His mind brought to the readiness a number of magical options, but in the end, the wizard decided to rely on versatility, rather than trying to guess at what he would need to counter.
Much as it was difficult for him to do so, Daymar decided to trust that their scout would bring them information - whether by verbal report or evident destruction - that he could respond to in a timely manner. So he did not cast his mind about looking for thoughts, nor did he take to the sky, nor did he preternaturally heighten his senses.
Instead, Daymar sat his horse calmly, quietly, waiting.
I can just see him blowing his Haste or Fly spells for a rockslide caused by a bunch of kids being jerks...
He'll Delay until something becomes visible or clearly and identifiably audible.

karlprosek |

Most of the group was waiting for it when it came, but what came was a surprise. A huge, four-legged monster, bigger than a carriage and covered in rocky plates, burst out of the hill itself and amazingly launched itself into the air directly at Sir Alfric and Avalanche in the middle of the group.
Bulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety. Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides.
Bulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh—a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast’s favorite meals, and no halfling with any sense ventures into bulette country casually.
Tactical information based on roll results.
Init:
Daymar
Kellen
Bas
Levn
Alfric
B

Daemariel Fiondi |

Know:Arcana: 1d20 + 17 ⇒ (12) + 17 = 29 Remember with Unchained skills, he'll get an additional piece of info (beyond what comes from the roll) for having 5+ ranks in the skill.
"Bullette!" Daymar shouted, almost as soon as he saw the thing. [b]"It will not surrender or retreat! We must slay it!"[/ooc]
Daymar didn't curse as he realized that the party was too spread out for him to be able to catch all of them with his spell - to do so would be a waste of time and energy - but he did note the situation with some dissatisfaction. And he wasn't about to move his horse into the landshark's line of attack just to include himself.
Somehow, he reasoned, he and Basdemar would just have to find a way to contribute without magically assisted speed.
Ride: 1d20 + 4 ⇒ (14) + 4 = 18 To control with knees
Even before he'd had that thought, Daymar nudged his horse just far enough forward to be able to include Kellen in his range, and then the elf's hands were moving and his voice lifted in the tongue of magic.
In the blink of an eye, Kellen, Alfric, and Levn all felt the familiar quickening of their senses and movements - the perception of everything else around them slowing down - that came when Daymar magically hastened their bodies and minds. Far rarer, however, was the realization that Daymar had also included their mounts in the effects of his magic.
Move his horse right up behind Levn (I think that's 5'?). Cast Haste on Levn, Alfric, Kellen, and their mounts (that's 6 creatures). "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed."
Haste (Levn, Kellen, Alfric, and mounts): Duration 6 rounds

Daemariel Fiondi |

For the record, Haste's +1 bonus to attacks is untyped, which means it stacks with Bless, which is a Morale bonus. So Kellen, Levn, and Alfric (and their mounts) all have +2 to attacks.

Kellen Spirittalker |

Kellen focuses the wrath of the spirits upon the monster, focusing his will and letting the ICe Fox flow through him to it.
Casting Hex: Evil Eye! to hit. The Bulette takes -2 to hit rolls DC 18 Will save. success it lasts one round, failure it lasts for 8 rounds.

Sir Alfric, The Green Knight |

The Green Knight wheeled Avalanche suddenly and galloped NNW out from under the shadow of the Bulette, slowing to a stop next to Basdemar and turning to face SSE again and kept his lance pointed at the Bulette, looking for a chance to charge.
Double Move

karlprosek |

Daymar, with a 29 you know everything in the Bestiary entry. Apparently you made a study of these things at some point.
The bulette exploded out of the hill toward Sir Alfric but the knight and his mount were too fast. The enormous monster instead landed next to Kellen, claws that could rip through bedrock ready to rend and tear the spirit talker.
Sorry, Kellen!
Claw 1, Leap: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Dmg 1: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Claw 2, Leap: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Dmg 2: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Claw 3, Leap: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Dmg 3: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Claw 4, Leap: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Dmg 4: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Claw 1 crit confirm?: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Crit dmg: 2d6 ⇒ (6, 5) = 11
I believe that puts Kellen at -8.
Bas can go. I'll bot Levn unless someone else wants to.
Init:
Daymar- acted
Kellen- acted, down?
Bas
Levn
Alfric- acted
B- acted

Kellen Spirittalker |

With the False life it reduces Kellen to -3 hp....Ouch....Can I take an immediate action as it attacks? Drop Life Link... If not, that'll be interesting

Sir Alfric, The Green Knight |

OH Man! I have Intercept Charge as an Immediate action just for this! But if he came in overhead, nothing I can do to stop it. I have to be able to move into the path of his charge.

Kellen Spirittalker |

PHEW! Drop Life link as an immediate reaction when attacked. Otherwise Kellen would continue taking damage each round as his companions fought the thing.

Daemariel Fiondi |

"They are fast and strong, but weak of mind," Daymar called out - though he winced as the spirit talker went down. The 'weak of mind' information would be of little use to any of the others.
"There is no use hiding," he called out to Basdemar, "they sense movement as tremors through the earth!"
Translation: Brutal in Melee (as demonstrated by Kellen - thanks for that, Kel), high Str, low Will saves, and Tremorsense. This guy is a beast.

karlprosek |

OH Man! I have Intercept Charge as an Immediate action just for this! But if he came in overhead, nothing I can do to stop it. I have to be able to move into the path of his charge.
Yeah, they jump as part of their Charge, it's kinda weird. Need to make an Acrobatics check but they're virtually guaranteed to make it.
Seeing what had just happened to Kellen, Levn wheeled his horse and pulled out his bow.
C.Longbow: 1d20 + 7 ⇒ (11) + 7 = 18
Dmg, if any: 1d8 + 1 ⇒ (6) + 1 = 7
I think Levn is built for melee crit fishing but I don't want to put a PC I'm botting in melee with this monster.
Levn's arrow could hardly miss the huge creature at this range but it bounced off the beast's stone-like plates.
Bas?
Init:
Daymar- acted
Kellen- acted, down?
Bas
Levn- acted
Alfric- acted
B- acted

karlprosek |

OH Man! I have Intercept Charge as an Immediate action just for this! But if he came in overhead, nothing I can do to stop it. I have to be able to move into the path of his charge.
Yeah, they jump as part of their Charge, it's kinda weird. Need to make an Acrobatics check but they're virtually guaranteed to make it.
Seeing what had just happened to Kellen, Levn wheeled his horse and pulled out his bow.
C.Longbow: 1d20 + 7 ⇒ (7) + 7 = 14
Dmg, if any: 1d8 + 1 ⇒ (2) + 1 = 3
I think Levn is built for melee crit fishing but I don't want to put a PC I'm botting in melee with this monster.
Bas?
Init:
Daymar- acted
Kellen- acted, down?
Bas
Levn- acted
Alfric- acted
B- acted

Basdemar |

Bas charges out of hiding - not that it is any use against this thing and charges. It is armored, sure, but the beast that size needs its joint mobile - there will be parts he can bite into or cut.
Attack: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d4 + 6 ⇒ (3) + 6 = 9 stunning fist DC 14
AC: 27 until hit, then 25
HP: 64/64

karlprosek |

Fort save, DC 14: 1d20 + 11 ⇒ (1) + 11 = 12 Whooooaaaa! Nice one, Bas.
Bas rushed up and hit the bulette in a vulnerable joint. So vulnerable, in fact, that the enormous beast was frozen in place for a moment as it registered the shock and pain.
All PCs can go. Bulette is stunned for 1 round.
Init:
Daymar-
Kellen-
Bas
Levn-
Alfric-
B- minor dmg, stun 1 rd

Kellen Spirittalker |

Fortitude save: 1d20 + 5 - 3 ⇒ (1) + 5 - 3 = 3
Kellen lies on the ground, unconscious from the injuries sustained by the bulette's attack and continues to bleed.
-4 hp

Sir Alfric, The Green Knight |

Unable to do anything but watch as the monster crashed down and trampled his companion, The Green Knight stood up in his saddle and shouted out his Challenge while waiving his Banner.
Green's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, +2 to attack when not challenging plants or animals
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Then he shifted out of Defensive stance, lowered his lance at the Bulette and kicked Avalanche into a charge.
mwk lance charge attack: 1d20 + 11 + 1 + 1 + 2 + 2 ⇒ (9) + 11 + 1 + 1 + 2 + 2 = 26 for a possible 2d8 + 12 + 6 ⇒ (1, 7) + 12 + 6 = 26 piercing damage.

Basdemar |

A bit underwhelming, but still nice claw damage
total damage: 44
we may need that spell after all
Basdemar looks up at the savaged joint and focuses. As the creature starts to move he shreds it further, leaving great, bleeding rent on the "arm" underside.
But his focus cost him, the thing flinched away as he rent flesh and his jaws snapped on air with an audible snap. His tail swished overhead, but the thing was to big and it didn't reach the intended target, bouncing instead of the armored knee.
"Blast!"
Claw attack: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Claw damage: 1d4 + 6 + 10 ⇒ (4) + 6 + 10 = 20
Claw attack: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Claw damage: 1d4 + 6 + 10 ⇒ (3) + 6 + 10 = 19
Boar shred: 2d6 ⇒ (3, 2) = 5
Bite attack: 1d20 + 12 ⇒ (2) + 12 = 14
Bite damage: 1d4 + 6 + 10 ⇒ (3) + 6 + 10 = 19
Tail attack: 1d20 + 8 ⇒ (4) + 8 = 12
Claw damage: 1d6 + 3 + 10 ⇒ (1) + 3 + 10 = 14
Stamina use:
2 for x2 +1(claw attacks to hit bonus)
5 for 2x5 damage for the round
(leaving 1 because I don't want to be fatigued)

karlprosek |

Alfric's lance found the vulnerable joint in between the bulette's shoulder plates, sinking deep into the beast's neck and drawing a roar that crashed off the surrounding hillsides.
Meanwhile, Bas whipped his claws into a shredding, rending storm as he tore at the weak spot he'd already hit once.
C.Longbow: 1d20 + 7 ⇒ (6) + 7 = 13
Dmg, if any: 1d8 + 1 ⇒ (6) + 1 = 7
Levn fired off another arrow at the monster but missed.
Daymar is up. Bulette is stunned this round.
Init:
Daymar-
Kellen- acted/down
Bas- acted
Levn- acted
Alfric- acted
B- major dmg, stun 1 rd

Daemariel Fiondi |

Been trying to determine whether Toppling MMs or an overrun is even feasible with a Stunned bullette - looks like no (do not even think about it with one that's not stunned). My problem is that Day really doesn't have anything that takes advantage of this condition. "Stunned" isn't "Helpless," so... Let's see here... What the heck...
The giant beast looked to be wavering, but Daymar wasn't sure how close it was to being defeated. Unfortunately, he didn't really have any spells at hand that he felt would be particularly effective against such a large beast. So, he decided to chip away at the thing. Who knew? Perhaps he would even do enough damage to the creature to bring it down.
With a gesture and some words of power, Daymar sent three green-white bolts of magical force slamming into the bullette.
Cast Magic Missile (Toppling)
MM damage: 1d4 + 1 ⇒ (1) + 1 = 2
MM damage: 1d4 + 1 ⇒ (4) + 1 = 5
MM damage: 1d4 + 1 ⇒ (4) + 1 = 5
Toppling Trip attempt (+4 for Stunned, Bullette takes -5 to its CMD (-2 to AC, and Loses Dex bonus, which for a bullette should be +3 = total of -5 - remembering that all penalties to AC are also penalties to CMD): 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26
Arrggg!!! I think that's 1 short of a successful Trip attack. (Bullette CMD vs Trip is usually 32. 32-5 = 27) Ah, well. At least we got max damage from 2 of the 3 MM's.
For the record, only running these numbers because DM told me I know the entire stat block based on Day's Knowledge roll. I usually don't look up enemy stat blocks while fighting them

karlprosek |

Daymar's magical missiles slam into the bulette's stony hide one after the other, each one imparting an incredible amount of force. The last one almost topples the huge monster over but the landshark stumbles and catches itself instead. The action seems to shake it out of the shock it felt from Bas's hit on a critical nerve center, though, and it starts moving once more.
So close!
Bulette was stunned this turn so all PCs may go.
Init:
Daymar-
Kellen- down
Bas-
Levn-
Alfric-
B- major dmg

Daemariel Fiondi |

The missiles hadn't knocked the creature over - frankly, Daymar hadn't expected them to. The beasts were huge, but also low-slung and wide-bodied. The chances of getting one off of its feet without killing it were slim. Even for one ad gifted in the magical arts as Daemariel Fiondi.
A quick estimation of the creature's condition, in light of the abilities of his companions, led Daymar to conclude that the creature would fall soon enough, with or without further aid from him.
Still, he judged that it would be best to keep the creature distracted from the fallen Kellen. Thus, with a flick of his fingers, a ray of freezing air and ice projected forth from Daymar to caress the Bullette in frigid frost.
Ray of Frost vs. touch AC: 1d20 + 6 ⇒ (13) + 6 = 19
Damage if any: 1d3 ⇒ 3

Kellen Spirittalker |

Fortitude Save: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Kellen stops bleeding, but remains unconscious on the ground. The shaman unable to move or do anything to help himself.
-4/52 HP

Basdemar |

As the beast starts stirring, Bas looks up and revises his position directly under the beast.
Still, looking at the open wound, even if he can just sever a tendon or something it might be enough given the size of the monster.
"Once more!"
OOC: 31 damage - and potential crit with the tail.
Claw attack: 1d20 + 14 ⇒ (15) + 14 = 29
Claw damage: 1d4 + 6 ⇒ (4) + 6 = 10
Claw attack: 1d20 + 14 ⇒ (14) + 14 = 28
Claw damage: 1d4 + 6 ⇒ (1) + 6 = 7
Boar shred: 2d6 ⇒ (6, 2) = 8
Bite attack: 1d20 + 12 ⇒ (5) + 12 = 17
Bite damage: 1d4 + 6 ⇒ (4) + 6 = 10
Tail attack: 1d20 + 8 ⇒ (20) + 8 = 28
Tail damage: 1d6 + 3 ⇒ (3) + 3 = 6

Basdemar |

Crit confirm with the tail: 1d20 + 8 ⇒ (18) + 8 = 26
Crit damage: 1d6 + 3 ⇒ (6) + 3 = 9
Might actually hit and for max damage too :D
Also from the last round add 4 damage because it was denied it's dex bonus (I forgot kobold super power)
(+2 damage if flanking/dex denied)

Sir Alfric, The Green Knight |

The Green Knight reared back and plunged his lance into the creature again and again...
mwk lance attack 1: 1d20 + 11 + 1 + 1 ⇒ (7) + 11 + 1 + 1 = 20 for a possible 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17 piercing damage
mwk lance attack 2: 1d20 + 11 + 1 + 1 ⇒ (5) + 11 + 1 + 1 = 18 for a possible 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18 piercing damage.

karlprosek |

The bulette's stony hide proved remarkably resilient. Only Basdemar, tucked right up into the huge monster's hind leg joint, was able to do any damage.
Claw 1: 1d20 + 12 ⇒ (15) + 12 = 27
Dmg 1: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Claw 2: 1d20 + 12 ⇒ (6) + 12 = 18
Dmg 2: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Claw 3: 1d20 + 12 ⇒ (19) + 12 = 31
Dmg 3: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Claw 4: 1d20 + 12 ⇒ (7) + 12 = 19
Dmg 4: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Bite: 1d20 + 13 ⇒ (20) + 13 = 33
Dmg: 2d8 + 9 ⇒ (8, 8) + 9 = 25
Tail Slap: 1d20 + 7 ⇒ (9) + 7 = 16
Dmg: 3d6 + 6 ⇒ (2, 1, 5) + 6 = 14
Bite Crit Confirm?: 1d20 + 12 ⇒ (3) + 12 = 15
Crit dmg, if any: 2d8 ⇒ (1, 8) = 9
Unfortunately that made Bas the monster's sole focus. The enormous landshark, bleeding profusely from its neck where Alfric had speared it and the rear hip where Bas had virtually burrowed up into its guts, spun in a full circle, whipping its tail at the kobold's head, then came down with all four claws and its huge jaws like a cat on a mouse, rending and biting.
The thing looked almost dead but it was still strong enough to nearly snap Bas's head clean off with a single bite. Only incredible reflexes kept the kobold's head on his shoulders.
Bas takes 45 dmg.
Any hit will take this thing down at this point. You guys can post another round of actions but it's basically over as long as anyone can make contact.
Init:
Daymar-
Kellen- down
Bas- 45 dmg
Levn-
Alfric-
B- mortal dmg

Daemariel Fiondi |

RoF vs Touch AC: 1d20 + 6 ⇒ (17) + 6 = 23
Cold Damage: 1d3 ⇒ 1 Well, you did say "any hit..."
Daymar narrowed his eyes in frustration and then let fly with another ray of blue, frigid energy.

karlprosek |

The bulette, nearly dead from the mauling Basdemar had given to its guts and the lance in its throat, finally gave up the ghost when Day's pinprick of freezing cold energy sliced through a gap between its back plates. Basdemar was the first to notice, as the giant monster stopped trying to rip him into four or five separate pieces.
Combat over!

Daemariel Fiondi |

"Medic," Daymar began, but then realized that the person he'd been about to call for was the medic. Instead, the elven wizard dismounted and moved to the side of the fallen spirit talker.
Kneeling, Daymar pulled one of Kellen's wands from his gear. He examined it, to make sure he had the right device and remembered the proper motion and verbal command. Then he activated the wand and touched it to his fallen companion.
The smell of brimstone immediately filled the air around the two of them, and a deep, ugly red light briefly surrounded the wand, and then moved into Kellen's body.
Use one charge from Kell's Wand of Infernal Healing on him.
"He should be fine in a minute," Daymar said. Then he turned to Bal. "Can you wait for Kellen, or do you need immediate assistance?" Daymar held up the evil-looking wand.

Basdemar |

"I don't like that wand." Basdemar quickly looks over himself.
"Most of the blood is of the beast. I have scratches and bruises that will hurt soon, but armor turned most of the attack away."
"I want to take a reminder of this beast, a trophy if you will. I won't take long."
Bas takes two plates that would fit as pauldrons (no, make that four, just in case), several claws and teeth.
Also: kill stealer :p