Kingmaker: Varnhold Vanishing (Inactive)

Game Master BloodWolven

Elkheart

The Greenwatch Wardens

Varnhold

Combat Map

Tomb Map

Varnhold Map.

Bounties!!


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Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He does not even slow down as the wall appeared 170 feet ahead of him. He knew he could not lose sight of it. Also he would heal quickly.


skills:
Acro +12, Bluff +25, Diplo +12, Fly +18, HandAni +8, Heal +6, Inti +21, Spellcraft +18, Stealth +13 |
vital:
HP: 135/135 | AC: 43 T: 26, FF: 35 | Fort: +14, Ref: +18, Will: +16 | CMB: +23, CMD: 36 | Init +8, Perception +19, Sense Motive +19 |

He is moving at 40 feet, so he is likely between Jorne and the others. I think Dinenen is the only one who has a higher speed. He does not slow either running as he flies down the corridor and through the wall.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

This is getting more complicated than I thought. One of those times where talking it out over the table could happen in 30 seconds but in a PBP it would take days. LOL.

Quince throws up the wall of fire.

Wall of Fire: 2d6 + 7 ⇒ (6, 3) + 7 = 16

When he sees the creature fly through it and Jorne giving chase he drops the wall as soon as he can.

GM call. Wall of Fire has a Duration of "Concentration + 1 round/level" In my head I was thinking I could drop it, but not sure it can drop right away.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

"It's going back to attack it's summoner? Why?"


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"Good question."


As she has regained her breath Cleo states, "Like I said before. These are evil outsiders called Soul Eaters. They have been summoned by something to take our souls. If we can hurt them and drive them off, they should return and attack the summoner. Possbily leading us right back to the summoner if they don't go through the wall again. Make sure to use magical weapons but they are immune to critical hits, paralysis, poison, sleep, and stunning."


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"So they might not be our friends but they might be out to get our foes as well. Seems we should continue to follow."


She winks at Quince and states, "Indeed. If we get too close, they may turn upon us again, or at least it's target."

Once the fire wall drops the next round, the group hurries forward. You find Jorne waiting for you his clothes are slightly singed but he looks fine.


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

As you exit the tunnel he turns to face you and states, "The soul eaters followed the path to the right, under the waterfall. Come we will see if we can catch up."


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

Yes, the aasimar can move . . .. But his base is 40' as well. So, 80' double move or 160' on a flat out run.

Dinenen continues the chase, moving with his new companions, not letting the leaders isolate them selves if he can help it.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"Is anyone hurt . . .or burned." He looks at Jorne with a smirk. An unspoken apology for burning him and a simultaneous bemused rebuke of him running into the fire anyway.

After the regrouping Quince nods, "Let's get moving then. If they are all in one place they are easier to blast."


Male Human Class Fighter (Rondelero Duelist) 5 | AC 23 T 14 FF 18 | HP 44/44 | F +7 R +5 W +4 | Init +3 | Perc +1

St. John does his best to keep up and keep moving with everyone.


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He smirks back to Quince offering, "No worries, you know I can take any damage thrown at me and continue."

Jorne takes the lead again. The path does continue forward but he turns right to go under the waterfall. There is a bit of water that could fall upon you as it splashes down. Then he takes a left through the limestone hallway.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

The red hair elf checks for tracks to indicate other travelers besides himself and his companions if any.

Perception 1d20 + 14 ⇒ (2) + 14 = 16


Lykan doesn't see any other tracks, and the soul eaters flew.


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

Allowing himself the distraction, Dinenen runs his fingers through the water, wiggling them in the falling sheet, sighing as he pulls his hand back out and continues with the group.


Following Jorne into the limestone halls you soon find yourself in a large chamber. Large stone statues mostly lie toppled or missing pieces. The last statue looks like it has weathered the test of time the best. It then animates and stands up. This creature resembles an exquisitely carved statue, female and shapely in design. Loose-fitting robes clothe her form and a veil hangs across her shoulders and wraps around her head, though her face is not obscured. Her skin is the color of shale. She carries a longsword. She also states, "If one of you defeat me in a duel to half health, you may claim me as yours or release me from this torment. Either is a better option than this oblivion. Also you won't like me fighting you with all my allies." Surprise Round. The path forward is open, there is no door in the doorway on the opposite side of the animating statue.

Round 1 /Init:

1d20 + 7 ⇒ (2) + 7 = 9 Jorne
1d20 + 6 ⇒ (8) + 6 = 14 Quince
1d20 + 3 ⇒ (15) + 3 = 18 St. John
1d20 + 5 ⇒ (17) + 5 = 22 Lykan
1d20 + 4 ⇒ (1) + 4 = 5 Dinenen
1d20 + 4 ⇒ (11) + 4 = 15 Cleo

1d20 + 4 ⇒ (1) + 4 = 5 stone maiden

Stone MaidenCR 8

XP 4,800
N Medium outsider (earth, elemental, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 20, touch 10, flat-footed 20 (+10 natural)
hp 95 (10d10+40)
Fort +11, Ref +5, Will +12
Defensive Abilities one with the earth; DR 10/magic;
Immune earth magic, elemental traits
Weaknesses veil

OFFENSE

Speed 30 ft., burrow 30 ft.
Melee longsword +16/+11 (1d8+5) or 2 slams +15 (1d8+5)
Special Attacks earth mastery
Spell-like Abilities (CL 10th):

At will—magic stone, meld into stone, soften earth and stone, spike stones (DC 19), stone shape, stone tell, transmute mud to rock, transmute rock to mud
3/day—move earth
1/day—iron body (already casted and still in effect), wall of stone (DC 20)

TACTICS

Before Combat A stone maiden is reluctant to enter combat unless pressed. Once engaged, a stone maiden defends itself with its longsword (or slam attack if unarmed) and an array of spell-like abilities.

During Combat A stone maiden usually opens combat by animating a section of nearby rock and directing the animated rocks to attack her nearest opponents. Next, she uses spike stones to turn the ground between herself and her foes into a field of razor-sharp points (and remember, because of her immunity to earth magic, a stone maiden can move through a spike stoned area unimpeded and without taking damage). Creatures making their way through the spike stoned area are usually met with a wall of stone or a hail of magic stones.

Morale If combat goes against a stone maiden she uses meld into stone to escape.

STATISTICS

Str 20, Dex 10, Con 18, Int 15, Wis 16, Cha 20
Base Atk +10; CMB +15; CMD 25
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (longsword)
Skills Craft (stonemasonry) +15, Diplomacy +18, Knowledge (dungeoneering) +15, Knowledge (planes) +15, Knowledge (nature) +15, Perception +16, Sense Motive +16, Survival +16
Languages Common, Sylvan, Terran
Gear longsword

SPECIAL ABILITIES

Animate Rocks (Su)
A stone maiden can animate rocks within 180 feet at will, controlling up to two rocks at a time. Animated rocks are vaguely humanoid-shaped (most often resembling a stone maiden) and use the same statistics as stone maidens. They do not possess a stone maiden’s animate rocks ability, spell-like abilities, or veil special quality. They can move through a spike stoned area unimpeded and without taking damage.

An animated rock loses its ability to move if the stone maiden that animated it is incapacitated or moves out of range.

Earth Mastery (Ex)
A stone maiden gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the stone maiden takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Immunity to Earth Magic (Ex)
A stone maiden is immune to all spells, spell-like abilities, and supernatural effects with the earth descriptor, including spells of the Earth domain.

One with the Earth (Ex)
A stone maiden is so closely tied with the earth that any damage it takes from the natural attacks of an earth or stone creature (one formed of earth or stone or one with the earth subtype) is considered nonlethal damage.

Veil (Su)
Each stone maiden is mystically bound to her veil and never lets it out of her possession. If she is ever more than 1,000 feet from it, she weakens (-4 effective penalty to Strength, Dexterity, and Constitution) and dies within 4d6 hours, crumbling to dust. If her veil is ever destroyed (hardness 3, hp 10) she dies within 1 minute. A stone maiden’s veil does not radiate magic.

ECOLOGY

Environment any (Elemental Planes of Earth)
Organization solitary or troupe (2-5)
Treasure standard

Stone maidens are reclusive creatures of elemental earth thought to be somehow related to dryads and other fey creatures of earth and nature. How sages came to this conclusion is unknown (but one can venture a guess and say it is because like many fey creatures, such as nymphs, dryads, and nereids, the stone maiden is a strikingly attractive female creature). They spend almost of their time on the Elemental Planes of Earth, rarely venturing into the Material Plane, unless summoned. If summoned by a spellcaster, a stone maiden performs the task asked of her (if she can and if it does not go against her alignment) and quickly returns to her home plane.

Stone maidens rarely associate with other races, preferring to deal only with those of their own kind (meaning earth creatures). They are often found in the company of geons, non-evil vilstraks, and earth elementals. (It is rumored the Elemental Lord of Earth has a personal harem of stone maidens in his private palace.)

A stone maiden’s features are delicate and smooth. Her hair (almost always hidden by her veil) is long and flowing, and generally darker than her grayish “skin.” A typical stone maiden stands about 6 feet tall.

A stone maiden can be summoned using a summon monster VII, planar ally (or greater), or planar binding (or greater) spell.

Init:
22 Lykan
18 St. John
15 Cleo
14 Quince
9 Jorne
5 Dinenen
4 stone maiden


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Round 1

The elf pauses as he studies the being before them.

Knowledge (Planes) 1d20 + 6 ⇒ (15) + 6 = 21

"I have no quarrel with you and I feel there are others better suited to single combat with you." he motions to his companions as steps aside.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince looks at the statue puzzling through his mind bits of history and lore hoping to catch on to what this thing might be. He looks to the statue then to the door way. "Gotta get past you eh."

History: 1d20 + 11 ⇒ (1) + 11 = 12
Arcana: 1d20 + 13 ⇒ (2) + 13 = 15

Quince looks to the creature. "Dual to half? Either of us or just you."

Just to clarify if its half for her but all or nothing for us. Regardless of answer.

He nods. "I would not see those with me have to face harm if I can avoid it." He looks to those with him. "Shall we take a moment to prepare ourselves?"

If she allows a moment to prepare (BUFF):
Quince turns to those with him, "Any idea what this creature is? If you see treachery unleash hell." He begins casting a spell.

Going to buff myself rather heavily if she allows it.
Archon's Aura
Enlarge Person (+2 STR(+0 to Hit, +1 Damage), -2 DEX, -1 AC)
Weapon of Awe on my Flame Tongue (+2 Sacred Bonus, Shaken on a Critical)
Divine Favor (+2 Luck Bonus)
Blurred Movement (Blur while moving or Blur all round if I double move)

Quince steps forward salutes the creature and begins.

Round 1

How close are we? Do I need to move to get to her or are we starting within Melee range?


"If you hurt me unto half my life before I wound you to the same amount, I trust you are honest compared to my captors. Otherwise I won't stop swinging."

She allows you time and prepares herself summoning two duplicates of herself or two more stone maiden's you can't be sure. Also she buffs herself with other spells. She also makes the ground all over the room except where you group into spiked stones. The rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

Spiked stones:

Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).

DM quick notes:

longsword +16/+11 (1d8+5)
hp 95 (10d10+40)
Fort +11, Ref +5, Will +12
Defensive Abilities one with the earth; DR 10/magic;

Round 1

As Quince presents himself she salutes you with her own longsword. She waits for you, there is 30 feet of spiked stones between the two of you, if you don't go directly to her then you take even more damage.

Once you get to her she swipes at you holding the longsword in her two hands.
longsword: 1d20 + 20 ⇒ (15) + 20 = 35
damage: 1d8 + 11 ⇒ (7) + 11 = 18

Lykan tells you that she is a stone maiden. Stone maidens are reclusive creatures of elemental earth thought to be somehow related to dryads and other fey creatures of earth and nature. How sages came to this conclusion is unknown (but one can venture a guess and say it is because like many fey creatures, such as nymphs, dryads, and nereids, the stone maiden is a strikingly attractive female creature). They spend almost of their time on the Elemental Planes of Earth, rarely venturing into the Material Plane, unless summoned. If summoned by a spellcaster, a stone maiden performs the task asked of her (if she can and if it does not go against her alignment) and quickly returns to her home plane. Also make sure to use a magical weapon to attack her.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

After the salute Quince clicks his heals activating the haste enchantment on his boots. He readies himself and with a roar of rage, leaps toward the maiden hoping to not have to run through all the stone spikes.

Rage up
acrobatics: 1d20 + 15 ⇒ (5) + 15 = 20 To jump the full distance would have been a DC 30.

Quince winces as he lands after only a 20 foot jump, a bit short but he finishes the last 10 feet.

Spiked Stones: 2d8 ⇒ (1, 1) = 2Nice

Now in melee range. He mutters to himself, "Not Today." activating his agonizing rebuke of the Stone Maiden.

She is going to need to make a DC 21 Will Save against the Archon's Aura now that my getting close to her puts her within the aura that inflicts a -2 to hit and a -2 to Will saves if she fails. Also when she attacks she will need to make a second DC 21 Will save against the Agonizing Rebuke

If she failed the Agonizing Rebuke Save attacking me inflicts: 2d6 ⇒ (5, 5) = 10 Non-Leathal

He sees the sword strike coming but the last spike force him to throw his shield out wide twisting to bring it back in place even hasted he feels the blow of her sword.

Round 2

With the magic of his additional speed Quince settles in for a flurry of flaming sword attacks, again and again. Before the face on his lion shield attempts to bite at her.

Flametongue 1: 1d20 + 17 ⇒ (7) + 17 = 24
Flametongue Haste: 1d20 + 17 ⇒ (4) + 17 = 21
Flametongue 2: 1d20 + 14 ⇒ (1) + 14 = 15
Lion Shield: 1d20 + 6 ⇒ (3) + 6 = 9

Flamtongue 1 Damage; slashing, fire, & acid: 1d8 + 14 + 1d6 + 1d6 ⇒ (4) + 14 + (6) + (1) = 25
Flamtongue Haste Damage; slashing, fire, & acid: 1d8 + 14 + 1d6 + 1d6 ⇒ (7) + 14 + (4) + (2) = 27

I doubt anything else hits.


GM notes:
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 95 (10d10+40) DR 5/a
Fort +11, Ref +5, Will +12

Will: 2d20 ⇒ (12, 7) = 19

Agonizing Rebuke works. 85/95

Your first two swings hit: 3, 3, 1 damage and 6, 2, 1 damage: 69/95


Agonizing Rebuke works and you hit her twice but you are merely chipping away from a boulder. She feels like hitting a column of iron.

Round 2

She attacks with her blade and moves 15 feet away. She would take an AoO off your last attack.

longsword: 1d20 + 23 ⇒ (4) + 23 = 27
damage: 1d8 + 15 ⇒ (4) + 15 = 19

Round 3

Assuming you chase her she attacks and moves away. She attacks with her blade and moves 15 feet away. She would take an AoO off your last attack.

longsword: 1d20 + 23 ⇒ (6) + 23 = 29
damage: 1d8 + 15 ⇒ (8) + 15 = 23


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Round 2

Agonizing Rebuke: 2d6 ⇒ (3, 6) = 9

Round 3

Quince leaps again to keep the pressure on the maiden.

Acrobatics: 1d20 + 15 ⇒ (18) + 15 = 33

Quince lands easily spanning the distance to return to melee range.

Spiked stones where I land: 1d8 ⇒ 3

Flame Tongue: 1d20 + 17 ⇒ (12) + 17 = 29
Damage; Slashing, Fire, & Acid: 1d8 + 14 + 1d6 + 1d6 ⇒ (3) + 14 + (3) + (2) = 22

So when you say merely chipping. Do you mean I am doing less damage than I expect or I am doing no damage at all.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Doing far less damage then you would expect.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Something is better than nothing I suppose.


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He nudges Lykan and offers, "If I thought this was a threat to Quince I would not have let him take on the challenge. Plus you haven't seen his ace up his sleeve and that would be his healing."

You also realize that Jorne now has a bow in hand and his longsword is in its sheath. The composite bow is a thing of beauty with elven script flowing over the ebony wood. You hear him prick the string and it is taunt!


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

"This thing is not my quarry as of now. Perhaps another time if required, I'll take it on. However I do believe Quince should be more then a match for it."


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

He looks at Jorne. "I hope you're right. Honestly, I expected that you would take up the challenge. This is not what I expected at all." indicating the ongoing battle. "I am supposed to challenge myself, to grow through both overcoming and being overcome by new experiences and opportunities. I am not expected to force others to suffer the consequences of my lessons, though. I think this could be a fight that would teach me much, but I am not certain enough of victory that my ego requires you all to suffer with me."

He continues watching the ebb and flow of the combat. "I wonder how likely it would be to climb on her back, get a good grip, and pummel her from there? It would avoid the floor and restrict her access to her opponent. Of course, she could always do a back-flop. Interesting."


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I am not sure if you rolled the will save for Archon's Aura. It has a -2 penalty to Attack rolls. If that was failed then Quince hasn't been hit at all. If she succeeded on that. He has taken a bit more. Otherwise it is only the Spiked Stones.


I see some information was left in the spoiler that could have been shared. Your first two swings hit and did the following damage: 3, 3, 1 damage and 6, 2, 1 damage: 69/95. She failed the save versus the avenging rebuttal but saved versus the Archon's Aura.

Round 3 55/95
Quince hits again but only doing the following damage: 2, 2, 1.

Round 4

She attacks with her blade and moves 15 feet away. She would take an AoO.

longsword: 1d20 + 23 ⇒ (9) + 23 = 32
damage: 1d8 + 15 ⇒ (7) + 15 = 22

Assuming if you hit this turn she would sheath her sword and bow. You can see a collar around her neck and her arms break and fall to the ground, she then asks, "You have won the duel what will be your verdict?" She also waves a hand and all the spike stones between her and Quince are dismissed. It will take her several rounds to change them again to the floor.

Round 5 - Assuming we need more rounds of combat as Quince is soo close.

She attacks with her blade and moves 15 feet away. She would take an AoO.

longsword: 1d20 + 23 ⇒ (5) + 23 = 28
damage: 1d8 + 15 ⇒ (2) + 15 = 17

Round 6 - as above... just in case.

She attacks with her blade and moves 15 feet away. She would take an AoO.

longsword: 1d20 + 23 ⇒ (8) + 23 = 31
damage: 1d8 + 15 ⇒ (4) + 15 = 19


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

This fight is weird. Quince is higher in the initiative but I keep posting my actions for the rounds after you have acted. I think we have kept it for the most part correctly. I did miss an opportunity to make an AOO earlier. LOL oh well.

Round 4

Continuing the fight's rhythm Quince leaps toward the maiden.

acrobatics: 1d20 + 15 ⇒ (15) + 15 = 30
Spiked stones where he lands: 1d8 ⇒ 1 LOL

He takes another swing with his sword.

flametongue: 1d20 + 17 ⇒ (10) + 17 = 27
Damage; Slashing, Fire, & Acid: 1d8 + 14 + 1d6 + 1d6 ⇒ (2) + 14 + (5) + (4) = 25

Quince does not press the attack if she surrenders here.

Flametongue AOO: 1d20 + 17 ⇒ (15) + 17 = 32
Damage; Slashing, Fire, & Acid: 1d8 + 14 + 1d6 + 1d6 ⇒ (4) + 14 + (5) + (2) = 25

Quince sheathes his sword as well and notes the receding stone spikes. "I do not keep slaves." He gives a knowing glance between he and Cleo. "You are FREE." He gestures thoughtfully "Though I wonder. We maybe seeking the very one who has trapped you here in this torment. I am not Duke here but I would offer you justice against that tormentor if you wish to aid us against him."

Diplomacy: 1d20 + 20 ⇒ (8) + 20 = 28 +2 more if the ties to the fey count enough to be "Fey."


"I thank you for my freedom, I will take you upon that offer as well before returning home. I may even give you a blessing of the stones before I leave. Thank you for this chance of vengeance! I have been here for at least a thousand years! Let me clear the path for you and your allies, I am called Jezebel in your common tongue. What shall I call all of you?"

She is not fey, Earth Outsider.

She then takes a few rounds to get rid of all of the spiked stones. Then asks, "Are you ready? If you could provide some healing that would be wonderful! I heard from Journme that you are quite proficient."


skills:
Acro +12, Bluff +25, Diplo +12, Fly +18, HandAni +8, Heal +6, Inti +21, Spellcraft +18, Stealth +13 |
vital:
HP: 135/135 | AC: 43 T: 26, FF: 35 | Fort: +14, Ref: +18, Will: +16 | CMB: +23, CMD: 36 | Init +8, Perception +19, Sense Motive +19 |

He nodded at Jorne's words and stood there waiting in case he was needed. Now that the fight is over he looks to Dinenen, St. John, and Lykan asking, "Did you decide on which item you wanted to take, we could also use one of your wishes to make a magical item of your choice up to 25,000 gp."

As Jezebel asks about names he offers, "I am a rogue Efreeti, by binding contract I serve the Lord Commander Quince Medvyed and the country of Greenwatch. My wishes are for the better fullfillment of that leader and country. I am known as Sulvanii, it is nice to meet a fellow outsider on good terms!"

diplomacy: 1d20 + 12 + 5 ⇒ (9) + 12 + 5 = 26


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince bows, "I am Quince Medvyed, Duke of . . . you seem eagar I'll save you time. These with me are Jorne Fyrestone Stavian, Cleo Petalouda, St. John Smythe, Dinenen, and Lykàn Delĩss. We came to rescue the towns people of Varnhold."


She greets each of you with a pleasant smile, in turn as you are introduced. She says, "I have only seen the Soul Eaters go and come back. Nothing has come this way for years. Let us go forth and find V... Vor... Oh no I forgot his name!"

She is rather impressed with Sulvanii's words and demeanor, considering he is an Efreeti.
---
With the group seeming ready, Jezebel leads the group through to a hallway beyond the room she was protecting. She goes to the nearby door and tries it. "Apparently it is locked? Anyone good with locks or shall we smash it? Beyond here should be the prison."


Once healing is given, equipment is given, possible wishes made, the group seems ready.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince takes a moment to catch his breath. "Cleo do you want to take a look at the lock."

"We know the Soul Eaters went this way. So not likely that we have the element of surprise."

Assuming that some of the conversation and looking at the lock happen at the same time how long is it reasonable for this to take. If we are moving in a minute or so. I will heal myself and keep going with all my buffs still up. Cause we are about a minute and a half or 2 minutes in to my 6 minute buffs.

"A prison is beyond the door? We should prepare for guards them. Do you know what types of creatures we will find? What type of creature is V?"


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

"With permission, I think I would like the ring. I am uncertain about any wishing, though. If I'm supposed to be reaching for physical perfection, then I should be outgrowing equipment, not adding more, right?" His face falls almost as soon as he says that. "Makes the ring an issue, too, doesn't it? Sometimes the road is harder than we want, and sometimes we take the wrong road. Master of Masters? How do I find the right road and stay on it?"

No, not looking for divine intervention. Just a typical ethical dilemma. Is wanting the helpful gear as wrong as it sounds, or is running without it simply the hardest path available instead of the best one? Seems like that should be an issue for any true devotee of Irori.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince sighs, "I once heard of a holy man whose village flooded. His neighbors began to flee on horseback to high ground and invited him to rid with them. The holy man said 'my god will save me.' Later as the waters rose rescuers with row boats arrived. 'My god will save me.' The waters had risen high even to the roof of the house the holy man not waited at top the house. A great hero of the land called out from his flying horse for the man to climb aboard. 'My god will save me.' The waters rose still higher. The man came into his god's presence in Celstia. He asked 'why was I not saved?' His god looked at him whistfully, 'I sent horses, boats and a flying horse'."

Quince smiled "The constraints of faith bear reward in the end and I cannot speak to your own teachings. Perhaps in using these powers you can study them. Your body, muscle, and soul can feel them work with you. Teaching you. I learned with a wood blade before I fought with steel. The choice is yours and I would not tempt you. But perhaps it is a different perspective."


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

"Yes, but I am under no illusion that The Perfect Man will save me. He expects me to perfect myself so that I am responsible to save myself. When those rode away on their horses, I should have begun walking. Before boats arrived, I should have been swimming. When the hero on a flying horse arrived, I should have accepted the assistance, and tried to understand how I failed enough at first walking and then swimming to need it."

He considers a moment. "Irori does not tell us how to reach salvation. He provides us an example of what being saved looks like, and then tells us to figure out how to get there, how to achieve that state on our own. Many say The Accidental God contradicts everything The Master of Masters stands for. But, the simple version is that a drunkard found his own path to the same level of perfection, though it is a very different perfection."


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"True taking action might have saved the man. But that is the straight forward angle of the story. He held an idea on faith so close that he missed how that faith was rewarded with the rescue he sought. You are not in need of rescue. But might you hold an idea that prevents you from learning a lesson that has been brought to you by providence."


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He quickly enters the room. He comes back and says, "It is all clear, just one centaur tied up. No signs of our townsfolk."


She pulls out her lock picks looks at the lock and within moments the door is unlocked and opened. She muses, "I doubt the Soul Eaters use doors or locks so they likely went down that path. Though it would be good to check all doors on our way and find any townsfolk that might be prisoners."

She lets others to travel first into the coming room.


Yes if we get into combat soon you get to keep all your buffs.

Jezebel says, "I have never been in here. I was summoned by a proxy and asked to protect that exit. Later the cyclops sorcerer came and mocked me for falling for his minion." She holds the longsword a bit harder and the need for vengeance can be seen on her face.


skills:
Acro +12, Bluff +25, Diplo +12, Fly +18, HandAni +8, Heal +6, Inti +21, Spellcraft +18, Stealth +13 |
vital:
HP: 135/135 | AC: 43 T: 26, FF: 35 | Fort: +14, Ref: +18, Will: +16 | CMB: +23, CMD: 36 | Init +8, Perception +19, Sense Motive +19 |

He offers, "Dinenen the way of Irori is to perfect yourself. So would that not also include protecting yourself with what you can? Oh I know what your wish should be use the spell commune to speak with Irori on the subject. Or something like that. I will keep our wealth and you shall likely perish."


As your group goes into the prison you do see it is strangely vacant. No guards and only one prisoner that is alive. Most of the bones have been here for hundreds of years. No fresh corpses are nearby.

The centaur begins to cry and spits out the words as if a curse, "Dare I hope for salvation? Or is another of your illusions V... Vordakai?!"

Engaged masonry columns form shallow alcoves around a central pillar in this flat-roofed chamber. Manacles hang from the walls near ancient bloodstains.

Slumped in the eastern corner of this room is a Nomen centaur, she says a name as if it should mean something to you, she hopes, "Xamanthe Silverfire."

Heal DC 15:
Xamanthe remains paralyzed, her mind in a semi- delirious state brought on by malnourishment and fear.

DM notes:
remove paralysis spell. Any effect that
removes curses can free her from the lich’s paralysis effect,
although such effects are not guaranteed to work (it’s a DC
25 caster level check to remove this effect with remove curse).
Freedom of movement restores Xamanthe’s mobility, but only
as long as the effect lasts—giving her the ring of freedom of
movement from area W8 is another way to rescue her.

If invited, she readily joins the PCs in helping them
explore the tomb, but she knows she may well be out of
her depth here and without an invitation asks only for an
escort back to area W1—from there, she’s confident she
can make the return journey to her tribe (provided, of
course, she receives healing). She has no gear to offer the
PCs in reward, but she does describe to them her magic
f lail and says that they are welcome to keep it if they find
it, wherever it may have ended up in this tomb. (Her +1
cold iron magical beast bane f lail is currently amid the other
treasures in area W27).

As you rescue her she describe how she broke her tribe’s taboos and disobeyed her mother’s commands to investigate the Valley of the Dead and the strange pathway leading up into the mountains. She ruefully admits her curiosity got the better of her but stubbornly says that she’d do the same if she had the chance again—though she’d be a bit more cautious about fighting undead cyclopes! After she was defeated by a cyclops she has only flashes of memories—periodic visits by other undead cyclopes who brought her foul-tasting food, pain- filled dreams and nightmares, and a growing sense of despair. She does say that she has a particularly disturbing memory of a nearly skeletal cyclops with a glowing gem wedged in his otherwise-empty eye socket, who whispered the following to her at some point during her ordeal after she’d been imprisoned here: “You should be honored to be a guest of Vordakai, beastwoman. I shall return once your fear and dread drive all semblance of will and self from your mind, at which point you will thank me for these gifts of pain.” Xamanthe is relatively certain this hateful creature is the one who paralyzed her, but she knows little more apart from the fact that the name the creature
claimed is the same as one used by her tribe as a sort of ancestral, legendary boogeyman.

-----

In the next room:
The construction of this chamber differs from those seen
previously. The ceiling reaches to a height of twenty feet
overhead and appears to bear many fractures in the rock. In
the center of the chamber, two columns of mortared stone
support a ceiling of strange, delicate arches of stone.
Creature: As soon as any living creature enters
this room, a dreadful summoned guardian
appears in a burst of foul-smelling damp mist.
This monstrosity is a piscodaemon—a neutral
evil fiend from the swamps of Abaddon.
Appearing as a hideous cross between lobster,
octopus, and man, the piscodaemon speaks
telepathically to the intruders, demanding to know in
whose name they dare intrude upon the inner sanctum of
the Horseman of Death. Any response that includes the
name “Vordakai” is enough to persuade the piscodaemon
to stand down. However, anyone who attempts to leave via
this chamber with the prisoner from area W15 in tow while
the piscodaemon remains is automatically attacked—
regardless of how many times Vordakai’s name is invoked.
The piscodaemon can see invisible creatures—but other
methods of hiding the prisoner from W15 can fool it. Once
summoned, the piscodaemon remains on guard at this
post for 24 hours before returning to Abaddon.


Male Human Class Fighter (Rondelero Duelist) 5 | AC 23 T 14 FF 18 | HP 44/44 | F +7 R +5 W +4 | Init +3 | Perc +1

St. John looks at the centaur and says "Your hope is answered as we will free you but you look ill and not bound. My skills do not reach to magic or healing but others here do. Would someone take a look at our new friend here."


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Heal check 1d20 + 10 ⇒ (4) + 10 = 14 UwU
Ok this roll wants me to take an item called Shifter's Headband lol.
Give me +4 to wis and I'll pass this check.

Lykàn helps to free her from her bonds and offers food and water.

"I'll see to her. we should look out for her captor though."


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince listens as Jezebel speaks, "Cyclops?" His cheeks puff out as he lets it sink in. "If any of you have experience with giants."

When they meet up with Xamanthe Quince smiles, "You mother worries after you. I hope we can get you safe home."

Heal Untrained: 1d20 + 5 ⇒ (15) + 5 = 20 How did I never take heal. Rookie mistake at level 6 no less. I will let you tell me if Heal works untrained.

"Tell me Xamanthe have you seen other prisoners?"

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