HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
"We interrogate him. The Decemvirate will likely want to know the reason for double crossing us," Fedryn states. "After that, it would probably be pragmatic to deny our enemy an additional ally." Fedryn let's the statement hang heavy in the air.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn charges the nearest available target, hopefully taking them out of the game. Greataxe, PA & Charge: 1d20 + 4 + 2 - 1 ⇒ (5) + 4 + 2 - 1 = 10
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
With the threat of the beast past, and given his watch is over, Fedryn would remove his armor. Not sure if it counts for avoiding fatigue though. First survival check: 1d20 + 4 ⇒ (16) + 4 = 20
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn wouldn't have shirked his armour when he knew there was a beast on the prowl. Initiative: 1d20 + 1 ⇒ (16) + 1 = 17 Greataxe, PA & charge: 1d20 + 4 + 2 - 1 ⇒ (16) + 4 + 2 - 1 = 21
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Swim: 1d20 + 5 ⇒ (14) + 5 = 19 Fedryn pulls himself out of the river, 20' farther down the river than his compatriots. He shakes himself off before he trots back up to meet them again.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Acrobatics: 1d20 - 1 ⇒ (6) - 1 = 5
Fedryn attempts to cross the log, but slips in due to his armour. Because he fell into the river, he is unable to ford across the river.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
"I suspect that carcass is the latest kill of the beast the centaur are tracking, best to leave it alone and move on," Fedryn says, "Keep an eye out in case it decides to attack us." Perception: 1d20 + 4 ⇒ (2) + 4 = 6
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn watches the centaur approach, uneasy at this sudden interruption. "Hail, Urdil," he calls out as the centaur introduces himself, "We are looking to head through to Escadar on an old game trail. Perhaps you could show us where it begins and in return, if we find this beast of yours, we could drive it further into the forest?"
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
So we have the katana; we have the trade agreements; we killed the undead beasty... shall we return to Absalom the triumphant heroes? FP, do we have much left to explore if we decide to clear the Keep?
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Will: 1d20 ⇒ 4
Fedryn slumps to the floor for a minute, then groggily comes to a few seconds later. One of the kobolds will need to tell us where the katana is now, and can I suggest maps? I doubt we'd have all stood together in a tight 'Color spray' cone unless physically impossible to adopt any other tactic. Granted it is too late now for this encounter, but perhaps something to consider for Part 3?
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
He tried to toast us! I was being diplomatic up until that point! Now the horns and pointy beard comes out! I'm still trying to end it without bloodshed, simply by scaring the beasty into giving us the sword and leaving the kobolds in peace. If he happens to return after we've left, at least I've met my end of this bargain. ;) Never make a deal with an Asmodeus-worshipping Hellknight aspirant.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
"Return the sword, leave the kobolds in peace and you get to leave with your head attached to your neck," Fedryn says boldly. "Or you can do it the hard way. Why don't you step out of that alcove so we can get a good look at you?" Intimidate: 1d20 + 5 ⇒ (20) + 5 = 25 FEAR ASMODEUS, BIATCH!
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
"I'm being diplomatic," Fedryn says to Marisan and Hannya. "We help this guy by removing the Fire Speaker and we get the katana. Problem solved, without wading through a clan of kobolds. Unless, of course, you want to get involved in wanton genocide."
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn thinks for a moment before nodding. "Deal. We'll remove this Fire Speaker from power and you'll hand over the katana. If you break the deal, then Asmodeus will claim your soul," Fedryn says imperiously. "We've no time to sign the deal so we will simply have to shake on it." Fedryn holds his hand out for Tarka to shake.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn shudders as the kobolds tell them what they have been using the agreements for. Nevertheless, he follows the others as they troop past. "Perhaps you can ask about the katana?" he whispers to Marisan.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Woohoo, I have a positive modifier again! Let's kill things! By the way folks, I'm recruiting for a Carrion Crown PbP if anyone is interested. Head on over to the recruitment thread if you want to make an application. In my defense, each application will be weighed on it's own merit so I'll not give any preference to those people I'm currently gaming with, even though you are all awesome.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fall damage: 2d6 ⇒ (1, 6) = 7 Fedryn let out a loud 'whoosh' as he impacts with the skeleton at the bottom of the well. An uneventful hour passes while he groans at the bottom of the well. Once the compulsion wears off, he searches the skeleton for any belongings before the group pulls him up and they make camp for the night. Reasoning that the skeleton is likely another victim of this foul magic, he gathers up the bones to give them a decent burial. Take 20 on Perception for searching the skeleton.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
And with both Marisan and I having 8 hp, it could easily kill us both. Heck, if all the party winds up down there then we could be totally screwed as it won't be easy to climb out!
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Although I've rolled, would I need to actually look down the well to trigger the haunt? All of Fedryn's attention would be on Jubei, not what is at the bottom of the well.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
"Jubei!" Fedryn exclaims, moving to try and catch the Paladin as he throws himself into the well. Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
"Asmodeus take me!" Fedryn exclaims as he follows Jubei and Marisan. TPK, here we come!
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Save, rnd 1: 1d20 + 4 ⇒ (1) + 4 = 5
Rolling just in case I do get a save each round.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Damage, rnd 1: 1d2 ⇒ 1
Fedryn breathes heavily as the poison takes effect and he feels his strength being sapped from him. He leans heavily on his greataxe, and brushes webs from his clothing. "This poison is sapping my strength," the ranger wheezes, "I'll need to be more careful from here."
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fort save: 1d20 + 4 ⇒ (6) + 4 = 10 Fedryn stumbles slightly as he feels the poison take hold in his blood. He pulls free of the webbing as sweat begins to bead on his forehead. "Ugh, I fear that beast has poisoned me," he says to the group.
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn sees little other way to attack the spider other than to attempt to barge through the webbing to get to it. Strength check: 1d20 + 3 ⇒ (16) + 3 = 19
Use whichever is most appropriate. Greataxe, PA: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Fedryn prepares to charge the spider as soon as it shows itself. Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Initiative: 1d20 + 1 ⇒ (14) + 1 = 15 Fedryn starts as the mould moves away and attacks Marisan. Moving quickly, he charges the ooze and attempts to hit it with his greataxe. Greataxe, PA & charge: 1d20 + 4 ⇒ (16) + 4 = 20
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21 Angered by the deception of Maurit, Fedryn charges the ghoul in return. Greataxe, PA & charge: 1d20 + 4 - 1 + 2 ⇒ (7) + 4 - 1 + 2 = 12
HP 12/12, NL 11/12 || Init +1, Per +4 || AC 15, touch 11, ff 14 || F +4, R +3, W +0 || Greataxe +4 1d12+4 / 20 / x3, shortbow +2 1d6 / 20 / x3
"Every minute we spend here is another minute that creature gets to hide itself away. We need to find it and put it down," Fedryn says angrily, running his thumb across the edge of his newly honed axe to test its sharpness. "It had a chance to aid us, and even to return during the hour we've sat here and yet it skulks in the shadows. We find it, we kill it and then we locate this katana."
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