Devis

Ingvarr Battlecaller's page

328 posts. Alias of Brother_Guiness.


RSS

1 to 50 of 328 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Sorry I haven’t posted in a while. It started off with me waiting patiently for a response on that Sense Motive check Ingvarr made on the suspicious fellow we met on the road, but the story has moved well past that, and I just don’t see Ingvarr really having much part in it at this point. Feel free to use him as an NPC at his Library/Archery range, but his active time in the adventure is over for me.

Thanks for the opportunity to play. I wish you all happy adventures!


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Though he's seen this type too often, Ingvarr still hopes this is not some con-man or self-styled brigand lord out to exact a toll or waylay honest travelers. He takes in what all his senses tell him and assesses the unctuous obese man.

Sense Motive: 1d20 + 25 ⇒ (9) + 25 = 34


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Works for me.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

"That works for me, Beorn. For my part, I think I will take the Sleep arrow and wait for the armor and shield I have put on order at the Magic Emporium," replies Ingvarr.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

”Thank you, Your Excellency,” says Ingvarr, heading off to the armory to see if perhaps he can coordinate acquiring the proper masterwork armor and shield to give to the magic emporium to enchant as he planned. As his current weapon is merely a +1, he will investigate their stock of longbows as well.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr bows and says, ”We are here at the Baron’s request. Let us know when he is ready to receive us.”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will buy the Handy Haversack and put the money down for the commissioned items.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

At the guard’s confusion, Ingvarr says, ”Right, I will take that to mean you wish us to return as a group tomorrow. I will inform the others.”

Ingvarr will go to the magic item emporium and look for items on his list, then head off to the celebration with the others that evening. During the celebration, he tells the others of the requested audience with the Baron and entertains with many a song and lively melody played on his flute.

In the (late) morning, he agrees with Flouncy’s suggestion during breakfast about going to see the Baron, but is less sure about the adventurer’s guild—he will want to check them out thoroughly before deciding to join.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Planning to stop by the armory first (just in case they have what he wants or close enough), Ingvarr encounters the guard and asks, "Shall I meet with the Baron and deliver his message to my companions this evening at the celebration, or should we wait and all come tomorrow to hear what his Excellency has to say?" asks Ingvarr.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

If Ingvarr is able to upgrade his armor, he would be willing to give his masterwork chain shirt to Zod if he wants it. It has a crystal in it that gives +2 AC versus ranged attacks.

Ingvarr's shopping list:

Celestial Armor, Shelyn themed if possible (multi-colored songbird) -- 22,400 gp
Celestial Shield (except as buckler instead of large steel shield), Shelyn themed if possible -- 13,160 gp
Handy Haversack (waterproof if possible) -- 2000 gp
Total = 37,560 gp out of 37,823 gp current funds. Masterwork Chain Shirt and Masterwork Buckler could go to Zod if he wants it or sell for half price.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Depends on your perspective, I guess. He certainly did his part against the undead horde and I am sure would have aided us in battle had we needed him during the trip back.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20
Ingvarr Battlecaller wrote:


(Is there opportunity to buy or commission magic items with our coinage from previous adventures here?)

Any thoughts, DM? How many active players do we have now to split the 3000 gp with?

If we have 5 players, we could split it 6 ways, get 500 gp each, and our new giant friend could have some starting coin...


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

"Aye, that is the proper course," responds Ingvarr as he moves off to care for the seedlings and get them situated in the nascent grove by the library...maybe a line of trees flanking the walkway to the library would be nice.

(Is there opportunity to buy or commission magic items with our coinage from previous adventures here?)


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Knowledge Nature: 1d20 + 11 ⇒ (11) + 11 = 22

Ingvarr carefully transports some saplings…


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr smiles slightly at Koldur’s wood-related pun, but nods in agreement and continues on.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

”Indeed, a renewable resource, excellent for many wooden items, including some rather fine paper for my books,” notes Ingvarr, considering, ”Perhaps it can be expanded and tended, with a few strategic transplants.”

Struck by an idea, Ingvarr asks, ”Beorn, did you see any seedlings we might be able to transport back to town? I have a small garden by the library that could use an expansion with high quality trees…”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

”But of course,” replies Ingvarr, digging through his pack and pulling out his spare set of clothes. With a smile, he says, ”This should hold you until we get you to a clothier.”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Teamwork FTW, Flouncy!

Looks like we got a minimum of 28 Spellcraft on 5 rolls between the two of us! I doubt there are actually 5 magic items, but I figured there might be more than one.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will help Flouncy with the appraisal if needed, and he will also cast Detect Magic if Flouncy says the items are magical so he can use his skill to help identify the items.

Appraise to Aid: 1d20 + 8 ⇒ (9) + 8 = 17

Spellcraft for identifying magic items: 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft for identifying magic items: 1d20 + 14 ⇒ (5) + 14 = 19
Spellcraft for identifying magic items: 1d20 + 14 ⇒ (18) + 14 = 32
Spellcraft for identifying magic items: 1d20 + 14 ⇒ (14) + 14 = 28
Spellcraft for identifying magic items: 1d20 + 14 ⇒ (18) + 14 = 32


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Wanting to believe the tune giant is being straight with them, Ingvarr has nonetheless heard of cunning traitors who joined new friends in battle against a common foe as a way to quickly gain their trust, only to betray them at the worst possible time. Perhaps he reads too many stories, but he carefully assessed Zod’s tone and body language, looking for any hint of deception.

Sense Motive: 1d20 + 25 ⇒ (13) + 25 = 38


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

”Sounds good,” says Ingvarr, asking. ”What does our Rune Giant friend wish to do?”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will listen and help if he can think of anything to contribute (what skills are applicable here?)


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will assist in the Survival check…Survival Aid Another verse DC 10: 1d20 + 6 ⇒ (3) + 6 = 9


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Knowledge Religion: 1d20 + 13 ⇒ (1) + 13 = 14

Ingvarr shrugs and continues to translate.

”Perhaps we should try to backtrack to he hordes, maybe see where they originated,” suggests Ingvarr.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Due to the effect of the Tongues spell, everyone can understand Ingvarr when he speaks.

”Zod, my deepest thanks for helping us eliminate the zombie horde. Our mission here is to protect the people of this land by eliminating the undead scourge, both through destroying the created undead and eliminating their source,” says Ingvarr to their new ally.

”I can cast a spell on you if you like, the same as I cast on me, to allow you to be magically understood for an hour. Or I could start trying to teach you our common tongue if you like. Do you have a purpose here, other than to perhaps destroy fire giants? Would you like to travel with us for a while as you determine your next steps?” he adds, eager to speak while he can be easily understood.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr bows to the giant and repeats Beorn's words in the giant's native tongue with the aid of his spell. He will translate for Beorn and add his own diplomatic flourishes as he sees fit...

Diplomacy if needed: 1d20 + 32 ⇒ (9) + 32 = 41


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Having flown over quickly to the horde and bolstered his companions with Haste in addition to the Battle Cry and Raging Song, Ingvarr looks for opportunities to send down rays of healing with his rod of reach should one of his companions fall.

If you are accepting the raging song and go down, 14 hp gets converted to nonlethal, then Ingvarr’s healing will restore nonlethal and lethal at the same time for 1d8+7


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr is waiting until he gets to the horde combat to cast haste so he can get all his allies, which may take an extra round. The Battle Cry and Raging Song affect everyone within the sound of his voice.

Calling out loud, Ingvarr says, ”The giant will fight the zombies with us, but needs a slashing weapon!”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Casting “Tongues”, Ingvarr yells to the giant, ”To battle! Let us destroy these foul undead together!”

Unleashing a battle cry and starting his Raging Song anew with a rousing Giant battle chant, Ingvarr turns in preparation to engage the horde.

Diplomacy to get the giant to help: 1d20 + 32 ⇒ (19) + 32 = 51

The following round he files off to above the horde and casts haste on himself and his companions.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr flew past the horde and cast the spell on them as he went (any resolution for that yet?), then followed towards the black orb, though he probably needed to use an action there somewhere to refresh the Raging Song. He will stop in the air between the orb and the horde, then try and understand the new giant’s motive (hostile or not?) as it forms from the orb.

Sense Motive: 1d20 + 25 ⇒ (6) + 25 = 31


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr nods and sounds his horn, refreshing the Battle Cry and Raging Song. As he flies past the thickest clump of zombies, he drops a glitter bomb in their midst, hoping to make the combat more advantageous for Koldur.

Glitterdust, DC 21 Will save or blind, 20 foot diameter.

He then continues flying towards the strange orb.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Now capable of flight, Ingvarr nods his thanks at Flouncy and flies over in Beorn’s wake, looking at the horde and keeping an eye out for that orb.

Knowledge Religion for the zombie horde: 1d20 + 13 ⇒ (13) + 13 = 26
Arcana for the orb: 1d20 + 11 ⇒ (18) + 11 = 29


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

If the zombies are in sight, Ingvarr keeps firing, switching to regular arrows for now and watching for any other threats that may present themselves.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Round 10:

With the Raging Song lingering and haste still active, Ingvarr spots the black skeleton and peppers it with bunt arrows.

Longbow Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4

Longbow Hasted Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (7) + (2) + 2 = 11

Round 11:

Longbow Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (1) + (4) + 2 = 7

Longbow Hasted Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (5) + (4) + 2 = 11


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr is still waiting for his round 9 action to resolve before he decides what to do next.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Will Save with versus Fear with Battlecry, (Protection from Evil overlaps with Cloak), Raging Song (overlaps with Bless): 1d20 + 9 + 4 + 2 ⇒ (15) + 9 + 4 + 2 = 30

Ingvarr stands firm in the face of the undead horde attack.

Any info yet on the undead horde from Ingvarr’s Religion roll?

If anyone seems to be unduly afraid, Ingvarr will use Saving Finale or Rousing Retort to give them a new save. Otherwise, he just keeps shooting.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

The quintet of Ingvarrs sound their battle cry and bolster the companions for the fight! He starts raining down blunt sonic arrows at the skeletons immediately afterwards.

Battle Cry: +1 attacks, +4 saves versus fear

Raging Song: +2 Strength, +2 Constitution (giving 7 hp and +1 Fortitude), +2 Will Saves, -1 AC, Greater Guarded Life (if you drop to 0 hp or fewer, auto-stabilize and convert 14 hp damage to nonlethal).

Haste: +1 attack, +1 AC, +1 Reflex, double movement speed up to +30’, extra attack with full attack

Round 7:
Longbow Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7
Longbow Hasted Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (7) + (4) + 2 = 13

Round 8:
Longbow Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (6) + (4) + 2 = 12
Longbow Hasted Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5

Round 9:
Move action to start Raging Song again, Glitterdust in the middle of the approaching skeleton horde (20’ diameter DC 21 Will save or blind).


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Arriving at the tower through relatively light resistance, Ingvarr starts to climb it, but quickly realizes it is too unstable to support him and returns to the ground.

Knowledge Engineering: 1d20 + 11 ⇒ (3) + 11 = 14

As he listens to Flouncy’s battle plan, Ingvarr touches everyone with the Communal Protection From Evil wand and takes up position behind the first rank. As soon as the undead are in missile range, he cries, ”Blunt weapons for the Skeletons, Slashing for the Zombies!” and blows his Signal Horn, starting the raging song! He quickly follows up with the Haste Spell to increase his ally’s rate of attacks.

Raging song is now a move action, so he can start it the same round as haste, and he can use lingering song to extend its duration as typical.

Knowledge Religion to know about Undead Hordes: 1d20 + 13 ⇒ (11) + 13 = 24


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20
Koldur of the Axe wrote:

"I guess that's my cue!" Koldur withdraws both his axes and charges down into the mob!!

Moonshine sings in the air as he cleaves towards the first foe he reaches.

Attack 1d20+12;1d10+7+1d6 +1d6 for undead crystal

Not for just a few undead. I got the impression Koldur was headed for a much larger group.

…I don’t suppose we could call in the Pegasai and just destroy the zombies from above, could we?


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Any effect from the Glitterdust? Ingvarr is planning to shoot his bow from the top of the tower until the party converges on the tower, then start haste and raging song.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Whichever he considers the greater threat--probably the large horde to throw them into disarray as we charge past them if there are only a few directly in our path.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr casts Mirror Image and takes off after Koldur. Right before his Dwarven friend crashes into the zombie horde, Ingvarr drops a Glitterdust bomb in the middle of the tightly grouped foes in front of them. He then makes his way quickly to the tower, looking to find a high perch from which to start firing arrows.

Mirror Images: 1d4 + 2 ⇒ (2) + 2 = 4

Glitterdust DC 21 Will save or blind, 20 foot diameter sphere.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

How large are the watchtowers? If we could take one quickly, we could use it as a defensible location and let our ranged combatants rain re-death from above,” suggests Ingvarr.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

As items are found, Ingvarr will use Detect Magic and start identifying anything magic with Spellcraft.

Spellcraft rolls:

Spellcraft: 1d20 + 14 ⇒ (2) + 14 = 16
Spellcraft: 1d20 + 14 ⇒ (2) + 14 = 16
Spellcraft: 1d20 + 14 ⇒ (9) + 14 = 23
Spellcraft: 1d20 + 14 ⇒ (17) + 14 = 31


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will aid in the search.

Perception: 1d20 + 13 ⇒ (2) + 13 = 15


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr tries his hand at interpreting the trail signs.

Survival: 1d20 + 6 ⇒ (11) + 6 = 17

”I get the feeling this path on the opposite side of the steam is a trap. See the tracks leading off to the side? They are faint, but may lead to that obvious trap/ambush site at the overhang over the decoy path,” contributes the skald.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Geography: 1d20 + 12 ⇒ (5) + 12 = 17
Local: 1d20 + 11 ⇒ (14) + 11 = 25

Pulling out one of his many books, Ingvarr makes some geographical notes and sketches, saying, ”Yes, let us try a different direction next.”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

”A search pattern seems reasonable to me as well,” chimes in Ingvarr, looking up from his therapy session with the Pegasai, ”Especially if the forest canopy is too dense to pick up any signs from the air.”


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Indeed, the Song of Marching was quite effective and they covered a fantastic distance. The wind in his face was a wild experience as well.

In the meadow, Ingvarr notices the discomfiture of the Pegasi and tends to them carefully, trying to determine what has spooked them.

Animal Handling: 1d20 + 32 ⇒ (20) + 32 = 52


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

”And I will do my beat to keep you all alive and in the fight,” says Ingvarr, ”As long as I get to write and sing about it,” he adds with a smile.