Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"In the meantime, let's get these young ladies back home, safe." Kastarr gives the girls a rakish smile. Then he adds: "I hope those slaves we set free are still close. I want to set them on their way with a grubstake."
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"Here's the contract we needed!" Kastarr waves the document excitedly before stowing it in his pack. Taking twenty takes a while so I guess the rest you can work on the stones. Gemstones. Sure would be a shame to smash them if we didn't have to. :)
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Intelligence check: 1d20 + 1 ⇒ (10) + 1 = 11 "Perhaps..." Kastarr absently agrees with Bertha. "I was expecting this fellow to have the key to those prisoner's chains." Kastarr rubs a hand through his hair. "We must be missing something here."
Perception: Take 20 for a 28.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Kastarr moves quickly into the room. The ranger looks around for other threats as he goes.
Just before he gets to where he wants to be, Kastarr lets the torch fall to the floor. He draws his bow partway with an arrow knocked.
Readied action: Shoot the thin grey humanoid if it starts to cast a spell. If readied action triggers: 1d20 + 5 ⇒ (6) + 5 = 11
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"Curses! It's not the right key." Kastarr straightens up, stepping away from the prisoners.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"We've come to set you free, and rescue you all from the Shadow realm." Kastarr looks around to make sure no guards are lurking about, before he begins to unlock the prisoners from their manacles. Perception: 1d20 + 8 ⇒ (20) + 8 = 28 Assuming that there's a key for the manacles on the ring as well.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Stormy still has her light spell active though, right? "Maybe the key will work..." Kastarr tries the key ring he collected from the fetchling earlier. Once Fatham has desisted with his bouncing off the door, that is. Kastarr has a couple of torches, but he needs both hands for his bow.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
If Fatham moves away to cower, it should give Kastarr a clean shot... Kastarr moves in to get a better angle with his bow. Taking a deep breath, the ranger pulls back and releases an arrow. Darkwood bow: 1d20 + 5 ⇒ (1) + 5 = 6 Nerp. That won't get it.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Will save: 1d20 + 3 ⇒ (10) + 3 = 13 Shivers of fear run down Kastarr's spine, but he is able to resist the terror. The frightful beast is clearly an enemy so Kastarr looses an arrow at it. Darkwood bow: 1d20 + 5 ⇒ (5) + 5 = 10 I assume that misses.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
I don't have any healing left. Kastarr fastens the fetchlings hands behind their backs with their own manacles. He liberates the key from it's place on the fetchlings' belt. Perception: 1d20 + 8 ⇒ (16) + 8 = 24 Satisfied for the moment, Kastarr steps back to tend his own injuries. Treat deadly wounds: 1d20 + 7 ⇒ (1) + 7 = 8 Uses 2 doses of the healer's kit. (To no effect.)
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Quickly, Kastarr moves into the room, and along the wall. When he gets where wants, he looses an arrow at the nearest wrangler. Kastarr recognizes killing slavers as a legitimate way of stamping the institution out. targets blue Darkwood bow: 1d20 + 5 ⇒ (11) + 5 = 16
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"Wait for us just outside then." Kastarr calls out as the man hurries away.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Kastarr wakes from darkness to a world of pain from the wicked wounds he had received. Bertha casts her healing magic, and most of the pain subsides, but Kastarr still feels weak. He drinks the healing potion. Potion, CLW: 1d8 + 1 ⇒ (6) + 1 = 7 Then the one he had brought along. Potion, CLW: 1d8 + 1 ⇒ (4) + 1 = 5 Thanks for the healing, everyone. Kastarr is @ 17/20 should be OK for now. Kastarr moves over to the man on the table and begins check him over and try to undo the harm brought by the mad alchemist's experiment. Heal(with healer's kit.): 1d20 + 7 ⇒ (14) + 7 = 21
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25 Kastarr's breath draws in sharply from the burning pain. Luckily only a few drops landed on his skin. The ranger moves closer to get a clear line of sight, then looses an arrow from his bow. Darkwood bow: 1d20 + 5 ⇒ (16) + 5 = 21
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Kastarr moves cautiously into the room, then hurriedly lets an arrow fly in the general direction of the cobra. Darkwood bow: 1d20 + 5 ⇒ (7) + 5 = 12 Assuming a miss here. The dice machine hates me. A 20 where it doesn't matter, a 1 where it does, then 20 more rolls, all below 10. :)
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Kastarr sees an opening on the other, side where he can get close enough to make a melee attack. He hurriedly skirts behind his fellow Pathfinders, then takes another shot through the gap. darkwood bow: 1d20 + 5 ⇒ (9) + 5 = 14 But the shot is too tricky, Kastarr has to pull his aim at the last second to miss Bertha. His arrow flies high, clashing against the wall.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Hearing the commotion, Kastarr quickly moves back to see what is going on. Seeing the skeletal dinosaur, the ranger quickly draws his bow and looses past Two Tall, trying to score a hit. darkwood bow: 1d20 + 5 ⇒ (15) + 5 = 20
Skeleton gains +4 AC(soft cover). Kastarr has Precise Shot now. I checked back, I never stated that Kastarr had drawn a weapon. Lucky, because otherwise he would have had to drop his axe, probably.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Kastarr had been hoping the museum had some dim lighting. It does not, but Stormy's light spell solves the issue.
The ranger moves deeper into antechamber, keeping alert for danger. Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Perception: 1d20 + 8 ⇒ (8) + 8 = 16 Kastarr has his wayfinder to provide illumination. He does not trigger it's light, though. There seems to be enough light for now. The ranger fails to notice the strangeness with the doors until it is pointed out.
Kastarr fits the key to the door and when he hears the click of the lock mechanism he swings the door open, just enough to slip inside. Stealth: 1d20 + 7 ⇒ (4) + 7 = 11 He looks around the interior, while listening and even sniffing the air.
Keeping in mind that Kastarr doesn't have his light on, so if it's dark he may not see much.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"I had no idea the Blakroses had such skeletons in their closet." Mutters Kastarr after Hamaria leaves. "If she wants to lead her family to a kinder path, then I am happy to help."
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
K, History(untrained): 1d20 + 1 ⇒ (12) + 1 = 13 Kastarr frowns. "You didn't have to give them both your daughters, you know. Even with twins, one is born first."
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Kastarr takes the time to pull his chainshirt on and collect his gear. The ranger is staying in a loft over a bowyer's shop while he learns the trade. It's a somewhat dingy little room, Kastarr doesn't care if he comes back. As Kastarr hurries across town, he marvels at how much activity goes on, even at this late hour. He accepts a cup of coffee, and takes a sip. He frowns at the mention of the mists. That had not been his finest hour. Rubbing absently at his stubbled chin, Kastarr waits for Drang to outline the mission.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"We all know his guilt. It would not be such an injustice to kill him..." Kastarr's mood brightens as he has a thought. 'Perhaps the barrier is held by his will. If so, then merely knocking him out might work. I like him better when he's sleeping anyway."
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"Yeah, he has many crimes to answer for." Kastarr keeps a close watch on the evil cleric, axe at the ready to brain the vile fellow, should he try something funny. The ranger has a frown for Bertha. Precious healing magic should always go to injured allies before any enemies receive healing. Kastarr keeps these thoughts to himself, however.
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
"I'll see what I can do." Kastarr tells Thergrom. "There's no need to take justice into our own hands, here in the city." Kastarr tries to stabilize the wounded death cleric. Heal: 1d20 + 5 ⇒ (17) + 5 = 22 Just in case Bustrani was going to bleed out before Two Tall rolled his nat 20. ;)
Human Ranger 2|AC 17| T12 |FF15 | HP 19/20 | Init +2 | Per +8 |Fort +4|Ref +5|Will+3|
Darkwood bow: 1d20 + 4 ⇒ (10) + 4 = 14
Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7
Kastarr looses an arrow at the death cleric, trying to time it so as not to hit his friends. Then he tries to advance. Unfortunately he can make no progress on the slippery floor.
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