Kellid

Kronek's page

354 posts. Alias of michaelane.


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Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Ok, thanks for running Kronek. Now trying to get back into things. I was actually all the way down to 13/38 hp before our overnight rest. Since Asgrid can provide long term care for up to six people, I'll assume she also cared for Kronek. That gets him back 6 hp total overnight to 19/38. Looks like he used 2 rounds of rage in the battle and took 3 hp of damage leaving him at 11/13 rounds of rage and 16/38 hit points.

Kronek guzzles down the healing potion that Geedra handed out in the morning. "Better. They might know we're coming, but so far we seem to be the better fighters. Let's keep them on their heels."
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Kronek hp 22/38. Kronek rage 11/13.
Hate to be a pig, but I think we probably ought to have Kronek drink another couple CLW potions.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

I've been in the same boat. Trying to get back into everything now.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Hurt and exhausted." Kronek is gasping for air after the hard fight and takes a little while to compose himself. "I wish I could keep going, but I do think we need to rest. Let's see if we can find a defensible location back by Nadya before we push further into the tower."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Hearing the splash, Kronek races back toward the pool of water and leaps onto the edge to get a good angle at the elemental. He stabs down into the water.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 13 ⇒ (8) + 13 = 21
Status: HP 19/44. 13/13 rounds of rage used and falling out of rage at start of next turn!


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

My condolences as well.

Kronek narrows his eyes as the commander remains standing seeing a fiercer fight than the other guard. He wipes away more blood and then shifts his hand back to the spear to thrust it into her again.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 13 ⇒ (4) + 13 = 17
Status: HP 19/44. 12/13 rounds of rage used.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Seeing he is in for a tough fight, Kronek shrugs off the puncture from the shield and tries to stab the woman again.
Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Status: HP 26/44. 11/13 rounds of rage used.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Deciding the woman is the greatest threat, Kronek faces her down. In spite of his wound, he braces himself and thrusts the spear toward her torso.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 13 ⇒ (2) + 13 = 15
Status: HP 30/44. 10/13 rounds of rage used.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Barely getting the jump on the guards, Kronek rages and rushes to attack the first guard that is still on his feet.
Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 13 ⇒ (8) + 13 = 21
HP 40/44. 9/13 rounds of rage used.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek relaxes when the statues fail to animate, but then tenses again as the creature emerges from the basin. He barely restrains himself from attacking. "Not a battle we need. I don't know if it has alerted someone, but I think we should keep moving. Left door straight ahead?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Probably not, but we're committed now. Keep watching those things and let them have it if they get the jump on me. I'm headed for the doors." Kronek moves up to the statues and then puts on a burst of speed, leaping past them in hopes of catching them by surprise if they animate.
Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek looks suspiciously at the sculptures. "Home of the witches. Does danger come from the steam or statues?" He makes sure he has the spear ready for battle, slapping the palm of his hand with the shaft of the weapon.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

That is correct. I'll be 34/38. If we don't find a wand, we can withdraw and come back to the stables to rest. I'm also starting to run out of rounds of bloodrage.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek drinks down the healing potion offered by Geedra.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 13/38


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

With the final guard dead, Kronek releases the bloodrage and stands exhausted for a little while, catching his breath. After helping to gather the gear and the gold, he joins the others and Nadya in the courtyard. "We were fortunate. I think we kept them from raising a general alarm, but we'll have to move quietly or quickly inside. A place to rest may be a life saver. Thank you Nadya." When she meets his eyes, Kronek gives her a smile. "Be careful. We will too. I'll see you soon."
I've had my hp kind of screwed up throughout this battle. I have a base of 38 hp and 44 hp when raging. I lost 28 hp during this fight, so now that I'm no longer raging, I'm at 10/38 hp. I don't have any potions listed in my personal gear so I'll need some help healing before we continue.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Only if I remember to roll damage! Sorry about that although my minimum of 14 might be enough...
Damage: 1d8 + 13 ⇒ (4) + 13 = 17


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek races around the top of the wall toward the last guard, leaping over the entrance gate to land behind the man and stab him with the magical spear.
HP 7/35. 8/13 rounds of rage used.
Acrobatics: 1d20 + 12 ⇒ (16) + 12 = 28
Acrobatics: 1d20 + 12 ⇒ (8) + 12 = 20
Attack: 1d20 + 9 ⇒ (12) + 9 = 21


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Lost in rage, Kronek knows one thing, he'd better stop that guard. He races for the platform, hoping he can catch the man in time.
HP 7/35. 7/13 rounds of rage used. Can't recall if those are ladders or stairs. I should be able to get to the bottom of them with 30 feet of movement which leaves me with 15 feet left. If they are stairs, I'll scramble up them and attack (see below). If it is a ladder, I'm probably looking at a double move.
Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 13 ⇒ (6) + 13 = 19


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek nods to Grugkt as he withdraws, but it too caught up in the fight to abandon things now. He launches another attack against the troll, twisting the spear as strikes the troll once again.
HP 15/35. 6/13 rounds of rage used.
Attack Roll #1: 1d20 + 9 ⇒ (11) + 9 = 20
Attack Roll #2: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 13 ⇒ (8) + 13 = 21


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Now I see why we needed that fire. If we kill it and take its head off, I don't think its coming back." Kronek wipes the blood from one hand to better grip the spear and tries to plunge it into the troll a second time.
Cackle keeps the fortune hex up, right? HP 25/35. 5/13 rounds of rage used.
Attack Roll #1: 1d20 + 9 ⇒ (11) + 9 = 20
Attack Roll #2: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 13 ⇒ (4) + 13 = 17


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Fire will have to wait." With no room to charge, Kronek steps up to the giants, lets the bloodrage loose in his veins and attempts to skewer the giant.
Attack Roll #1: 1d20 + 9 ⇒ (12) + 9 = 21
Attack Roll #2: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 13 ⇒ (1) + 13 = 14


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek's attempt at disguise isn't much better than Cara's. His array of armaments undoubtedly serving to give him away. Having a look at the elf, he sees she's forgotten to cover her ears and he braces himself for discovery.
Disguise: 1d20 - 1 ⇒ (10) - 1 = 9


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek pulls up the hood of his cloak and ignores the ravens. He waits for the walls of the compound to grow closer and watches for the guards to appear on the the walls as we draw near. He asks his companions, "Who will take the lead at the gate? Are we going to try to bluff or bully our way through?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"I'm ready to continue on today. They already have a warning, but we should strike before they have any more time to prepare."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek nods solemnly at Hatch's advice. "Thank you. That is very helpful. We go far better prepared than we could have hoped."

When Brother Rolf presents his gifts, he clenches the man's arm, "Your prayers are welcome and your gifts as well. We will take care of the whippoorwill and perhaps in turn, it and its Lady will look out for us. Look after the people of Waldsby Brother. I don't know when we'll be back."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek looks seriously at Orm and Mjoli, "We stopped them here, but it isn't over. You'll need to stay safe here. We need to go to the Tower. I don't think we can stay for supper, either. But, we can come back for breakfast. Maybe you can pack us a snack?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Those healing potions will be helpful I'm sure." Kronek hefts the masterwork cold iron longsword. "Not so different from Yuln's. Would you all mind if I keep this?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"We could not ask you to join us at the Tower unless it is something you wish to do with all your heart. We must go to avenge Nadya and to carry out a quest that we have all promised to undertake. The only thing I would ask is for cold iron. I have a magical spear, but when fought many evil fey before coming to your town and for a brief time, I wielded a cold iron sword that caused great fear among them. It would not surprise me if we face more. I like to fight with the bardiche or battleaxe if possible, though this spear I took from the troll suits me well."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Enough from you." Kronek punches the captain in the jaw.
Unarmed Strike (fatigued): 1d20 + 6 ⇒ (18) + 6 = 24
Damage (non-lethal): 1d3 + 6 ⇒ (3) + 6 = 9


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek waits to see if Geedra's threat will knock the man out or bring him around to a more cooperative state. "This village will not suffer for our presence. The white witches have brought our fury upon themselves when they sent their winter to our warm lands. It is time the winter is broken everywhere they corrupt."
If he doesn't come around, Kronek is in favor of executing him. We can't very well take him prisoner and releasing him is only going to cause further problems for the town.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek finishes approaching the man. He eyes narrow and he lets a slow rumbling growl preface his words in Skald, "You are finished. Throwing down your weapon was a good decision. Warning Radosek was not. Our goblin friend wants to fry you with her magic. Tell us of Rodosek and the tower's defenses. Now! You will not have a second chance."
Ends rage. Will not affect Intimidate roll. Anyone else can feel free to jump in here and assist. My Intimidate is not great.
Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek continues bounding forward across the snow, moving south of Iziamar and Tula to charge the southermost guard.
Charge: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d10 + 13 ⇒ (2) + 13 = 15


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"You want the fugitives. Very well. You can have us!" Kronek rages and charges up to the closest guard.
I can move 45 feet normally and the Ice Walker trait lets me move across ice at normal speed. But, I can't remember if this is more of a snow situation and what we've agreed for movement there. If 1/4 speed, I'll move up 10 feet. If 1/2 speed, I'll wind up 10 feet away and be able to attack with the bardiche.
Charge: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d10 + 13 ⇒ (5) + 13 = 18


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"A good plan if you can do it Asgrid. He and I would work well together up close with the remaining guards."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek puts a finger to his lips, "Orm and Mjoli, quiet and stay here. I need to go help your mother."
If the guard is dead, Kronek will go to the front door and open it. Pretty sure that is two move actions unless I am within 5 feet of the door. If I am within 5 feet of the door, I will open it and then use a move action to move up to the closest guard by Nadya. If the guard inside is not dead, I will keep attacking. All this assumes not too much changes on the guards turn.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45
Woodsmoke wrote:
Kronek, for your charge attack were you intending to charge the man in the house or was that for the men down escorting Nadya? Wouldn't be able to charge the man in the house but you'd likely be able to charge the escorts next round but first you need to take care of the man inside, unless you want to change your course of action.

I'm after the one in the house. I think I got back into the house with the Stealth check. Since I can't charge, I'll just move up to him with my move action. Or if I'm close enough to attack, just take -2 off my charge and use that for the attack.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Initiaive: 1d20 + 1 ⇒ (6) + 1 = 7
If Kronek can pull off a surprise round charge, he will go ahead and do that. I'm sure he's got the movement for it. More a question of whether he'd have a clear path.
Free action to rage.
Charge: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Damage: 1d8 + 14 ⇒ (6) + 14 = 20


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek nods, "I'll deal with the one inside. Then join the rest of you in the square." With that, he opens the back door and disappears back inside.
Stealth: 1d20 + 1 ⇒ (15) + 1 = 16


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"You might be right. Let's start by getting out." Kronek will lead the way out the back while making sure there isn't a guard there too.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek also agrees with butchering the boars and giving the meat to the village.

At the house, he suggests "I don't think we should make things worse for Nadya and the village, let's slip out the back instead of fighting them. If it looks like they will catch us, let's try your sleep tricks Geedra."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Welcome back Asgrid! I'm just starting Episode 10 myself.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Do we know if there is a back door or window?


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Asgrid, can you save him!?! I'll take care of the last boar."
Coupe de grace: 3d8 + 46 ⇒ (7, 8, 5) + 46 = 66


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek nods appreciatively to Iziamar, but quickly slides his spear back out of the boar to get ready for the next one. He sees the boar tensing to run, but knowing that it could still be dangerous to villagers, he races into Geedra's spiders to try to put it down.
I think I can only move 20 feet which will mean entering the swarm. IIRC the saves and damage would be on Geedra's turn.
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
Extra Damage if Confirmed: 1d8 + 14 + 1d8 + 14 ⇒ (7) + 14 + (1) + 14 = 36


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Letting the sleeping boar lie, Kronek steps into a flank with the smith and stabs again with his spear, driving it right into the eye of the beast.
Attack: 1d20 + 12 ⇒ (20) + 12 = 32
Confirm: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 14 ⇒ (5) + 14 = 19
Extra Damage if Confirmed: 2d8 + 28 ⇒ (7, 5) + 28 = 40


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek moves as quickly as he can, speeding past the fallen Nadya and closing with the boars.
Whether this is a single or double move will depend on how you want to rule the Icewalker trait moving forward. I'm 30 feet away which is well within my 45 foot movement, but if this is going to halve my movement, I'll need to double move.
Free action to rage. Will charge if I can for an extra +2.
Attack (spear of manhunting): 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 14 ⇒ (8) + 14 = 22


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek joins Nadya at the table. He tries to encourage her to eat and has a bowl himself, but something keeps him from pressing too hard. He nods in response to her voicing anger at the witches. "That is why we are here. My people are not so different from those in Irrisen. We fight little against the witches. Now they threaten the entire world. Someone has to stop them. There is no one else. I wish we'd been here for Thora. I wish we'd come sooner and could have stopped them soon enough to save her. But we will stop them now."

Kronek talks with Nadya a while longer and is excited to hear that Nadya has a better suggestion for Hatch. He knows just the thing. A hat from his old cold weather outfit. He goes to his pack and digs it out, finding a couple twigs from the Echo Wood and remembering the early days of the journey to Irrisen. He smiles and sets it out for Hatch just as the scream breaks the lull. He turns and quickly races to the door, snatching up his spear as he enters the square.
Initiative: 1d20 + 1 ⇒ (16) + 1 = 17


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

If there is, Kronek will milk the cow or goat and put a cup of milk on his woven fir map so it acts as a saucer.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek nods as Nadya speaks of the tower. "I think we should strike out in the morning. We need to move before they get warning of strangers in town. I worry that they have watchers that will send word of our presence."

When discussion of what to do about the tower fades, Kronek heads outside and seeks out a number of pine branches. He cuts them carefully to protect the trees and then weaves them into an intricate pattern, carefully tucking the ends in to provide stability and a smooth finish. Before going to bed, he leaves it in the room where the domovoi was last seen. "Be well and thank you for looking over this house Hatch. Please continue to look after the little ones and we will look after Nadya. Good night."
Craft (wood) Untrained: 1d20 + 1 ⇒ (9) + 1 = 10


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"We share your pain as well Nadya. Is there anything we can do for Hatch?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek gets to his feet and chases after the little man, unsure of what he is.