Tiger's Heart (Inactive)

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-125/80......weed is basically dust in the wind......


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

oppppps

saved

nonetheless....in the words of the cook in the song the "edmund fitzgerald"...."fellows, its been good to know yaaaa"

-102/80 HP....Still dust in the wind....but maybe larger particles of dust....


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

ref: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12

Hero’s Defiance.
LOH: 3d6 ⇒ (5, 6, 1) = 12

Sorry brother, I failed.

-86/51; -74/51 after LOH
-4 lvls
-2 LOH
-1 channel
-2 ki

Dead!


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Reflex: 1d20 + 12 ⇒ (9) + 12 = 21

-46/38 HP
-4 levels

Think I'm out of spells due to negative levels

Death Save: 1d20 + 2 - 8 ⇒ (12) + 2 - 8 = 6

-47/38 HP


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Attack!
Channel shocking grasp using Intensified Spell getting rid of Frigid Touch

Black Blade: 1d20 + 12 + 1 + 1 - 2 ⇒ (6) + 12 + 1 + 1 - 2 = 18

Haste: 1d20 + 12 + 1 + 1 - 2 ⇒ (14) + 12 + 1 + 1 - 2 = 26
damage: 1d6 + 6 + 1 + 8d6 ⇒ (4) + 6 + 1 + (2, 4, 3, 5, 3, 2, 5, 5) = 40

Last Attack: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11

-67/90 hp


Turran breaks free from the ghoul's paralytic grasp and lays a savage slash on the big bad. It swings ponderous fists in return.

-72
slam: 1d20 + 11 ⇒ (6) + 11 = 171d6 + 7 ⇒ (4) + 7 = 11
slam: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 7 ⇒ (3) + 7 = 10


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Attack!

Channel Shocking Grasp at level 2, burning invisibility

Scimitar: 1d20 + 12 + 1 + 1 - 2 ⇒ (12) + 12 + 1 + 1 - 2 = 24
damage: 1d6 + 6 + 1 + 8d6 ⇒ (1) + 6 + 1 + (3, 6, 5, 4, 5, 6, 4, 3) = 44

Haste: 1d20 + 12 + 1 + 1 - 2 ⇒ (6) + 12 + 1 + 1 - 2 = 18

Last Attack: 1d20 + 7 + 1 + 1 - 2 ⇒ (10) + 7 + 1 + 1 - 2 = 17

-67/90 hp

4 images


Turran's follow-up blade stroke slices into the big bad's frame with a blast of sparks and drives him to the ground.

-end of combat-


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Apply immediate first aid to Dar,Drummer,Weed

Heal Dar: 1d20 + 1 ⇒ (8) + 1 = 9

Heal Drummer: 1d20 + 1 ⇒ (2) + 1 = 3

Heal Weed: 1d20 + 1 ⇒ (8) + 1 = 9

-man, my first aid stinks-


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

-47/38 HP
-4 Levels

Death Save 2: 1d20 + 2 - 9 ⇒ (7) + 2 - 9 = 0

Wow, never seen a 0 happen before!

-48/38 HP (4 rounds to go)


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

-Not sure we have any healing pots, don't think I can use CLW wands-


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Turran, use Dar's hands to make him touch himself. I'm sure that will work.


Turran is able to revive characters that are "dead", resulting in a permanent -1 CON.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Turran applies his feeble knowledge of bandaging and herb lore to ease his party members back to the land of the living.

He apologizes to the party members for succumbing to paralyzation
I can't believe I was so weak. Ghouls are my most hated enemy.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Drummer is gone.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Weed was -22
Is he dead?


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

You forget that Shocking Grasp works like resuscitation paddles...


Weed wrote:

Weed was -22

Is he dead?

Yessir. More than -CON = dead, but revived with the -1 CON penalty.


Advance to level 9.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

allrighty then


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Cast Detect Magic and search the room and the big bad for loot

perception: 1d20 + 15 ⇒ (1) + 15 = 16

take the items of value from Drummer and burn his body so he does not become a ghoul.


You find 15,000 GP worth of valuables that can be looted and carried out. As well, you find a finely crafted bone scepter that has an etched chain of flies spiraling down it and a good sized ruby on either end. The scepter radiates extremely powerful magics for necromancy and transmutation.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

I think we rest up, and get some spells back. Then we'll try and figure out how to leave this place.

Also, Weed and I will get our missing lvl back, it'll take a couple of more days for Dar.

In the meantime, I'll cast Detect Magic and study the scepter.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Agreed
Can any of the items restore our lost abilities like con?? Something was able to take away…perhaps it can give back


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Not the loss from death, other loss, yes.


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The three surviving party members rest after their climactic battle and regain some of their prowess. The heavy air of evil and wickedness continues to persist and the sickly stench of Drummer's burnt corpse mixes with the smoke that rises from the bodies burning in the sconces. You somehow have become somewhat accustomed to the piteous cries of pain and suffering from their burning forms.

1 negative level dissipates.

Turran cautiously studies the scepter and determines that it mostly acts as storage for both evil and magical energy. In the hands of one versed in the arts of necromancy it can be used to raise hosts of undead and create powerful individual undead creatures. As well, it can be used to drain the life and soul energy from the living to be stored in the scepter for later use in either the creating of undead or casting certain spells. There seems to be some planar connection to Abaddon. The scepter might posses more powers and abilities but understanding them is currently beyond Turran's abilities.

Turran make a DC 17 Will save.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

will: 1d20 + 8 ⇒ (19) + 8 = 27


Turran feels a little nauseous from his handling of the scepter but has no other apparent ill effects.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

That's some nasty juju there. This is probably the nasty thing the Rakshasa was looking for. Let's try and make our way out, finding some awesome loot along the way.

perception: 1d20 + 16 ⇒ (4) + 16 = 20


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Should we attempt to destroy it? Though, based on how we fared here, I fear that its destruction may be beyond our abilities.

After a beat: Perhaps we could hide it somewhere?


Keep it secret, keep it safe…


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

I think we should get it to the Harpers?


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

-dang, wrong realm-

Well, either let's get it to the Pathfinders or a major good deity, like Sarenrae.

First we have to get out of here.

Search for secret doors

perception: 1d20 + 16 ⇒ (5) + 16 = 21


Turran searches the throne room but does not find any hidden exits. The only route back to the desert appears to be up the stairs and back the way you came.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i vote pathfinders....


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

It might just be whichever we come across first

Head back up the stairs in the safest of manners.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Back up the stairs:

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


The party cautiously makes its way back up the stairs; the stench of the smoke from burning bodies roils on undeterred by the previous day's events. After a short uneventful journey the party makes its way back to the room with the three deadly wading pools.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Cast Fly and carry the party members over the pools


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Thanks, Turran

Perception for way back: 1d20 + 9 ⇒ (18) + 9 = 27

Point of Order Questions: Is Dar at -3 levels (rate of recovery 1 per day/rest)? And I just wanted to confirm that the negative levels affect everythign, including skill points.


See below: sounds like you might get another saving throw each day.

Energy Drain and Negative Levels

Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.


Turran magics the party over the venomous pools once more and you return to the entry room where the dark portal still shimmers faintly. Beyond the door the party can see the desert beyond, bathed in what looks like hot sunlight, a rather handsome looking fellow (Dagor Nuin Giliath; John's newest PC) dressed in finely crafted full plate appears to be examining the door from the other side.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

hey!!look at the rather handsome fellow!!!

weed makes his way through the portal


As Weed makes his way to the portal, just before he begins to enter, several shimmering white forms in the image of priests interpose themselves between the party and the door.\

The lead figure speaks-Do not take the scepter through the portal. Such evil should not be returned to the mortal world.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

It is obviously not safe here. We are taking it somewhere, if not to destroy it, at least protect it better.


Paladin/Bloodrager-8/1 AC:22/FF22/T11 HP:99 Init:+0 Melee: +14/+9 1d8+7 or PA+14/+6 1d8+16 (19-20, x3) Ranged: +9 1d8+4 (x3) Smite: 3x/day
Saves:
Fort+17/Ref+9/Will+13
skills:
Acro0,Bluff6,Clmb4,Dip17,Disg6,HA10,Heal6,Intim10,K-arc,K-nob4,K-rel4,K-pla 3,Perc15,SM4,Splcrft4,Surv4,Swm0
LOH/channel:
LOH 10 x 5d6+10; Burn 2LOH for 4d6 channel
Spells:
(1) Hero's Defiance, Lesser Restore, Compel Hostility; (2) shield other, Paladin's Sacrifice, Litany of Righteousness

Can Dagor see and hear what is happening within the portal?


Dagor can see as through a cloudy veil but can hear nothing. He has been efforting at the door for the better part of a day with no success.

Glowing priest-spirit The scepter has been kept here for over a thousand years despite the best efforts of Urguthoa's worshipers and various treasure hunters. If you remove it you will surely precipitate the rise of the Dread Pharaoh and a new reign of darkness and terror.

Leave it here and return to your world before you do what cannot be undone.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

A fiend who is much more powerful than us seeks the scepter for his own foul ends. I fear he will make swift work of this temple's defenses. In the name of Erastil, I ask you to help us destroy the staffor hide in in a new location.

Diplomacy: 1d20 + 19 ⇒ (7) + 19 = 26


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Will Save for negative levels: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19

Sigh. Just out of curiosity: Would a save remove one negative level per day? Did we get a level for free (or should Turran and Weed roll?)


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed whispers to his companions.....check to see if the forms are evil

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