Tiger's Heart

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)

I KNEW WE WOULD BE SETUP!!

reflex: 1d20 + 9 ⇒ (15) + 9 = 24


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 chases down the lighting sailor
-21hp

gapa: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 341d12 + 17 + 1 ⇒ (10) + 17 + 1 = 28

gapa: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 141d12 + 17 + 1 ⇒ (6) + 17 + 1 = 24

gapa: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 171d12 + 17 + 1 ⇒ (12) + 17 + 1 = 30


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

ref: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Use Magus Arcana - Arcane Accuracy and 1 arcane pt (5/8), as a swift action, to get +3 to hit til end of turn

Spell Strike with intesified Shocking Grasp

Use Magus Arcana - Empower spell

Attack the Lightning giver!

Black Blade: 1d20 + 15 + 1 + 2 + 3 - 2 ⇒ (17) + 15 + 1 + 2 + 3 - 2 = 36
confirm crit: 1d20 + 15 + 1 + 2 + 3 - 2 ⇒ (6) + 15 + 1 + 2 + 3 - 2 = 25
crit damage: 2d6 + 18 + 4 + 18d9 ⇒ (4, 5) + 18 + 4 + (3, 6, 3, 3, 9, 2, 5, 8, 5, 1, 2, 8, 7, 9, 7, 5, 9, 6) = 129

Haste: 1d20 + 15 + 1 + 2 + 3 - 2 ⇒ (15) + 15 + 1 + 2 + 3 - 2 = 34
confirm crit: 1d20 + 15 + 1 + 2 + 3 - 2 ⇒ (18) + 15 + 1 + 2 + 3 - 2 = 37
crit damage: 2d6 + 18 + 4 ⇒ (1, 1) + 18 + 4 = 24

Last Attack: 1d20 + 10 + 1 + 2 + 3 - 2 ⇒ (14) + 10 + 1 + 2 + 3 - 2 = 28
damage: 1d6 + 9 + 2 ⇒ (1) + 9 + 2 = 12

-41/101 hp


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

ref: 1d20 + 12 ⇒ (14) + 12 = 26
-21

channel: 6d6 ⇒ (4, 6, 4, 3, 2, 1) = 20
Heals for the good guys, exclude bad guys.
-1

Swift action: perform Inspire courage

+3 hit/ +3 damage

“Get the caster!”


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 ⇒ (2) + 12 = 14
+20 HP
-21/96 HP

Point of order: is Dar still in melee with someone? If so, he will attack that person. If not, he will go to attack the lightning man.

Rapier: 1d20 + 15 + 3 + 1 ⇒ (20) + 15 + 3 + 1 = 39
Damage: 2d6 + 8 + 3 ⇒ (5, 5) + 8 + 3 = 21

Hasted Rapier: 1d20 + 15 + 3 + 1 ⇒ (10) + 15 + 3 + 1 = 29
Damage: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Rapier: 1d20 + 15 + 3 + 1 - 5 ⇒ (7) + 15 + 3 + 1 - 5 = 21
Damage: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8


Dar was in melee with an invisible opponent. For the record, no one would be racing across the ship deck and getting in a full round of attack (5' step only).

Fortunately, Turran is able to move expeditiously across the rolling deck and shatter the lighting caster with a blade full of electricity, exploding his body out into the waters beyond. The now invisible foes do not reappear as the ship begins to roll aimlessly with no one behind the tiller.


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

Dar will ~Detect Evil~.

If none found, he will move to grab the helm


Dar finds the wheel to be free of evil and puts his hands on it.


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 concentrates on any strange sounds and stands near Dar at the helm....watching his back


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)

perception: 1d20 + 19 ⇒ (16) + 19 = 35


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

keep an eye out for the invisible guys

perception: 1d20 + 16 ⇒ (6) + 16 = 22


The invisible attackers appear to have left the scene (as far as you can tell).


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)

do we have detection spells


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

unfortunately, my magic runs a bit more toward the offensive nature


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)

if we had some type of powder we could spread it around the foredeck and guard the helm as we go to shore


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

Does Dar need to make any checks to pilot the ship?

To the party:Sounds like a plan, Weed. Should we also try to rouse a trained mariner?


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Has anybody on the ship responded to Weed’s yelling and the sounds of battle?

perception: 1d20 + 12 ⇒ (18) + 12 = 30

If Armath has an idea where invisible guys went cast glitter dust on them.


Dardanius thinks rousing a trained sailor would be a good idea; he's not really sure what he's doing, but he's holding the wheel firmly and the ship is charting a firm path in whatever direction it is headed. Armath considers casting glitterdust, but decides against it, feeling that it's been a few moments and they have probably moved (assuming they are still on the ship).


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 WILL GO GET THE CAPTAIN


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Guard the area until Weed returns with the Captain or crew.

“Maybe someone should go with Weed. Turran?”

perception: 1d20 + 12 ⇒ (13) + 12 = 25


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)

lets go Turran...although its odd that no ones come yet with all the noise just now


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

go with Weed to find a crew member/captain able to pilot the ship


After a few minutes Weed and Turran are able to rouse some of the sleeping crew to pilot the ship. They are shocked at the death of the Captain and accuse the party of killing him and trying to shanghai the ship.

Make some diplomacy rolls and speeches to convince them otherwise.


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

diplo: 1d20 + 17 ⇒ (17) + 17 = 34

“We had no quarrel with your Captain and certainly had no part in his death. As far as trying to shanghai anything we don’t know anything about ships or how to sail them so we wouldn’t know the first thing about what to do with a ship, we just want to arrive at our destination safely.”


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 is not the most eloquent individual so he will stand aside looking distraught


Amarth does enough to prevent a mutiny from the crew and the first mate takes over eventually guiding the ship to the docks of Westcrown.


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)

as they disembark....weed hangs back a bit....covered in hood and cloak and looks to see if they are being watched....

pereception: 1d20 + 19 ⇒ (15) + 19 = 34


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Get off the ship.

Do we have a general idea of where the dungeon is located on the edge of town? If so head that direction.

perception: 1d20 + 12 ⇒ (9) + 12 = 21
Keeping an eye out for people watching/following us.


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

go with Amarth

perception: 1d20 + 16 ⇒ (17) + 16 = 33


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

Help keep watch:

Perception: 1d20 + 13 ⇒ (17) + 13 = 30


Weed and the party don't see anyone specific watching them, but in Westcrown everyone is watched, especially those coming in from out of country. The diabolist regime that rules the land is always wary of external agitators trying to rouse the populace to rebellion.

You are astonished to see the preponderance of imps and other minor demons flitting about the docks and the city, either on various missions for their masters or just enjoying the idle torment of the occasional citizen and their misfortune.

Amarth leads the party steadily through the city and eventually outside it. Several miles beyond the city limits you find the monument referenced in your research that indicates where you should turn off the road and head towards the ruins of a once well establish manor that fell to ruin during the civil war years ago. Shortly thereafter you see the remnants of what once must have been a fine estate and mansion.


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 looks for a high point close by to watch if they are being followed....
perception: 1d20 + 19 ⇒ (12) + 19 = 31


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

When Weed is done checking for any followers, approach and search the ruins for an entrance.

perception: 1d20 + 12 ⇒ (17) + 12 = 29


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

Dar helps Amarth search the ruined manor. He also will ~Detect Evil~ as he searches.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27


Weed finds a crumbled section of wall that he uses to gain a vantage point and looks back at the way the party came. It doesn't look like anyone has followed the group, the land is empty of travelers, but Weed does see a strange looking 'bird' flying at some altitude, slowly circling the area.

The sense of evil in the ruins is pervasive; some great evils have occurred here that still echo a few decades later. Nothing active draws Dardanius' attention, but it is unsettling to be surrounded by so much dark energy.

After a thorough search the party finds a door that reveals some stone cut stairs likely leading down into a basement. Maybe the entrance lies within?


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)

do you guys remember that bird we saw back in the desert after the ruins where we found the scepter....it seems to be back


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)

search the entrance and stairs for traps

perception: 1d20 + 19 ⇒ (9) + 19 = 28


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

Dar waits for Weed and his trapfinding abilities. He follows Weed when ready. Dar volunteers to open any door Weed inspects.


Weed doesn't think the flying thing is the same as the desert roc they saw in Osirion; it's not flying as high and looks different-not a bird per se, but something else.

Weed finds powerful magic wards placed around the entrance to the basement stairs.


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

perception: 1d20 + 12 ⇒ (6) + 12 = 18

Detect magic on the wards.

Are the wards a magical trap that Weed can try to disable or are they something else?


Magical trap that he can try to disable. It could also be dispelled.


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 will try to disable them...Dar...help me out?

disable device: 1d20 + 17 ⇒ (14) + 17 = 31


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

I think Dar cannot help disable traps? Let me know if I can role something to aid Weed.


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)

perhaps reattach my limbs when this goes wrong!!


Weed is just able to dispel the magical wards that protected the stairs to the cellar, which leads the party to wonder-if the stairs of the cellar are guarded thusly what dangers will lie beyond?

The area at the bottom of the stairs is pitch black and the distinct smell of wet fungal rot wafts up to fill your nostrils.


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Cast dancing lights to light the way down the stairs.

perception: 1d20 + 12 ⇒ (19) + 12 = 31

Follow the rest of the group down when ready.


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 wonders if the fungal root will harm them and voices his concerns before venturing down....can we take some sort of precautions?


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

don't touch the fungal rot, Turran mutters


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)

nonetheless i will cover my mouth and nose

weed wraps a cloth around his mouth and nose.......and proceeds downwards....


The party descends into a 30x30' room with a door on the far side across from the stairs. The floor is covered in mushrooms, lichen, and other vegetative growth. A dank smell of rot and decay is pervasive and weighs heavy in your lungs.

DC 13 FORT save from each PC. DC 11 for Weed.

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