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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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

~Detect Evil~

If no evil is detected, Dar will turn to Irissë:

Irissë, you must show me how to best honor Milani when we return to town. I believe I owe you and your patron my life.

To the party:And I owe my thanks to all of you. I believe that Azasha's bow will continue to prove it's worth in the weeks ahead.


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)

weird i thought i posted yesterday and looking through i dont see it now....sorry.


Outside of diminishing residual evil from the slain devils, no other evil detected.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

No magical icy scythe?

“We all perform our parts based upon our abilities Dardanius. My part is to keep you warriors alive so you can slay our enemies. I believe you can thank me and honor Milani by continuing to destroy devils and other evil creatures. Shall we return to the lodge?”


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

"Well said Irisse. Let us return."


The party makes its way back to the Lodge without further event.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

“What now? Don’t we still need to find an item of power on a mountain top near a glacial rift to stop the Rakshasa you’ve previously encountered? Back to the library and divination spells I suppose.”


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)

"yes....we are still researching....what have we found"


From previous posts:

The party spends a full week at the Grand Lodge working the stacks with a fair amount of intensity (the 1,000 GP covers lodging and use of the library for 4 weeks). Unfortunately your efforts bear no fruit. However, Dardanius does connect somewhat with one of the senior librarians that informs you while there are no experts on the specific subjects you are researching (bow of Azasha/crystal case/tears of an erinys) there are several librarians on staff that will lend there general expertise on some of those subjects, but specific expertise on how to research and use all of the resources of the library. For a fee.

The helpful librarian also informs Dardanius that instead of researching tears of an erinys the party could probably find them for sale somewhere in Absalom.

The librarian tells you that there a lot of mountains with a lot of glaciers in the world and that a staff member might be able to help you with enough time and 'motivation'.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

diplo: 1d20 + 15 ⇒ (18) + 15 = 33

Approach staff member recommended by the librarian and see how much motivation is necessary.


There are 3 different specialists in the area you are looking for.

Their weekly rates/bonusES:

5,000 GP/+30
2,500 GP/+20
1,000 GP/+10


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 at his party....."this will not be cheap....let us think and review what else we know...is there a detail we are missing...."


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

I’ve 1900gp only.


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

1900 for me too. We can always go out and earn some gold.


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)

does anyone remember any other details about the mountain and the glacier....perhaps we can spend time ourselves researching


TPK thrif!


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

This is what we know Weed:

The journal indicates that the rakshasha was convinced that there were additional items of power to be found that would increase his chance of ascension. One in a pyramid deep in the deserts of Osirion; one in the tomb of a fallen king; and one near the top of a mountain in a glacial rift.


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

Sorry all, I had to hunt down the post where we bought the tears to make sure I had my accounting right.

Dardanius goes back to sell his bow to the shop as promised.
He can pay back each party member the 1,000 gp lent to him.

Dar has 5,700 gp.

He offers to split the most expensive researcher, 2000 from Dar, and 1000 each from everyone else?

He is also happy to find work to help finance the research.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Irissë is happy to contribute the 1000 she gets back from Dar!


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)

same with weed


Let me know what option you select, deduct your funds (if any), and have someone roll the RNG.


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)

Dar...do ya wanna do the honors and roll?


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

Sorry, is it 5,000 per roll? Or do we get several? If we get 1, do we think Geography or History. I'm happy to roll.

Assuming we do at least 1

Knowledge Geography: 1d20 + 30 ⇒ (20) + 30 = 50


Once again the hands of fate give the party a push, this time for fortune, and the hired sage is delighted to display a set of found passages that exactly match the description of the mountain and glacial rift found in the Captain's journal. The sage shows you the approximate location (within 5 miles or so?) of what is described in the heat of the Kodar mountains between the lands of Belkzen and Varisia about 1,500 miles NW of Absalom.


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)

HA! A MERE FLYING CARPET RIDE AWAY!!


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)

WAY TO GO DAR


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

What is the airspeed velocity of a laden flying carpet?

But, seriously, do our characters know how long a 1500 mile journey would take on the carpet? Should we use Irissë's spell again?


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Before departing, Irissë will locate a place in the city to study and become familiar enough with in order to designate as a sanctuary for the word of recall spell.


Irisse can connect to the Lodge for word of recall.

https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/carpet-of-flying/

https://www.d20pfsrd.com/magic/all-spells/o/overland-flight

The carpet can carry 800 lbs (not sure of party total encumbrance).

Travels as "overland flight" spell and the party can travel 8MPH (64 miles in 8 hours).

In theory 192 miles/day if you rotate shifts sleeping/flying. So 2 weeks or so to get to the general area in the Kodar mountains assuming you don't get eaten by dragons or attacked by cloud giants.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Irissë can memorize and cast airwalk. Max speed of 60mph, max duration 11 hours , so 660 miles per day. So we could make the trip in 3 days. Also has added benefit of being a lot more stealthy.

https://www.d20pfsrd.com/magic/all-spells/w/wind-walk/


You should totally sell that carpet.


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.....the carper is nice but airwalk is nicer.....shall we make preparations to seek out the mountain and glacier....


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

Yes, let's sell the carpet, buy some winter gear, and set out.

Unless people have magical means of keeping the party warm?


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Airwalk is a 6th level spell that Irissë would probably only memorize as circumstances demand, would usually have some other more combat oriented spell available. So the carpet is something that could be used more routinely, also can be used 24 hours a day while spell once used for the day is gone. Recommend we keep for a while.

We can buy winter gear, shouldn’t be prohibitively expensive. DM?


High quality winter gear (designed to help overcome the most extreme cold and mountain conditions) costs each PC 50 GP and takes about a week to make.


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)

your words as usual Irisse are full of wisdom....i agree...


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Buy winter gear and then leave for the 1500 mile journey.


Does the party take any particular route or just a straight a line as possible?


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Look at a map and try to determine a couple likely places to stop. Make sure spell won’t end in some place bad like middle of ocean.


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 agrees with Irissë's plans and pays 50 gp for the winter clothes.


unlucky rolls?: 3d20 ⇒ (9, 17, 12) = 38

Over the course of three days the party rides the winds through the skies of Golarion, encountering no difficulties during their rest and free travel during the course of the spell.

Your final day's trek ends with you in sight of a massive pillar of sheered stone that rises above its surrounding mountainous brethren. A large broken chasm of ice sits at its base.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

perc: 1d20 + 20 + 5 ⇒ (8) + 20 + 5 = 33

Any evidence of an entrance or that other people have been around?


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 Irissë look around:

Perception: 1d20 + 14 ⇒ (3) + 14 = 17


The chasm is too far for Irisse or Dardanius to see anything clearly as the slightest gust or breeze tosses flurries of snow in the air and the sun beats mercilessly down on you with little atmosphere between you and it. Any real blow of air would quickly render anything past immediate vision nigh impossible.

You are now very grateful for the winter gear you purchased as the slightest bit of exposed skin quickly becomes numb from the cold. Your thick coats, undergarments, gloves, and balaclavas do their best to separate you from the glacial chill and the shaded glasses do their part to stop you from being blinded. Despite all your precautions and preparations, nothing could ready you for the thin air which burns your lungs and threatens to slowly suffocate you with lack of oxygen.

DC 15 FORT save or become fatigued.


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

fort: 1d20 + 13 ⇒ (2) + 13 = 15


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

fort: 1d20 + 12 ⇒ (3) + 12 = 15

“Shall we land and take a look?”


-the party is already on the ground as the spell was ending right around the time you found the icy chasm; you are maybe a mile or so away from the vast crevasse-


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)

fort: 1d20 + 9 ⇒ (19) + 9 = 28

perception: 1d20 + 20 ⇒ (2) + 20 = 22

weed looks around


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

Fort: 1d20 + 17 ⇒ (15) + 17 = 32


Even Weed's keen sight is defeated by the harsh sun and occasional gusts of flurried snow. The massive chasm lies in the near distance and as the sun begins to set you can feel the temperatures falling along with it. How cold will it be in just a few hours....?

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