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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The remaining golem goes down in an explosive blast of stoney shards. 10d6 ⇒ (5, 1, 2, 6, 5, 1, 5, 4, 4, 2) = 35


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)

REF: 1d20 + 10 ⇒ (17) + 10 = 27


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

ref: 1d20 + 7 ⇒ (1) + 7 = 8
-35hp


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 + 15 ⇒ (13) + 15 = 28

-31/101 HP Unless it's 0 damage on a save as in Irissë's math

That's quite a security measure . . . Should we proceed?


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 among the golems pile of rocks....anything of worth?

perception: 1d20 + 20 ⇒ (5) + 20 = 25

then continue forward...checking for traps


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

Search the golem remains with Weed: Perception: 1d20 + 14 ⇒ (3) + 14 = 17


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The party searches through the exploded remnants of the golems and find two massive onyx gems that are largely cracked and useless. However, the center of each stone can be salvaged and are worth 1,000 GP each.

At the end of the hallway is a metal ladder ascending about 30' before ending in an iron bound door/hatch.


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 + 20 ⇒ (2) + 20 = 22

check ladder for traps and door/hatch for traps


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

channelx2: 12d6 ⇒ (4, 2, 2, 2, 3, 4, 4, 4, 6, 3, 4, 5) = 43

Heals


Searching the ladder, Weed triggers a magical trap and a bolt of lightning (as chain lightning) lances out at him before arcing towards the other party members.

DC 22 REF for all 4 PCs

On Weed: 15d6 ⇒ (1, 2, 2, 1, 3, 4, 2, 4, 4, 6, 6, 3, 5, 6, 6) = 55
On Dardanius: 15d6 ⇒ (6, 3, 3, 2, 5, 5, 4, 4, 4, 4, 4, 3, 4, 3, 2) = 56
On Irisse: 15d6 ⇒ (6, 3, 4, 2, 1, 2, 4, 6, 4, 1, 4, 1, 1, 3, 3) = 45
On Turran: 15d6 ⇒ (3, 6, 3, 5, 3, 5, 2, 1, 1, 3, 4, 4, 2, 2, 5) = 49


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

reflex: 1d20 + 7 ⇒ (9) + 7 = 16

-44/125 hp


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)

-32
reflex: 1d20 + 10 ⇒ (4) + 10 = 14


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)

-87.....ughhhhh


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 + 15 ⇒ (20) + 15 = 35

-28 HP

CLW x 6 for Dar: 6d8 + 6 ⇒ (5, 4, 4, 2, 5, 2) + 6 = 28

CLW x 10 for Turran: 10d8 + 10 ⇒ (2, 3, 3, 3, 7, 3, 2, 1, 7, 5) + 10 = 46

CLW x 15 for Weed: 15d8 + 15 ⇒ (6, 2, 4, 8, 4, 7, 1, 8, 5, 5, 3, 4, 5, 2, 8) + 15 = 87

-22/50 for the wand


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)

awesome wand rolls Dar!!

back to full strength...for now....


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

ref: 1d20 + 7 ⇒ (16) + 7 = 23
-18

clwx: 2d8 + 2 ⇒ (7, 7) + 2 = 16
-2

Back up before Weed tries again.

1: bless
2: SW
3: CSW, locate object
4: BoF, NP

-2 channels


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 tries again....after making sure the party is at a safe distance...

disable device: 1d20 + 19 ⇒ (8) + 19 = 27


Weed addresses the ladder only to find that the electricity trap has been fully discharged; there does not appear to be any other trap on the ladder.


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)

check hatch for traps

perception: 1d20 + 20 ⇒ (5) + 20 = 25


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

With Irissë, stand away from the bottom of the ladder. Waiting to see what happens to Weed.


The hatch does not appear to be trapped, but it looks very securely locked.


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 studies the lock and tries to unlock it....

disable device: 1d20 + 19 ⇒ (7) + 19 = 26


The sturdy lock resists Weed's advances and remains quite firmly closed.


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)

take the time and try again

disable device: 1d20 + 19 ⇒ (5) + 19 = 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)

if party is willing to wait....try again

disable device: 1d20 + 19 ⇒ (15) + 19 = 34


Weed is ultimately victorious in his battle against the troublesome lock.


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 opening door:

“What’s the plan now? If this leads inside the auction building are we going to try invisibility or just act like we belong as bidders or what?”


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)

well....lets us have a quick peek and get our bearings....then close hatch and we can decided the best course....do any of you sense that magic would work inside?? any spells...

weed slowly lifts the hatch just enough to get a glance to get a sense of their whereabouts

perception: 1d20 + 20 ⇒ (9) + 20 = 29


Weed sneaks a peek through the slightly opened hatch and sees that it appears to open in to a 10'x10' cell, with think metal bars and a cell door with multiple locks on it.


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

Assuming that Weed relays that.

So we are heading into a jail? Should we continue?


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)

good question....a cell with a built in escape hatch....makes no sense to me


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

Detect magic.

perception: 1d20 + 21 + 5 ⇒ (16) + 21 + 5 = 42


Irisse switches positions with Weed and peers out of the slit provided through the slightly opened hatch. She catches some magical energy from the cell door, but nothing else that she can see.


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)

thoughts Irisee....i feel much like a mouse eyeing a piece of luscious cheese.....unawared of the trap that will catch it


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

“Your guess is as good as mine Weed, there is some magic on the cell door, seems like we could be walking into a trap. We could look around for other possible entrances or keep moving forward and see what comes of it.”

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