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)

what do we know about skulks? weed ask the party....and studies the skyline around the ravine for signs of a trap
per: 1d20 + 11 ⇒ (6) + 11 = 17...and looks about for any signs of humans or tracks of note....
survival: 1d20 + 5 ⇒ (2) + 5 = 7


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Rodion can tell you bout the skulks. When yer ready lead the way Weed.”

Go back and read posts where Rodion used knowledge to learn about the skulks.

Help Weed look around.
perception: 1d20 + 7 ⇒ (14) + 7 = 21


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion relays his knowledge about skulks to Weed, and helps look for things.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Eterran looks for the Skull King perception: 1d20 + 6 ⇒ (15) + 6 = 21


The party doesn't see any obvious sign of a trap, but the trail to the top of the ravine and the skulk's village has several switchbacks that would make perfect places for ambush and encouraging visitors to leave.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Weed and Eterran lead the way, less you have a better idea.”


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

No ideas here. Except to agree that I shouldn't lead . . .


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 lead......
but keep an eye from anyone sneaking behind us

Weed moves ahead looking for tracks of any recently passing this way and for any danger awaiting
perception: 1d20 + 11 ⇒ (12) + 11 = 23

survival: 1d20 + 5 ⇒ (20) + 5 = 25


Weed and Eterran lead the party up the rough trail towards the heights of the ravine. Weed clearly makes out several sets of animal tracks as well as what he supposes are the tracks of skulks. After about 30' or so he sees a tripwire to....something.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion double checks Weeds track knowledge: Know Nature: 1d20 + 8 ⇒ (3) + 8 = 11

And has no idea what to make of it?


Rodion:
You are smart enough to know that the half-elf's keen eyes have most likely picked up any tracks there are to see. You can make out some prints in the soil, but you aren't quite sure what they are. The trail appears to be largely used by small game.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Grimm brings up the rear, keeping an eye out for anyone or anything that might be behind them.

perception: 1d20 + 7 ⇒ (15) + 7 = 22


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 calls a halt when he sees the tripwire....to.....
per: 1d20 + 11 ⇒ (18) + 11 = 29


The party pulls up short of the tripwire in the path. Weed has a great view of it from his current position.


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 traces the tripwire....careful to make sure it isnt merely a distraction or bait to another trap....such as a pit


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion relays his (limited) knowledge about tracks to the party. He also casts Message.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Assuming Weed points out the tripwire to the group, can we just step over it or go under it?


The tripwire appears to lead to a set of nearby chimes. There do not appear to be any other traps nearby; it looks clearly like an early warning system for the skulks.

The party can easily step over it and continue on.


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...ya can safely assume that i would explain why i asked everyone to stop...


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Using message:

“Keep movin, over the wire.”


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Moving out!


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Over the wire I go


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)

over the wire and ahead


M/P: 2d20 ⇒ (7, 14) = 21

The party rounds the first switchback in the path and comes upon a group of four warrior skulks wearing rough leather and wielding makeshift great clubs.

They were clearly not expecting company and the party gains the initiative.


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 rushes in
PA: 1d20 + 6 ⇒ (14) + 6 = 202d6 + 10 ⇒ (5, 5) + 10 = 20


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Grimm will engage one of the skulks.

axe: 1d20 + 3 ⇒ (6) + 3 = 9


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Rage 1/12 and attack

Greataxe: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d12 + 8 ⇒ (12) + 8 = 20


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Acid dart before melee penalties:

Acid Dart 1/7: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Weed and Eterran hack down 2 skulks before they get a chance to respond. Rodion wounds one with an dart of acid; the wounded foe yelps in pain and promptly turns tail, fleeing further up the path, while the uninjured one tries to exact revenge on 1d2 ⇒ 1 Eterran.

great club: 1d20 + 4 ⇒ (1) + 4 = 51d10 + 6 ⇒ (1) + 6 = 7

But he misses badly, significantly reducing his AC next round.


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

rage 2/12

Attack! Greataxe: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d12 + 8 ⇒ (5) + 8 = 13


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion conjures another dart into the melee:

Acid Dart Into Melee 2/7: 1d20 - 1 ⇒ (20) - 1 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


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 attempts to chase down the fleeing skulk


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Grimm moves forward trailing Weed, looking for skulks.

perception: 1d20 + 7 ⇒ (7) + 7 = 14


The fighting skulk takes the damage and comes on recklessly towards Eterran greatclub: 1d20 + 4 ⇒ (14) + 4 = 181d10 + 6 ⇒ (1) + 6 = 7.

S/P: 2d20 ⇒ (12, 12) = 24

The fleeing skulk maintains the distance between him and Weed as Grimm falls behind. The fleeing foe ducks around a switchback and disappearing from sight.


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 slows to allow Grimm to catch up....
well Grimm...any ideas....cats outta the bag


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

rage 3/12

greataxe: 1d20 + 9 ⇒ (20) + 9 = 29
crit damage: 3d12 + 24 ⇒ (7, 4, 1) + 24 = 36

-7 hp


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Rodion, Eterran come up here. When they get here, keep movin forward Weed.”

perception: 1d20 + 7 ⇒ (14) + 7 = 21
Looking and listening for any sign the runaway skulk has raised the alarm.


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Stop raging and move forward.

perception: 1d20 + 6 ⇒ (3) + 6 = 9

-2 hp


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Advancing with Eterran

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


Eterran's axe shatters the remaining skulk, allowing him and Rodion to advance towards Grimm and Weed who wait at the front side of the switch back. Grimm is able to make out the distinct sound of a fleeing bipedal form, sounding like it is rapidly heading up the remaining incline of the ravine path; the noise quickly fades into silence.


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 readies his bow and once again chases after the skulk
per: 1d20 + 11 ⇒ (4) + 11 = 15


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

perception: 1d20 + 7 ⇒ (10) + 7 = 17

Follow Weed.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Following Grimm

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Eterran bump


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

continue on

perception: 1d20 + 6 ⇒ (18) + 6 = 24


Eterran stops at the last moment, noticing groups of small, four-pronged, metal spikes scattered across the trail. The other three party members are not as fortunate, and wander into the dangerous terrain risking toe and heel!

Against touch AC:
caltrop on Grimm: 1d20 + 4 ⇒ (11) + 4 = 151d2 ⇒ 2
caltrop on Rodion: 1d20 + 4 ⇒ (19) + 4 = 231d2 ⇒ 1
caltrop on Weed: 1d20 + 4 ⇒ (12) + 4 = 161d2 ⇒ 2

If you take any damage your speed is reduced 50% until you receive a DC20 Heal check.

You catch a fleeting glimpse of the retreating skulk rounding the last switch-back about 50' in front of you.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Ouch! Damn it!”

Would channel energy fix the condition?

If so channel:

channel: 1d6 ⇒ 5


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 fires an arrow at the skulk
bow: 1d20 + 4 ⇒ (14) + 4 = 181d8 ⇒ 3


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion is slowed unless Grimm's plan works.

-1/11 HP


The wounds require a heal check to overcome.

Other action for Grimm?

Eterran?

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