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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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

keep watch while they deal with their wounds, then continue onward.

perception: 1d20 + 6 ⇒ (11) + 6 = 17


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

Heal: 1d20 ⇒ 10

I can have someone else try to heal me though?


Rodion wrote:

[dice=Heal]1d20

I can have someone else try to heal me though?

You can have someone else try a heal check. It's a DC 20 check for these vicious caltrops so I wouldn't expect to be going Jesse Owens any time soon. :(


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

Heal checks until everyone is well.

heal: 1d20 + 3 ⇒ (16) + 3 = 19
heal: 1d20 + 3 ⇒ (12) + 3 = 15
heal: 1d20 + 3 ⇒ (3) + 3 = 6
heal: 1d20 + 3 ⇒ (10) + 3 = 13
heal: 1d20 + 3 ⇒ (18) + 3 = 21
heal: 1d20 + 3 ⇒ (18) + 3 = 21
heal: 1d20 + 3 ⇒ (20) + 3 = 23


After a few minutes of intense focus, Grimm has bandaged the wounded feet and the party is able to move on without further slowing.

Weed's hastily fired arrow connects and the fleeing skulks screeches in pain as it continues to flee.

The way ahead is a continuation of the rough path winding up the ravine side. It appears that there is one last switchback ahead before the trail reaches the top and the hidden village of the skulks.


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

Sorry. I wasn't aware I could spam the checks like that!

Nice shot 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)

thanks Rodion...i fear it wasnt good enough


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

“That took too damn long, let’s go!”

Onward!

perception: 1d20 + 7 ⇒ (19) + 7 = 26


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)

be ready....im sure they wont take this laying down and the humans taking part in this may not either


Grimm gets the sense of something awaiting the party around the next switch back and wisely reigns the party in before advancing. Peering around the corner he sees a group of 3-4 skulk warriors crouched behind a rough wooden barricade of discarded wood planks and poles. A bit further back are a pair of skulks with slings and a larger skulk with a short bow who appears to be in command.


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

“Skulks ahead behind a barricade.”

Grimm strides forward to the barricade and blasts the skulks there:
burning hands: 2d4 ⇒ (4, 4) = 8
DC14 reflex for1/2


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 moves off to the side to come around and flank the skulks


Weed wrote:
Weed moves off to the side to come around and flank the skulks

The steep sides of the path makes it impossible to move off to the side without a difficult climb check (DC20) or falling nearly 80'. The skulks have chosen a good place to defend their village.


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)

fair enough....weed waits to see the effect of Grimms attack to see if there any advantage to be gained


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

Rodion summons an Eagle to attack a skulk injured by the fire.

Talons: 1d20 + 3 ⇒ (19) + 3 = 22
Dam: 1d4 + 2 ⇒ (4) + 2 = 6

Talons: 1d20 + 3 ⇒ (18) + 3 = 21
Dam: 1d4 + 2 ⇒ (1) + 2 = 3

Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Dam: 1d4 + 2 ⇒ (3) + 2 = 5


Eterran?


With a burst of speed Eterran rushes the barricade, trying to hack the foes behind it.

greataxe: 1d20 + 7 ⇒ (12) + 7 = 191d12 + 6 ⇒ (9) + 6 = 15


DC14 save: 4d20 ⇒ (7, 6, 2, 14) = 29
sling: 1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 1
sling: 1d20 + 3 ⇒ (17) + 3 = 201d4 ⇒ 4
shortbow: 1d20 + 6 ⇒ (20) + 6 = 263d6 ⇒ (5, 4, 6) = 15
spear: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 1 ⇒ (4) + 1 = 5
spear: 1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (4, 1) + 2 = 7
spear: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 1 ⇒ (2) + 1 = 3

Grimm and Eterran move forward, with a gout of flame and a swing of axe. The flames are largely blunted by the barricade which starts to burn; three of the skulks are lightly wounded and one not at all. Eterran hews through the burning barricade and hacks one of the singed skulks down as Rodion summons a magical bird which badly hurts a wounded skulk. Weed delays (2 actions this post).

The ranged skulks fire at Rodion hitting thricely, taking down the brave wizard (20 HP damage). One of the skulks behind the barricade stabs Eterran with a spear for 7 HP.

Rodion is down and bleeding (stabilize check needed); Weed has 2 actions but is a full round of moving from melee; Grim is 15' from the burning barricade; Eterran is at the barricade but in danger of taking burning damage if he stays engaged in melee.

Party action.


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 yells out to the Skulks
Stop...negotiate with us and you live....we are the only thing keeping you and your kin alive...everyone knows that you are carrying out the humans work and that youre not responsible....we just want to know who the humans are that you deal with and you will be left in peace to continue on with your life...the other option is a sphinx coming to destroy you and your village....we promise there will no harm...we just want the information


Diplomacy roll Weed. It might have been easier if you started with some version of that speech and not by murdering skulks.


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

CLW: 1d8 + 2 ⇒ (7) + 2 = 9

Heal Eterran.


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

Heal Eterran??? Please Grimm!

-20/11 HP

Stabilize: 1d20 + 1 - 9 ⇒ (17) + 1 - 9 = 9

So -21/11 HP. 2 HP to go

I think the eagle gets to continue attacking though . . .

Talons: 1d20 + 3 ⇒ (14) + 3 = 17
Dam: 1d4 + 2 ⇒ (4) + 2 = 6

Talons: 1d20 + 3 ⇒ (8) + 3 = 11
Dam: 1d4 + 2 ⇒ (1) + 2 = 3

Bite: 1d20 + 3 ⇒ (15) + 3 = 18
Dam: 1d4 + 2 ⇒ (1) + 2 = 3


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)

point taken......worth a shot for a better outcome
diplomacy: 1d20 ⇒ 19


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

Eagle will delay attack if Weed is actually trying diplomacy. Surprised since he's the one that charged in at the outset . . .


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 if anything...a surprise.....even to me


Weed moves up and heals Eterran.

Hearing Weed's passionate entreaty, the skulk that appears to be in charge yells out a few words and the missile skulks hold their fire (readied action) while the melee skulks wait to see what Eterran does (readied action).

I don't think you can control the summoned creature from not attacking?: "It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions."

The summoned eagle takes down the skulk it wounded last round before disappearing.

Eterran action.


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 will back away from the flaming barricade.

-good thing I didn't start raging, not sure I'd be able to stop so quick-


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

I don't think you can control the summoned creature from not attacking?: "It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions."

Sounds right.

Stabilize: 1d20 + 1 - 10 ⇒ (20) + 1 - 10 = 11

Rodion stabilizes at -21/11 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)

Weed backs away further....
and continues everyone knows its a group of humans....we will leave you in peace....and ask that you allow us to settle this within our own kind...we dont want to involve your tribe more than need be....we only want to know one name....just one...of one of the humans behind this...and we all walk away to our families and eat with them tonight...we can pay for the name if you wish...


Make another diplomacy roll 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)

diplomacy: 1d20 ⇒ 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)

waaaaaaa
waaaa
waa


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)

we will pay gold for the information


The lead skulk's greed perhaps gets the better of him-Show me the gold!, he yells.


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)

who has coins..do we all have some? if so...how much
whatever weed has...he will hold his pouch out


The skulks wait (with readied actions) to see if the party is able to produce any 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)

Grimm?? werent we given some gold by the carnival??


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

Believe she offered 600gp to solve but we did not receive yet.

Think we have about 80gp from other stuff so 20gp each.


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 holds out a pouch with gp in it....and tosses it 10 feet in front of him....and sits on the ground....come and talk..you take the gold...and we all go back to see our families this night


Weed wrote:
Weed holds out a pouch with gp in it....and tosses it 10 feet in front of him....and sits on the ground....come and talk..you take the gold...and we all go back to see our families this night

For clarity: Weed takes all the available loose GP the party has, puts in a purse (showing it to the skulks) and tosses it 10' in front of him (well behind the burning [almost destroyed] barricade)?


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)

no....just his 20gp in his pouch....shows it to skulks..tossing it 10 feet in front of weed...on the ground for the skulk to come get it and trade for the name (s)


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)

there might be more than that if your information is helpful to us....we both benefit from this


The lead skulk has a few moments of intense argument with those nearest him before moving towards the barricade. As he does, another group of six warrior skulks show up. With a wave of his hand and a sharp bark of command he halts them and moves his way around the now burnt-out barricade.

He eyes Eterran and Grimm warily as he passes them and advances towards Weed and the purse of gold. Picking up and inspecting the contents of the purse he looks at Weed and growls-This much for information, but the murder of my people will cost you just as much. Give me another twenty gold crowns and I'll tell you what you want to know and we all get to eat tonight.


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)

youre not just a brave warrior...but a fair one...Weed looks back and says another 20 gp fellows....quickly


The party produces another 20 GP (please mark off of someone's PC sheet) and the lead skulk smiles-If you are here and asking these questions, I can only assume you already know about Kymeth and Onamae. They are of the Nisku, although at this point I would not say they are part of the Nisku.

They were recruited a few years ago by the humans you seek, and today are the only voice we hear from that group. Of all of us, they look the most like humans and that's why they were chosen.

The folks Kymeth and Onamae have joined go by many names but we know them as the Gilded Hand. Their leader is Borvius Monchello; a heard hearted murder if ever there was one. If you seek him out, take a keen blade and when you drive it home twist it for the Nisku.


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 am known as Weed...i thank you for your honor and help...we shall trouble you no further.....and will not involve you
Weed backs away towards the party.....


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 throws down 20gp.


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

Sorry, forgot Rodion was down. Move back to check on Rodion while Weed talks.

CLW: 1d8 + 2 ⇒ (8) + 2 = 10

channel: 1d6 ⇒ 4


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

-7/11 HP

In a whisper: Thanks Grimm, thought I was a goner. What's going on?

When Rodion sees that a dialogue has commenced, he dispels the eagle. As long as that's possible


The lead skulk takes the gold and moves back to his people. Grimm resuscitates Rodion who notices his eagle has already disappeared. The party regroups at the switch back and watches as the lead skulk argues with some of the other skulks who clearly think that gold is not enough restitution for the dead, but the lead skulk seems to be convincing enough of them for the time being.

Party action.

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