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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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 right Rodion....lets see where a gentle touch gets us....sometimes a gentle stroke to the muzzle gets ya further than hitting a jackass between the eyes with a stout limb....


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

I’m going to assume Rodion shared the information about the strangulation marks on the body. Grab the sheriff and point out the marks.

“Don’t think no sphinx gonna be strangulatin folks. Guessin more work of the Gilded Hand. What do you know of them? Where might we find em?”


Sheriff Feldane looks at the marks on Esrelda's neck and whistles in surprise-Well you are right as rain dwarf! That will teach me to let a deputy review the scene for me. I would usually do it myself, but I was a bit busy keeping the angry mob outside from attacking the Carnival members.

The Sheriff scans the tent and seeing no others besides Phardaen, Delisen, and the party she says quietly-I don't have any direct evidence of the Gilded Hand, but I have certainly heard of them over the years. Whoever they are, they have done a great job of keeping themselves out of sight, mine in particular. Crimes in Belric tend to be local and discreet; not much in the way of organized activity at least not any that we have been able to piece together. To be fair, there is just not a lot of money if Belric, so I guess there is not enough to support a large and aggressive group of thieves. Not sure if something has changed recently.

She pauses and looks about again before continuing-You mentioned Borvius Monchello earlier and that's a name I DO know. It's also a name I'd advise you to be careful in bandying about. Borvius is the primary factor of Ilsurian Storage & Hauling-a very well to do business that manages the vast majority of wood hauling contracts in Belric. They are known to run very precisely on time, on budget, and almost never fail to deliver any cargo or haul assigned. Over the year's he's acquired a few other business and I think he holds a lot more influence over the town that most people understand.


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

Sorry, Grimm. I missed that Rodion was the only one to see that, would've role played it . . .

Sheriff, you say you've heard of the Hand over the years. May I ask what sorts of things they have been associated with?


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

Do we know where Ilsurian Storage and Hauling operates out of? Do they have a warehouse or business office? What about Borvius, does he have a residence in town?

If we don’t know, ask the sheriff.


Rodion-The Sheriff replies-Anytime there is something suspicious, no matter how small it is, their name comes up. Never with any kind of proof or course. I swear the Hand is like the local boogeyman that parents use to frighten their children with-"Better do your chores or the Hand will get you" and the like. I never paid it much mind really, just chalked it up to people wanting to blame things on some kind of external force. Belric has been quiet for a long time. These murders are by far the most serious thing we've have happen in years.

Grimm-Isurian operates out of the logging district in Belric. They have multiple warehouses as well as a business office. Borvius has a very well appointed house in town as well as a palatial estate outside of town.


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)

sheriff....(Weed reiterates the encounter with the skulk at the carnival...and then with the ones they fought near their village...and how they came by the name of Borvius and the skulks kymeth and onamae...) would Borvius stand to gain anything from these deaths?


Sheriff to Weed-I can't imagine any circumstance where Borvius would directly benefit from killing either Walder OR Esrelda. He never owed Walder a copper and why kill Esrelda for any reason; much less how would both killings be related? Also, in both instances why on earth would he risk his good name in trying to kill either one? I think you are maybe making too many assumptions on some filthy skulks and whatever story they had to tell you.

In any case, I'd caution you again against making any crazy accusations with regards to Borvius and his business. He's got friends in high places in nicer burgs that Belric; not a man to be taken lightly.


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 any of his "friends' in high places owe walder? he delivers on time and on budget if you know what I mean


The Sheriff looks at Weed sternly -Those are the exact types of comments I would advise you and your friends against making in any sort of public space.

Borvius Monchello is a well known, well respected, well monied, and quite powerful individual; where you lot are a mismatched menagerie of sell-swords under contract to a vagrant group of carnival workers under heavy suspicion of murder.

Borvius has a heavy hand and I'd hate to see you end up under this thumb.


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 shall choose my words carefully sheriff


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

Any additional questions for the sheriff or for Delisen?

If not, Grimm moves the group to a private location to talk.

"What now? Try to find them skulks working with the guild? Visit the warehouses and look for anything suspicious?"


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

Let's go for a warehouse visit.


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 both Grimm.....


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

Rodion is eager to continue his investigation at the warehouse.


The party makes its way from the scene at the Carnival to the primary warehouse of Ilsurian Storage & Hauling. With most of the sawmills located nearby, the smell of various types of wood lies heavy in the air.

The warehouse building is a well made tilt up wooden structure. It's not overly large, but looks to be more designed for short term storage of freshly produced lumber that will soon be sent out to destinations outside of Belric. As the party looks it over, several wains, heavy laden with lumber products, rumble out of the large double doors at the front of the building, heading to parts unknown.

There is a smaller door to the right side of the double doors that appears to be the entrance to an office area or storefront.


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)

any ideas how to proceed Rodion?


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

Is there somewhere nearby we could hang out and watch the warehouse without it being obvious that is what we're doing? See if any skulks show up or see if anything suspicious is occurring.


Naugrimm Firebeard wrote:
Is there somewhere nearby we could hang out and watch the warehouse without it being obvious that is what we're doing? See if any skulks show up or see if anything suspicious is occurring.

No, not without some brilliant ploy/scheme. This is a very industrial area and you already stand out just being here not working.


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 about for a suitable spot....
perception: 1d20 + 11 ⇒ (6) + 11 = 17


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 we go in a enquire about employ??


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

“I’ve a sharp axe, let’s see if they need loggers.”


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)

or caravan guards? unless were known to them already....


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

I agree, we should just go through the front door. Not sure if I will pass as a lumberjack . . . but it's worth an ask.


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

Head inside and approach whoever is there.

“Do ya have any work for guards? We’re running short on coin for ale.”

diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17


The offices within are very well appointed and large; clearly a reflection of the wealth that flows through Ilsurian Storage & Hauling. A very comely young woman sits behind a counter framing out the small waiting room and behind her several clerks work industriously on various ledgers.

The young woman smiles at you warmly-I'm sorry sir, but we are not currently accepting any applications for work. We usually post open positions at the start of each month, so check back in a few weeks. Thanks for inquiring and have a pleasant day.


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

"Thank ye miss."

Grimm looks about as he leaves to see if he can observe anything that might be useful.

perception: 1d20 + 7 ⇒ (18) + 7 = 25


Grimm catches site of at least two 'clerks' in the office behind the desk that clearly don't look like clerks. More like hired muscle.


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)

outside.....well fellas.....that all seemed on the up and up....Grimm you seemed to see something that caught your interest by your facial expression....


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

“Two of them clerks weren’t no clerks. Thugs.”


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)

indeed? perhaps a bit of surveillance is in order, maybe keep an eye out and see where these thugs go...?if anyone has a better idea im open...im curious as to the connection between this priestess...we have a good enough idea about the motive of walders murder....but whats the motive with hers


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

Might it not just be a cover-up? The cleric may have been able to exonerate the sphinx, and now she can't.

As for this place, what could they be doing here that requires thugs in the main office? I'm cannot think a move other than to force their hand in one way or the other and that seems . . . indelicate. We probably should away lest our loitering removes any other options.


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 is rather quiet..lost in his thoughts....lets go a tavern and hav an Ale and a listen.....An Ale will loosen Grimm up a bit....and im parched...


As the party stands on the side of the street one of the deputies of Belric can be seen moving down it looking for something. 1d20 ⇒ 7

Catching sight of the party, he quickly walks towards and in an urgent but distressed voice-Sheriff Feldane says come quick. She's got another body!


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)

follow Deputy


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

follow quickly


The party moves with speed to follow the deputy. As dusk falls across Belric, the twilight brings a subtle send of dread from the recent events. 3 deaths in just three days; something that hasn't happened in this town in living memory!

The deputy leads the group to a large tree on the outskirts of town, on the road that leads towards the dump. Two other deputies and Sheriff Feldane stand a nearby body that hangs by the neck. Seeing you approach Feldane sighs in a weary voice-Figured I should get you lot here before we do anything else. I know there is no way you killed poor Filton here. Had one of my boys watching you since you left the Carnival. Take a look and maybe we can figure THIS murder out. Sure as s+++ wasn't a Sphinx.


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 + 11 ⇒ (20) + 11 = 31 weed examines the body from where it hangs...and the area about the tree
survival: 1d20 + 5 ⇒ (16) + 5 = 21


The corpse is one Filton Legg. Wrapped around his neck is a tarp very obviously from the Carnival. His eyes have been gouged out, his mouth has been stuffed with rags, and his left hand has been severed at the wrist and is missing. A sheet of paper has been pinned to the body's shirts and is stained with blood, emblazoned with the words "we take care of our own". There is a harrow card of The Desert, depicting an androsphinx stuck just in side the body's vest, and a dingy, heavily creased, note appearing to be a few days old in the trouser pocket. The note is signed "Arhaneeman Braeton" but bears no personal seal. The note explains the bearer has been hired to "work on one of the Skull River boat crews, and is on probation-an advance is permitted to buy new boots if necessary"

DC15 linguistics:
The document has been artificially doctored to look older, and the ink is only 1 or 2 hours old.


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

To the sheriff:

“Do the three have anything in common? Why would they be murdered? Just to set the carnival up?”


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

Rodion studies the body:

Linguistics: 1d20 + 9 ⇒ (9) + 9 = 18

He mutters This note appears to be at least mildly forged. Judging by the ink, it is only a few hours old . . .


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

ha, Old trick. They used to try it with animal blood in the tribes. They are getting desperate.


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 Rodion with amazement....


Naugrimm Firebeard wrote:

To the sheriff:

“Do the three have anything in common? Why would they be murdered? Just to set the carnival up?”

They have nothing in common, at least Filton doesn't. Not many people know yet, but Esrelda's temple was robbed right around the same time as her murder. Very similar to Walder's death and I thought maybe there was some pattern, but with Filton here that line of reasoning looks like it is falling apart.

It seems pretty clear to me that someone is trying to set the townsfolk at odds with the Carnival, but for the life of me I can't imagine why.


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

Sense Motive: 1d20 + 3 ⇒ (12) + 3 = 15


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 cant help but feel that we are missing something....which should be obvious....but we are just not seeing it...


Eterran wrote:
[dice=Sense Motive]1d20 + 3

She seems pretty forthcoming.


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 think we need to speak to the carnival folks....as to any trouble they might have encountered....did they cross anyone...not necessarily here....but in the last while and from parts beyond this town


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)

sheriff...who discovered Filton....who discovered esrelda....


Weed wrote:
sheriff...who discovered Filton....who discovered esrelda....

Feldane-The Carnival reported Esrelda and one of my deputies found Filton on his regular patrol.

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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


played by Jalriel (941 posts)
Casamir Azmeren
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)


played by Bloodthorn (2,130 posts)

Current NPCs


Rakshasa
Mysterious Storyteller


played by Torvald Torvaldson (2,574 posts)

Previous Characters


Madame Ivanja
Amarth Nuin Giliath

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)


played by Daedeloth (127 posts)
Prankster Illusionist
Ardaxolion

AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2


played by danlev151 (61 posts)
Jhofre Vascari
Dagor Nuin Giliath

Paladin/Bloodrager-8/1 AC:22/FF22/T11 HP:99 Init:+0 Melee: +14/+9 1d8+7 or PA+14/+6 1d8+16 (19-20, x3) Ranged: +9 1d8+4 (x3) Smite: 3x/day
Saves:
Fort+17/Ref+9/Will+13
skills:
Acro0,Bluff6,Clmb4,Dip17,Disg6,HA10,Heal6,Intim10,K-arc,K-nob4,K-rel4,K-pla 3,Perc15,SM4,Splcrft4,Surv4,Swm0
LOH/channel:
LOH 10 x 5d6+10; Burn 2LOH for 4d6 channel
Spells:
(1) Hero's Defiance, Lesser Restore, Compel Hostility; (2) shield other, Paladin's Sacrifice, Litany of Righteousness


played by Daedeloth (63 posts)
Rainkin
Dog Rotsky

Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)


played by HokieHalfling27 (122 posts)
Valeros
Eterran

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


played by Jalriel (136 posts)
Yuki-Onna
Kunoichi Ashikawa aka Drummer

Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7


played by Daedeloth (229 posts)
Initiate of Flame
Naugrimm Firebeard

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


played by Daedeloth (302 posts)
Baron Galdur Vendikon
Rodion

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


played by danlev151 (160 posts)
Sorcerer
Tarvoth

Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door


played by Daedeloth (764 posts)

Previous NPCs


Ilquis
Bloodthorn

M Half elven Melee ranger
(8 posts)
Sir Holton
Torvald Torvaldson

(255 posts)
Tsadok Goldtooth
Carbour Frozenroar

saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5
(259 posts)
Devis
Curral

AC 22; HP 65; init +3; Perception + 10
(527 posts)
Dice
dice gods

(348 posts)
Augmented Gearsman
Dice-bot

(20 posts)
Danse Macabre
DM Darkvision

(4,124 posts)
Wizard
Gandalf the Grey

(180 posts)
Fire Giant King
Giant GM

(964 posts)
Valeros
Ibram Gauntt

male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10
(783 posts)
Giant Slayer
Kentaur Kreffe

male AC30 HP107 init. +4 Dwarf Cleric/10
(657 posts)
Catfolk
Pnin

AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

(1,026 posts)
Kwava
Sanrael Bloodthorn

AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

(1,352 posts)