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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Dardanius moves towards and starts up the stairs in time to see Turran's retconed and current scimitar strikes cut down the guard, whilst Weed starts fleeing down the stairs scattering something behind him as he runs. Turran DC 17 perception to notice Weed scattering caltrops. Tarvoth does his best to blindly struggle towards the stair entrance, but instead finds a wall.

Arrows fire towards Weeds back (flat-footed AC):
arrow: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 1d6 ⇒ (2) + (5) = 7
arrow: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 1d6 ⇒ (2) + (5) = 7
arrow: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 1d6 ⇒ (7) + (2) = 9
arrow: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 1d6 ⇒ (4) + (1) = 5


Shield spell bonus does not apply to the arrow attacks above as "Shield creates an invisible shield of force that hovers in front of you."


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

Oh Weed, why do you run. Stay and fight!

Advance and strike at bowman using Spell Strike/Spell Combat with Shocking Grasp

Scimitar: 1d20 + 10 + 1 + 1 - 2 ⇒ (14) + 10 + 1 + 1 - 2 = 24
damage: 1d6 + 5 + 1 + 3d6 ⇒ (4) + 5 + 1 + (2, 4, 4) = 20

perception: 1d20 + 10 ⇒ (5) + 10 = 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)

-12hp.....
weed feels arrows strike at his back....enraged...he turns as he will not allow a companion to face danger alone....avoiding the caltrops he lunges at the bowmen

GSPA: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 282d6 + 11 + 1 ⇒ (3, 2) + 11 + 1 = 17


Weed wrote:

-12hp.....

weed feels arrows strike at his back....enraged...he turns as he will not allow a companion to face danger alone....avoiding the caltrops he lunges at the bowmen

[dice=GSPA]1d20+7+1;2d6+11+1

Yeah....no.....

There is no 'avoiding' caltrops. If you want to move through the caltrops you just scattered you can, but they get to 'attack' your feet as you move through.

caltrops:

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.


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

Tarvoth will continue towards the sounds of combat.

Summoned ant will disappear.


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

If Dardanius has a shot up the stairs, he is taking it I don't know how long the staircase is or whether Dar can find a target

Rapid Shot: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13

Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Rapid Shot: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12

Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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)

f&%$ ok......then you decide...i take the caltrop damage if any....or i rescind my attack and move down the stairway calling for my companions to continue down with me


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 are my options here....


You can move back through the caltrops and melee, fire a bow shot, keep running away down the stairs....

You can't just 'hand wave' your prior actions away


You can move half speed (per description) and avoid the caltrops; a full round action


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

I will take that action
My previous melee roll
And take whatever caltrop damage I incur


caltrops of doom!: 1d20 ⇒ 13

Tarvoth edges towards the din of battle, Dardanius quick fires two arrows, but the angle and swirl of combatants spoil his shots, Tarvoth violently scimitars an archer to death, Weed wounds his feet moving through caltrops and angrily hacks down a second archer.

The two remaining archers flee for their lives.


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)

is the caltrop dmg 13hp?


No, per above, you take 1 point of damage and movement is 1/2 for 24 hours or until you receive magic healing or a DC15 heal check


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)

thank you.....


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)

-23/28 HP
Weed looks about at his companions....visibly wounded from sword wounds and arrows sticking out of his back....Weed rest on the ground...

careful with the caltrops....


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

Hearing the sounds of combat cease:

"What's happened?"


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

Archers are down or fled, guard is dead. Careful of caltrops on stairs dropped by Weed. He has a couple of arrows sticking out of his back and a caltrop in his foot.

-Weed, I don't think you took any sword strikes due to my shield spell. I show you down the 12 from the arrows and 1 from caltrop.-


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

“Anyone else hurt? Weed come here so I can heal you.”

Use wand twice on Weed.
CLW: 2d8 + 2 ⇒ (2, 5) + 2 = 9


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)

thank you Tarvoth....thank you Turran....Dar...all well fought...i think theres more to come...should we have at that room with the iron bound door? we can leave the caltrops on the stairs...bar the door perhaps?? thoughts?


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

Whatever we do, we ought to be quick about it. Also, you should know that the desk was trapped. I'd expect the same of the door.

Detect evil in the direction of the iron door.

Perception Looking at the Door for Traps: 1d20 + 7 ⇒ (4) + 7 = 11


After several moments Tarvoth's sight returns. The party is in a 20x20 foot room with brick walls. At the far end of the room is a single iron bound door a plain wooden desk.

It has been at least 2-3 minutes since the start of the battle.

Dardanius does not sense any evil from the door and can't see any traps on or about it.


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 door for traps....

perrception: 1d20 + 14 ⇒ (20) + 14 = 34


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

Cast Detect Magic in the room


Turran finds the potion found in the desk to be magical.

Weed surveys the door and finds a definite trap on it and also, something quite strange about the keyhole. It isn't trapped, but there is something about it that sets Weed's hairs on end.


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)

keyhole perception: 1d20 + 14 ⇒ (20) + 14 = 34


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 Weed tells us about the

I did find this key in the drawer. But based on Weed's insight I worry about opening this door. I don't suppose any of you boys are trained with disarming traps? Not my area of specialty, obviously.


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

Try to figure out what type of potion we have found.

spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22


Weed's amazingly keen eyes (back-to-back 20s!) somehow see small arcs of electricity leaping from a wire to the lock mechanism and thinks that inserting the iron key would result in a very deadly shock. Doesn't look like a trap exactly, that's what the holes in the ceiling potentially shooting deadly bolts or acid or oil are. Weed thinks that while the key might work, it's not the primary way to open the door.

Tarvoth is able to determine that the potion is actually a vial of poison that has been enchanted to look like a potion of healing.


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 shares this with the party.....


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)

im not sure i have the skill to disarm this trap


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

"Maybe there is some sort of trigger around here to open the door without setting off the defenses. Or someone could volunteer to open the door while the rest of us stand way back."

Look around for alternative means to open the door.

perception: 1d20 + 11 ⇒ (7) + 11 = 18


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

Search the area for door opening apparati
perception: 1d20 + 10 ⇒ (1) + 10 = 11

-don't even see the door!-


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 try....stand back far away

......disable device: 1d20 + 4 ⇒ (9) + 4 = 13


Neither Tarvoth nor Turran are able to find any release mechanisms, but feel that, much like the secret door on the street, there is probably some means to open the door without risking any of the traps.

Weed does not trigger the electricity or death from above, but he is unable to disarm either.


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 there is another place to insert the key that will open the door other than the lock itself....around the door? nearby?? the desk perhaps?? maybe the book??


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

Turran tries pressing some of the bricks around the door and behind the desk.


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 + 14 ⇒ (1) + 14 = 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)

weed is overwhelmed and stands in the room drooling....strings of saliva slowly descending to the floor....as his companions stare at him in disgust....


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

Dardanius points to the strongbox: Any ideas for opening this? Perhaps we should try moving the desk?

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Does the key work the strongbox? Any shelves we missed? Barring that, Dardanius feels inclined to pock bricks with Turran . . .


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

"Weed try your luck with the trap again or else one of us should try the key, I don't think we should stay here any longer."


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)

disable device: 1d20 + 4 ⇒ (11) + 4 = 15
Weed tries again


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

Believe Weed’s disable device might be higher:

Ranks 1, class skill 3, Dex 2, MW thieves tools 2: +8


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 Tarvoth....youre right....does DM allow a reroll or just add 4 to last roll for a 19


4d20 ⇒ (19, 20, 20, 8) = 67

After a few minutes of fussing, Weed is able to successfully disable both traps and determines that the door is safe to unlock with the iron key and open.


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

reapply Shield to Dadanius, Weed and myself


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

Nicely done Weed! And thanks Turran.

Dardanius takes one more look around to make sure people are ready and then inserts the key into the trap lock and tries to open the door.


Dardanius uses the key and the door unlocks and opens inward. As the door opens, Dardanius is met by a hail of arrows (on flat-footed AC).

arrow: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 1d6 ⇒ (4) + (5) = 9
arrow: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 1d6 ⇒ (8) + (4) = 12
arrow: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (7) + 3 = 10
arrow: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 2d6 ⇒ (1) + (3, 4) = 8

A voice booms out-Took you idiots long enough. I was thinking we would have to come pay you a visit instead of the other way around. Welcome to my second home; I'm afraid you won't get to enjoy it.

Weed hears:
You recognize the voice as that of Borvius Monchello!

Dardanius sees:
The door opens to a 30' hallway that ends in a T, with passages going either right or left. Before the T, you can see four figures (that just fired on you) taking shelter behind what looks like a sturdy wooden barricade (about 4' high) that completely blocks the hallway (wall to wall).

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