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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Weed moves towards the pit and misses with another arrow. Weed make a DC 15 acrobatics check to avoid falling into the pit. Tarvoth heals and pines for his ant. Dardanius misses Borvius with a rapier slash and Turran misses with his scimitar.

Borvius swings his axe at Turran:
axe: 1d20 + 8 ⇒ (20) + 8 = 283d12 + 18 ⇒ (6, 2, 7) + 18 = 33

and the skulk slashes at Turran with her rapiers:
rapier 1: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 6
rapier 2: 1d20 + 2 ⇒ (12) + 2 = 141d6 ⇒ 6

The archer again fires at Dardanius:
arrow: 1d20 + 4 ⇒ (6) + 4 = 101d8 ⇒ 7


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

Super urk....


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

Anyway for Tarvoth to reach Turran?
Everyone else is at full HP right?


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....full hp
for now....
acrobatics: 1d20 ⇒ 6


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

Yes, Full HP. Suppose I'm next up though:

Attacking Borvius still.

Rapier: 1d20 + 6 ⇒ (14) + 6 = 20

Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Tarvoth wrote:

Anyway for Tarvoth to reach Turran?

Everyone else is at full HP right?

Tarvoth could run and jump, jump and try to climb, aid Weed (had he not just fallen in a pit) or vice-versa to get across (boost).


Weed wrote:

yes....full hp

for now....

Weed skids to the edge of the pit, but the steep slope is too much for him and he topples over. fall damage: 2d6 ⇒ (5, 6) = 11


Turran takes a devastating axe stroke and drops to the floor, bleeding and perhaps mortally wounded (stabilize check?). Dardanius slashes across the barricade at Borvius, but is unable to connect. Weed falls into the pit.

Torvath action and then 3 enemies respond.


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)

uggghhhhh
-11/28


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

Burn bull's strength to summon another ant directly in front of Borvius. Have it smite evil on him and hopefully draw his attack!

bite: 1d20 + 3 ⇒ (12) + 3 = 15
dam: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

sting: 1d20 + 3 ⇒ (20) + 3 = 23
dam: 2d4 + 4 + 4 ⇒ (3, 3) + 4 + 4 = 14


The summoned ant savagely stings Borvius, driving him back. He yells in fury, clearly frustrated by the summoned annoyance, unable to try and finish off Dardanius.

Borvius on ant:
greataxe: 1d20 + 8 ⇒ (18) + 8 = 261d12 + 6 ⇒ (12) + 6 = 18

The skulk dutifully follows her master's lead:
rapier 1 on ant: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 6 ⇒ (5) + 6 = 11
rapier 2 on ant: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 6 ⇒ (1) + 6 = 7

The archer, however, ignores the ant and fires on Tarvoth:
arrow: 1d20 + 4 ⇒ (3) + 4 = 71d8 ⇒ 7


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 is at -25 hp


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
Mysterious Storyteller wrote:
Turran takes a devastating axe stroke and drops to the floor, bleeding and perhaps mortally wounded (stabilize check?).

I thought that being at - CON hit points meant Turran was dead. Your call either way, I'm just curious about the rules. . . hope no one dies because I asked . . .

Dardanius sees red as Turran slumps to the floor. He strikes back at Borvius.

Rapier: 1d20 + 6 ⇒ (2) + 6 = 8

Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Unsuccessfully


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

The ant goes down! The arrow misses Tarvoth.

Cast burning disarm, target the skulks main weapon.

fire dam: 3d4 ⇒ (1, 3, 4) = 8
DC 14 reflex to drop the weapon and take no damage

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly.


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 uses his rope and grappling hook to try to climb out


@Dardanius-My general house rule is unless a player wants to build a new PC letting CON death slide is generally better for the story. My goal isn't to kill the party or PCs (otherwise I'd send mutant-zombie spiders at them ;-D), it's to develop a meaningful tale that satisfies the players and myself.

skulk: 1d20 ⇒ 20
Dardanius continues to be largely foiled by the barricade. The skulk hisses in discomfort and drops one of her rapiers, but quickly grabs a dagger instead. Weed give me a 'to hit' roll for the grapple and a climb roll.

Dardanius hears:
Boss, things are going sour; it's time to leave-the skulk hisses at Borvius

I'm not being chased out of my den by this rabble!Borvius roars in fury and hacks at Dardanius with a savage axe chop 1d20 + 8 ⇒ (17) + 8 = 251d12 + 6 ⇒ (9) + 6 = 15

high is run: 1d20 ⇒ 17

The skulk hesitates for a moment....and then turns tail and flees down the rear hallway!

high is run: 1d20 ⇒ 12

The last archer seeing the skulk beat feet, realizes life is precious and also turns tail and escapes.


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)

grapple: 1d20 ⇒ 7

climb: 1d20 ⇒ 14


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

channel#4: 2d6 ⇒ (5, 4) = 9 exclude baddies


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

stabilize: 1d20 + 2 ⇒ (1) + 2 = 3

-lol-


Weed's grapple fails to bite; Torvath is just able to catch Turran in his healing burst saving his life.

Dardanius 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 tries again....
grapple: 1d20 ⇒ 10


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)

fu&%#ng keystone cops!!!


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

-15/23 HP

He's all alone boys!

Dardanius continues to fight Borvius:

Rapier: 1d20 + 6 ⇒ (5) + 6 = 11

Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Even if he cannot connect a hit


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

Note to Dardanius and Weed: roll better or end up like Turran!


Dardanius whiffs with his rapier.

Borvius on Dardanius greataxe: 1d20 + 8 ⇒ (10) + 8 = 181d12 + 6 ⇒ (9) + 6 = 15

Weed keystone cops with his grapple.

Dardanius and Tarvoth 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)

grapple: 1d20 ⇒ 6


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)

&@^^&@**
someone grab the rope
climb: 1d20 ⇒ 12


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

channel#5: 2d6 ⇒ (5, 1) = 6


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
Tarvoth wrote:
Note to Dardanius and Weed: roll better or end up like Turran!

Ah, that's what I was forgetting.

Lay On Hands #2: 1d6 ⇒ 5

-4/32 HP

Rapier: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Sigh . . . the battle continues


Tarvoth heals, Dardanius misses again.

Borvius hacks away again in frustration-Why won't you DIE!
greataxe: 1d20 + 8 ⇒ (5) + 8 = 131d12 + 6 ⇒ (2) + 6 = 8

Weed wildly throws his grapple and then abandons that effort in a frustrated attempt to attempt a free climb which fails as spectacularly.

Tarvoth and Dardanius actions.


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)

graple and climb: 2d20 ⇒ (17, 13) = 30


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 there a +4 to climbing with grappled rope


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 just watch, willing Weed up the wall of the pit and praying the Dardanius has some better luck with his blade.


Weed, you keep posting ahead for some reason. Please note that when I specifically write "Tarvoth and Dardanius actions." that doesn't mean you should post again.

Dardanius, and only Dardanius, action please.


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

wont be coming on to post for a while....bot me if ya want


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

The Dardanius strikes!

Rapier: 1d20 + 6 ⇒ (20) + 6 = 26

Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16


Borvius' frustrated axe-hack leaves him perilously exposed and Dardanius takes advantage, driving the tip of his rapier through his eye hole, killing him. The large man collapses to the ground, quite dead.


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

°o°

Dardanius is stunned. He regains his wits to heal, climb over the barricade, and take a more careful look at the body.

Lay On Hands: 1d6 ⇒ 6

Full HP

Climb: 1d20 + 3 ⇒ (13) + 3 = 16

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

If Borvius truly seems dead, he will help his allies cross the chasm. Not sure if I need to roll anything to help them climb


Borvius does appear to be truly (not mostly-"to blaithe") dead.

The rest of the party can make its way over no problem and in fact, after a little bit of searching you find the switch to reset the hallway and simply walk across.


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

"I don't know why it took you so long Dardanius, all you had to do was stick him with the pointy end!"

Tend to Turran: CLW Wand x2: 2d8 + 2 ⇒ (5, 7) + 2 = 14
I had Turran at -10 after the channels, so this should put him at 4 hp.

perception: 1d20 + 11 ⇒ (14) + 11 = 25
Search Borvius and use detect magic in the area as well.


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 stirs groggily to life,

Ugh, feel like a block of sliced cheese

He looks over, You got em. Good job.

He sits up against the wall.

Let's find us some evidence for the sheriff.


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

Take a look at the ledger we found earlier.


The ledger appears to be written in some type of code or cypher.

DC 20 linguistics:
You are able to crack the moderately difficult code and discover that the book lists a history of thievery and wrong doing, but with very little direct evidence of Borvius' involvement. It seems to indicate that there is a master ledger somewhere else where information is transcribed to.

Among the items left among the fallen are 350 GP worth of equipment and 200 GP of personal wealth. The skulk's dropped rapier is of MW quality.
Borvius had: +1 agile breastplate; +1 ring of protection; +1 amulet of natural armor; a finely crafted +1 greataxe; potion of CMW; 500 GP of coin and jewlery.


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

“I think we should grab this stuff and make for the sheriff’s office.”

Heal Turran some more in case we run into trouble.

CLW: 3d8 + 3 ⇒ (6, 6, 7) + 3 = 22


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

Nothing on old Borvius?

Will read the ledger with Tarvoth.

Shall we exit through the tunnel, then?

There was an exit that way, right? Something to explore past the barricade (hence the retreat of our enemies.)


Dardanius wrote:

Nothing on old Borvius?

Will read the ledger with Tarvoth.

Shall we exit through the tunnel, then?

There was an exit that way, right? Something to explore past the barricade (hence the retreat of our enemies.)

Not sure what 'nothing on old Borvius' means?

The passage way splits in a "T" and you can go left or right or back the way you came, up and out to the street. The skulk and archer exited to the right side passage.


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

"I think we've accomplished what we needed to with Borvius dead and us in possession of the ledger, so I vote to go back the way we came, then to the sheriff. I am unprepared for another ambush and would avoid more trouble if possible."

perception: 1d20 + 11 ⇒ (12) + 11 = 23


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
Mysterious Storyteller wrote:

Not sure what 'nothing on old Borvius' means?

I meant to be asking if Dardanius found anything on Borvius's person. (with the perception check after climbing over the barricade). Will roll again if needed.

To Tarvoth:

I agree about what lies in the tunnel. But I am as worried about an ambush upon exiting as going deeper. I am also worried about losing any evidence that lies ahead He gestures toward the tunnels.

Dardanius sighs: But perhaps I am losing the thread. Do we have the evidence needed to suggest that we didn't murder a community leader?


Dardanius wrote:
Mysterious Storyteller wrote:

Not sure what 'nothing on old Borvius' means?

I meant to be asking if Dardanius found anything on Borvius's person. (with the perception check after climbing over the barricade). Will roll again if needed.

To Tarvoth:

I agree about what lies in the tunnel. But I am as worried about an ambush upon exiting as going deeper. I am also worried about losing any evidence that lies ahead He gestures toward the tunnels.

Dardanius sighs: But perhaps I am losing the thread. Do we have the evidence needed to suggest that we didn't murder a community leader?

From my post combat post above:

"Borvius had: +1 agile breastplate; +1 ring of protection; +1 amulet of natural armor; a finely crafted +1 greataxe; potion of CMW; 500 GP of coin and jewlery."

Is that what you meant?


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

"The ledger is written in code, which leads me to believe it contains incriminating entries but I don't know that for a certainty. Setting aside what the sheriff or town may think, I believe we all know that Borvius was behind the murders and most of the crime in this area, so with him out of the picture the area has a chance to prosper. I also consider Eterran avenged and cleared of wrongdoing and therefore my job here done, I really don't give a troll's ass whether the locals think its enough evidence or not."

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