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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The party makes its way back towards Belric, closely following the tracks. The trail is lost once you are within 75' (or so) of the first set of buildings, drowned out by all the other foot and cart traffic.

The first sign of dawn begins to grace the town and sun up is not far off.


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)

still waiting for your answer 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

“Yes of course, why?”


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

At Weed's comment, Dardanius detects evil in the party.


Everyone detects as evil! JK...

No evil detected.


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)

just checking....Borvius was like a disease...im not sure what type of foul magic he was using...but during the melee i noticed you werent adhering to proper physical distancing protocols and mayhaps you are he and he is you....weed looks suspiciously at Tar....so....sphinx... weed awaits Tarvoths response....his frown increasing with his hesitancy to answer


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 looks at Weed carefully trying to discern the cause of his more unusual than normal behavior.

sense motive: 1d20 + 8 ⇒ (8) + 8 = 16

“Ant.”


Weed determines that Tarvoth is actually Tarvoth without requiring Tarvoth to go back and dig through all the posts to find the safe word (pineapple!).

The party stands on the immediate outskirts of Belric right around dawn. You've had a long night and (apparently) have slain Borvius, with a few of you barely surviving yourselves.

What next intrepid adventurers?


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 grins broadly and claps tarvoth on the back.... cant bw too careful these days eh Tar! So happy we didnt have to kill ya!!!


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

Make a copy of the ledger then go see the sheriff, provide the ledger, get innocent folk out of jail.

"Did you see the sunrise this morning sheriff? The sky was almost pink! I think its a good sign. We discovered this ledger that I'm betting shows a lot of illegal transactions."


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:
(apparently) have slain Borvius

Hmmmmm

I suppose we should report these events to the sheriff, and then try to get what rest we can.


~story line hand-waving~

The Sheriff looks at the journal for several minutes before calling in a deputy, whom she sends off to gather up one of the town's local wizards. I have an idea of what the cipher might mean, but want to make sure before I start doing anything with the information in there. Normally I'd have to hold all of you until I investigate Borvius' murder and the clearing of the alleged thieves guild facility, but you have shown yourself pretty resourceful and Dardanius' order is held in high regard around here. I'll release Mistress Delisen once I have ascertained all the facts; probably another day or so.

Anything else you need from me right now? Otherwise it looks like I'm going to have another busy day and I'd best be about it.


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

Thank's Sheriff, let us know if there's anything else we can do.

Turran looks at the party, Let's head over to the carnival and let them know the happenings. I'd like to make sure that Mistress Delisen is released and the carnival is away safely.


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...Turran....the skulk is still on the loose...and shes a vindictive one....i dont think the danger has passed....might you allow us or one of us to sit with Delisen till this is cleared up?


Sheriff Feldane-Not a problem. Let me know who wants to guard her cell and I'll get you a comfortable chair. I'll also let my team know to be extra vigilant for said skulk. You lot wouldn't have had any hand in the murder and burning of that village out by the dump, would you? I know they were just skulks, but that kind of violence so close to town is not something I'm OK with.


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 sheriff....we did have an encoounter with them...we paid for information about the two skulks who were doing borvious's dirty work...we found then to be fair in their dealing...and they were well when i last saw them...my guess would be their honesty bought their downfall in the form of revenge for their dealings in getting to the bottom of this


Feldane weighs Weed's words-Fair enough. Are you leaving someone here to watch the prisoner or are you all headed to the Carnival?


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)

well fellas....any volunteers or should I.... weed looks at his companions....


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

Circling back to the sheriff's first comments:

I thank you for your deference Sheriff, it is much appreciated.

Dardanius agrees with Turran that it would be good to visit the carnival first and foremost.

Weed, while I don't wish any harm befall Delisen, I believe she is safe with the sheriff. We might be better off looking into the massacre at the skulk village, I feel your nemesis must have had a part to play there.


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

Whispered to Dardanius only. "Please detect evil on the sheriff and the deputies, if Borvius had a means to impersonate others maybe the skulk knows it too."

What type of weapon does the sheriff have?


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 does detect evil while with the sheriff and deputies.


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 see your point Dar...I see no reason to see what happened at the skulk village as thats pretty clear as to what transpired...all the same....one of us should remain close to Delisen....i fear retribution....and someone should be here till its cleared up as the sheriff said....it doesnt have to be me....but one of us should....not all is at it seems in this situation...expect the unexpected


Dardanius does not detect any evil on the sheriff or her staff. Tarvoth notices the sheriff has what looks like a finely crafted long sword at her belt, but there is a rack in her office with several other weapons in it.

Feldane walks the party to Delisen's cell. She appears in good health and spirits, if a little weary.

Feldane-I'll have someone grab you a chair if you want. I know it sounds a little crazy, but if you are really worried about her, the safest place in all of Belric is probably that cell. Anyone wants to get to her would have to go through a solid brick building full of well heeled law officers, steel gates, and solid doors. Frankly I'd like to see someone try. With all the mayhem that has happened recently and still not being able to apprehend anyone has made us all more than a little edgy. It would be nice to have something to take our aggression out on.


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

Weed, I may not know much, but splitting up the party is rarely a good thing. The skulk would have no reason to go after Delisen. She was just a patsy for their murder. It serves no purpose to kill her.


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)

frustrated.....Weed finally sees reason....and not feeling comfortable...nonetheless agrees...fair enough....i will go along with the wishes of the majority...i just have a great sense of unease...let us go


1 person marked this as a favorite.

Leaving the life of Delisen dangerously exposed to potential assassins, the party makes its way to the fairgrounds where the Carnival is now largely packed up and ready for travel. You quickly find your way to Phardaen, who is back to wearing a jaunty hat; this time with a number of brightly colored sequins sewed into it.

Seeing the group a broad smile crosses his face-I hear you have good news, eh? Don't let me spoil it; what has happened since last we spoke?

DC 20 perception:
As you make your way to Phardaen, you notice the All-Seeing Hajeck talking to a small group of folks that are dressed like they are from Belric. The townsfolk seem to be unhappy about something and Hajeck appears to be trying to smooth them over.


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

perception: 1d20 + 11 ⇒ (3) + 11 = 14

"Borvius was the killer and is dead, his skulk assistant got away so could still possibly make trouble. We recovered a coded ledger that should implicate Borvius in all sorts of illegal activities and result in the release of Delisen shortly. That's the gist of it."


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

Earlier, to Weed: I do not mean investigate to find out what happened, but to make sure the guilty party receives justice.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Oof at that roll.


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 ⇒ (16) + 14 = 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)

weed edges closer to hear what is transpiring with the townsfolk being placated


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

perception: 1d20 + 10 ⇒ (19) + 10 = 29


1 person marked this as a favorite.

Phardaen looks at Tarvoth appraisingly for a few moments before responding-Well that's a month's news at once, no mistake about it. I suppose you'll be looking for the reward she promised you then, eh? Fair enough. I don't think you will be too hard to track down should things not settle up appropriately. He hands Tarvoth a small pouch with 600GP worth of semi-precious stones.

Guess I should be to the jail then to get my mistress set free. I'm sure she would also want you to have this. He presents Tarvoth with a golden token shaped like a sphinx. You may have heard that we base out Piren's Bluff, a small town to the East of here. Present this to the office there if you are in need and they will help you however they can. Desna watch over you friends, and keep an eye out for that Skulk.
If anyone has a reason to do you ill it will be that one.


Mysterious Storyteller wrote:

Phardaen looks at Tarvoth appraisingly for a few moments before responding-Well that's a month's news at once, no mistake about it. I suppose you'll be looking for the reward she promised you then, eh? Fair enough. I don't think you will be too hard to track down should things not settle up appropriately. He hands Tarvoth a small pouch with 600GP worth of semi-precious stones.

Guess I should be to the jail then to get my mistress set free. I'm sure she would also want you to have this. He presents Tarvoth with a golden token shaped like a sphinx. You may have heard that we base out Piren's Bluff, a small town to the East of here. Present this to the office there if you are in need and they will help you however they can. Desna watch over you friends, and keep an eye out for that Skulk. If anyone has a reason to do you ill it will be that one.

Weed hears:
Hajeck appears to mollifying some upset customers who are asking for him to finish their readings. He insists that while his powers are strong, he can only see so far into the future, and has given them all he can. He promises to see them again when and if the Carnival returns.

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 waits until the crowd disperses then approaches Hajeck....and tell me...how much of this did you know was going to happen....


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)

maybe one day you can discern my future weed wanders back over to phaerden and the group


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)

did i miss anything.... weed smiles at Phaerden and the group


Any other party 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)

at this point i guess we could rest....but weed is stil uneasy.... we could clear out the last of the hideaway beneath the warehouse...i imagine we will encounter the skulk there possibly or at the burned out village


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

"Thank you Phaerden, give our best to Delisen if we do not see her."

Pocket the sphinx token and divide the gems along with previous treasures as set forth in discussion posts.

To Weed and the rest of the party: "I am sure the sheriff can handle things now that Borvius has been removed from power. Do we want to stick around this town or should we move on?"


Welcome to level 4


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

I am partial to Weed's desire to find the skulk, she deserves justice and we might be able to help relieve the sheriff of that task.


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)

leveled up and ready....

lets go clear out the rest of the warehouse tunnels we might find the skulk has returned to its lair


~between chapters interlude~

The party returns to the tunnels and finds them firmly in control of Feldane and her various deputies. Sheriff Feldane reports that it looks like someone(s) made it back to the guild complex and recovered most of the high end valuables before she could arrive and secure the site. Feldane and her deputies will restore what valuables they can to their rightful owners (including the Lady Walder) in the days ahead. She thanks the party again for their help and lets you know that you can count on her aid if ever you need it.

After the release of Mistress Delisen, the Carnival quickly finishes striking camp and heads on to their next destination. Delisen informs you that they head South, first to Alvis and then to Augustana. At that point she isn't sure if the Carnival will continue on towards the towns of the Eastern side of the Arthfell forest or return home to Pieren's Bluff. The delay at Belric has jumbled the schedule and she will need to balance the money they make with the time away from their homes.

An Eagle Knight (Sir Derrick Kennsington) arrives from the capital city of Almas to investigate the uncovering of Borvius and the hitherto unidentified thieves guild. He spends a full day interviewing Weed and the rest of the party to get their version of events and departs with several note books of transcribed interviews as well as the original copy of the ledger that was recovered.

Despite a strenuous search of Belric and its environs the deadly menace of the skulk, named Onamae as you find out during your investigation, remains at large and although you feel close at several times you are never able to find her and bring her to justice (or any other end). After a week or so the trail goes cold and you sense that she has resolved whatever business she has remaining in Belric (for now at least) and moved on to places where she is not as sought after.


Please describe any activity you want to engage in (besides the above) during the 3-4 weeks that the interlude occurs. Let me know any additional detail or questions you have. You can buy and sell items (at book; no tax or nothin!) or perform any other actions before I start the next chapter.


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 pick up CLW wand.


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 buys some arrows and trades the +1 greatsword and his rapier for a +1 rapier.

At 200 gp, Dar cannot afford much else.

Quick question, how does masterwork ammunition work? I saw that it doesn't stack with the bonus from the masterwork weapon. So what is the point? A cheaper way to get the bonus?


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 would like to pay a visit to the lady Walder and update her on what happened...he figures she is owed that much at least to know....also to warn her to take caution about the skulk onamae...you never know who will take revenge or what form it will take...
weed will also talk to locals about the area and study maps....trying to increase his knowledge...


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 still explore the possibility of what combat feat to take....sometimes asking strangers....lol


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 will visit Lady Walder and ask if she will purchase his +1 breastplace and and inquire if she has a chainshirt +1...or equivalent armor...

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