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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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)

a sound wise plan Naugrimm...let us be off


Need any relevant checks you want to make from: Weed; Eterran; Ardaxolion


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)

on the way back to pick up trail where it split upperception: 1d20 + 6 ⇒ (20) + 6 = 26


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

perception: 1d20 + 5 ⇒ (12) + 5 = 17

survival: 1d20 + 5 ⇒ (17) + 5 = 22


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

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Survival: 1d20 ⇒ 19


During the next day Eterran and Ardaxolion manage to lead the party back to the last place they remember but the trail of the sheep and wolves has grown faint indeed and is beyond their ability to follow any further. You think you know the direction back to the farm, but if you continue now the last part of your journey would be in pitch dark.


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

Camp for the night.

“Reckon we should rest and continue on tomorrow. Be ready for our nightly attack.”

On watch:
perception: 1d20 + 7 ⇒ (20) + 7 = 27


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 dont think i can sleep further this night...i will stand watch and we can double up...
on watch
perception: 1d20 + 5 ⇒ (10) + 5 = 15


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

perception: 1d20 + 5 ⇒ (10) + 5 = 15


Weed wrote:

i dont think i can sleep further this night...i will stand watch and we can double up...

on watch
[dice=perception]1d20+5

Does Weed stand watch the entire night?

effects of not sleeping:

Characters who do not get a full night’s sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects.


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

Watch Perception:

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Don't be crazy, Weed. Get some rest!!


1d6 ⇒ 31d20 ⇒ 19

Despite the anxiousness, the night passes quietly. Grimm hears 'something' out in the dark woods and swears he sees at least one set of glowing eyes looking in on him during his watch but no violence transpires.

The next day the party gains a pretty clear sense of the way back to the farm where their adventure began, but have no better sense of what direction to search for the wolves or missing sheep.


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

“Don’t like it, but guess we head back.”

perception: 1d20 + 7 ⇒ (9) + 7 = 16

Survival : 1d20 + 3 ⇒ (6) + 3 = 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)

thanks for the sound advice Ardaxolion...im glad i took it....i would have been weary with exhaustion were it not for your guidance...
Weed stretches and looks around..rubbing his head from the previous nights blow from a club....
on the way back to the farm
perception: 1d20 + 6 ⇒ (20) + 6 = 26


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

I don't like it either, Grimm. Seems like a retreat. But we need to find out more about this coin, I suppose.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Survival: 1d20 ⇒ 12


1d20 ⇒ 20

The party does not catch sight of anything on the way back towards the farm, and with the aid of Eterran, Ardaxolion is able to navigate his way back to where your journey originated.

The same weathered farmer that sent you on your way looks at you with disappointment obvious in his countenance-No luck, eh. Neither wolf pelts nor missing sheep?-he sighs-Well I guess Desna's coin has two sides as they say. I suppose a thank you is in order, but trying isn't quite the same as doing. Fare thee well then. He starts back to his work.


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 grits his teeth and withholds an unneighborly response to the farmer.

If it were so damn easy you would've done for the wolves yourself

He looks expectantly over at Dax, hoping he'll fill the farmer in our encounters in the wild and see if he knows anything that might be helpful to the group if we go back out or perhaps try to set an ambush here at the farm.


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 chuckles at Grimm and also looks over at Dax.....and sits to see how this will play out....


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

To the farmer:

Well, sir. We were harried nightly by bands of goblins who were part of your raid. We have learned much of the disappearance of your flock, this was no random wolf attack. We are going into town to learn more. Your quest is in our ever-safe hands.

Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13


The grizzled farm worker looks back at Ardaxolion with obvious scorn-I suppose we are just lucky you didn't end up in a wolf's gullet; you are just about the size for it.

Mumbling to himself bitterly as he walks away-Never send city folk to do a country man's job. I TOLD them to hire out for some rangers....


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

he might as well lobbed some acid on the farmer

Head to town.


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

The Dax just can't get it right!


Perception checks on the way back to town please.


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 takes his time looking around on the way back to town....
perception: 1d20 + 10 ⇒ (10) + 10 = 20


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

perception: 1d20 + 7 ⇒ (5) + 7 = 12


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

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


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

check around for sheep-sign the likes of which, god has never seen

perception: 1d20 + 5 ⇒ (15) + 5 = 20


1d6 ⇒ 61d20 ⇒ 4

The party is able to make its way back to Belric with no excitement, arriving around mid-day.

Much as you left it, the sleepy logging town lightly buzzes with its daily rhythms. The main road cuts straight through the heart of town, buildings neatly placed on either side. Wains filled with newly felled trees come rumbling in to the mills and similar conveyances cart the finished lumber away and to the ship yards and great cities of Andoran.

The air has a light taste of sap, burnt wood, and sawdust, only knocked down by the occasional rains or strong winds. In the center of town nestled about the main square, lie the Government House and Lumber Consortium offices, two of the more grandiose (for Belric) buildings of the town.


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

Can we get any coin for the 4 sets of leather armor?

“Dax, can you see if you can find someone who can tell us about them coins? I’m not sure how it goes with gnomes, but I’m pretty sure humans don’t like havin’ acid lobbed on ‘em.”


Given the size and general disrepair of the leather (nearly in 'broken' condition), you are able to sell them for 6GP a set.


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)

6gp a set....hmmmmm....let us go hunt down some more club wielding fools....and lets kill em without damaging their armor....

Weed looks about.....perception: 1d20 + 10 ⇒ (2) + 10 = 12


Weed wrote:

6gp a set....hmmmmm....let us go hunt down some more club wielding fools....and lets kill em without damaging their armor....

Weed looks about.....[dice=perception]1d20+10

Weed understands that the armor wasn't damaged during the fighting. Rather, the poor condition was a result of the lack of maintenance supplied by the bandits as well as the shoddy craft during their construction.

Weed looks about and sees what he might expect at mid-day on the main thoroughfare of a small town: people bustling to-and-fro about their business; some stopping for lunch; some finishing their lunch; others just working through the meal period.


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

Ardaxolion goes looking for someone who could help identify the coins . . . a historian shopkeep, record keeper, etc.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


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

perception: 1d20 + 7 ⇒ (7) + 7 = 14

Help Dax look.


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 say you Eterran....shall we find a cup of ale close by while they search...see if we hear any news?


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

That sounds like a good idea.


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 and Eterran wander around looking for a place to get something to quench their thirst...perhaps a good strong cheese to go with it...


Dax and Grimm quickly find answers-they visit the local apothecary, a fellow gnome that Dax had met prior to heading to the farm to look for work.

Apothecary-I'm disappointed in you Dax. By the look on your face I thought certain that you had brought me some juicy puzzle to solve, but these coins are no riddle at all! See the sun-snake stamp on this side and the scarab beetle stamp on the other? These are the clear markings of the divine monarchs of Osirion.

They may seem strange to you, as you have not traveled to those lands yet, but Osirion lies just across the Inner Sea on the northern edge of the Garund continent. I wouldn't say they are all too common here in Andoran, the free folk are partial to their own mintage I must confess, but they are not at all what one would call exotic. Plus Osirion gold spends as good as any other. Don't suppose you would like to spend some of it here with me today, eh?


Weed and Eterran make their way into one of the many places in Belric catering to the thirsty working man; the shingle out front names it 'Ash Hall'. While certainly not a gutter-bar, there are no doilies laid out on the tables. Based on the current occupants, it appears very blue collar and after a few moments wait, a bar maid fetches the pair a set of foamy tankards filled with dark ale, a loaf of bread, and a small half wheel of cheese.


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

To the apothecary: Well, despite moving around, I never was too interested in the politics of the region. I guess this is as good as any reason to start! I'd be happy to send some business your way, but I don't currently have a need, or perhaps enough coin, for your services. Perhaps I will be back with my companions!


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

Enjoy our ale and cheese and try to pick up any threads of interesting conversation.

perception: 1d20 + 5 ⇒ (3) + 5 = 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)

hear anything interesting Eterran?
Weed listens with his companion
perception: 1d20 + 10 ⇒ (14) + 10 = 24


Eterran and Weed sit quietly partaking of their meal and trying to listen to the various conversations taking place.

Most of the chatter is regular mid-day work grousing, but a few conversations discuss the excitement surrounding the imminent arrival of the Umbra Carnival, a travelling circus based out of Cheliax that makes its way back and forth across Andoran over the course of the greater part of the year.

People are happy in anticipating the distraction that the week long event will pose, but there is more than a little disquiet that the Carnival is owned and operated by a Chelaxian partnership. The Carnival is due to arrive in town just a few days from now.


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 apothecary:

“Osirion coins is it? Do you know if there are any Osirions in town?”


The Apothecary thinks for a few moments-Can't say that anyone comes to mind. There may be a random traveler in town from there, but no one that actually resides in Belric that I can think of is from Osirion. Of course I won't claim to know everyone in Belric.-he winks-To be fair, there is a decent amount of foreign coin flowing through our little town, as foreign factors do try to direct source timber to gain a price advantage on their goods.


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

Wait for any additional questions from Dax. Then head out and meet back up with Weed and Eterran and exchange information.

“Figured we’d find you two ne’er-do-wells sittin’ round drinkin’ while the rest of us work. You better of saved me some ale!”


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 did indeed Grimm...we did indeed...what news if any?


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

Taking a large pull on a tankard of ale:

'Hmmm, not bad. The coins are from Osirion, across the sea. Not much other news. Any useful news from this lot in here?"

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