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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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

Rush in and attack

Black Blade: 1d20 + 8 ⇒ (3) + 8 = 11

boooooo


Weed rushes in an lays a nasty cut on Hajeck; Dardanius misses with 2 arrows; Tarvoth summons an elemental that extinguishes the flames slowly roasting the child; Turran misses with a blade stroke.


-19

Hajeck quickly turns to address the threat, still chanting, and attacks the party.

Weed:
Hajeck's form shimmers and transforms into a small creature looking like a well-dressed and jewelry-bedecked fiendish gnome, its face mostly mouth and fangs!

The three charred child-corpses rise and attack!

Hajeck on: 1d2 ⇒ 1 Turran
child-corpses on: 3d4 ⇒ (2, 4, 2) = 8 Tarvoth x2/Weed

Hajeck on Turran
claw: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 8 ⇒ (19) + 8 = 271d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 1 ⇒ (6) + 1 = 7 plus bleed: 1d4 ⇒ 3 each round
https://www.d20pfsrd.com/gamemastering/conditions/#Bleed

On Tarvoth
child corpse slam: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 3 ⇒ (5) + 3 = 8
child corpse slam: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (6) + 3 = 9

On Weed
child corpse slam: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 3 ⇒ (1) + 3 = 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

Dardanius will keep firing on Hajeck:

Rapid Shot: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27

Damage: 3d8 + 12 ⇒ (5, 8, 4) + 12 = 29

Rapid Shot: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22

Damage: 1d8 + 4 ⇒ (4) + 4 = 8


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

Have elemental attack one of the dead children attacking Tavoth.

slam: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
dam: 1d6 + 5 - 4 ⇒ (2) + 5 - 4 = 3

Use CLW wand on self and move directly behind Weed and Turran.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
boo

-6


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

Is Blur still up? 1 min/lvl


Turran wrote:
Is Blur still up? 1 min/lvl

Yes.


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)

GSPA: 1d20 + 10 ⇒ (8) + 10 = 181d12 + 12 ⇒ (6) + 12 = 18
weed keeps at Hajek


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
Mysterious Storyteller wrote:
Turran wrote:
Is Blur still up? 1 min/lvl
Yes.

This means Bless should still be up as well right? +1 to hit


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)

if bless is up then 19 to hit total


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

miss on 1: 2d5 ⇒ (3, 4) = 7

Attack!

Black Blade: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 5 ⇒ (1) + 5 = 6

-17 hp


Dardanius slams an arrow into Hajeck's chest; Weed misses; Tarvoth's elemental hits but the blow does no damage to the child-corpse; Turran misses.


-43

Hajeck switches and attacks Weed:
claw: 1d20 + 8 ⇒ (4) + 8 = 121d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 8 ⇒ (12) + 8 = 201d4 + 1 ⇒ (4) + 1 = 5 plus bleed 1d4 ⇒ 2 each round
https://www.d20pfsrd.com/gamemastering/conditions/#Bleed

The two 'children' attacking Tarvoth ignore him and the water elemental, turning their attentions to Dardanius:
corpse slam: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (4) + 3 = 7
corpse slam: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (1) + 3 = 4

On Weed
corpse slam: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 251d6 + 3 ⇒ (1) + 3 = 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

-4/35 HP

Dardanius takes a step back and fires at Hajeck

Rapid Shot: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27

Damage: 3d8 + 12 ⇒ (5, 5, 6) + 12 = 28

Rapid Shot: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8


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

On Turran: CLW : 1d8 + 1 ⇒ (6) + 1 = 7

Elemental: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5


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)

-9hp
weed licks the blood off his hand after touching the wound....and strikes at the creature....as he says mmmmm Hajek...it taste delicious...would you like to stop and try some...its delicious.......

GAPA: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 281d12 + 12 ⇒ (4) + 12 = 16


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

free action, use arcane pt. from black blade to give it +1 dam for 1 minute

use spell strike with ray of frost

Black Blade: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15

-10 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

Free action: be kind of terrified of Weed's taunt.


Dardanius wrote:
Free action: be kind of terrified of Weed's taunt.

All of this!


Dardanius is able to blast another arrow, fletching deep, into Hajeck's chest and she falls to the ground, quite dead. As she falls, her body shimmers and transforms into a small creature looking like a well-dressed and jewelry-bedecked fiendish gnome, its face mostly mouth and fangs.

The animated child-corpses fall lifeless once more. Whatever foul energies that powered them gone with the death of Hajeck.


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 around...and goes towards the children....trying to comfort them...shields the children fromm the lifeless corpses

cover the bodies...they need not see anymore

perception: 1d20 + 14 ⇒ (2) + 14 = 16


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 guy tasting his "delicious" blood is comforting the children . . .

Now that the battle has perhaps paused, did Dar's Knowledge Religion yield results or no?

Dar releases the hanging child's corpse from the manacles and lays it on the ground carefully.

After Dar approaches the alter cautiously trying to see if the magic has dissipated:

Tarvoth, do you know anything about the magics at work here?


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 detect magic and look around for anything of value or interest. Do the kids need healing? What about anyone else, who needs heals?

perception: 1d20 + 12 ⇒ (15) + 12 = 27

Please let me know if I can make any knowledge rolls for any additional info.

clw wand: 1d8 + 1 ⇒ (6) + 1 = 7. on self


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 down 9 and could use healing...but only if others arent worse off


Dardanius realizes as he releases the child's body that she is still, somehow, barely clinging to life. Blood oozes from multiple cuts and soft flaps of skin hang limply from where Hajeck was peeling it away from the body. Her feet are charred almost beyond recognition, and her breath comes in short panting gasps.

Dardanius thinks Hajeck was performing some type of sacrifice and transferring spiritual essence from the children to the statue.

Tarvoth detects heavy transmutation magics on the statue. None of the children (besides the one that was hanging from the manacles) need healing, but all of them will need some serious therapy or a memory wipe. Tarvoth spies a small locked chest next to where the bedroom furniture has been piled in a jumble. The jewelry on Hajeck's dead form appears to be of value (500GP). The statue with the ruby eyes also appears to be of value (750GP). The large dagger she wielded is of MW quality. Tarvoth can ask questions with associated appropriate knowledge rolls and the Mysterious Storyteller will impart information as appropriate.


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

CLW wand child: 1d8 + 1 ⇒ (5) + 1 = 6

CLW wand Weed: 1d8 + 1 ⇒ (6) + 1 = 7

"Dar can you tell if this statue is evil?"

"Weed can you check the locked chest and open it?"

Does Tarvoth know anything more about the disguise used by Hajeck? What does he know about fiendish gnomes? Are they a race of gnomes or regular gnomes corrupted by evil? Does he know anything additional about the ritual? Any additional information about he statue? Is there some sort of connection between fiendish gnomes and lycans or wolves?

know arcana: 1d20 + 4 ⇒ (1) + 4 = 5

know history: 1d20 + 4 ⇒ (7) + 4 = 11

know planes: 1d20 + 4 ⇒ (11) + 4 = 15

know religion: 1d20 + 4 ⇒ (18) + 4 = 22

spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7


Tarvoth wrote:

[dice=CLW wand child]1d8+1

[dice=CLW wand Weed]1d8+1

"Dar can you tell if this statue is evil?"

"Weed can you check the locked chest and open it?"

Does Tarvoth know anything more about the disguise used by Hajeck? What does he know about fiendish gnomes? Are they a race of gnomes or regular gnomes corrupted by evil? Does he know anything additional about the ritual? Any additional information about he statue? Is there some sort of connection between fiendish gnomes and lycans or wolves?

[dice=know arcana]1d20+4

[dice=know history]1d20+4

[dice=know planes]1d20+4

[dice=know religion]1d20+4

[dice=spellcraft]1d20+4

I believe Turran also needs CLW or DC 15 heal as he was wounded with a bleed attack as well.


Tarvoth stabilizes the child, but she is still hideously wounded and in incredible pain. He thinks that Hajeck was not using a disguise but was a creature that was able to change its shape at will.

https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rule s#TOC-Change-Shape-Su-

Tarvoth does not think it was any type of gnome but instead a legendary creature known as a Rakshasa.

Rakshasa:

Rakshasas are born on the Material Plane, but they are not of it. They possess the powers and shapes of fiends, but their fates are inexorably tied to the mortal world, and it is there that they seek to rule. The reincarnations of manipulators, traitors, and tyrants obsessed with earthly pleasures, rakshasas are the embodiments of the very nature of materialistic evil. After dying violent deaths, these spirits are so tied to worldly decadence and selfish concerns that they take shapes that better reflect the baseness of their lives and are reborn as fiends. Thus have sages come to know these beings as the “earthbound evils.”

Consulting a sage or doing research in a library would yield additional knowledge about these Rakshasa creatures.

Tarvoth thinks that the statue was/is being used as a conduit or portal to transfer life-force energy from the tortured children to some other recipient or place. The statue itself seems to hold some native magic, but you aren't sure how to use it or what specifically it is for. Tarvoth doesn't know much about Rakshasas (not many do) and has never heard of any connection between them and lycans or wolves.


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 ⇒ (6) + 14 = 20

weed checks the chest....and if he doesnt find a trap...opens it

disable device: 1d20 + 11 ⇒ (17) + 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

CLW wand Turran: 1d8 + 1 ⇒ (5) + 1 = 6


Weed opens the chest and finds within what must be the grizzly trophies of the fallen werewolf leader. Mostly a collection of dried ears, fingers, and a few tongues. Mixed with those are 300GP worth of coins and small gems and some items he apparently couldn't identify: potion of heroism; scroll of see invisibility; a ring of spell knowledge 1.


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 fallen werewolf leader outside someone party recognizes...from carnival or town?

weed checks room for anything else....secret doors...etc

perception: 1d20 + 14 ⇒ (1) + 14 = 15


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

Dar will detect evil about the room, paying special attention to the statue and the remaining children.

Is there anything (non-violent) Dar can do for the injured child? To put her to sleep or ease her pain? Would more healing help? Or a heal check?

I've read the corresponding pages, but I'm not sure how healing magic works in game. I guess I know that LoH won't restore her feet, but Dar's conscience is acting up, as is mine.

Once we are done studying the room (and confirming that the children aren't evil): Dar lifts up the charred child: Let's get these children back home.


No one recognizes the werewolf leader. Weed finds nothing else of interest in the room.

Dardanius detects significant residual evil on the statue and dagger, but does not believe either are inherently evil, just that great evil has flowed through them recently. The children seem fine.

Dardanius determines that a significant healing spell would have to be used (heal, regeneration, etc.) to fix the damage. As is, the pain will recede but the child will be hideously maimed for the rest of her life. You regret that you did not get here maybe just an hour sooner, you might have been able to save these poor defenseless souls.

The child whimpers in lingering fear and pain as Dardanius picks her up, but she and the rest of the children are ready to travel.


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 down in dejected resignation....a faraway looks in his eyes....fist clenched...then looks up and smiles strangely...let us give the two dead children a burial...we can do that at least...


Weed wrote:
weed looks down in dejected resignation....a faraway looks in his eyes....fist clenched...then looks up and smiles strangely...let us give the two dead children a burial...we can do that at least...

Three dead children.


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 tells the party about the evil lingering in the objects.

Well, I'd rather bring the bodies back to the parents in stead of doing the burial ourselves. Of course, that is tactically risky. I defer to your judgment.

So I'm not sure how this group handles the carrying of treasure back to town. Is it a sled? Could we repurpose such a sled for the corpses? I suppose it's up to the DM. Just a thought.


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 could....im trying to spare the parents of the three dead children the horror...however...as you say Dar...we can bring them back...
Weed Smiles at Dar and slowy licks his lower lip.....


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 shares his knowledge with group.

"Let's get back to town, at least we can make some of the parents happy."

perception: 1d20 + 12 ⇒ (19) + 12 = 31


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

Weed, I don't intend to horrify the parents. But I'd spare them trekking out here to visit the graves or the further desecration of the bodies. If we cannot bring happiness, I pray we bring peace.

Perception Back: 1d20 + 8 ⇒ (7) + 8 = 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)

well said Dar


There isn't much if any bulk treasure to haul back. Carrying the child corpses is cumbersome, but they are just children, and a quick wrap of a blanket and some rope they are no more than hauling around an extra-heavy kit.

The party makes its way back to Belric and despite feeling that many eyes keep watch over you and the string of distraught children you have in tow, nothing interferes with your journey over a few tiring days of travel.

Your return to Belric is bittersweet. Although many families are reunited with joy and jubilation, for three famlies there is only grief and sorrow, while for another their is both joy and anguish as they discover the reality of their surviving but brutally mutilated daughter.

Sheriff Feldane rewards the party with 1,000 from the town council and thanks them for their services.

Level up.


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 gentlemen...what now....i need to do some shopping i think...then im not sure....perhaps i would like to see what relation Hajek really had to the carnival.....im not sure


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 believe i will pay the lady walder a visit....


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'd say tracking down this carnival should be our primary focus. I think Borvius was a villain. But I think we've been hoodwinked by the Carnival too.


"Hmmm, there's bound to be a bad apple or two in the bunch but I doubt the whole Carnival was involved, seems to me they treated us okay. But I'm willing to check it out if that's what the group thinks we should do."

Did the sheriff/town have anything else they wanted us to do?


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

That was supposed to be Tarvoth in the previous post.


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
Lol
Figured Tarvoth
Although ii wonder how far darkvisions reach extends


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 would like to pay lady walders shop a visit and see if she has a ring of protection....and share with her what has happened anyone like to come along


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 Tarvoth: While I agree that they *seemed* to treat us well, I'm not sure How Hajeck could operate this way without them knowing. Perhaps the real Hajeck is in a ditch somewhere and this was an imposter? I am eager for answers.

After a pause, Though, I have come to appreciate this company's prowess. I am happy to continue to help the sheriff.

Later, to Weed: I'm happy to come with you to the widow.

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