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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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 Grimm...nothing of note except for excitement regarding a traveling circus...I wonder if one of us with a friendly disposition could inquire of the barkeep here if anyone has been spending Osirion coin


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

Well Grim, some talk of the Umbral Carnival, people are excited about it's arrival but worried because it's Chelaxian operated.


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 is unsettled and pensive as he sits with his friends.

So what are we thinking happened with the farmer? Someone with Osirion coin paid werewolves to steal his flock? To what end? Should we look around for Osirians tomorrow? Should we see if other farmers have had their flocks stolen?


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

“It’s confusin’ to me too Dax! I can’t make no sense o’ it. I say we keep our eyes open for any Osirions or their coin. And for any other payin’ jobs.”

Are there rooms at Ash Hall?


You are able to secure rooms (2 to a room) with a widower near Ash Hall (3 rows over). Don't worry about all the transactional costs (food/lodging/drink) I just lightly skim the treasure distribution. :)


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)

fair enough...skim away


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

Well, we gotta few days til the carnival arrives. I say we go back to the farm and give it another shot. Unless anyone has anything better to do. I'm a little ticked off at failing to find 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

To the widower:

“Eh, what do ya think bout this carnival comin to town?”

Diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14
Sense motive: 1d20 + 5 ⇒ (13) + 5 = 18


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 Eterran:

Fair enough. But I will say that the difficulty of tracking them makes me think its something deeper than wolves taking sheep for a walk. I do agree that it may be more likely that our tracking skills need work.


Naugrimm Firebeard wrote:

To the widower:

“Eh, what do ya think bout this carnival comin to town?”

[dice=Diplomacy]1d20+3
[dice=Sense motive]1d20+5

Kindly old spinster-This will be the fifth year that Umbra Carnival has come to Belric. I think it does more good than harm, for all the histrionics of some. I'm no more a fan of those infernal devil worshipers in Cheliax than the next Andoran, but the Carnival brings fun and wonder to our otherwise mundane town, even if there does seem to be a fair amount of mischief when the it's here. I say have fun, but watch your coin while you do!


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

“You can count on that.”

Do we think we need to stand watch or can we just head into next day?

perception: 1d20 + 7 ⇒ (12) + 7 = 19
For watch or for the next day.


No need to stand watch in town unless there is something strange going on.....

Next day actions?


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

How many days away is the carnival? Has it started?


Flyers plastered around the town proclaim that the Carnival is due to arrive in 6 days.


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

Then Ardaxolion repeats Eterran's suggestion of going back on the hunt.

I am not the most skilled in tracking. But isn't it likely the trail has been lost after this many days?


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

"I think we be wastin' time lookin' for tracks we could not find when they be fresh. But I ain't got no other plans, 'less we stay in town lookin' for Osirions and maybe a bit o' ale?"

perception: 1d20 + 7 ⇒ (10) + 7 = 17
survival: 1d20 + 3 ⇒ (19) + 3 = 22
for town or tracking as appropriate, Grimm is willing to go along with either plan


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

You may be right, but it felt like our moves were being followed and thwarted. Maybe trying one of the other paths will lend us some luck and the thieves will think we've given up. Meh, can't hurt but It's not something I've got to do.


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

"What the hell, let's go look for them damn sheep."

Please use rolls above.

Weed bot:

perception: 1d20 + 10 ⇒ (14) + 10 = 24
survival: 1d20 + 4 ⇒ (7) + 4 = 11


1d6 ⇒ 2

In the morning, the party makes its way back towards the general area of the farm and the rustled sheep. Grimm is able to lead the party back towards the area where the trail split into three and heads off in what he thinks is the direction the wolf tracks headed.

Additional survival/perception rolls please.


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
survival: 1d20 + 3 ⇒ (10) + 3 = 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

Weed bot:

perception: 1d20 + 10 ⇒ (20) + 10 = 30
survival: 1d20 + 4 ⇒ (5) + 4 = 9


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

survival: 1d20 + 5 ⇒ (5) + 5 = 10
perception: 1d20 + 5 ⇒ (15) + 5 = 20


No one finds any wolf tracks, but Weed does find the faint trail of what he thinks are goblins. It looks like the trail heads towards what you guess is a low set of hills a few miles further.


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

Continuing to look

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Survival: 1d20 ⇒ 11


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

When Weed points out the goblin tracks.

"Might as well take a look."

perception: 1d20 + 7 ⇒ (4) + 7 = 11
survival: 1d20 + 3 ⇒ (5) + 3 = 8


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

How did we miss these before?

perception: 1d20 + 5 ⇒ (10) + 5 = 15
survival: 1d20 + 5 ⇒ (16) + 5 = 21


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

Weed bot

perception: 1d20 + 10 ⇒ (11) + 10 = 21
Survival: 1d20 + 4 ⇒ (20) + 4 = 24


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 pauses...interesting....interesting indeed


Weed leads the party straight back to a cave entrance that is guarded by two goblins with spears. They appear relatively alert but you have good cover from your current position.


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)

Grimm...what do you say.....do we watch for a bit.... Weed whispers...


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 nods in response to Weed. Study the area and observe the goblins for the 10 minutes.

How far away are the goblins?

perception: 1d20 + 7 ⇒ (20) + 7 = 27

LOL, guess I should have charged and attacked!


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

At the risk of alerting GM to the plan. . .

Ardaxolion whispers:

I say we attack with the element of surprise. Allow me to first and I can try to disorient them without putting you at risk!


1d20 ⇒ 6
The party watches the pair of goblin sentries for a short while. A few other goblins come and go during that time and the sentries appear to be fairly alert (for goblins).

The entrance to the cave is largish for goblins, making it of normal proportions to 'big folk'. There are several sharp pointy wooden stakes set to repel any onrush and the goblins can easily move behind them should they need to.

Grimm notes that the goblins entering and exiting the cave seem to take a very specific route up to the cave opening.


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

Whispered:

“Okay Dax do your thing, Then everyone follow me to the cave, I’ve a suspicion there be traps.”

After Dax does his thing, head to the entrance following the route taken by the goblins.


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 waits for an opening, then tries to rush in (along the route), and catch as many as he can in a 15 foot Color Spray cone.

DC 17 Will


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

follow in behind Grim


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 follows Eterran


REF saves for all plus a stealth roll for Dax.


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

Ohhh boy, I'm missing Pnin right now

Reflex: 1d20 + 2 ⇒ (15) + 2 = 17

Stealth: 1d20 + 2 ⇒ (9) + 2 = 11


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

Check that: I forgot to add +4 for being small to the stealth roll.


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

ref: 1d20 ⇒ 3 +5 vs spells/SLA


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)

reflex: 1d20 + 2 ⇒ (20) + 2 = 22


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

Here's my reflex action

reflex: 1d20 + 2 ⇒ (17) + 2 = 19


2d20 ⇒ (2, 6) = 8

Somehow Dax is able to time his sprint up the hill perfectly, avoiding any goblin laid misfortune; his tiny frame completely eludes the apparently careless watch of the goblins.

2d20 ⇒ (15, 14) = 29

He pops up and unleashes a spray of vivid colored magic that drops the two gobs to the ground unconscious. Seeing Dax's amazing feat, Weed and Eterran quickly and carefully race up the hill to join him. Unfortunately the plodding Grimm stumbles head on into a trip wire that drops him head first into a 15' spiked pit.

pit/spike damage on Grimm: 1d6 + 1d8 ⇒ (4) + (4) = 8

DC 14 FORT save:

Take 1d2 STR damage for 4 rounds. Save chance each round to stop taking damage.


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

Drop end of rope to Grimm and help him out of pit.


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 out the unconscious goblins.....and drags them off to the side of the entrance where they wont be easily seen


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

Thank the gods Dax was finally useful!

Ardaxolion keeps a watchful eye with Weed and looks into the cave entrance

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


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

“F@!%ing c*cksucking gobs!”

Grimm brushes himself off, flattens the spikes so if anyone else falls in they don’t get spiked and cures himself.

Fort: 1d20 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Str dam: 1d2 ⇒ 1
Fort: 1d20 + 4 + 3 ⇒ (16) + 4 + 3 = 23

Clw: 1d8 + 1 ⇒ (8) + 1 = 9

Climb/get pulled out of pit using rope.

“Lead on Eterran or Weed. Did you search the dead gobs? You go third Dax.”

Grimm will be in back.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8


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

Once the gobbos are searched and all are ready advance

perception: 1d20 + 5 ⇒ (19) + 5 = 24


You don't find anything of value on the dead guards.

Eterran leads the party about 20' into the cave before realizing that only he and Grimm are able to see in the pitch black darkness of the goblin caves. He also notes that although the cave opening was decent sized, the hallway is quite narrow (goblin sized) and he and Weed will be at a disadvantage if there is a fight in the hallway (-2 hit/damage/AC due to cramped conditions).

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