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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Dardanius doesn't espy any ribboned mistletoe but does see an older man that appears to be sketching something on some paper near the shack. The old man is doing his best to ignore a younger man that is trapsing about in a bright yellow cape, talking to the dogs, and throwing them bites of food. Noticing the party, the man ambles over-Hello there, name's Tweiford Shenk and these are my hounds. Interested in buying a puppy or two?


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)

oh i thought ya might have the better ones hidden away....weed moves around to the other side of the horse putting it between him and the patrol


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

diplo: 1d20 + 10 ⇒ (7) + 10 = 17

"Fine looking mastiffs Master Shenk, but I'm not sure I have the skill or patience to properly train a pup. I noticed you were sketching, are you an artist as well? "

Can Tarvoth see what was on the paper?
perception: 1d20 + 13 ⇒ (9) + 13 = 22


1d20 ⇒ 20

Thinking it might be too conspicuous to jump into the pen to hide behind a horse, Weed does his best to look otherwise inconspicuous. The patrol marches by mostly ignoring Terron and his patrons.

Shenk smiles widely at Tarvoth-The dogs take on the nature of their owner, and wouldn't be that hard to train but if dogs aren't for you then I definitely don't reccommend them. Oh, and I wouldn't call myself an artist. Just spent a lot of time out in the wilds when I was young. Now I like to draw things and places I remember; even do some whittling. He shows Tarvoth a sketch of a beautiful mountain skyline.


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

Admiring the sketch. "You're a man of many talents Master Shenk."

Tarvoth looks to Dar to see if he has any questions or wants to buy a dog.


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

Your dogs certainly seem well-bred. Unfortunately, I'm not in the market for a pup either. May I ask where you saw such a beautiful skyline?


Shenk-Up towards the northern end of Aspodells back when I was young, and foolish, and willing to roam the wildlands. It's beautiful there, aye, but full of giants and other creatures that are trying to make a meal out of you. I finally got wise, another word for old I suppose, and decided raising dogs was a more likely way to live a long full life than ending up in some giant's stew pot.


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

“Good to meet you Master Shenk, have a blessed day.”

“Where to now Dar?”


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

Edited: Dar will just ask Shenk: Master Shenk, just one more question: May I ask what that caped fellow is up to? He seems a little odd


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

Damn, why didn't I ask that?


Shenk looks sadly at the young man in the flamboyant cape-Bumbo? Yeah, I suppose odd is one way to describe the lad. Bumbo is the Baron's half-wit nephew that was dropped on the head a few times as a child apparently. The baron is a fan of hounds and uses some of my best sniffers for hunting quite regularly. As a favor to him I house and care for his nephew to save him the embarrassment of it all. Not sure why he bothers, everyone knows who Bumbo is related to but I guess most are too scared or smart to make noise about it.

Shenk turns and calls to the young man-Bumbo, come over here and meet these nice folks! The young man turns and with a flourish of his cape marches over to the group with a blank smile on his face-Who is these Mr. Shenk; new friends?

DC 20 sense motive:
You get a feeling that Bumbo is not as dull as he appears to be. You can't point to anything specific, but see a gleam of intelligence in the man's eyes that makes you feel like being an idiot is all an act.


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

Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12

Well met, Bumbo

Dardanius hopes Tarvoth is less oblivious


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)

Meanwhile...at the stables....terron....might you have access to some stout chains and collars?? or know of someone...a blacksmith perhaps that would...as for the mounts...like i said...i think my companion and I will have need of them soon....and will most certainly return soon...if you could keep us in mind i would greatly appreciate the kindness.... weed hands Terron a gp...


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

SM: 1d20 + 9 ⇒ (1) + 9 = 10

“Hello Bumbo, we were just admiring Master Shenk’s sketch.”

Ignorance is bliss.
-Cypher


Weed wrote:
Meanwhile...at the stables....terron....might you have access to some stout chains and collars?? or know of someone...a blacksmith perhaps that would...as for the mounts...like i said...i think my companion and I will have need of them soon....and will most certainly return soon...if you could keep us in mind i would greatly appreciate the kindness.... weed hands Terron a gp...

Terron-Can't help you there mister, but if that's what you need best to go see Smaar over at the Buckets and Bellows. He's right busy right now producing gear and weapons for the Baron, but he might have something you could use.


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)

thank you Terron...we will cross paths soon....

off to the buckers and bellows


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

Dealing with the lemon rolls:

Say, Bumbo, what does Master Shenk have you do around here.

Unless this answer is revelatory, Dar is very ready to move on.


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)

and as usual....always being perceptive...
perception: 1d20 + 14 ⇒ (8) + 14 = 22


Dardanius wrote:

Dealing with the lemon rolls:

Say, Bumbo, what does Master Shenk have you do around here.

Unless this answer is revelatory, Dar is very ready to move on.

Bumbo smiles lazily-Oh a little of this and a little of that. Mostly he lets me play with the puppies, but he also makes me pick up the dooties. Mr. Shenk is a nice man; I usually just get to walk around the Bluff and look for adventure. That's why I wear this cape! Sometimes it's for disguise, sometimes it's to show that I am here to protect the town. I like puppies!-he finishes aimlessly.


Weed wrote:

and as usual....always being perceptive...

[dice=perception]1d20+14

Getting some directions on the way and doing your best to avoid interacting with guard patrols, you make it to a squat brick building that echoes with the sound of metal striking metal. A sign depicting an iron bucket and a bellows hangs over the wide door.


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

What sort of adventures does the bluff offer?

Dardanius looks to Tarvoth to see if he has questions or if he wants to be done with the doggos.


Bumbo-Oh, lots! Sometimes I have to quest to defeat dragons, but other times I have to defend the Bluff from invaders. Every once and a while there are plots afoot for people to try and steal the puppies, but I am always on watch. You'll see! I am always about being vigilant for the people of the Bluff, but especially for the puppies. He gives you a warm, if rather dull, smile.


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

Can I reroll sense motive for 'defeat dragons'

Dardanius nods at Bumbo and is mentally bemused.

If no re-roll, let's go to smith and try to reconvene.


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

Ready to move on with Dar.


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

Weed enters the blacksmiths...and looks about for someone to ask about chains


Sanrael Bloodthorn wrote:
Weed enters the blacksmiths...and looks about for someone to ask about chains

The place is quite busy with all the forges occupied and the craftsmen working on arms and armor. There are two city guards watching over the place and Weed notices a sprig of mistletoe bound in yellow ribbon in a corner of the front window. A young girl (maybe 15) greets you-Can I help you?


Dardanius wrote:

Can I reroll sense motive for 'defeat dragons'

Dardanius nods at Bumbo and is mentally bemused.

If no re-roll, let's go to smith and try to reconvene.

Having no idea where the other two party members went since the group separated (no cell phones, sorry), Dardanius and Tarvoth return to the Dead Well and wait.


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:


Having no idea where the other two party members went since the group separated (no cell phones, sorry), Dardanius and Tarvoth return to the Dead Well and wait.

Fair enough. but just to explain: Dar said "try" because he is only using his logic that they would end up at a smithy for the chains they sought. Of course, I buy that we wouldn't make that conclusion because we are too dense to understand what Bumbo is doing . . .


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)

ahhhh my princess.....might the lord of the manor be available?? We seek to purchase some items


1d20 ⇒ 19

The young girl smiles at Weed's flamboyant speech-My pa, if that's what you mean, is terrible busy right now, but I can help you. What would you like to buy?


Dardanius wrote:
Mysterious Storyteller wrote:


Having no idea where the other two party members went since the group separated (no cell phones, sorry), Dardanius and Tarvoth return to the Dead Well and wait.
Fair enough. but just to explain: Dar said "try" because he is only using his logic that they would end up at a smithy for the chains they sought. Of course, I buy that we wouldn't make that conclusion because we are too dense to understand what Bumbo is doing . . .

Weed also considered climbing up on a roof of a building to clean pigeon poop off a statue so I'm not giving any credit to folks listening to his ramblings unless there is clear discussion about it. :D

Dardanius and Tarvoth enjoy an adult beverage at the Dead Well awaiting their companion's return.


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)

my friend and I would like to purchase some stout thick chains....would you have some available?


Young girl-Indeed we do. 10' of stout chain will run you 30 gold.


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

"Weed and Turran sure are taking their sweet time, eh Dar? Think something happened to them?"


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, I wish we did not split up. For my part, I feel no more enlightened from our conversations at the kennel. I hope the others fared better . . . Do you want to head out and look?

We said an hour before dark. Can we get a time check?


It is very close to dusk; you expect the other two back at any time.

Assuming they post again at some point....


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

seeing the sun going down...

Weed, perhaps we should be getting back...


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)

how much gold do you have Turran....i figure we need at least 10 feet....if not more....i have 13....and then yes...we need to get back


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

I've got enought for 10 ft.


Weed and Turran acquire a good 10' section of stout iron chain for 30 gold. They notice the sky outside the window is starting to grow darker.


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

Make haste back to the others


A short while later....

Dardanius and Tarvoth see Weed and Turran enter the Dead Well carrying a long rope of chain.


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)

Dar....Tar...night approaches....might we make use of this chain....any ideas how to secure us?? would there be a room in the cellar that would contain us whilst we are bound? he lowers his voice and whispers....we found a small sprig of mistletoe bound by ribbon....


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'm not sure what sort of excuse we could find that would allow us use of the cellar here. As for securing the chain, I don't suppose you bought locks or nails?


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

guess we'll have to make do, some daggers or pitons maybe?


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 whatever works


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

"Standing by to assist, tell me what you want me to do."


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)

Chain us to the ground......or wall...ideally we could rent a cellar that can be secured


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

"Its getting dark, I think we're going to have to make due with what we have on hand."

Head upstairs and chain up Weed and Turran.


2d20 ⇒ (12, 9) = 21

The party heads upstairs and does its best to chain Turran and Weed together and prevent them from breaking free to commit additional murders on the innocent citizens of Pieren's Bluff. An hour or so after nightfall the pair transforms into massive wolves that struggle and strain against their constraints, but between the strength of the chain and the efforts of the other two party members the wolves remain bound.

The sky begins to grow light as dawn approaches and the cursed pair return to their normal forms.

Dardanius and Tarvoth make DC 14 CON checks or become fatigued (all day) from lack of rest.

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