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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Give me a STR check Weed. 1d20+STR modifier


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)

strength: 1d20 + 4 ⇒ (16) + 4 = 20


Weed smashes through the reinforced goblin door, unleashing a volley of poisoned darts.

On Weed
dart: 1d20 + 7 ⇒ (2) + 7 = 91d4 + 2 ⇒ (3) + 2 = 5
dart: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 2 ⇒ (1) + 2 = 3
dart: 1d20 + 7 ⇒ (14) + 7 = 211d4 + 2 ⇒ (4) + 2 = 6
dart: 1d20 + 7 ⇒ (10) + 7 = 171d4 + 2 ⇒ (4) + 2 = 6
dart: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 2 ⇒ (1) + 2 = 3

Any hit requires a DC FORT save to avoid taking 1d2 CON damage for 3 rounds.


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’s the Fort DC for Weed?

Cure on Weed:
Clw: 1d8 + 1 ⇒ (5) + 1 = 6

Look around the new room.
Perception : 1d20 + 7 ⇒ (14) + 7 = 21


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

Should've used Dax's body as body armor/battering ram


Sorry, DC 14


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)

-12/13 hp
fort: 1d20 + 4 ⇒ (10) + 4 = 14
fort: 1d20 + 4 ⇒ (3) + 4 = 7
fort: 1d20 + 4 ⇒ (19) + 4 = 23


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)

CON Damage: 1d2 ⇒ 2


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)

-6/13 hp, CON down 2 points for 2 rounds
Weed reels from all the darts sticking him....weakened by the substance....
thanks for the healing Grim....I need to rest...I am still weakened
(assuming there aren't a horde of goblins on the other side of the door waiting....)


No overt threat reveals itself beyond the deadly door. Instead, you find a small room that has some notes of finery (for goblins) and looks like it was the chief of the tribe's lair. Besides the furnishings, there is a bound and gagged human with brown hair and goatee [Rodion] who looks anxiously towards you, hopeful for rescue.


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 Weed and Eterran: “Keep an eye out for more gobs.”

To the captive, cutting him loose: “Guess it’s yer lucky day. I be Naugrimm, the one full o darts be Weed, and the one with the eyes be Eterran.”

Search the room for valuables.

perception: 1d20 + 7 ⇒ (19) + 7 = 26

More healing:
Channel energy : 1d6 ⇒ 5


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Can I assume I have access to my familiar, haramaki, and other gear? Or did my captors strip me of everything?

Thanks be to the gods! Name's Rodion. I hope I can be of service to you all in getting us out of here.


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 came you to be in their captivity and not a pincushion like me Rodion…I need a short rest Grimm...


Rodion wrote:

Can I assume I have access to my familiar, haramaki, and other gear? Or did my captors strip me of everything?

Thanks be to the gods! Name's Rodion. I hope I can be of service to you all in getting us out of here.

The party finds all of Rodion's equipment stashed in the room behind a barrel of pickled meats. Rodion relates the story of his capture by bandits and subsequent sale to the goblin tribe. He's pretty sure that at some point in the near future he would have ended up in the pickle barrel.

Rodion also tells you that the goblin chief just left the room via a secret door in the NE side of the room after clearing out as many of the valuables as he could.


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 many goblins do you reckon there were Rodion


Rodion never saw more than 10 goblins at any one time. Mostly when he was captured.


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

Rodion, have you seen or heard anything about stolen 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

Did we locate the secret door? Had a pretty good perception roll up above.

To the group:
“You up for tryin’ to catch the chief?”


Naugrimm Firebeard wrote:

Did we locate the secret door? Had a pretty good perception roll up above.

To the group:
“You up for tryin’ to catch the chief?”

Rodion shows you where the secret door is.


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 up for it...how does Rodion feel about joining us and exacting some revenge? does he posses skills that are of use?


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

Let's do it!


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

“Let’s go.”

Let Weed or Eterran take the lead.

perception: 1d20 + 7 ⇒ (19) + 7 = 26


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

I believe I may be able to be of some use, Weed. I am able to cast some manner of spells and have studied fairly broadly. What's more, I am happy to exact some measure of revenge on these wretches.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Give me the marching order and perception checks for those that haven't made them yet.


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

I'll take the lead

perception: 1d20 + 5 ⇒ (8) + 5 = 13


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 will follow Eterran
perception: 1d20 + 10 ⇒ (9) + 10 = 19


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

I'm in the back.


The tunnel snakes around for 40' or so before opening up to a larger cave. Eterran triggers another trap as a set of spears spring out at him!

spear 1: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (4) + 2 = 6
spear 2: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 2 ⇒ (5) + 2 = 7


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)

ha....feeble spears


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

We had a couple decent perception rolls, are these traps that difficult to spot?


Naugrimm Firebeard wrote:
We had a couple decent perception rolls, are these traps that difficult to spot?

Tougher for Eterran and Weed stooped over in a cramped tunnel trying to chase down fleeing goblin chiefs, yes.


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 about Grimm and Rod, do they have a chance to spot?


Naugrimm Firebeard wrote:
What about Grimm and Rod, do they have a chance to spot?

Not a very good one from 10-15' further back in the marching order.


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)

let me lead
....perception: 1d20 + 10 ⇒ (20) + 10 = 30


The larger cave that the tunnel deposited you into is clearly a great room used by most of the goblin tribe. There are two tunnels leading out: One that looks like would take you back to the room where you battled earlier; the other, smaller, tunnel looks like it is a bolt hole leading generally to the surface.

From the looks of the area the goblins living here fled in some haste maybe 10-20 minutes earlier.


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

Detect magic. Look for valuables.
perception: 1d20 + 7 ⇒ (18) + 7 = 25


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Look around with the party:

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


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

add my eyes to the look

perception: 1d20 + 5 ⇒ (3) + 5 = 8


The party finds a few baubles of value that were dropped by the fleeing goblins worth 10 GP. There is a clear trail where the goblins fled through the small bolt hole. Any medium size creature would severely struggle moving through the small cramped space.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Well, I suppose we should turn around then, comrades. Unless anyone else has bright ideas?


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

Grab valuables and then head back out the way we came in unless there is some area we left unexplored.

“Too small to move through, back out the way we came.”

perception: 1d20 + 7 ⇒ (8) + 7 = 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

Sounds good, let's go.

perception: 1d20 + 5 ⇒ (10) + 5 = 15


Perception for Rodion.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


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 + 10 ⇒ (2) + 10 = 12


As the party emerges from the goblin caves you are pelted by a hail of sling bullets!

~on flat-footed AC~

on: 1d4 ⇒ 1 Eterran
sling: 1d20 + 2 ⇒ (10) + 2 = 121d3 ⇒ 3

on: 1d4 ⇒ 3 Rodion
sling: 1d20 + 2 ⇒ (2) + 2 = 41d3 ⇒ 2

on: 1d4 ⇒ 3 Rodion
sling: 1d20 + 2 ⇒ (9) + 2 = 111d3 ⇒ 1

on: 1d4 ⇒ 2 Grimm
sling: 1d20 + 2 ⇒ (14) + 2 = 161d3 ⇒ 1

on: 1d4 ⇒ 4 Weed
sling: 1d20 + 2 ⇒ (15) + 2 = 171d3 ⇒ 1

on: 1d4 ⇒ 1 Eterran
sling: 1d20 + 2 ⇒ (11) + 2 = 131d3 ⇒ 1

About 20' down the hill stands a group of six goblin slingers and a much larger and better armored grey-skinned goblin holding an earthbreaker.

The grey-skinned goblin shouts up at you-We had to get our kin safe from your murdering hands, but that doesn't mean that we plan on letting you live!

Goblin initiative: 1d20 + 2 ⇒ (12) + 2 = 14

If you beat the gobo's initiative roll, feel free to act.


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

init: 1d20 ⇒ 12


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)

init: 1d20 + 2 ⇒ (6) + 2 = 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

init.: 1d20 + 2 ⇒ (1) + 2 = 3


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Initiative: 1d20 + 8 ⇒ (19) + 8 = 27

Rodion summons an Eagle which attacks one of the small goblins

Let me know if you'd rather it have it's own initiative roll

Talons: 1d20 + 3 ⇒ (14) + 3 = 17
Dam: 1d4 + 2 ⇒ (2) + 2 = 4

Talons: 1d20 + 3 ⇒ (1) + 3 = 4
Dam: 1d4 + 2 ⇒ (3) + 2 = 5

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