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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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
Rodion wrote:

[dice=Initiative]1d20+8

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

[dice=Talons]1d20+3
[dice=Dam]1d4+2

[dice=Talons]1d20+3
[dice=Dam]1d4+2

Eagles get a bite attack too or did you stop because of the 1?


Rodion's summons an eagle which immediately rakes a goblin in the face, dropping it to the ground.
1d5 ⇒ 3

Three of the remaining goblins panic and fire on the deadly bird.
1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 3
1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 1
1d20 + 2 ⇒ (6) + 2 = 81d4 ⇒ 2

The lead goblin screams shrilly-No you fools! It will go away if you kill that filthy mage!

The other two goblins fire up the hill
on: 1d4 ⇒ 1 Eterran
1d20 + 2 ⇒ (5) + 2 = 71d4 ⇒ 4
on: 1d4 ⇒ 3 Rodion
1d20 + 2 ⇒ (18) + 2 = 201d4 ⇒ 4

And the gray-skinned goblin fires a crossbow at Rodion
1d20 + 4 ⇒ (18) + 4 = 221d8 ⇒ 6


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

Grimm, no I thought I could only choose between the 2 claws or the bite and couldn't do both.

DM, can I roll for the bite, or should I just learn from my mistake?

-10/7 HP Rodion is down . . . :-(


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 + 5 ⇒ (2) + 5 = 72d6 + 9 ⇒ (1, 5) + 9 = 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)

suffering succotash!!


Rodion wrote:

Grimm, no I thought I could only choose between the 2 claws or the bite and couldn't do both.

DM, can I roll for the bite, or should I just learn from my mistake?

-10/7 HP Rodion is down . . . :-(

SOP is that on a full attack a rolled 1 in sequence eliminates any further attacks. Post is good as is.


Weed wrote:
[dice=GSPA]1d20+5;2d6+9

Tactical reminder: The party is at the entrance to the cave about 20' away from the assembled goblins.

Prior area description-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.

The approach up required REF saves.


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

If we move back into the entrance will we be subject to further missile attacks?

"Careful boys, remember the pit! Might be better to use ranged weapons."


The party can fall back into the cave and be in complete cover.


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)

lets fall back and use our ranged weapons..perhaps before they reach us we can lessen their number and give us a chance to take down that grey skinned oaf


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

Rodion's body lies in the mouth of the cave . . .

The eagle continues it's attack

Talons: 1d20 + 3 ⇒ (5) + 3 = 8
Dam: 1d4 + 2 ⇒ (4) + 2 = 6

Talons: 1d20 + 3 ⇒ (11) + 3 = 14
Dam: 1d4 + 2 ⇒ (2) + 2 = 4

Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Dam: 1d4 + 1 ⇒ (3) + 1 = 4

From what I can tell, the eagle still attacks even if Rodion's unconscious. Please let me know if I'm wrong.


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

Shoot at grey skinned gobo

Longbow: 1d20 + 3 ⇒ (3) + 3 = 6

-boooooo-


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

Stand n fight, the boys got moxie.

At the leader
firebolt: 1d20 ⇒ 20 ranged touch attack
dam: 2d6 + 2 ⇒ (3, 5) + 2 = 10


1d20 ⇒ 19

Rodion's savage eagle drops another goblin; Weed misses as does Eterran, but Grimm blasts the lead goblin with a nasty bolt of fire!

The head goblin screams in pain and fury before snapping a quiet order to the remaining goblins and the group quickly retreats into the cover of the nearby trees.


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

Make sure we’re 30’ from any gobs and then channel some heals.
channel heals: 1d6 ⇒ 4

“That’s it for today boys, I’ve exhausted my healing.”

If the eagle has additional rounds of summon wouldn’t it keep attacking?


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)

percpetion: 1d20 + 10 ⇒ (4) + 10 = 14Weed keeps a sharp eye out for the goblins.....
they may be doubling back on us through the tunnels


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)

can the eagle track them


Naugrimm Firebeard wrote:

Make sure we’re 30’ from any gobs and then channel some heals.

[dice=channel heals]1d6

“That’s it for today boys, I’ve exhausted my healing.”

If the eagle has additional rounds of summon wouldn’t it keep attacking?

I guess? Rodion? How many rounds does it stay for?


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

Unfortunately, my new friends, my summon only lasts for one minute. So I'm not sure tracking would be very possible.

However, by my count, that is still 8 more rounds of eagle strikes. Do we want it to keep attacking? I'd say yes . . .

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

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

Bite: 1d20 + 3 ⇒ (15) + 3 = 18
Dam: 1d4 + 1 ⇒ (4) + 1 = 5

-6/7 HP


Rodion wrote:

Unfortunately, my new friends, my summon only lasts for one minute. So I'm not sure tracking would be very possible.

However, by my count, that is still 8 more rounds of eagle strikes. Do we want it to keep attacking? I'd say yes . . .

[dice=Talons]1d20+3
[dice=Dam]1d4+2

[dice=Talons]1d20+3
[dice=Dam]1d4+2

[dice=Bite]1d20+3
[dice=Dam]1d4+1

-6/7 HP

Summoner’s Charm (Su):

Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Your summoneds stick around for 2 rounds.

Also you can't 'track' with it unless you speak bird.

summon monster:

It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.


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

. . . So embarassed. I wrote down 1/2 min per level in my notes. Must have read "1 minimum" as 1 minute minimum and got carried away. I was aware of its inability to track, but trying to explain it away in game.


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

Well I am certainly feeling worse for wear, but I hope I can make it back to town as long as I stay in your fine company. Shall we?


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 fine to try to make it back....but lets be wary...and move quickly


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

DM: If we are not in a rush, do we have to make a reflex save to move out of the cave past trapped area? Not sure I want to risk it with no healing available.


Naugrimm Firebeard wrote:
DM: If we are not in a rush, do we have to make a reflex save to move out of the cave past trapped area? Not sure I want to risk it with no healing available.

If you take your time, you can safely navigate the field full of traps.


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

Rodion is in favor of taking his time, he also goes last to try and watch how the other party members move through the path.


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, Eterran you go first, Weed you go last in case the gobs double back through the tunnels. Rodion you follow me.”

Move cautiously through behind Eterran.

perception: 1d20 + 7 ⇒ (18) + 7 = 25


Remaining party member perception checks please.


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 ⇒ (3) + 5 = 8


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

Rodion looks around

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


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 ⇒ (15) + 10 = 25


The party advances slowly and cautiously through the field of traps and despite any fears they might have harbored, they are not attacked by goblins. The two dead goblins at the base of the low hill have nothing of any real value (to a non-goblin) and the surrounding forest is quiet.


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 shall continue to make our way
perception: 1d20 + 10 ⇒ (16) + 10 = 26


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

Bringing up the rear

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Where is the party going?


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

i thought we were heading back to town?? didnt someone suggest that??


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

Make a mental note of any landmarks in this area so we can come back at some point to destroy the remaining goblins.

To town if we can get to it, otherwise in that general direction. Before it gets dark find a defensible place to camp.

"Keep a sharp eye boys, we're in no shape for fightin', so 'less its a wagon o' free ale we want to avoid it."

perception: 1d20 + 7 ⇒ (7) + 7 = 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)

Weed follows a safe as possible route back...avoiding hazard and danger....survival: 1d20 + 4 ⇒ (15) + 4 = 19


By the time that darkness falls the party has made its way back to where the original sheep rustling trail split into three. You are tired, hurt, hungry and still unfortunately in the forest. Your best guess is that you could make Belric by morning if you pushed, but that would require some FORT and Survival checks, and there is no guarantee that you would not be attacked as you traveled anyways.

The question becomes-camp and rest or push on?

Appropriate rolls for either.


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

Rest. On watch.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


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)

agreed....rest....
second watch
perception: 1d20 + 10 ⇒ (13) + 10 = 23


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

Rodion definitely wants to rest. Last watch? I always forget how many there are...

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

Take my turn

perception: 1d20 + 5 ⇒ (18) + 5 = 23


The party feels the weight of many eyes as they rest and a few times catch sight of goblins trying to be stealthy during the night. When sighted the diminutive foes flee back into the dark of the forest. Despite the continued surveillance, no attack comes during the night and the party wakes the next morning feeling much better for the rest.


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

Rodion thanks the gods for his first restful night free from the goblins

Rodion asks the party what brought them to the goblin caves. He also offers to continue journeying with them if his magic and knowledge can prove useful to them.

So, what's the next step after returning to 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

"Ya still look like hell Rodion, this should help. Its a long tale Rodion but we was lookin for sheep."

channel: 1d6 ⇒ 6

Believe Rodion would be a 2hp when waking.

On way back to town.
perception: 1d20 + 7 ⇒ (6) + 7 = 13


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

back to town

perception: 1d20 + 5 ⇒ (5) + 5 = 10


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3
Grimm wrote:
Believe Rodion would be a 2hp when waking.

Did you mean -2 hp? I had -6/7 before sleeping.

Sheep, eh? No need to roleplay telling me what happened.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


The party makes its way back to Belric and although they feel watched until they leave the forest and reach the trail to town there is no further encounter with the depredations of the goblins.

You return to the rooms you rented from the widower and plot your next move.


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)

take some time to mend and sharpen weapons and armor.....
im going to wander about and get some ale...anyone care to join me....perhaps we can glean some more info

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