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.


401 to 450 of 8,401 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

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

“Are you sure you’re not part dwarf? Never knew those of elven blood to be so fond o’ ale. Let’s go.”


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

Rodion will tag along so he can learn more from his new companions.


AC 25 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)

these days are truly strange Grimm...i wouldnt be surprised to find that im part dwarf....might account for my ocassional bouts of stubbornes.....or perhaps its my human mother part that likes ale...let us go and see what we learn over ale


The companions head back to Ash Hall for some quality relaxation time. There are rumors of goblin and bandit raids at some other outlying farms but not word of wolves. The other chatter surrounds the impending arrival of the Umbra Carnival which one woodsman says is sure to arrive on the morrow.


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

Any particularly interesting or suspicious looking folk in the Ash Hall? Do we see any Osirions?


Perception or sense motive rolls


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 ⇒ (13) + 7 = 20
SM: 1d20 + 3 ⇒ (14) + 3 = 17


AC 25 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 ⇒ (10) + 10 = 20


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 ⇒ (15) + 5 = 20

Sense Motive: 1d20 ⇒ 11


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 ⇒ (4) + 5 = 9

sense motive: 1d20 + 3 ⇒ (7) + 3 = 10


The party (excepting Rodion) gets a sense that there are several new faces in the tavern. Some appear to be lumberjacks back from harvesting the surrounding woods, others travelling merchants and tinkers. Grimm gets a strange vibe from one particular group of new faced travelers that sit quietly off by themselves in one of the darker corners of the room.


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 quietly shares with the group his observations. He will try to remember the faces of the suspicious group so he can recognize them if seen again.

Anyone have anything else to do before heading back to rest for the night?


AC 25 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 whispers....perhaps one of us should move closer and see if we can glean any information....maybe ask the barkeep what type of coin they pay with

weed positions himself to be able to casually study the group....
perception: 1d20 + 10 ⇒ (4) + 10 = 14


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

Rodion looks the shady party over and tries to identify them

Know Local: 1d20 + 8 ⇒ (8) + 8 = 16


Rodion does not recognize the group from any of his previous time in Belric. They don't seem to be doing anything nefarious, and it's entirely possible they are just a group trying to quietly enjoy some ale and a break from their day.


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 our way back to our lodging.

"Maybe we'll learn somethin' at the carnival."


The next day a small fleet of circus wagons passes through Belric taking up residence in the fields just outside of town. Carnival hands come back into town to restock on food and supplies as well as hang up a flood of colorful posters advertising the wonders of the Umbra Carnival and that the Carnival will open in two days.

Tomorrow the fliers promise a parade through Belric's main thoroughfare providing a small sample of the wares and wonders available to all who visit the Carnival.


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

Anyone interested in snooping around on the carnival types?


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

“Guess I ain’t got nothin’ better to do.”

perception: 1d20 + 7 ⇒ (19) + 7 = 26


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

[b]I'm game]

perception: 1d20 + 5 ⇒ (8) + 5 = 13


Please describe said attempt at snooping.


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

Rodion is open to ideas.

But he was thinking that the party would just walk around the carnival and look for signs of people spending Osirion coins or anyone from Osirion. Maybe the party would spend more time wandering about the area where the carnival is being set up and, if opportunity permits, a little trespassing to garner more information.

But first, just walking around town and seeing the sights and snooping on people surreptitiously, as any common person.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Know Local: 1d20 + 8 ⇒ (2) + 8 = 10

Last time I rolled Knowledge Local, you said Rodion didn't recognize anyone from the time spent in Belric. Is there a more appropriate Knowledge check for figuring out Osirion identifiers?

Edited to Add: With rolls like these it doesn't matter at all . . .


Any other ideas?


AC 25 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 go hire ourselves out for a day setting up carnival or something?


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

I like where your head's at, Weed!


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

“Lets give it a shot.”


AC 25 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 make our way there


The party makes their way towards the fields where the Carnival workers are setting up. A light string of pickets has been deployed around the perimeter in an attempt to keep out curious on-lookers and children, a small group of which has clustered near an opening in the fences.

A few large men sternly keep the curious at bay as a dashing looking fellow with a hat filled with brightly colored feathers and gem stones talks to them with a massive showman's smile-My friends, my friends; you will get to see all the wonders and delights that Umbral has to display on the morrow. Bring your coin! Tell your friends! Tomorrow we will dazzle and delight! You will speak of the spectacle for many months to come and pray for the day Umbral and its merry crew return to delight you again.

To further wet your appetite, my comrades and I will conduct a small parade through the main street later this afternoon to give you all just a small sample of the wonders you will get to experience the next few days.


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

Gesturing toward the pied carnival barker: He looks like he might have some authority? Shall we get his attention and offer our services?


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

Pointing to the workers and large men: “Looks like they got their own help Rodion. Maybe you could ask to join up, and use some magic to entertain?”


AC 25 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 go....
Weed walks up to the crowd and stands off to the edge....studying the barker and his men....
perception: 1d20 + 10 ⇒ (6) + 10 = 16


Weed sees and hears more of the same-fresh faces from Belric coming to sneak a peek and being dissuaded by the well spoken man with the fancy hat. In the distance he can see the carnival workers preparing games, stalls, and other attractions for visitors the next day.


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

Addressing the barker:

Perhaps my friends and I can be of some use to your troupe? We can assist you in setting up or maybe even perform an act?


The well-hatted man looks at you dubiously-My friend, we are here to take your gold not give you more. Besides, what skills have you to entertain and delight the masses of fair Belric? You look more like caravan guards than showmen.

Diplomacy roll with your response


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

Rodion conjures a silent images of five copies of himself he makes them all copy his mannerisms and appear to say:

I can manage a few tricks to entertain the people. And we'd be willing to help you unload for free.

Diplomacy: 1d20 ⇒ 9

Oof


The man with the amazing hat laughs warmly-Ah my friend, you have the beginning of an act. With enough practice and a little panache you might have something, someday, that folk would give their coin for. Plus we have many strong backs, like my fellows here-pointing to the broad backed men standing watch at the picket opening-that are well used to setting up the Carnival and making ready for the frivolities that follow.

In the meantime go back to yon taverns of Belric and enjoy a drink of your choosing. This afternoon we will parade through the streets and show a preview of what a REAL show has to offer, and tomorrow you and your menagerie of companions may return to Umbral and cast your coin about like thirsty sailors fresh in to port.

With that, the sharp face man returns to cajoling and shooing away the other nosy visitors, largely ignoring Rodion and the rest of the party.


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

Rodion mutters: I'll show you the beginning of an act . . .

To the party: I suppose we wait until the parade?


AC 25 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 about the area....are there woods...hills closeby?


The field that the Carnival has set up in is quite near to Belric and any woods nearby have long since been logged and cleared out. There are a few small rises here and there 5-10', but nothing close to resembling a hill.


AC 25 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 feel the need to be out in nature...perhaps take in some sun....lets relax for a spell on a small rise and watch the proceedings....see what all the excitement is about....
Weed finds a higher vantage point to sit upon and watch....


Weed finds the highest point he can and watches as the Carnival slowly sets up shop. A small group of children join him for a little while before they realize that their shorter stature doesn't help in catching a glimpse of anything worthwhile.

Perception 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

“Well, what can ya see from up there Weed?”

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


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

Rodion follows along and looks around

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


Rodion manages to notice the small number of worms and grubs moving about in the field grasses. Grimm observes what he would imagine is the regular activities of a group of carnival wagons setting up their businesses in anticipation of throngs of crowds to flow through over the next few days.


AC 25 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 ⇒ (14) + 10 = 24
Weed squints.....and looks further in....


And sees nothing more than previously described.


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

“Bah! Wastin’ our time here! Parade will likely be more o’ the same, but we might as well keep at it.”

Do we know of a good place to view the parade? Head there early to keep an eye out for anything out of the ordinary.


AC 25 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)

true Grimm....likely a waste of time....perhaps we should be back out tracking sheep...why are we focusing on the carnival?


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 can chase sheep any day, carnival’s here once a year so let’s take a look. Least they should have some tasty ale!”


The party retreats to Ash Hall and soaks a bit of the afternoon away. A few hours later darkness falls, and hearing the beat of drums and some singing, you head out to the front stoop and watch as a procession of almost fifty entertainers parade buy.

Banners and streamers accompany the procession of clowns, stilt walkers, tumbling acrobats, fire breathers, and other entertainers. Carnival barkers call out to people on the streets, promising thrills, chills, and delights for people of all ages. In addition, a few wagons drawn by horses show off a strange menagerie of creatures-a cage filled with goblins; a glass case filled with strange spiders; some strangely colored birds; and two large men pull, push, and prod a massive and nasty looking lizard down the street. The man with the dandy hat appears to be at the center of all the activity singing and performing himself and from time to time letting loose with small magics of light and prestidigitation.

401 to 450 of 8,401 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A Tiger's Heart All Messageboards

Want to post a reply? Sign in.