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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Need an action from Weed.


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 feels a strange sensation
willpower: 1d20 + 4 ⇒ (11) + 4 = 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)

Weed attacks the tentacles dragging dog
gapa: 1d20 + 11 ⇒ (17) + 11 = 281d12 + 13 ⇒ (3) + 13 = 16


Tarvoth moves strategically; Dog hacks apart the tentacles and crate attacking him breaking free of the grappling grip and ending his foe; Turran hits a tentacle and his blade sticks to it (DC 17 STR check to pull it free); Dardanius lands an arrow; Weed hacks and hits his blade sticking as well (DC 17 STR check to pull it free)

-28
On Turran
tentacle slam: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 6 ⇒ (3) + 6 = 9
tentacle slam: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 6 ⇒ (4) + 6 = 10
Turran is grappled and dragged towards gnashing fangs!
-16
On Weed
tentacle slam: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 6 ⇒ (4) + 6 = 10
tentacle slam: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 6 ⇒ (7) + 6 = 13
Weed is grappled and dragged towards gnashing fangs!


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

Strength: 1d20 + 6 ⇒ (11) + 6 = 17

Pull sword free and....Attack!

Cast Shocking Grasp into blade

Black Blade: 1d20 + 10 + 1 + 2 - 2 ⇒ (12) + 10 + 1 + 2 - 2 = 23

damage: 1d6 + 6 + 1 + 2 + 5d6 ⇒ (2) + 6 + 1 + 2 + (4, 4, 3, 1, 2) = 25

-43/54 hp


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

Dar shoots another single arrow:

Deadly Shot: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12

Damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 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)

Weed yells
GAPA: 1d20 + 11 ⇒ (4) + 11 = 151d12 + 13 ⇒ (8) + 13 = 21


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

Heal for Weed.

cure: 3d8 + 6 ⇒ (8, 6, 4) + 6 = 24


Weed-Need a DC 17 STR check to get your blade free.

Dog-Need an action.


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)

ST: 1d20 + 4 ⇒ (16) + 4 = 20


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

Dog moves to hack at the tentacle grappling Turran

Rage Rounds:-8/17

attack: 1d20 + 11 ⇒ (19) + 11 = 30
confirm critical: 1d20 + 11 ⇒ (9) + 11 = 20
critical damage: 4d4 + 14 ⇒ (4, 3, 2, 1) + 14 = 24


Sorry Team; just noticed that my last post didn't 'post'. Here's a simulacrum of what I previously did.

Turran kills his foe; Tarvoth heals Weed; Weed and Dardanius both miss; Dog hacks at Weed's tentacled foe and hits (DC 17 STR check to pull blade free).

-40
On Weed
gnashing fangs do their thing: 2d8 + 12 ⇒ (3, 8) + 12 = 23
On Dog
tentacle slam: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 6 ⇒ (1) + 6 = 7
tentacle slam: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 6 ⇒ (7) + 6 = 13


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

Attack Weeds tentacle!

Cast Shocking Grasp into blade

Black Blade: 1d20 + 10 + 1 + 2 - 2 ⇒ (7) + 10 + 1 + 2 - 2 = 18
damage: 1d6 + 6 + 1 + 2 + 5d6 ⇒ (5) + 6 + 1 + 2 + (1, 6, 1, 6, 4) = 32

-43/54 hp


Turran wrote:

Attack Weeds tentacle!

Cast Shocking Grasp into blade

[dice=Black Blade]1d20 + 10 + 1 + 2 - 2
[dice=damage]1d6 + 6 + 1 + 2 + 5d6

-43/54 hp

-12 year old D&D player Chris Welch laughed at this post-


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 yells out
Dog!!!for the love of Groetus ...stop attacking my tentacle!!! i need that


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

Dar shoots at Weed's mighty tentacle:

Deadly Shot: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27

Damage: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

strength: 1d20 + 4 ⇒ (14) + 4 = 18

Time to attack again!

Rage Rounds: -9/17
HP: -40/72

attack 1: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 2d4 + 12 ⇒ (2, 1) + 12 = 15
attack 2: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d4 + 12 ⇒ (2, 4) + 12 = 18


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

If within reach heal Turran.

cure: 3d8 + 6 ⇒ (8, 2, 2) + 6 = 18


The party is able to overwhelm the remaining 'crate' with Dog finishing it off while Tarvoth gives Turran some healing.

The corpses of the four foes slowly morph into semi-gelatinous blobs with some type of fluid or oil slowly ozzing out from them.


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

Any particular knowledge roll to determine what the creatures are and how to hurt them?


K-nature, dungeoneering, arcane


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

know arcane: 1d20 + 6 ⇒ (5) + 6 = 11


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

know arcane: 1d20 + 9 ⇒ (12) + 9 = 21
know dung: 1d20 + 8 ⇒ (16) + 8 = 24


The creatures are known as mimics, thought to be the result of an alchemist’s attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully attacking their victims.


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)

Ironically, Weed checks the trapdoor for traps
perception: 1d20 + 15 ⇒ (5) + 15 = 20


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

perception: 1d20 + 15 ⇒ (15) + 15 = 30

Search for valuables


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

Help search: Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

Helps as well.

perception: 1d20 + 10 ⇒ (3) + 10 = 13


Weed finds not remaining traps but he party does find some valuables amongst the slowly dissolving protoplasm of the mimics.

A scroll of haste
Various valuables worth 12,000 GP
A potion of invisibility


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

While waiting for the effects of slow to wear off, Dar will start to cure Dog and Turran (not sure about Weed's HP).

Or are we going to rest before the trap door?

Rolls assuming we're going for the next one:

Cure Turran x5: 5d8 + 5 ⇒ (3, 4, 7, 2, 3) + 5 = 24

Cure Dog x7: 7d8 + 7 ⇒ (6, 2, 4, 4, 3, 7, 5) + 7 = 38

8 charges remaining.


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

Thanks Dar!

Rest, pshaw, I feel semi-confidant that we can continue for at least one more room safely...

-1/54 hp


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 think im at -28/64 hp


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

Curing weed:

CLW Weed x5: 5d8 + 5 ⇒ (5, 5, 4, 2, 6) + 5 = 27

3 charges left


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

Gather the loot. Ready to follow the group through the trap door.


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 + 15 ⇒ (4) + 15 = 19


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

Dar waits for Weed to signal if the trapdoor is OK to open.


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

HP: -2/60

Waits for the group to move through the trap door.


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 checks the trapdoor....ironically....for traps
perception: 1d20 + 15 ⇒ (17) + 15 = 32


The door continues to seem as safe as can be and Weed opens it revealing a narrow winding staircase, that appears to have been carved by magical means (the work is to fine for anything else besides a master dwarf mason). It descends into the depths and a cool wet draft wafts up from below.


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 looks about....a surprised expression on his face


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

Dar will descend down the stairs and take a look listen as he goes:

Perception: 1d20 + 10 ⇒ (20) + 10 = 30


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

Join group heading down the stairs.


Dardainus hears the sound of falling water at the bottom of the stairs and notices some strange holes in the stairs up ahead.


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 studies the entrance.....and tries to find a way to disable the trapdoor.....so it cant lock
perception: 1d20 + 15 ⇒ (15) + 15 = 30


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)

disable device: 1d20 + 14 ⇒ (17) + 14 = 31


Weed fiddles with the trapdoor and feels confident that it can no longer be locked against the party.


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

Dardanius points out the holes to the party: Do you think it's a trap? Are we going to get flooded in?


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

Dog heads in and takes a better look at the holes in the stairs to try and discern what they're there for.

perception: 1d20 + 10 ⇒ (10) + 10 = 20


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)

do the holes looks like murder holes at a castle...how many are there

we should assume they are part of some trap....we have been faced with such every step of the way


Weed determines that the holes are some type of trap that would drive sharp stakes up through the holes injuring anyone walking on the stairs.

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