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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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

“Farewell my friends, may Cayden keep you well until we meet again.”


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 nods at his party's words: Aye, we certainly wouldn't have made it this far without you, Tarvoth. And without your research we wouldn't know where to go next. But I certainly understand your duty to your community. May Erastil vouchsafe your journey.

Dar will go with the forearm shake.

To Drummer:Well met, Drummer. Any enemy of the evil the baron represents is most welcome in this party. I hope we can find your brother alive and well before this is all over.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

To Dar: "Thank you Dardanius, I pray to Irori that my brother remains well."

To group: "Do we need to conduct additional research or shall way head to Osirion?"


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 would like to know more about these creatures we may encounter....and how to best combat them should the need arise...and of the peoples in the area....


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'm ready once Weed gets his answers


The legends of giant sand worms devouring entire caravans are just that-legends. There is some question as to the truth of these creatures, for if they are so deadly how does anyone survive to report on them? Sand jackals, giant scorpions, gnolls, and other foul creatures are not uncommon to such environs. Kill them or run away are the two most popular responses.

As to the peoples of the desert, the books indicate most are insular tribesman little more than nomad savages that wander the desert scratching out a living. They are quick to take insult and as likely to slit your throat for a few coppers as anything else. Most desert environments are difficult to survive in and produce a hard-scrabble populace.


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)

"Sounds like my kind of place. I'm ready when everyone else is."


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 is ready to embark with his friends.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Look for a ship headed to Osirion.


The party quickly finds a ship that will take them to the massive capital city of Sothis for a mere 20GP each. From there you should be able to find a way to the pyramids.


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 suggest hiring a guide perhaps that knows the area....places to avoid....or not avoid and line our pockets with gold...where water can be found...


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Based on the group’s research where are we headed from Sothis? Approximately how many days travel is the area where the pyramid is located? Any towns or other settlements along the route?
If towns are located along the way can we follow any sort of regular road or trade route?


Based on your research you have three options: take a 2 day river trip down to the town of Djefet which is rumored to be cursed but would then just be 3-4 days to the general area you think the pyramid is; strike out direct into the deep desert looking for the site (2 weeksish); take a caravan to Ipeq (8 days), resupply and head out into the deep desert (2-3 days)


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“Seems as if we should either take the river to Djefet or the caravan to Ipeq. The first would potentially get us to the pyramid the quickest but the latter sounds as if it would be safer. The third alternative of traveling the entire way through the deep desert just sounds foolish to me. Does anyone have a preference?”


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'm for the desert, but would not balk at the river if that is the group's wish.


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 grew up around rivers and marshes.....but i think taking the caravan would be a sounder option.....


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

No strong preference here. I think the caravan will be fine.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“Sounds as if we have made a decision.”

Find a caravan to Ipeq and see if we can get jobs as guards, or if that’s not possible go as passengers.


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)

there will be useful information to be gained this way i think


The party pays its way from Almas to Sothis (20GP each) and while the nine day voyage isn't particularly pleasant, no disasters beset the ship and you make it to Sothis in good shape.

You marvel at the engineering of the Crimson Canal that allows ships to port directly from the river Sphinx into the lower city and the Canal District. The heat is already intense, even this close to the ocean, and you wonder how challenging the journey from the old docks along the river across land to the city must have been prior to the construction of the Canal. You further ponder just how intense the environment will be as you journey to Ipeq and the deep desert beyond.

Inquiring as to caravans you find that one sets out about every week or so, with the next one leaving in four days. Further you discover that the cost to accompany a caravan is quite steep, 500GP each, and that guards are only recruited from the veteran ranks of the caravan guild, requiring many years of service.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Does anything prevent us from just following the caravan?


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

Definitely with Drummer on this, Dar has 90 gp to his name after the fares across the seas.

Out of curiosity, how much would the river trip be? Or is that no longer possible from Sothis?


The river trip is far less expensive (10 GP) and barges leave almost daily.

You could follow the caravan, but it is made clear to you that if you are any closer than long line of sight they will 'discourage' your proximity.


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)

the river it is


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“I agree with taking the river as well, the caravan sounds like robbery.”


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

To the river...


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

Down to the river.


The nearly three day river journey to Djefet (10GP each) is relatively uneventful if unbearably hot. You pass innumerable farms and small villages as well as beach after beach of sunning crocodiles. As refreshing as the waters of the Rivers Sphinx are, clearly they are not without dangers.

The workers on the barge generally ignore you, treating you as just one more trade good to be transported, but a few talk to you in hurried whispers about Djefet and the strange curse that inflicts all of its inhabitants. They inform you that they only trade with the residents of the town at the wharfs and never enter the place itself.

Rounding one final bend in the river you espy the town of Djefet. It looks like many other Osirian towns with reed-and-wood homes built on stone foundations and citizens hard at work on their daily tasks. You do think it odd that no one seems to enter or leave the town, with all the townsfolk activity essentially taking place within the greater expanse of the town.

The barge reaches the wharfs and a few townsfolk emerge to begin the exchange of goods.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

What is the strange curse that afflicts the people of the town?


The barge workers tell you that all of Djefet's residents bear a curse that causes their skin to turn ash-colored as they enter adulthood and then wrinkle and wither away. Residents who try to escape Djefet find that their paths inevitably always turn back to the town and are never able to escape. Legend tells of an artifact in the Pillars of the Sun that could put an end to the curse, but none of the residents have ever been able to leave to verify the validity of this claim.


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 wants to clarify how sure the crew is that the curse only applies to residents. The crew is afraid to go in the town because they think they might be cursed if they even enter? Or do they just want no part of it?


Dardanius wrote:
Dardanius wants to clarify how sure the crew is that the curse only applies to residents. The crew is afraid to go in the town because they think they might be cursed if they even enter? Or do they just want no part of it?

They don't go in to town out of caution and fear. No one really knows if it just effects residents because no one has been brave enough to find out.


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 should avoid the town.....circumvent it.....where are the pillars located


The Pillars of the Sun are a series of mountain ranges on the far Western edge of Osirion.


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

Well, Weed, I'm not sure how far out of the way we'd have to go to circumnavigate the town. And, though I'd like to lift the curse, I'm not sure we have the time to go to the Pillars . . .

Dar considers his religious knowledge has he heard of such a curse/disease before?

Knowledge Religion: 1d20 + 4 ⇒ (14) + 4 = 18


Dardanius knows that these types of curses, while fortunately rare, are not completely uncommon to the southern continent of Garund. Any more detail would require a sage, library, or some other type of resource.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Is the pyramid we are seeking near the pillars of the sun? Is there any reason we need to enter the town to get to the pyramid? Did we learn anything about how or why the curse afflicted the town? Did they offend a god or some powerful being? What’s the legend?

“Anyone want to enter town? Not sure I see a reason to tempt fate. Perhaps after we take care of business with the Baron we can look into helping these people.”


Kunoichi Ashikawa aka Drummer wrote:

Is the pyramid we are seeking near the pillars of the sun? Is there any reason we need to enter the town to get to the pyramid? Did we learn anything about how or why the curse afflicted the town? Did they offend a god or some powerful being? What’s the legend?

The pyramid is not close to the Pillars of the Sun range; rather they are somewhere in the deep desert towards the center of the country. You do not need to enter the town to get to the pyramid, but you will need to procure some supplies if you are to survive the journey to wherever the pyramid is. You have no idea of why the curse afflicted the town, but have heard dozens of various theories ranging from some strange natural disease, the anger of a long-dead king, or an infernal deal gone wrong.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Do we know what supplies we are looking for? Water skins, food, or something else? Are these items for sale at the wharf?


Camels would be best, followed by horses. You will need some type of animal to help carry your supplies, especially water, as heading out into the desert is certain death without adequate provision. The townsfolk will sell to you at book rates.


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...lets procure supplies at wharf and glean information that we can about this curse from them....


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

While buying supplies.

“We are looking for a pyramid in the deep desert about 3 or 4 days travel from here, can you tell us anything about it or where exactly it is located?”

Is one camel enough to carry our supplies?


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

Point of clarification: we entered the town to buy supplies, right? I'm not sure if we are trying to say the wharf isn't in the town . . . If party members are uncomfortable entering town to buy supplies, Dar is willing to go

In any case, Dar helps inquire for information and how to best to outfit ourselves. Does 8 days of provisions sound about right to everyone? What would it cost for a day of water for us & the camel? Or are we just filling up in the Sphinx?


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

Meant to post a diplomacy roll to aid Drummer: Diplomacy: 1d20 + 15 ⇒ (3) + 15 = 18


You can enter the town proper if you want to trade for supplies but the bargemen advise against it-Unlucky at best. More likely to catch the curse than get a better deal on goods.

A camel with desert supplies for 8 days will cost 200GP; the single came would be able to carry up to 15 days of water and food (230GP total including camel/tack if you want to buy that much).

The townsfolk don't seem like much for conversation, but something about Drummer's foreign appearance intrigues them-No one here has ever seen a pyramid, what with the curse and all dooming us, but there have been other travelers before you inquiring about the same. Can't say that we ever see them again once they buy supplies. Who knows, maybe you'll be luckier.


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 is willing to put up his share for either option for supplies (40 or 46). What does the rest of the party prefer?


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“I would feel more comfortable with 15 days worth of food and water. Here is my share, if we keep spending like this I will soon be broke.”

Hands 46gp to Dar for her share.


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

Here's my 46 gp


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 puts in his share....and ask when discussing others previously that have come and not returned....where any here recently.....looking for the pyramids...or any travelers supplying for the trek across the desert


Weed wrote:
weed puts in his share....and ask when discussing others previously that have come and not returned....where any here recently.....looking for the pyramids...or any travelers supplying for the trek across the desert

The man looks at Weed crossly, unhappy to have his conversation with the fascinating Drummer interrupted-Well as a matter of fact, yes. A group came through here just a few weeks ago on an expedition to find pyramids. Not sure if they were looking for the same one you are; there are more than a few ancient ruins out there in the sand.

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