Tsadok Goldtooth

Dar Orc-Blooded's page

123 posts. Alias of Thorgrym the Tracker.


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HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Dar is clearly happy and overjoyed to see the lost lizardman back to his people. He heartily claps Zellkeke on the shoulders.
Though hampered by needing an interpreter, the druid does his best to show the Iruxi warriors his welcome.

Diplomacy 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Its possible Dar tries to hug the lizardmen a little too much.


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HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Haedrig Lucridious wrote:

Haedrig immediately tends to Zelkeke's wounds, breathing through his mouth over the stench of the monsters. Think these things might keep any treasure in their lairs? Dar, maybe back-follow their trails?

Once Zelkeke is attended to, the dwarf then sits Dar down for the same treatment.

I don't think so. We just gain the experience from fighting them...


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid studies the two corpses with a trained eye. He pulls his utility knife and makes a few cuts…

Survival 1d20 + 7 ⇒ (14) + 7 = 21

Does Dar think anything can be salvaged from this? Meat or maybe a nice hide?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Im a little unclear on exact rules. Dar wants to stand up and get back in the fight. He has acrobatics +5 and athletics +7. Would either help him stand up better? Maybe without having to eat an AoO?

The druid gets to his feet and brings another wild swing at the red croc.

1d20 ⇒ 7 Athletics or Acrobatics

Melee attack 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Shillelagh 2d6 + 3 ⇒ (2, 4) + 3 = 9


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

Leaving Haedrig to fend off blue, the druid move straight ahead to attack the red one. Bringing his Shillelagh to bear.

Action 1: move

Action 2: melee attack 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage 2d6 + 3 ⇒ (4, 2) + 3 = 9

Action 3: melee attack 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 9
damage 2d6 + 3 ⇒ (6, 6) + 3 = 15


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid finishes his round by casting Shillelagh to empower his wood.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

I can't tell if I'm posting or not. I think the postmonster got the first one. if this turns out to be a double post, sorry

Knowledge Nature 1d20 + 6 ⇒ (6) + 6 = 12

Can the druid recall anything about these buggers?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

boobs


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Knowledge Nature 1d20 + 6 ⇒ (15) + 6 = 21

Does Dar know anything about these buggers?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
GM JChapman wrote:

Haedrig has no luck with tending to Senizar's wounds short term, and thus settles in to defend while Dar and Zelkeke set up camp.

Thought you were going for some rush healing. I'll handwave it for overnight, with everyone back to full in the morning. No need to cast spells in the morning, and you can prepare spells differently if you like.

I'll stick w/ my normal prep (1 heal, 1 shillelagh, 1 gust of wind)


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid sets the group up in a good spot to camp. He leaves Haedrig and Zellkeke there to look after the wounded wizard. Hold on Senizar, make it through the night and I'll have some healing magic for you... , the druid thinks to himself as he is off trying to find food. He figures they might even stay put for a few days till Senizar is feeling better.

The druid will prepare two heal spells the following morning, w/ shillelagh as his third spell


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Chris isnt updating his hitpoints. Is he on the north side of 0?

The druid leans in and looks at the wounded wizard. A fearsome foe to lay you low… . While Dar spent his only Heal spell he does have a cantrip.

The druid casts Stabilize on his friend.

I think we should call it day. Lets find a decent spot nearby to camp. We can rest and heal. Hopefully, I can find some food for us.

GM, do you need any rolls from me for this? Finding camp and food. Im sure Haedrig will use his healing skills on Senizar too.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 3

The druid draws his sturdy hickory club and lays into the ooze.

Action 1: draw weapon
Action 2: Melee attack 1d20 + 7 ⇒ (15) + 7 = 22
Club 1d6 + 3 ⇒ (1) + 3 = 4
Action 3: Melee attack 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
Club 1d6 + 3 ⇒ (6) + 3 = 9


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:

[dice=Recovery DC 12]d20

Senizar seems stable.... for the moment.

Dar healed you 9 hps. Was a recovery roll needed?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

Filled with righteous anger over the ooze somehow dodging his storm spell, the druid cries his plea to The Mother and casts a healing spell. That done he rushes forward drawing his club.

Action 1-2: casts Heal at the fallen wizard
Heals 1d8 + 8 ⇒ (1) + 8 = 9 hps

Action 3: Move. Moves into melee range, flanking with the lizardman.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Dar's Action 2-3

The druid calls out to the other's Its a gray ooze, it acids you! The half orc settles himself and brings forth his focused power, he casts Tempest Surge

DC16 reflex (failed save, clumsy2 for 1 round and 1 persistent electricity damage.)

Electrical damage 1d12 ⇒ 5


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid gasps at the strange watery whip. He wracks his brain for anything…

Nature 1d20 + 6 ⇒ (19) + 6 = 25


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:

"Aye. Let's travel with all alacrity. It's going to be a hard trip, but I see no other alternative."

Dying of starvation and without any equipment will be the most ignoble TPK in the history of RPGs.

The druid nods. Frustrated a little by the situation, he ponders all the interesting things they might miss by traveling quickly


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

I believe we are in agreement to press on. CARRY ON!


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid is surprised and looks puzzled. He goes back to his comrades. Im sorry. It didnt work, perhaps I misunderstood what I thought The Mother had gifted.
Dar looks disappointed. Perhaps we should move on. Ill try to find us something else to eat.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Okay, the druid has a plan. Lets finish up the day mapping and such. We will plan on returning to the pond on the morrow. Dar has 3 1st level spells. He will keep Heal, Shillelagh but swap out Gust of Wind for Charm .
Then returning the druid will attempt to charm one of the frogs and lure it away from the others. And the whole team will help to give the amphibian a quick/clean death.
Dar will give thanks to The Mother and hold a frog legs feast for his comrades.

Unless anyone has reservations, we execute.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

We are running low on food supplies and The Mother seems to have put some food before us… Maybe we can separate one from the pack?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Nature 1d20 + 6 ⇒ (11) + 6 = 17

Dar ponders what he knows about frogs, especially oversized frogs…
What can he remember? Does he think his party can safely take a frog and feast on their legs.


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HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The party continues on, trekking thru the swamp and exploring/mapping the hex…

Dar learns a particularly important lesson today about dwarven culture. During the hot humid day, Haedrig just once complains of the heat and how sweaty he is. This made an impression on the kindly 1/2orc. They have spent some brutal days in the heat and this is the FIRST time the hardy dwarf has uttered a single complaint. Dar was incredibly surprised at the rage and fury Haedrig displayed when Dar suggested he might far the humidity better if he shaved his beard. The 1/2orc even offered to lend him his shaving razor.

Dar spent the rest of afternoon covering their backtrail keeping some distance and letting the dwarf slowly recover.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid moves in to heal the dwarf casting Heal upon him.

Heal 1d8 + 8 ⇒ (5) + 8 = 13


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round Three

Dar utilizes the last of his focused energy with another burst of electrical power.

Tempest Surge 1d12 ⇒ 7 DC16

Action 3: move


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
GM JChapman wrote:

[dice=Reflex]1d20+11

Dar is shocked to see the swarm completely avoid Papa Storm's power!

The druid curses in goblin tongue.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

The druid focuses a bit more of Papa Storm’s fury. Casts Tempest Surge

Electrical damage 1d12 ⇒ 8
DC16


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 1 continued

The druid focuses his power and calls on Papa Storm's brutal cold. Cast Ray of Frost

Ray 1d20 + 6 ⇒ (11) + 6 = 17

Cold damage 1d4 + 2 ⇒ (2) + 2 = 4


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 1 continued

Seeing the dwarf's cold bomb seemed to work well, the druid takes a moment to gather his power and calls on Papa Storm's cold brutal winds. He casts Ray of Frost

Frost Ray 1d20 + 6 ⇒ (19) + 6 = 25 cold damage 1d4 + 2 ⇒ (4) + 2 = 6


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

The druid stares in one part disgusted by and one part awed by nature's power. Being that said swarm is crawling over his comrade he decides to act. First he quickly wracks his brain for everything he knows about swarms and leeches...

Action 1: Recall Knowledge, Nature 1d20 + 6 ⇒ (19) + 6 = 25


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Throw the cold bomb!


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Haedrig, look out!


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:
"Dar, if this food is rotten, can you purify it? I can handle something unappetizing." Playing catch up, need to update the tracker and level. Will get to this today.

Hmmm… Actually I am feeling I have a little extra so I can manage an extra spell. Sure, can purify if need be.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid smiles as he goes over the new provisions, especially the frog legs. He is interested at trying the blood pudding.

Do we think the several pit traps that Senizar was nice enough to find, were dug by boggards?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Will Save 1d20 + 7 ⇒ (2) + 7 = 9
Will Save 1d20 + 7 ⇒ (12) + 7 = 19

Round 2

Grimacing at the sling stone the druid moves a little out of the way and concentrates the Mother's healing touch on his fallen comrade.

Heal 1d8 + 8 ⇒ (1) + 8 = 9 hps to Zelkeke

Action 1: Move
Action 2-3: Heal spell


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 1

Will Save 1d20 + 7 ⇒ (7) + 7 = 14

The druid decides to stand near Senizar and apply his magic from a distance. Keep an eye on the blue boggard and stay behind me Senizar
Focusing his power Dar brings Papa Storm’s fury down on the red boggard.

Cast Tempest Surge DC15

Electricity damage 1d12 ⇒ 11


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
GM JChapman wrote:

After tending to the wounds, the adventurers once more set to completing their cartography work. They eventually set down for the night, camping a healthy distance away from the water.

Unfortunately for Dar, he is not able to find enough food to sustain the whole group.
You are down to 6 rations now.

What is clear to the group is that this forest continues to the south and southeast, but following the river northeast the terrain becomes marshy. This excites Zelkeke. Through Senizar he says, "It is possible we are nearing the lands of my people. But know that our ancestral territory is large, and would take many days to cross. And though I have not traveled through all our land, my village was bordered on the west by water."

He looks to you, curious which route you all want to take.

The half orc ponders the others words for a while before he speaks. I agree, I don't see a reason to think any other direction would be better. He broods for a few more moments If we could find a safe way across the water, it might make sense to go back to the ocean and continue along the coast looking for New Riddonport. He looks around at the others. Any more thoughts about building a raft or some magic to get us safely across the water?

Dar does ask a few questions to Zellkeke via the wizard. Questions about the flora and fauna of his marshy homeland.
Would it be possible for Zelkeke to give Dar a bonus to foraging with the lizardman's homefield advantage?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Dar Orc-Blooded wrote:

The half-orc rushes over to the downed Zelkeke. Also noticing the dwarf's injuries, Dar takes a moment more and calls upon The Mother for her healing touch.

Full 3 actions: cast heal 2d8 healing to all creatures in a 30' radius.

Or perhaps Dar just heals Zelkeke 13 hps.

The half-orc shakes his head a little as he looks to where the giant flying fish disappeared back into the water. I bet that would have been good eating...


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The half-orc rushes over to the downed Zelkeke. Also noticing the dwarf's injuries, Dar takes a moment more and calls upon The Mother for her healing touch.

Full 3 actions: cast heal 2d8 ⇒ (5, 8) = 13 healing to all creatures in a 30' radius.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Retcon round 2

The half-orc tosses his spear toward Zelkeke then focuses his inner power. He seeks the bitter cold of the brutal winter winds…

Action 1: spear toss
Action 2-3: Frost Ray to hit 1d20 + 5 ⇒ (16) + 5 = 21 Cold damage 1d4 + 2 ⇒ (3) + 2 = 5


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

Angry at this fish for being a difficult enemy to fight, the druid once more calls on Papa Storm’s wrath to bring the lightning.

Cast Tempest Surge damage 1d12 ⇒ 7

He also offhand tosses his spear to Zelkeke


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

The half orc growls abit as the flying fish now flies up the cliff he just climbed down. In his rage Dar calls out for Papa Storm's wrath

Cast Tempest Surge DC15

The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Dar is amazed by the large flying fish. Then he is concerned for his lizardman comrade getting spit on. The half orc bursts into action and starts climbing and scrambling down the slope.

Athletics 1d20 + 6 ⇒ (14) + 6 = 20

I'm not sure how far I can move with climbing. Dar would like to scramble down the slope and move closer to Zelkeke.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:

[dice=Athletics]d20+0

Senizar, now well practiced with surprise pits, pulls himself out.

The half-orc offers Senizar a hand and helps him out of the pit. Good reflexes, getting better with practice.

The group studies the pit and the area around it. Is there anything to be learned?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Zelkeke, I sleep better with your presence in our party. A warrior isn't needed till he is needed. I'm glad we don't face overwhelming odds everyday! But I assure you, sooner or later your fighting skills will be of great benefit to the group.

At the moment, I don't see a need to send you into the water. Splitting the group would make us more vulnerable. But we will keep your expertise with the water in mind as we go along.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid checks out the river the group is walking next to. Dar is surprised to realize the river is flowing away from the ocean. So the water is salt right? . Dar finds this strange and ponders it.
the “river” is roughly a mile wide? How deep is it? Could a ship sail up it?

Dar wonders if this isnt a river at all. But simply a body of water between two islands.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:
"I honestly don't think there's any need to cross. We traveled along the coast looking for signs of civilization, and a river is just as likely to produce results. I say we simply stay on course for the now."

I would like to continue along the coast to find Riddonport. When we can safely cross the river lets head back to coast and continue along.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The half-orc thinks about it for moment. Yes, I think so. We need to find some sort of safe way across the river.

Any other thoughts on ways to cross river? Dar has survival but I dont think raft or canoe building is part of that.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:
"Our main goal right now is to find some civilization. I think turning to the interior of the island along this side of the river is our best bet. Rivers beget villages."

The druid nods in agreement. Yes, head upriver till we find a way to cross. . The party keeps an eye out for a bridge, or a spot they could easily ford the river. If not, than perhaps a village with a boat they could hire.

Dar also ponders how in the future he may someday learn the secret of changing his form to one that could easily swim the river. A giant frog, alligator, otter…. His mind drifts a little on the possibilities.

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