Brimley: I identified the orc tribe as the Broken Spine. I'll develop a little more story describing the feud between them and Janderhoff. I added the following paragraph to the end of his backstory to address half-orcs:
Hey Kage/Brimley Here's Jubal's submission with a 6 point buy: dwarf ranger with a 4 Charisma and average starting gold. Of course, I'll continue to tinker... cheers
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Round 6 After Bal's bonds are broken and Bal is on his feet limping, Dvalin hustles toward his companions. He sees Nisfeollyn entangled in webbing, so he ignites the webbing with the snap of his fingers. A little singed, but he'll be able to act. move to C35
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Round 5 Dvalin continues to work on Bal's bonds ignoring his protests. Dvalin is pretty spent. However, he has heal and Spark, so he can get the foreman loose and treat potential poison.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Round 4 RETCON Seeing the foreman trapped, Dvalin heads toward him burning webbing away as he goes. Dvalin is pretty spent. However, he has heal and Spark, so he can get the foreman loose and treat potential poison.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Round 3 Dvalin wakes up and moves behind his crew. He dumps a prepared spell to spontaneously cure Bladud. Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5
Round 4 He then focuses on some webbing and sets it on fire to clear it. Cast Spark on a square. Dvalin is very depleted and beat up.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Cadeyrn Griogal wrote: @Dvalin, want to become a fire breathing dwarf? Next round he can use the potion, but Dvalin's courage is directly proportional to his amount of current resources.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Dvalin lights Bladud's longspear with Sparkand stays out of the den. I'm at a conference out of the country until late Sunday. Will post well on Monday. cheers
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision DM Doomed Hero wrote: click the current map link. Its current. :) ________________^ Yes, I looked there first. Where's the spider? The player failed his Perception check.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Dvalin will wait to coordinate with the other team his available Door Sights. I imagined they would lead him down there after they came up for a meal between rests. Dvalin leaves his backpack and pick at the camp to get to heavy load and hustles over to the accident. Perception take 10+10=20
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Doomed, one more thing. Before Dvalin goes to the surface, he expends his last 3 Door Sights on any door that we've left unopened. It's not clear to me which ones those are, so please let me know. Also, if we don't have 3 unopened doors to search, Dvalin can do it for team 1, too. After the doors have been cleared of any traps, of course. Thanks!
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision At camp, team two declares that they need to rest for a full day and two nights before returning to the ruins. Leeches significantly drained the strength and endurance of two of the team members. Dvalin of team 2 will perform long term care on two of his companions today and tomorrow, so he has 4 extra beds for anyone who needs additional healing (+6 HP per day & +2 ability damage cured per day). He also has an additional 2nd level spell available (for lesser restoration or craft masterwork) and three 1st level spells available (for cure light wounds) if anyone in the camp needs them. First come, first served.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Know (Religion): 1d20 + 4 ⇒ (13) + 4 = 17 Yes, two nights. Dvalin will take 10+7=17 for Heal (long term care) for himself, Bladud, and up to 6. Everyone heals 4 ability damage and 6 hit points. Dvalin has 3 slots for Lesser Restoration. Bladud and Dvalin need one each, so he has one leftover for someone else. Dvalin wants to restock his pints of oil. What's available at what cost?
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision @Cad As your cleric, I agree with your analysis. But I've one Lesser Restoration today. Dvalin is down 7 Str and 2 Con, that's at least 3 castings right there. Maybe this is the way we restructure groups. What characters can continue? Maybe we can dump some healing into them while another half sit out. cheers
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision "Nis, is there any magic in there? Those gloves and boots look special. I agree with Lyla. After we secure and loot the room, we should call it a day." Dvalin offers.
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision "But of course, laddie." Dvalin's smile can't get any bigger. He gives the flask of oil to Bladud and says, "Toss this in for good measure." The dwarf then snaps his fingers to ignite the pile of mattresses with Spark. Create Pit in squares (I12,J12,I13,J13) round 3 of 4 swift to retrieve oil
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Dvalin's smile broadens when his companions rush back into the room. He returns to his previous position with the ogre floundering in his pool of muck just in time to his blue mystical warhammer smashing the ogre in the face again. Then, Dvalin slings an acid dart in the ogre's direction for good measure. move action to J18 free action Spiritual Weapon round 3 of 3
Create Pit in squares (I12,J12,I13,J13) round 2 of 4 ranged touch acid dart: 1d20 + 2 ⇒ (6) + 2 = 8
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Did the leeches and ogre take any fire damage? Dvalin smiles. First, a blue mystical warhammer smashes the ogre in the face. Then, Dvalin waves as the floor opens up below it. The ogre teeters to avoid falling in while the leeches all fall the ogre.
Dvalin gives a mock salute and falls back behind his companions. free action Spiritual Weapon round 2 of 3
Create Pitin squares (I12,J12,I13,J13) round 1 of 4
move action to H20 continued damage from second fire in J11: 1d6 ⇒ 6
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Dvalin stumbles steadily back and readies to unload on the ogre when he emerges. He grins as the leeches burn wondering if they are tasty. move action to J18
continued damage from first fire in J10: 1d6 ⇒ 2
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Dvalin stumbles steadily back. He pulls another flask of oil and throws it his abandoned area. move action to J15
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision It doesn't make sense, yet. Waiting for it. Dvalin steps back and throws a fire at the leeches. 5-ft step back to J11
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Round 1 "Nisfeollyn, how best do we fight leeches?" Dvalin directs Cadeyrn's observation. He points his hammer-less hand, an attempts to hit some leeches with acid. ranged touch: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Family first. Best of luck. A couple of years ago, I went 11 months in row visiting the emergency with one of my two kids each month. Besides being scary, we became frequent fliers at the Children's Hospital. cheers
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision Dvalin comes out of his trance and whispers. "Past the door, there is a darkened rough hewn hallway who's floor has partially collapsed. It is full of mud and pools of water. The mud bears the same tracks as the room they were currently in. Just around the corner is another door. The hall continues past the door to the east, but the vision becomes to hazy to make out further details. After you Bladud."
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision On the North door, "If no traps or threats are sensed" by Bladud, Dvalin will join him and move him out of the way. Dvalin will then concentrate quietly invoking Hriedmar to look through the door. Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision "If no traps or threats are sensed" by Bladud, Dvalin will join him and move him out of the way. Dvalin will then concentrate quietly invoking Hriedmar to look through the door. Door Sight (Su)::
6 per day. You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier. Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Dwarven Ranger HP 14/14 | Roll with it 2/2
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AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision "Let's push on. We can use your secret door spell at the end of the day to sweep everywhere that we've cleared." Dwarves automatically get perception checks for secret doors underground.
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