Half-Orc Warrior

Gruug's page

189 posts. Alias of Kor - Orc Scrollkeeper.


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HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug stumbles his way through the tour, routinely bumping into walls and often knocking objects over.

"SSSssssir, that bright and early thhhhhhing isssh not going to happen. Me sssee good at night, so maybe bessst thing is that me take tha' night watch?"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug looks up momentarily from his mugs of ale and mutters, "Sleeb.... sleeb isssstth for the weak!"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Happy to be off the cursed ship, Gruug smiles pleasantly as his feet hit solid ground. The half-orc eyes the strangers warily, but after hearing their conversation with Ialda, he judges them not be an immediate threat.

Somewhat abruptly, Gruug blurts out, "Me need ale... lots of ale!" He walks off rapidly looking for the nearest tavern.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

"Bah, it all my fault. Me should have killed him earlier... me knew him was gunna' be trouble!"

Gruug lowers himself to one knee and removes his holy symbol of Sarenrae, and says a prayer for his fallen comrade.

"Aero spend so much time look'n at them stars, me wish there was a way to send her up into the sky. Hrmm... maybe we burn her corpse and let her ashes drift upwards towards the sky?" Gruug shrugs.

"Me really not sure how elves like to be sent off."


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug will recite a quick prayer to heal himself and will head down the stairs... probably taking the lead.

Gruug casts Cure Light Wounds out of combat and heals 9 hp.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1
The_Demonic_DM wrote:

Actually, Gruug came from below deck, so I assume you head there.

Gruug's leather armor and a potion on his belt glow magical on his corpse.

All half-orcs look alike to you, you stink'n human? :) I'm guessing these references were to Faruq.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug nods his acknowledgement when he hears Baolo instruct to take him out... truth is Gruug has been waiting a long time for a good reason to take a chunk out Faruq, so with a big smile on his face, Gruug makes a mighty swing at him:

+1 Cold Iron Falchion power attack: 1d20 + 9 ⇒ (1) + 9 = 10
+1 Cold Iron Falchion damage: 2d4 + 11 ⇒ (2, 2) + 11 = 15

Gruug looks shocked when he missed Faruq and buries the blade of his falchion in the ground.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Not being one to trust Faruq, Gruug quickly rises while drawing his falchion, yet keeping it pointed down in a non-threating manner. Gruug will protectively step in front of his boss, Ialda and will grumble forth, "Report?"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Hi all. I will be out of town on vacation for the next 6 days. I should have computer access and will still be able to post, but please npc me as needed to keep the game moving along. Thanks.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

"No offence meant cap'tin, but me really want off this ship!"

Hearing that they only have 2 days left, Gruug's mood improves slightly.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Happy New Year all!


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

I have now completed my work project early, and am now on days off :) Give me a day to recover my senses, and Gruug will be back in action.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Hi all, sorry I haven't had a chance to post for awhile. I'm completely swamped at work and its only going to get worse until the last week of the month. I'm going to have to go on a hiatus until then. If you want to replace me, I would fully understand. I will drop by in 3 weeks to see what is happening.

Happy adventuring :)


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug closes the distance and attempts to smack the light out of the glowing ball.

+1 Cold Iron Falchion power attack: 1d20 + 9 ⇒ (4) + 9 = 13
+1 Cold Iron Falchion damage: 2d4 + 11 ⇒ (2, 3) + 11 = 16


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug continues to chase the wisp around the swamp.

Double move towards the wisp.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Seeing Ialda engage the wisp, Gruug will move forward also to engage it.

Double move up to the wisp


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

"Maybe its them stink'n elves again? Maybe we try to sneak up to them and wreck their trap?"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug looks down at the stagnant water and then back at the captain. He pauses and then looks down again at the swamp and then up again, trying his best not to clench his fists.

"Just assign me shift", Gruug manages to say despite his tensely held jaw.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

I'm still here, just very busy at work until Thursday :)


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Sorry to hear that you are leaving the campaign Aero. It was great gaming with you! I hope to game with you again in the future when time is not as precious of a commodity :)


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Sounds good.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

My posting may also be infrequent until Monday due to GenCon.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug will use his wand twice to give Ialda 18 hp.

Gruug will take a look for tracks.

Survival: 1d20 + 5 ⇒ (9) + 5 = 14


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug uses 3 charges from his wand ob himself, and will release a healing burst (6 hp) to ensure everyone is healed up.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

As Gruug regains consciousness, a look of concern appears on his face but then quickly fades as he sees that all of his companions are alive. He sits up and looks at the girallion corpse with deep claw gashes all over it. Gruug grins at Ialda, "Good kill boss! Do you want it's head as a trophy?"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Inspired by his leader, Gruug also joins in on the ape assault.

+1 Cold Iron Falchion power attack: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
+1 Cold Iron Falchion damage: 2d4 + 11 + 1 ⇒ (3, 3) + 11 + 1 = 18

Greatly weakened, Gruug's wild swing misses the girallon and smashes into the side of the building next to him. The momentum of the swing, also pulls Gruug off his feet as he passes out from exertion and crashes to the ground to lie motionless beside his falcion.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

GM: I just wanted to confirm the damage Gruug took / current HP's.

With Gruug's current AC at 25, it looks like only the Girallon hit for the 21 damage. Gruug was at 13 hp, so this would take him to -8 hp. I can't find where the other 5 points of damage are from?


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

AoO
+1 Cold Iron Falchion attack: 1d20 + 10 ⇒ (10) + 10 = 20
+1 Cold Iron Falchion damage: 2d4 + 8 ⇒ (2, 4) + 8 = 14

With Ialda now standing next to him, Gruug does his best to attract the attention of the ape-ish monstrosity by yelling, shouting and spitting at it.

Gruug takes up a defensive stance to add +4 to his AC

Intimidate: 1d20 + 6 ⇒ (4) + 6 = 10


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug releases a burst of healing energy, and then moves to block the ape's way.

Channel Energy and then moves to the square in front of Archer 2

Healing Burst: 1d6 ⇒ 4


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Seeing no easy way to engage the stink'n elf, Gruug rushes to Baolo's side and renders aid.

Casts CLW on Baolo

1d8 + 1 ⇒ (6) + 1 = 7


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug nods his agreement to his boss' plan.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug, having become a little paranoid casts a spell to safeguard him as he clambers down.

Gruug casts Protection From Evil on himself


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

"What if them wild elves take this place over. Then we be sail'n t'wards an ambush. Maybe some of us swim to the river bank and then check this place out b'fore boat goes any further?"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug continues to scan for trouble, however he keeps low and stays behind cover.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Noting the potential threat, Gruug moves to the bow of the boat and begins scanning the banks of the river ahead.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

All this time aboard the tight confines of the ship is making Gruug feel like a caged animal. He makes regular patrols around the ship deck, just to keep moving. The lack of fresh food is also making him feel hungry often. As each day passes he is getting grumpier. If Faruq so much as glares at him in a disapproving way, he is getting tackled, punched and spat on... not necessarily in that order.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8

Note: Gruug did make the first save, when he rolled a 20 (27). In the event that a 2nd save was still required, it appears he did fail, so I will roll another save for the next turn.

Fort Save: 1d20 + 7 ⇒ (8) + 7 = 15


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Fort Save: 1d20 + 7 ⇒ (20) + 7 = 27

Gruug tries to finish off the nasty little creature that just tore a hunch of flesh off of him.

+1 Cold Iron Falchion power attack: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
+1 Cold Iron Falchion damage: 2d4 + 11 + 1 ⇒ (1, 4) + 11 + 1 = 17


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1
The_Demonic_DM wrote:
Gruug, isn't it +9 to hit when you power attack? +5 str, +3 BA, +1 feat, +1 weapon, -1 PA. You hit either way, just wanted to be clear for future purposes.

It would appear it is. I think when I changed the weapon from MW to +1, I added a +1 to the attack, forgetting that MW already did this. Sadly, this is not the first time I have done this. All fixed now.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug engages the beast in front of him.

+1 Cold Iron Falchion power attack: 1d20 + 10 ⇒ (13) + 10 = 23
+1 Cold Iron Falchion damage: 2d4 + 11 ⇒ (1, 3) + 11 = 15


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

The mention of cursed idols concerns the superstitious half-orc. He begins combing the ship, looking for magic auras.

Gruug keeps Detect Magic up, while searching the ship.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug will do his best to stay ever alert on deck, scanning for dangers while being a few footsteps away from a door/hatch.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Fort Save: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13

Having just heard his companions declare that they can't help, Gruug decides to drown the little bastards.

Gruug jumps overboard, diving under the water while maintaining a hold on the ship's submerged hull. And so the waiting game begins...

Swim check: 1d20 + 7 ⇒ (7) + 7 = 14


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug eyes are clearly fixed on the nearest doorway or hatch.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

"Hrmm... me have heard that sound before. Me thinks someone or something is breeding out in that forest. Best leave thems alone?"

Gruug says seriously.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug grins at his growing title.

"Me thinks that mebee good idea. How much longer we sailing for?"


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug makes a wild swing at the creature as it attempts to flee.

+1 Cold Iron Falchion power attack: 1d20 + 10 ⇒ (6) + 10 = 16
+1 Cold Iron Falchion damage: 2d4 + 11 ⇒ (3, 2) + 11 = 16

I haven't been including the +1 bless bonus as I'm uncertain if we were in the area of effect. If we were, then please add +1 to that roll.

Gruug will look down at his fallen and injured comrades and will release two bursts of divine healing energy.

Assuming we are out of combat, everyone within 30' of Gruug heals 12 hp.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug slashes out at the beast.

+1 Cold Iron Falchion power attack: 1d20 + 10 ⇒ (16) + 10 = 26
+1 Cold Iron Falchion damage: 2d4 + 11 ⇒ (3, 4) + 11 = 18

If this fells it, Gruug will move 30' towards the second one.


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug will burst up from below and engage the gargoyle that was attacking Aero.

+1 Cold Iron Falchion power attack: 1d20 + 10 ⇒ (11) + 10 = 21
+1 Cold Iron Falchion damage: 2d4 + 11 ⇒ (3, 2) + 11 = 16


HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4; Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

Gruug continues to follow Ialda to the fray.