Grunf

Zar Hedrroth Throh's page

66 posts. Alias of Bearded Ben.


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Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth agrees with the others as to direction and will take the rearguard since S'koth is taking point. "Once we get close to the goblins, I'll take point. They'll be less likely to view me as a kobold invader."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Let's proceed cautiously. I'd like to keep my blood."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Kn (nature), Untrained: 1d20 + 0 ⇒ (15) + 0 = 15


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Unless we wish to return to town with our tails between our legs, just 'cause of some noises at night, there's only one option - forward!"


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"That might have been something trying to break in. Is there anything else we can do to reinforce the door before we get back to sleep?"


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Perception: 1d20 + 6 - 10 ⇒ (17) + 6 - 10 = 13

Same roll as before.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth will take one of the middle watches and sleep unarmored.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Perception: 1d20 + 6 - 10 ⇒ (17) + 6 - 10 = 13


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

I'll take the half + 1.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth is also in favor of not resting here, but grumbles about having to stop rather than press on.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Yes, let's get out of here.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth has no intentions of taking any of them as keepsakes. "If at some future point we determine they aren't dangerous and sell them, I'll take my cut, but I want nothing to do with them before then."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth spends a minute or two further shattering the skeletons just to make sure they aren't playing dead. I can't think of any other hobgoblin who can claim to have fought and destroyed two undead skeletons. What a boast that will make.

Perception (Search bodies): 1d20 + 5 ⇒ (2) + 5 = 7


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Fort save: 1d20 + 5 ⇒ (19) + 5 = 24

Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
An involuntary flinch at the rat's bite causes Heddroth's blow to go astray.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Still here.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Surprise round (if possible)
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

First turn
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Init.: 1d20 + 5 ⇒ (6) + 5 = 11


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Is anyone injured? We should deal with that before we take on another combat. Melisaria's right, we've got an interest in keeping the kobold alive. They outnumber us, so we fight either on our side of the doorway, where we will surround them as they attack, or at the doorway, where we fight one-on-one."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Heddroth will close the doors once everyone's inside.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Does it look like we can close the doors from the inside?


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth continues assaulting the skeleton, hoping he can destroy it before the party is trapped between two enemies. He should be in the square west of the V, attacking S2.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth steps into the room and strikes the nearest skeleton. He should be in Melisaria's former square, attacking S2.

Attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

"Let's retreat, bar the door, and let someone else deal with those things."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth, seeing an opening, swings at the retreating skeleton.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Crit confirm: 1d20 + 3 ⇒ (6) + 3 = 9
Highly Unlikely Extra Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth steps into the doorway, draws his sword, and swings at the nearest skeleton. His actions are automatic, as if his mind has not yet processed what is going on and has reverted back to the martial drills beaten into him as a young man.

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Will: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative: 1d20 + 5 ⇒ (3) + 5 = 8


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth steps gingerly forward to just outside the door and peers in. Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth steps well back, uncertain why Melisaria thinks that triggering what sounds to him like a fire trap is a good idea.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Several of us have flint and steel and Melisaria has torches.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"I certainly hope we have a way to make fire. I forgot to pack flint and steel."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"I suppose the door responds to a password or the like. Why these sorts of things are always written in riddles, I'll never know. It's like everyone was enamored with them back then or something."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth cautiously sniffs the air and listens for any noises that don't come from the party.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Either way, we'll be walking into danger. Keep a sharp lookout and proceed cautiously."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth is still in favor of following their path, half-hoping that they died before they met the goblins and that we can simply haul their corpses out and call it a day.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"We were hired to find those idiots. That job takes precedence. We should follow their path."

And once we find them, then we decide what to do about the kobold's job, he thinks grimly.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Fixed link

Hedrroth has no interest in barter.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

I'm assuming that last exchange was in Common.

Hedrroth pauses briefly, trying to read the atmosphere of the room, uncertain if he should speak up. Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18

He finally makes up his mind, bows low towards Yusdrayl, and asks her, "If I may ask, who's this 'He' you speak of?"


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

I won't be able to post until Monday. Hedrroth will aid any attempts S'koth makes to intimidate our way out of our current predicament, and resort to violence if necessary.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth postures behind S'koth, attempting to impress the kobolds with how powerful S'koth's warparty is.

Aid S'koth's Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Yes, I can talk to them. Whether they will listen," he shrugs. "There's goblins and then there's goblins. Some tribes are practically feral. I don't mind alliances or political maneuvering, but the fewer promises we have to break in the process the better. That's to say, if we play 'em right, they can't accuse us of betraying them."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5
S'koth Kaa wrote:
"Ssorry, Zharr, but while Meepo is here we'll have to make him think I'm in charge..."

Hedrroth makes a low, if somewhat sarcastic bow and says, "As you wish, m'lord." He suddenly blinks, as something S'koth said sinks in. "Did you say 'pet dragon'?"

Perhaps this play-acting at decent, structured leadership will finally meld the team into an ordered unit, he thinks grimly. There's times when I'm not certain if I'm leading or merely chasing.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Besides the door we entered by, are there any other visible exits to the room?


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"I didn't say he bathes in it, I said it might be connected to whatever passes for a bath around here. If I were in charge, I'd want to avoid turning a faucet and getting hot and cold running acid. Don't mess with it yet, we may need it."

A shower or bidet would be equally uncomfortable if dangerous materials started pouring out of it. ;)


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"It looks like a water supply, and yes, I'd lock it up. If the army drinks it, someone will try to poison it. If the leader bathes in it, someone will try replacing it with acid or liquid fire." How large is the keg?

"Since Rifiki can open this door, let's leave it be for a bit and investigate the sounds of grief behind the other door. This can wait. Whatever's making that noise may not. Be careful, it could be anything."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Sword in hand, Hedrroth glances around the room, worried about an ambush while the party's focus is on the door. Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"I agree that the locked door is much more interesting. Do any of the tracks lead to it? If someone else has opened it recently, we might be able to do so as well."

Hedrroth will try to see which exit(s) the tracks lead to.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Survival: 1d20 + 5 ⇒ (15) + 5 = 20


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Ashardalon must have been a god or a leader. Can you tell if 'Ashardalon' is a male or female name?"

"Does anyone have any advice to offer, pro or con, about destroying the writing?"


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Zar Hedrroth listens to the sounds around him, straining to hear anything moving. Perception: 1d20 + 5 ⇒ (15) + 5 = 20

To Rifiki: "I don't see why we shouldn't open that door. Go for it."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"We should rope up before someone falls into a hole."


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Think nothing of it. You're the closest thing this squad's got to a second-in-command. Taking a little initiative now and then isn't a bad thing - if you succeed."

I should probably tone down Zar Hedrroth's stereotypically hobgoblin desire for regimented order, since I can't see it working well with a group of adventurers.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

perception: 1d20 + 5 ⇒ (17) + 5 = 22 Can he tell anything about the footprints: size, humanoid, etc.?

"I've got a crowbar for the door. We should be ready for combat once we break it open. If the hobgoblin clan still lives here, they won't take our invasion lying down."

Strength check: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14

What are relations between hobgobin clans like? Is invading another clan's territory likely to bother a Lawful hobgoblin, or is it commonplace and accepted?

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