Death, therefore, the most awful of evils, is nothing to us, seeing that, when we are, death is not come, and, when death is come, we are not.

Game Master Torvald Torvaldson


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Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

LOH4: 3d6 + 7 ⇒ (6, 1, 1) + 7 = 15

GH: 1d20 + 9 ⇒ (20) + 9 = 29
dam: 6d6 + 21 ⇒ (6, 5, 5, 2, 2, 3) + 21 = 44

-2hp


Question ANSWERED!

With a resounding crunch your hammer lands square on the center torso of one of the otyugh's ending it's life! 1d20 ⇒ 12

The third otyugh moves about the corpse of its fallen friend to engage next round. The smell of brimstone fills the air.

Otyugh 1
tentacle: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 ⇒ (6) + 3 = 9
tentacle: 1d20 + 5 ⇒ (20) + 5 = 252d6 + 6 ⇒ (3, 1) + 6 = 10
bite: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 5 ⇒ (7) + 5 = 12


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

GH: 1d20 + 9 ⇒ (4) + 9 = 13

-12hp

Guessing 10 more rounds should finish this epic struggle!


The battle rages on!

Otyugh 1
tentacle: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 3 ⇒ (6) + 3 = 9
tentacle: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 5 ⇒ (8) + 5 = 13

Otyugh 2
tentacle: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (4) + 3 = 7
tentacle: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 3 ⇒ (5) + 3 = 8
bite: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 5 ⇒ (6) + 5 = 11


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

LOH: 3d6 + 7 ⇒ (5, 4, 5) + 7 = 21

GH: 1d20 + 9 ⇒ (10) + 9 = 19
dam: 2d6 + 7 ⇒ (5, 5) + 7 = 17

-2hp

Finally got a good LOH!


Your hammer connects as you are refreshed by divine healing but your foul foes fight ferociously!

Otyugh 1
tentacle: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 3 ⇒ (6) + 3 = 9
tentacle: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 9 ⇒ (7) + 9 = 161d8 + 5 ⇒ (7) + 5 = 12

Otyugh 2
tentacle: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 3 ⇒ (3) + 3 = 6
tentacle: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 3 ⇒ (1) + 3 = 4
bite: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 5 ⇒ (1) + 5 = 6


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

GH: 1d20 + 9 ⇒ (10) + 9 = 19
dam: 2d6 + 7 ⇒ (4, 2) + 7 = 13

-8hp


The otyugh that has been receiving your attention is looking much the worse for it and there is an acrid smell of vinegar and burnt bread filling the air.

Otyugh 1
tentacle: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 3 ⇒ (5) + 3 = 8
tentacle: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 3 ⇒ (3) + 3 = 6
bite: 1d20 + 9 ⇒ (2) + 9 = 111d8 + 5 ⇒ (3) + 5 = 8

Otyugh 2
tentacle: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (2) + 3 = 5
tentacle: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 5 ⇒ (1) + 5 = 6


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

GH: 1d20 + 9 ⇒ (11) + 9 = 20
dam: 2d6 + 7 ⇒ (3, 5) + 7 = 15

-14hp


A second Otyugh goes down and the third creature pulls away from melee with a smell of burnt hair and rotting leaves.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

How far back does the creature move? Is it leaving the area completely or just backing up a bit?


The otyugh appears to have quite enough. Seeing the dispatch of its two fellows it heads towards the crevasse and climbs down into darkness.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

channel energy: 1d6 + 3 ⇒ (6) + 3 = 9

check the area for treasure, maybe a place to stay and rest

perception: 1d20 + 12 ⇒ (11) + 12 = 23

-5hp
LOH 2/7 left
Channel 7/8 left


You find a place you figure is as safe as any to rest. As well you find 300GP of some very strange items of value (what would you expect in a goblin midden?). In addition, you find a small rotting sack that within have a set of bracers in them that you later find our are:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/brace rs-of-sworn-vengeance

1d20 ⇒ 4

You are able to rest, although the stench gives you troubling dreams and you have nightmares about being chased by fetid breathed wolves.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Gather the treasure. Ang continues on the next day, thinking about his terrible dreams and not really paying attention to his surroundings.

perception: 1d20 + 12 ⇒ (1) + 12 = 13


Room description from previous post:

a largish cavern at the back end of which is a midden of filth and rotting trash. There is a small tunnel about 50' up from the floor that continues on to somewhere else.

DC25 perception:
You feel eyes on your back and turn around looking back into the cavern behind you past the chasm that divides it. You can just make out a trio of large wolves looking at you before they move beyond the range of your vision.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

See above 1 for perception. Do I get another perception check to make the DC25?

perception: 1d20 + 12 ⇒ (17) + 12 = 29

Is there a path to get to the tunnel 50' up or is climbing necessary?


You get a second roll (and thus get to know the spoiler).

There is no path up, although you can see that there might have been an incredibly narrow one once with handholds. Much like the stone arch that previously traversed the chasm the path has been destroyed.

It looks like climbing is the only way to get to that tunnel unless you have a grapple or special arrow.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Use the spider climb slippers to get to the tunnel.


You use your magic slippers to traverse the 50' between the ground level and the opening where the tunnel is. Usually this would be a fairly straight forward affair, but years of goblin filth have coated and glommed on to the walls making the surface quite slippery and difficult to navigate.

Finally reaching the small opening you see that it leads on into darkness straight for at least 100'.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Move forward trying to be observant and stealthy.

perception: 1d20 + 12 ⇒ (11) + 12 = 23

stealth: 1d20 - 4 ⇒ (15) - 4 = 11

*Remind me when I get back to town to buy something to make Ang a tiny bit stealthy.


You are not detected by anything except a cleverly hidden crossbow trap which launches a volley at you:

xbo: 1d20 + 10 ⇒ (12) + 10 = 221d6 ⇒ 5
xbo: 1d20 + 10 ⇒ (19) + 10 = 291d6 ⇒ 2
xbo: 1d20 + 10 ⇒ (10) + 10 = 201d6 ⇒ 2
xbo: 1d20 + 10 ⇒ (2) + 10 = 121d6 ⇒ 2

The passage then starts to climb a little before opening up into what appears to be a larger cavern.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Damn!

Keep moving forward.

perception: 1d20 + 12 ⇒ (15) + 12 = 27

-2hp


The larger cavern is punctuated on the far side by five passages, two leading down, two leading up, and on leading straight and level. There are several sets of runes and carvings scattered throughout the cavern. A small pond of water lies along the left hand wall.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Check out the area, including the pool. Do any of the passages look more recently used?

perception: 1d20 + 12 ⇒ (18) + 12 = 30


You think the the straight and level passage as well as the two leading up see frequent use. The leading down passages appear to be used, but rarely. The pond appears to be just that and you see a few blind cave fish swimming about in it.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Do the runes or carvings mean anything to Ang?


Give me a pertinent roll please.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

know religion: 1d20 + 4 ⇒ (17) + 4 = 21


1 person marked this as a favorite.

Ang thinks most of the goblin scribble is just that, a collection of graffiti and adolescent goblin scrawls that mean nothing.

However, a few of the runes carved besides the tunnels that head downward appear a lot more well crafted and you believe you spot the rune for

Hadregash:

Long ago the goddess Lamashtu stole four barghest servants of Asmodeus and brought them into her service. She created realms for them in the Abyss, and in exchange they swore her their loyalty. Later they found that when they killed mortals, each drop of spilled blood would turn into a goblin. One of these barghests was the great Hadregash, strongest of his kind, who helped organize the goblins into the first tribes. Goblins now worship him, along with the other barghest heroes: his consort Venkelvore, wolflike Zarongel, and ugly Zogmugot (collectively known as the four Goblin Hero-Gods).


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Take the first tunnel downward.

perception: 1d20 + 12 ⇒ (12) + 12 = 24


The passage twists and turns, with multiple branches looping off and eventually rejoining the main passage. You think you are know where you are and the way back, but if you are honest with yourself you aren't quite sure.

Your massive hammer quivers in your hands and for a moment you have a flash of insight-Torag has blessed your weapon with the ability to cast ~locate object~ three times a day. In order for it to function, it must be an item or place you have physically been in contact with during the previous 24 hours.

http://www.d20pfsrd.com/magic/all-spells/l/locate-object/

You now know you can continue on in the twisting mass of tunnels or head back to the entry.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Go back to the pool and then try the other tunnel going down.

perception: 1d20 + 12 ⇒ (14) + 12 = 26


The second tunnel leads relatively straight down and after the better part of half a mile it ends in a steel bound door with a massive lock on it.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Is there a key under a rock? How long does Ang think it would take to smash the lock? He doesn't want to draw attention by bashing the lock for several rounds but if he thinks he can get it open in a round or two he might try smashing.

perception: 1d20 + 12 ⇒ (15) + 12 = 27


The lock looks very stout and is largely built into the door. Given enough time and effort you are pretty sure you could break it down but anything within earshot would know where you are and what you are doing.

In addition, it looks like there are several traps built into it and who knows what kind of magic. Best bet is to try and find the key.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Back to the pool and then take the straight and level passage.

perception: 1d20 + 12 ⇒ (2) + 12 = 14


You trip a pit trap that drops you fall damage: 6d6 ⇒ (2, 5, 1, 3, 2, 1) = 14 (DC 22 REF save to avoid) down into the twisted looping caverns that you had earlier explored. A loud gong sounds, echoing throughout the halls.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

ref: 1d20 + 8 ⇒ (3) + 8 = 11
LOH: 3d6 + 7 ⇒ (4, 1, 3) + 7 = 15

activate spider climb slippers and climb out of pit


As you begin to climb out of the pit you hear something large pounding towards your position.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

detect evil and get ready to fight


You do have the option to climb back up the pit if you wish and avoid confrontation.

A massive bull-headed humanoid with glazed bovine eyes races down the hallway towards you. With the torso of a muscular human, this beast is covered with thick, shaggy fur from the waist down. Its gnarled and callused hands grip the haft of a massive axe.

If you stand and fight you will get to attack first.

DC20 perception:

There is a large metal key dangling from a thick gold chain around the creature's neck.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

perception: 1d20 + 12 ⇒ (1) + 12 = 13

GH: 1d20 + 9 ⇒ (19) + 9 = 28
Dam: 2d6 + 7 ⇒ (3, 3) + 7 = 13


You time your blow perfectly, connecting with the beast's ribcage right as it arrives.

It swings its deadly axe:
1d20 + 9 ⇒ (17) + 9 = 263d6 + 6 ⇒ (3, 2, 1) + 6 = 12
1d20 + 4 ⇒ (18) + 4 = 223d6 + 6 ⇒ (5, 3, 2) + 6 = 16


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

GH: 1d20 + 9 ⇒ (9) + 9 = 18
Dam: 2d6 + 7 ⇒ (4, 1) + 7 = 12

LOH: 3d6 + 7 ⇒ (2, 1, 5) + 7 = 15


Your hammer connects again and the beast grunts in pain.

1d20 + 9 ⇒ (13) + 9 = 223d6 + 6 ⇒ (1, 1, 1) + 6 = 9
1d20 + 4 ⇒ (13) + 4 = 173d6 + 6 ⇒ (4, 1, 1) + 6 = 12


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

GH: 1d20 + 9 ⇒ (18) + 9 = 27
dam: 2d6 + 7 ⇒ (2, 3) + 7 = 12


The menacing minotaur appears somewhat staggered from its wounds. It shakes its head, and with a loud snort ignores its axe in favor of its horns!

gore: 1d20 + 11 ⇒ (2) + 11 = 132d6 + 6 ⇒ (5, 5) + 6 = 16


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

GH: 1d20 + 9 ⇒ (1) + 9 = 10

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