| Anglachel Gurthang |
GHPA: 1d20 + 15 - 2 + 2 ⇒ (17) + 15 - 2 + 2 = 32
dam: 2d6 + 16 - 2 + 2 ⇒ (5, 5) + 16 - 2 + 2 = 26
GHPA: 1d20 + 8 - 2 + 2 ⇒ (3) + 8 - 2 + 2 = 11
dam: 2d6 + 16 - 2 + 2 ⇒ (5, 3) + 16 - 2 + 2 = 24
-12
| Eye of the Heavens |
Your hammer lands again as the thing does its best to rip at you and the winged fiend swoops in with its massive axe.
Creature -26
claw: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 2 ⇒ (3) + 2 = 5
Any individual hit requires DC 15 FORT save or be paralyzed for 1 round (not cumulative).
The evil radiating from the nasty minotaur is palpable!
great axe: 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 303d6 + 15 + 12 ⇒ (3, 2, 1) + 15 + 12 = 33
great axe: 1d20 + 11 + 6 ⇒ (5) + 11 + 6 = 223d6 + 15 ⇒ (4, 5, 6) + 15 = 30
| Anglachel Gurthang |
*Minotaur damage was 3d6+15+12 for first attack but only 3d6+15 for second. Is that correct?
-45
LOH 5: 5d6 + 11 ⇒ (4, 4, 1, 3, 3) + 11 = 26 remove sickened with mercy
-19
Continue attacking wounded creature, if it goes down switch to minotaur.
GHPA: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
dam: 2d6 + 16 + 2 ⇒ (6, 6) + 16 + 2 = 30
GHPA: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
dam: 2d6 + 16 + 2 ⇒ (4, 4) + 16 + 2 = 26
| Eye of the Heavens |
Minotaur damage is correct; it has the smite good ability!
You smash down the last creature and prepare for the horned foe.
The massive axe whistles through the air:
great axe: 1d20 + 11 + 6 ⇒ (11) + 11 + 6 = 283d6 + 15 + 6 ⇒ (5, 3, 1) + 15 + 6 = 30
great axe: 1d20 + 6 + 6 ⇒ (19) + 6 + 6 = 313d6 + 15 + 6 ⇒ (2, 5, 4) + 15 + 6 = 32
| Anglachel Gurthang |
-81
Hero's defiance immediate cast.
LOH6: 7d6 + 15 ⇒ (6, 4, 6, 4, 2, 1, 3) + 15 = 41
-40
Smite evil.
GHPA: 1d20 + 15 + 2 + 5 ⇒ (15) + 15 + 2 + 5 = 37
dam: 2d6 + 16 + 2 + 6 ⇒ (4, 3) + 16 + 2 + 6 = 31
GHPA: 1d20 + 8 + 2 + 5 ⇒ (9) + 8 + 2 + 5 = 24
dam: 2d6 + 16 + 2 + 6 ⇒ (4, 1) + 16 + 2 + 6 = 29
| Anglachel Gurthang |
Good to see that evil can suffer ill fortune too.
LOH7: 6d6 + 13 ⇒ (3, 5, 3, 1, 5, 5) + 13 = 35
-5
GHPA: 1d20 + 15 + 5 + 2 ⇒ (16) + 15 + 5 + 2 = 38
dam: 2d6 + 16 + 6 ⇒ (3, 4) + 16 + 6 = 29
GHPA: 1d20 + 8 + 5 + 2 ⇒ (2) + 8 + 5 + 2 = 17
dam: 2d6 + 16 + 6 ⇒ (1, 4) + 16 + 6 = 27
| Anglachel Gurthang |
perception: 1d20 + 15 ⇒ (19) + 15 = 34
Search the dead and then find a place to rest.
| Anglachel Gurthang |
Try to find path back to surface.
survival: 1d20 + 2 ⇒ (10) + 2 = 12
perception: 1d20 + 15 ⇒ (11) + 15 = 26
| Anglachel Gurthang |
If it is night then rest, if not cross.
| Eye of the Heavens |
M/A: 2d20 ⇒ (20, 18) = 38
As you finish making your way across the causeway two devil-like creatures wielding vicious, saw-toothed glaives, with toothy maws and hideous, twitching beards emerge from the rubble of the destroyed guardian statues and attack you. A voice beyond them calls out-End of the line for you my friend. Thanks for bringing us out another stone. Sorry we have to repay you with murder.
Elite warriors in Hell’s legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell’s third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.
Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil’s favored tactic), they drop their glaives and resort to their claws and hideous beards.
Devil 1
glaive: 1d20 + 11 ⇒ (3) + 11 = 141d10 + 6 ⇒ (3) + 6 = 9
glaive: 1d20 + 6 ⇒ (1) + 6 = 71d10 + 6 ⇒ (8) + 6 = 14
Devil 2
glaive: 1d20 + 11 ⇒ (13) + 11 = 241d10 + 6 ⇒ (8) + 6 = 14
glaive: 1d20 + 6 ⇒ (2) + 6 = 81d10 + 6 ⇒ (6) + 6 = 12
Any glaive hit generates 2 points of bleed damage (non-stackable so only 2 points per round max)
magic missiles from invisible voice: 4d4 + 4 ⇒ (1, 4, 2, 1) + 4 = 12
| Anglachel Gurthang |
religion: 1d20 + 5 ⇒ (14) + 5 = 19
Use bond to add +1 to hammer.
GHPA: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
dam: 2d6 + 16 + 1 ⇒ (5, 1) + 16 + 1 = 23
GHPA: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
dam: 2d6 + 16 + 1 ⇒ (6, 5) + 16 + 1 = 28
-26
| Eye of the Heavens |
Your hammer connects with a pair of satisfying crunches, badly wounding the first devil
Devil 1 -51
glaive: 1d20 + 11 ⇒ (13) + 11 = 241d10 + 6 ⇒ (5) + 6 = 11
glaive: 1d20 + 6 ⇒ (11) + 6 = 171d10 + 6 ⇒ (3) + 6 = 9
Devil 2
glaive: 1d20 + 11 ⇒ (1) + 11 = 121d10 + 6 ⇒ (4) + 6 = 10
The voice calls out again, this time with venom-Come on you two; get to it! He's just one man!
more magic missiles: 4d4 + 4 ⇒ (2, 2, 4, 1) + 4 = 13
| Anglachel Gurthang |
-52
"Just a man says the one cowering in the back!"
LOH1: 6d6 + 13 ⇒ (1, 5, 4, 4, 3, 5) + 13 = 35
GHPA: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
dam: 2d6 + 16 + 1 ⇒ (6, 3) + 16 + 1 = 26
GHPA: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
dam: 2d6 + 16 + 1 ⇒ (6, 6) + 16 + 1 = 29
-17
| Eye of the Heavens |
Your blows crush down the first devil.
Devil 2
glaive: 1d20 + 11 ⇒ (17) + 11 = 281d10 + 6 ⇒ (6) + 6 = 12
glaive: 1d20 + 6 ⇒ (15) + 6 = 211d10 + 6 ⇒ (10) + 6 = 16
The invisible voice, in a mocking tone-Why die when you have the armies of hell to do the dying for you? I don't plan on honoring my contract before I need to! Let me give you a sense of what failure tastes like.
A searing explosion of flame detonates with a low roar in a 20' radius around you and the devil (which is unfazed by the flames).
fireball: 8d6 ⇒ (6, 4, 6, 4, 5, 2, 6, 6) = 39
DC 18 REF for 1/2
| Anglachel Gurthang |
ref: 1d20 + 10 ⇒ (19) + 10 = 29
-48
LOH2: 6d6 + 13 ⇒ (2, 5, 6, 2, 6, 3) + 13 = 37
-11
GHPA: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
dam: 2d6 + 16 + 1 ⇒ (3, 2) + 16 + 1 = 22
GHPA: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
dam: 2d6 + 16 + 1 ⇒ (2, 5) + 16 + 1 = 24
"HA, HA, HA, surely you jest?"
| Eye of the Heavens |
You hammer strikes home twice.
Devil 2 -46
glaive: 1d20 + 11 ⇒ (6) + 11 = 171d10 + 6 ⇒ (3) + 6 = 9
glaive: 1d20 + 6 ⇒ (13) + 6 = 191d10 + 6 ⇒ (3) + 6 = 9
Invisible voice, clearly frustrated-Twice damned devils, what good are you!
Another searing explosion of flame detonates with a low roar in a 20' radius around you and the devil (which is unfazed by the flames).
fireball: 8d6 ⇒ (6, 5, 6, 5, 4, 5, 2, 6) = 39
DC 18 REF for 1/2
| Anglachel Gurthang |
ref: 1d20 + 10 ⇒ (17) + 10 = 27
-30
GHPA: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
dam: 2d6 + 16 + 1 ⇒ (4, 4) + 16 + 1 = 25
GHPA: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
dam: 2d6 + 16 + 1 ⇒ (2, 6) + 16 + 1 = 25
| Anglachel Gurthang |
fort: 1d20 + 14 ⇒ (4) + 14 = 18
fort: 1d20 + 14 ⇒ (1) + 14 = 15 second chance
-56
exhausted (-6str/dex)
Move forward and attack if possible. If I can get to him smite evil.
GHPA: 1d20 + 15 + 1 - 3 + 5 ⇒ (3) + 15 + 1 - 3 + 5 = 21
dam: 2d6 + 16 - 4 + 1 + 6 ⇒ (2, 6) + 16 - 4 + 1 + 6 = 27
| Anglachel Gurthang |
-61
LOH3: 6d6 + 13 ⇒ (6, 2, 2, 2, 6, 1) + 13 = 32
-29
Did he just turn invisible or has he been invisible? Is he flying or is he on top of something? Can I shoot arrows at him based on voice and direction of acid arrow?
bow: 1d20 + 8 - 3 ⇒ (20) + 8 - 3 = 25
dam: 3d8 + 15 - 9 ⇒ (5, 3, 4) + 15 - 9 = 18
bow: 1d20 + 3 - 3 ⇒ (6) + 3 - 3 = 6
dam: 3d8 + 15 - 9 ⇒ (4, 8, 1) + 15 - 9 = 19
| Eye of the Heavens |
He is certainly invisible now. He may have been invisible the entire time and is definitely now up in the air, probably flying. You can fire arrows, but read the rules on invisibility, hits are highly unlikely.
https://aonprd.com/Rules.aspx?Name=Special%20Abilities&Category=Combat# :~:text=Invisibility%20makes%20a%20creature%20undetectable,enemy%20and%20fr om%20sneak%20attacks.
1 is a miss: 1d2 ⇒ 1
You look for the source of the annoying voice and despite an amazing shot, come up empty.
Invisible voice, clearly frustrated-Well it seems we may be at an impasse. Without my apparently useless allies from Hell I don't think I can hurt you faster than you appear able to heal. So be it. I know where you are now and I suppose I will just have to find additional obstacles to send your way until your luck runs out. Enjoy what remains of your time alive....
| Anglachel Gurthang |
Does the gem indicate whether this guy has any of the other gems?
| Eye of the Heavens |
You reach out to the spirit of the gem and you sense that there is no answering call from the invisible opponent. However, you do feel that whoever it is has been in the presence of one within the last week or so.
| Anglachel Gurthang |
Channel energy while watching for the annoying caster guy.
perception: 1d20 + 15 ⇒ (2) + 15 = 17
channel1: 2d6 + 5 ⇒ (3, 5) + 5 = 13
channel2: 2d6 + 5 ⇒ (5, 3) + 5 = 13
-3
| Anglachel Gurthang |
fort: 1d20 + 14 ⇒ (5) + 14 = 19
Don't know how I missed that. That would change my action for last round, would save the channels and use LOH to remove sickened.
LOH4: 5d6 + 11 ⇒ (1, 4, 3, 3, 3) + 11 = 25
-4
| Anglachel Gurthang |
Ang will rest until the exhausted condition goes away.
| Anglachel Gurthang |
Continue on towards the surface.
perception: 1d20 + 15 ⇒ (10) + 15 = 25
| Anglachel Gurthang |
Continue on.
perception: 1d20 + 15 ⇒ (12) + 15 = 27
Hmmm, that was strange, I wonder what it was.
| Anglachel Gurthang |
Head outside.
percep: 1d20 + 15 ⇒ (14) + 15 = 29
| Anglachel Gurthang |
Look for shelter for the night, once found, cast Keep Watch.
It is good to be back outside.
perception: 1d20 + 15 ⇒ (12) + 15 = 27
| Anglachel Gurthang |
Check with gem if it can sense any children nearby or perhaps in a particular direction.
| Anglachel Gurthang |
fort: 1d20 + 14 ⇒ (20) + 14 = 34
Head NE.
Perception : 1d20 + 15 ⇒ (9) + 15 = 24
| Eye of the Heavens |
You easily shake off any effects from the stone and steadily head NE. Within the first hour a squad of mounted Isgerian army troops surrounds you and impedes your progress.
Squad leader-Ho there traveler! I'm afraid you will need to turn back and return to Gillamoor; this area is under strict quarantine and none are permitted to leave until it is lifted.
| Anglachel Gurthang |
Turn around, go back a ways until Ang is out of sight, wait until dark and try again using whatever route has the most cover.
stealth: 1d20 - 4 ⇒ (19) - 4 = 15
perception: 1d20 + 15 ⇒ (4) + 15 = 19
| Anglachel Gurthang |
Once outside the patrolled area, Ang will look for a place to shelter for the night and then cast Keep Watch.
perception: 1d20 + 15 ⇒ (7) + 15 = 22