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


1,201 to 1,250 of 2,213 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

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

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


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


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

*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


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


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

-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


You land a pair of crushing blows, badly hurting the fiend and for a moment you see doubt in its eyes.

great axe: 1d20 + 11 + 6 ⇒ (1) + 11 + 6 = 183d6 + 15 + 6 ⇒ (1, 1, 3) + 15 + 6 = 26

The doubt leads to hesitation, which leads to an axe slipping from its hands!


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

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


Your first blow shatters the beast's sternum ending its life.


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 + 15 ⇒ (19) + 15 = 34

Search the dead and then find a place to rest.


1 person marked this as a favorite.

?: 1d20 ⇒ 16

The minotaur-fiend had a +1 great axe and gems worth 2,000 GP.

You do your best to find a small, mostly intact, building further away from the temple complex and rest peacefully.


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

Try to find path back to surface.

survival: 1d20 + 2 ⇒ (10) + 2 = 12
perception: 1d20 + 15 ⇒ (11) + 15 = 26


1d20 ⇒ 14

It takes the better part of a day, but you manage to find the path back to the causeway that leads across the dark waters of the lake. Do you make your way across or rest?


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

If it is night then rest, if not cross.


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.

DC 18 knowledge religion/planes/arcana:

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


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

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


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


Bleed damage from glaives if applicable.


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

-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


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


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 + 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?"


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


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 + 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


You hammer down the remaining devil.

Invisible voice, now furious/panicked-Damn! Damn! Damn!

A magical force courses through your body attempting to shatter your bones.

8d6 ⇒ (5, 5, 3, 2, 3, 2, 3, 3) = 26 + exhausted

DC 19 FORT for 1/2 damage and fatigued instead of exhausted.


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

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


Invisible voice, now mocking and from above you-Oh not my friend, it's not going to be THAT easy!

An acidic arrow shoots down on you from above.

touch/acid: 1d20 + 7 ⇒ (6) + 7 = 132d4 ⇒ (4, 1) = 5


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

-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


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....


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

Does the gem indicate whether this guy has any of the other gems?


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.

DC 20 FORT save:
The psychic contact with the gem chills you and you gain the sickened condition.


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 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


You appear to be alone...for the moment.


Don't forget your DC 20 FORT save


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

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


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

Ang will rest until the exhausted condition goes away.


It takes about thirty minutes for the exhaustion to fade. As it does you can feel the oppressive presence of the gem continue to exert itself upon you.


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

Continue on towards the surface.

perception: 1d20 + 15 ⇒ (10) + 15 = 25


As you exit the large cavern with the lake and begin your ascent, in the tunnel you notice a section of rock that you had not seen on your way in. It appears like a dark quartz ring in the tunnel and passing through it you experience a strange moment of displacement.


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

Continue on.

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

Hmmm, that was strange, I wonder what it was.


You make it all the way back to the entrance cave. The shattered remains of bones are scattered throughout the area and you can tell that although the place is not currently inhabited, something (or somethings) have been staying here while you have been down below. It is dark outside.


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

Head outside.

percep: 1d20 + 15 ⇒ (14) + 15 = 29


After so many days underground you find the fresh air delightful and the light of the stars are like a thousand bright candles left out in a dark window. You take a few moments to get your bearings and wonder where to head to next.


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

Look for shelter for the night, once found, cast Keep Watch.

It is good to be back outside.

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


You travel a short way towards Gillamoor and find a barn-like structure that is mostly intact. It looks as good a place to rest as any and you do so, experiencing no disturbance during the rest of the night.


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 with gem if it can sense any children nearby or perhaps in a particular direction.


DC 20 FORT save or be sickened from the psychic contact with the gem.

Communicating with the 'gem' is a difficult proposition; it doesn't seem to understand time and distance like you do and most of the material world appears to it as rough mist. However, you do sense faint pulls to the ENE and NE.


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

fort: 1d20 + 14 ⇒ (20) + 14 = 34

Head NE.

Perception : 1d20 + 15 ⇒ (9) + 15 = 24


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.


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

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


1d20 ⇒ 10

Despite being a walking iron-works you use your darkvision to your advantage and are able to evade the relatively frequent patrols that cover the area. You wonder how many other folks from Gillamoor might have also successfully evaded the quarantine....


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

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

1,201 to 1,250 of 2,213 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / 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. All Messageboards

Want to post a reply? Sign in.