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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Ang's vigilance is rewarded as near the end of your rest (fully rested) you hear the sound of horses nearby and getting closer.


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

Hide.

stealth: 1d20 - 4 ⇒ (20) - 4 = 16


1d20 ⇒ 16

You hear a large number of horses moving about nearby and hear a familiar voice, the invisible man!-I swear to you he is nearby, my magic is never wrong.

You also hear the voice of the squad leader you encountered earlier in the day-I understand ser mage, but as we can all see there is no one here and we have been searching most of the night. My men and horses are exhausted. We can return to the camp and send out another patrol if you like, but this is the end of the trail for us.

Invisible man, cold and angry-I see lieutenant. I'll make sure that your superiors are made aware of your 'eagerness' to pursue the mission.

Squad leader, nervous but frustrated-I understand ser mage, you must do as you see fit. I must do no less for my men and steeds.

The patrol moves off into the distance until you can no longer hear 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

What does invisible man look like? Is he wearing garb that identifies him as part of the army?


It's impossible for you to tell from your current position of hiding. You don't actually see any men or horses, you just hear voices and noise.


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

Wait until all the noise of men and horses are gone, then wait another 10 minutes, then head northeast.

perception: 1d20 + 15 ⇒ (6) + 15 = 21

This is ill news indeed if the mage holds sway with the forces encircling the town.


You head NE for the better part of the day and encounter no further patrols, but you can' help but feeling watched by some malign force. The stone ways heavy on your chest.

DC 15 FORT or become fatigued.

About 3/4 of the day has passed and you can see in the miles ahead the SW borders of the Chitterwood.


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 ⇒ (17) + 14 = 31


You shrug off the ongoing effects of the gem and weigh your options.


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 continue to look for the "children". Continue NE.

perception: 1d20 + 15 ⇒ (3) + 15 = 18


To be clear, you go straight through the Chitterwood?


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 is going to wherever he sensed the "children" were located. He would like to go via the most direct route but if that doesn't make sense for some reason then he would take a longer but more sensible route.


Ang feels the draw of at least one additional gem to the NE. The direct route will take you largely through the heart of the Chitterwood. As you have previously found at Umok, the Wood is treacherous at best but certainly not unnavigable.

Your call.

https://www.reddit.com/r/Pathfinder_RPG/comments/69f6we/isger_maps_cleaned_ and_hexed/


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

NE looks like it would lead through the wood to Umok. Can Ang tell if the gem is closer or farther away than Umok?


You can't explain why but you sense it is definitely "farther" than Umok.


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

Then go around the wood via quickest route known to Ang.

perception: 1d20 + 15 ⇒ (11) + 15 = 26


You decide the Western edge of the forest will be the fastest route around, plus it might give you a chance to check in on Umok. You head out.

3d20 ⇒ (13, 11, 13) = 37

You travel along the plain that runs between the Chitterwood and Keld river for a few days with no event. On the fourth day of travel you see a group of armored individuals, about 20 in total, headed your way. They don't appear to have seen you yet.


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 into the wood to avoid if possible.

stealth: 1d20 - 4 ⇒ (19) - 4 = 15


1d20 ⇒ 18

As you crouch in the woods, doing your best to be silent, you hear voices.

Man-I swear Lady Arissa, I saw a man move into the woods right about here; and look, fresh boot marks!

Woman's voice that sounds familiar to you-Indeed? Well I suppose duty requires that we check it and that is what I have you fellows along for. Not your rapier wit, certainly. I'm not taking my horse in there on a hunch, you lot fan out and see it Dorvath is right.

You hear additional noise as a group of individuals enter the forest.


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

Step out and greet the woman/group.

“Over here, you can never be too careful this close to the Chitterwood with all the goblins and what not. Arissa Blackclaw of the Citadel Dinyar, is it not?”

diplo: 1d20 + 13 ⇒ (12) + 13 = 25


1d20 ⇒ 10

Clad in her brilliant set of full plate and sitting atop her massive steep the beautiful and unhelmeted Arissa Blackclaw smiles fetchingly at you as she responds-Indeed you are wise Ang, although I must say that I had not thought you to be a man of caution. Those that follow the Smith tend to be a smash first ask questions later group and rarely shy from conflict. How was your visit to Gillamoor? Her eyes wash over you with an appraising look and you somehow feel a little violated. A cloying cinnamon scent washes through your nostrils and you find your breath a little short and anxious.


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

"Ha! Sometimes I am cautious and other times bold as circumstances dictate. The rumor of plague and sickness in Gillamoor was true, I would recommend avoiding the area if possible."


Indeed. How did you manage to leave the place? I heard it was under strict quarantine by the army. She hand reaches up to rub a red-gold pentagram that hangs from a platinum chain around her 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

"By the grace of Torag I walked out of the place."


Arissa smiles knowingly as she removes her hand from the pentagram-Indeed, Torag is a powerful patron, but I deem his grace was not the only force at work. When I saw you again, I hoped you were the one and so it has proved to be. She motions to the rest of her group-He's the one the Lictor wants. and the men grow much more alert and ready.

Arissa addresses you again-I'm sure you have other plans Ang, but I must inform you that my superior requires your presence at Citadel Dinyar. I hope you are willing to come along peacefully, but if not we are prepared for that as well.

What say 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

"Hmm, that's more or less the direction I am headed, so let's get going. May you tell me why my presence is desired at the Citadel?"


Arissa seems more than a little perplexed by your nonplussed reaction-I'm not sure how Torag works outside of the Godclaw, but Lictor Resarc does not usually explain his direction; he just expects it to be obeyed.

If I had to guess, I would say it has to do with someone that made it in and out of Gillamoor alive.

Are you ready to travel or do you need a moment?


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

"Let's go."

Does Ang know anything useful about the Godclaw or Lictor Resarc?

know his: 1d20 + 1 ⇒ (10) + 1 = 11
know loc: 1d20 + 5 ⇒ (9) + 5 = 14
know nob: 1d20 + 4 ⇒ (15) + 4 = 19
know rel: 1d20 + 5 ⇒ (20) + 5 = 25


The Order of the Godclaw (sometimes written "Order of the God Claw"; sometimes referred to as the Hellknights of the Godclaw) is a Hellknight order that extols the virtues of five deities, distilling select tenets into a dogma far from any one god's faith. Not content with seeking divine approval for their knighthood's righteous path, the Order of the Godclaw's members have sculpted their beliefs from the harshest, most exacting philosophies of five lawful deities: Abadar, Asmodeus, Iomedae, Irori, and Torag. Remade as five stern, armoured paragons, the deities of this pantheon are known collectively as the Godclaw. The Hellknights follow revised doctrines to stamp out disorder, particularly its divine embodiments and beings of absolute chaos, with religious zeal. Rather than targeting the faiths of prominent religions, the order sets its eyes on supporting lawful crusades (such as the wars fought by Molthune and Mendev) and being at the vanguard of battles against the forces of chaos. No land is beyond the lawfulness provided by Hellknights—a fact the Order of the Godclaw endlessly seeks to prove.

Although members of the Godclaw pay homage to the lawful doctrines of the gods Abadar, Asmodeus, Iomedae, Irori, and Torag, it is uncertain from where they get their divine power; it may be the case that their magic comes from their own convictions.

Other Hellknight orders enforce their visions of law out of duty and necessity, but the Godclaw is inspired by religious zealotry and a clear belief that the world must learn the righteous path through force.

Resarc Ountor is the absolute head of the Order of the Godclaw and an accomplished cleric hellknight.


Arissa leads the group of armed men and their "guest" along the edge of the Chitterwood for several days until the Keld river comes in to view. Whatever creatures inhabit the edges of the forest stay there; clearly an armed group of your size is beyond their ability or courage.

As the group moves towards the plains and the river Arissa tries to strike up some conversation-You are unlike any other servants of Torag I have encountered Ang. How did you come to fall in to the faith of the Dwarves?


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

"I look strange do I not? My skin, my hair, my eyes? If that were not enough, as a child I was playing in the village square on a summer afternoon when a thunderstorm quickly coalesced, I was struck by lightning but was not harmed. My parents must have though I was touched by demons or favored by heaven and shipped me off to a nearby monastery where I was raised by dwarven monks and clerics devoted to Torag. How about you, how did you end up among the Godclaw?"


Arissa listens to you attentively before answering-I have no story as interesting as yours. I am a noble of Cheliax and my family is bound by many oaths and rights to infernal Thrune. I am not the oldest of my house and therefor not in line for the title so I was trained in the military arts and pushed in to the army.

I'm not one to be modest, but I speak truth when I say I have a knack for tactics and the blade. I rose through the ranks and eventually caught the eye of the Hellknights. I was assigned to serve at Citadel Dinyar a few years ago and have continued to excell. I am now second to only Resarc Ountor himself at the Citadel.

I find it curious that the Dwarves would take you in. Torag is a strange patron for those that are not of the bearded folk.


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

"I think they felt it their duty, but whatever their reasons, I am thankful."


Does it ever bother you that your friends and family were so eager to ship you away and be done with you? And now you serve the Father of the Dwarves. It all seems rather convenient don't you think? Like you are nothing more than a tool for your god to use.


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 laughs!

“Sorry, for some reason that just struck me as extremely amusing. From what I can remember my parents were overwhelmed. As for the other, we are all tools for someone or something, be it a god, a man or some other entity. At least I can say I wholeheartedly believe in the tenets for which Torag stands. And for the most part he lets his followers make their own way through life, knowing that this will make them strong and determined.”


Arissa thinks over your words before replying-That is an interesting view and one I had not considered before. It is nice to see that you have adjusted so well despite all the difficulties you experienced growing up. Not all are so resilient.

The armed party follows the river for a few days as the Aspodell mountains grow more prominent in the West before finally leaving the river and heading generally NW, towards some of the more prominent peaks.

Arissa-The Citadel lies a few days from here at the base of one of those mountains. It's fairly remote and isolated but quite secure.

Ironically it was built to help suppress the giants and monsters that tend to come from the Candelstone Caverns on the Andoran slopes of the Aspodells to the west. It keeps us busy and our skills sharp, but it also has a habit of keeping anyone from settling near us.

We will need to be highly vigilant during the nights; there are many orc tribes and even worse things that will not be scared off by a group this size. More like they will be encouraged to engage as we will look like a good source of food and treasure.

Note any actions and a perception check for the first night, as well as what stage of the watch you keep.


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

Cast Keep Watch.

perception: 1d20 + 15 ⇒ (11) + 15 = 26


As you have for all the nights that you traveled with the group you stand watch with the guardsmen. While they are less amazed then they first were by the divine power that lets you be on guard yet rest, they are appreciative of your efforts, and you feel that although you may be their "unwilling guest" you are no longer their prisoner.

About 2/3 of the way through the night you hear some noise from the west that sounds like something(s) trying to be quiet and sneaky but barely failing. The others on watch do not appear to notice or hear anything.


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 towards the sound.

“Who approaches from the west? Identify yourself!”


The response is dozens of orcish war howls and a rain of javelins. Your darkvision allows you to see a large group of greater orcs (Orogs) break from cover and rush to melee.

javelin rando: 6d20 ⇒ (6, 3, 9, 6, 18, 7) = 49

javelins Ang: 2d20 ⇒ (7, 3) = 10

Your early warning prevents the javelins from having a more deadly impact and the other guards emerge relatively unscathed. You easily dodge the two thrown at you and get to receive one of the attackers with your hammer before they can melee. You know you must give the rest of the group time to armor up and prepare to fight.


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

"Orc dogs! Come face a paladin of Torag if you dare!"

Use divine bond to add flaming to hammer.

GHPA: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 2d6 + 16 + 1d6 ⇒ (1, 2) + 16 + (3) = 22

GHPA: 1d20 + 8 ⇒ (4) + 8 = 12
dam: 2d6 + 16 + 1d6 ⇒ (4, 5) + 16 + (6) = 31


You blast the first arriving orc once with your hammer and are surprised when it does not drop; greater orcs indeed!

The pair of orogs that threw javelins at you take a flanking approach and attack with falchions while their companions do the same. You can see another wave of orc warriors advancing at the far range of your vision.

falchion Rando: 6d20 ⇒ (20, 4, 17, 6, 5, 7) = 59

O1 -22
falchion: 1d20 + 7 ⇒ (20) + 7 = 274d4 + 18 ⇒ (1, 1, 1, 3) + 18 = 24

O2
falchion: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 182d4 + 9 ⇒ (1, 2) + 9 = 12

One of the others on guard with you is quickly cut down and another is badly wounded from the initial onslaught.


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 ⇒ (14) + 15 = 29
dam: 2d6 + 16 + 1d6 ⇒ (6, 2) + 16 + (1) = 25

GHPA: 1d20 + 8 ⇒ (17) + 8 = 25
dam: 2d6 + 16 + 1d6 ⇒ (6, 3) + 16 + (5) = 30

-24


guards 2 rounds: 6d20 ⇒ (7, 1, 9, 19, 14, 10) = 60
falchion Rando: 5d20 ⇒ (15, 11, 6, 7, 6) = 45

The remaining guards are able to drop one of the savage orcs but the orcs return the favor and slay another guard. Ang mashes down the wounded orc and injures the other as a second wave pours in, javelins flying and inflicting many wounds, and Ang is blasted in the back by magic missiles!

javelins Rando: 5d20 ⇒ (12, 12, 19, 1, 1) = 45

magic missiles: 4d4 + 4 ⇒ (1, 1, 3, 4) + 4 = 13

O2 -30
falchion: 1d20 + 7 ⇒ (10) + 7 = 172d4 + 9 ⇒ (3, 4) + 9 = 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

-37
Wonder if that's the same damn mage or if they all use those force missiles.

LOH1: 6d6 + 13 ⇒ (1, 4, 5, 3, 6, 1) + 13 = 33
-4

GHPA: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 2d6 + 16 + 1d6 ⇒ (5, 4) + 16 + (2) = 27

GHPA: 1d20 + 8 ⇒ (3) + 8 = 11
dam: 2d6 + 16 + 1d6 ⇒ (4, 2) + 16 + (3) = 25

perception: 1d20 + 15 ⇒ (10) + 15 = 25Trying to locate source of magic missiles.


guards: 2d20 ⇒ (19, 9) = 28
falchion Rando: 5d20 ⇒ (6, 19, 8, 9, 7) = 49

The two remaining guards trade blows with the quarter score orcs as the second wave arrives and engages; four swarm around you while the fifth rushes into the camp, stabbing at those still trying to armor up. You look quickly around for where the magical attack is coming but don't dare look back while in melee, as another volley of force missiles slam into you. Focusing on the task at hand you crush down the wounded orc and brace for the four new ones.

You hear Arissa's voice ringing out sharply through the darkness-Get after them you miserable dogs! Your duty is to bring Ang back to the Citadel. STAND!

magic missiles: 4d4 + 4 ⇒ (1, 3, 1, 3) + 4 = 12

O1
falchion: 1d20 + 7 ⇒ (9) + 7 = 162d4 + 9 ⇒ (2, 3) + 9 = 14

O2
falchion: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 142d4 + 9 ⇒ (2, 2) + 9 = 13

O3
falchion: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 172d4 + 9 ⇒ (1, 2) + 9 = 12

O4
falchion: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 152d4 + 9 ⇒ (1, 3) + 9 = 13


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

-16

GHPA: 1d20 + 15 ⇒ (14) + 15 = 29
dam: 2d6 + 16 + 1d6 ⇒ (3, 6) + 16 + (2) = 27

GHPA: 1d20 + 8 ⇒ (20) + 8 = 28
dam: 6d6 + 48 + 1d6 ⇒ (6, 4, 6, 6, 5, 5) + 48 + (2) = 82


guards: 2d20 ⇒ (15, 2) = 17
falchion Rando: 5d20 ⇒ (4, 6, 3, 2, 8) = 23
rock: 1d20 ⇒ 9

You completely devastate an orc, while the last two guards some how survive another round. You hear a violent crash and see a massive rock land nearby. Where did that come from? A few additional guard move to help the last two and you hear screams of death and violence behind you. Clearly the camp has been enveloped by foes.

O2
falchion: 1d20 + 7 ⇒ (2) + 7 = 92d4 + 9 ⇒ (2, 1) + 9 = 12

O3
falchion: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 192d4 + 9 ⇒ (1, 4) + 9 = 14

O4
falchion: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 192d4 + 9 ⇒ (2, 4) + 9 = 15

MORE magic missiles!: 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

-28

GHPA: 1d20 + 15 ⇒ (12) + 15 = 27
dam: 2d6 + 16 + 1d6 ⇒ (2, 4) + 16 + (2) = 24

GHPA: 1d20 + 8 ⇒ (6) + 8 = 14
dam: 2d6 + 16 + 1d6 ⇒ (4, 5) + 16 + (2) = 27


guards: 2d20 ⇒ (6, 7) = 13
falchion Rando: 5d20 ⇒ (19, 10, 19, 8, 4) = 60
rock: 1d20 ⇒ 19

You see the last of the guards hacked down by orc falchions and you get hit from behind by a massive rock for 1d8 + 10 ⇒ (4) + 10 = 14. You wound one of the orcs with your hammer as a blast of magical fire washes over you and the screams of burning guardsmen ring in your ears.

O2 -27
falchion: 1d20 + 7 ⇒ (3) + 7 = 102d4 + 9 ⇒ (2, 1) + 9 = 12

O3
falchion: 1d20 + 7 ⇒ (5) + 7 = 122d4 + 9 ⇒ (2, 4) + 9 = 15

O4
falchion: 1d20 + 7 ⇒ (10) + 7 = 172d4 + 9 ⇒ (2, 1) + 9 = 12

fireball: 8d6 ⇒ (5, 1, 4, 3, 1, 2, 5, 3) = 24
DC18 REF for 1/2

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