
Anglachel Gurthang |

ref: 1d20 + 10 ⇒ (1) + 10 = 11
ref: 1d20 + 10 ⇒ (2) + 10 = 12
-47
loh7: 6d6 + 13 ⇒ (2, 4, 6, 5, 4, 2) + 13 = 36
-11
ghpa: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
dam: 2d6 + 16 + 1 ⇒ (2, 5) + 16 + 1 = 24
ghpa: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
dam: 2d6 + 16 + 1 ⇒ (2, 4) + 16 + 1 = 23
Dice gods are angry!

Eye of the Heavens |

...like and old man trying to return soup at a deli...
Mage-He's getting tired; finish him! It appears he is on the move again as his electrical orbs lose their power.
Orc 4
falchion: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 192d4 + 9 ⇒ (3, 3) + 9 = 15
Giant
great club: 1d20 + 14 ⇒ (8) + 14 = 222d8 + 10 ⇒ (5, 2) + 10 = 17
great club: 1d20 + 9 ⇒ (1) + 9 = 102d8 + 10 ⇒ (2, 4) + 10 = 16

Anglachel Gurthang |

Is the wizard visible since he has been blasting Ang with magic missiles?
GHPA: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
dam: 2d6 + 16 + 1 ⇒ (3, 5) + 16 + 1 = 25
GHPA: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
dam: 2d6 + 16 + 1 ⇒ (2, 1) + 16 + 1 = 20
sigh

Eye of the Heavens |

At this rate, no more melee encounters just traps and dialogue.... ;-D
You can tell the direction he is in given his voice and magical blasts, but he is outside of your range of vision.
Mage-I don't suppose you would consider surrendering? I promise to kill you painlessly.
magic missiles: 4d4 + 4 ⇒ (2, 3, 1, 1) + 4 = 11
Orc 4
falchion: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 212d4 + 9 ⇒ (2, 4) + 9 = 15
Giant
great club: 1d20 + 14 ⇒ (4) + 14 = 182d8 + 10 ⇒ (2, 7) + 10 = 19
great club: 1d20 + 9 ⇒ (17) + 9 = 262d8 + 10 ⇒ (3, 2) + 10 = 15

Anglachel Gurthang |

-37
LOH7: 6d6 + 13 ⇒ (5, 6, 3, 2, 1, 1) + 13 = 31
-6
GHPA: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
dam: 2d6 + 16 + 1 ⇒ (1, 4) + 16 + 1 = 22
GHPA: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
dam: 2d6 + 16 + 1 ⇒ (3, 2) + 16 + 1 = 22
If I don't get it together soon, the mage will kill me, painlessly or not.

Anglachel Gurthang |

-41
loh8: 6d6 + 13 ⇒ (4, 3, 4, 1, 4, 4) + 13 = 33
-8
ghpa: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
dam: 2d6 + 16 + 1 ⇒ (6, 4) + 16 + 1 = 27
ghpa: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
dam: 6d6 + 48 + 3 ⇒ (3, 4, 3, 6, 4, 5) + 48 + 3 = 76

Anglachel Gurthang |

Continue on my way.
perception: 1d20 + 15 ⇒ (20) + 15 = 35

Anglachel Gurthang |

How far is it to Umok? Hours? Days?
Are pursuers closing?

Anglachel Gurthang |

Are there any canyons about? Cliffs?
perception: 1d20 + 15 ⇒ (17) + 15 = 32

Anglachel Gurthang |

Keep moving towards Umok.

Anglachel Gurthang |

2 push

Eye of the Heavens |

Give me some CON rolls.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.

Anglachel Gurthang |

con: 1d20 + 2 ⇒ (10) + 2 = 12
con: 1d20 + 2 ⇒ (4) + 2 = 6
con: 1d20 + 2 ⇒ (15) + 2 = 17

Anglachel Gurthang |

Use LOH9 with Mercy Fatigued to remove fatigue, then keep going.

Anglachel Gurthang |

That is in the realm of almost automatic failure so Ang will stop to rest. Cast Keep Watch.

Anglachel Gurthang |

Thank Torag, a night without incident.
perception: 1d20 + 15 ⇒ (10) + 15 = 25

Anglachel Gurthang |

Any sign of pursuit?

Anglachel Gurthang |

press on.
con: 1d20 + 2 ⇒ (20) + 2 = 22
con: 1d20 + 2 ⇒ (19) + 2 = 21
con: 1d20 + 2 ⇒ (10) + 2 = 12

Anglachel Gurthang |

Use LOH1 to remove fatigued condition, then press on.
con: 1d20 + 2 ⇒ (17) + 2 = 19
con: 1d20 + 2 ⇒ (9) + 2 = 11
con: 1d20 + 2 ⇒ (20) + 2 = 22

Anglachel Gurthang |

Rest. Cast Keep Watch.

Anglachel Gurthang |

Guess I should have thrown a perception roll out there.
perception: 1d20 + 15 ⇒ (9) + 15 = 24
Detect evil, rotating so Ang gets all 360 degrees of approach.

Eye of the Heavens |

You easily see a 12' tall insectoid monstrosity with multifaceted eyes, an icy-looking carapace, a slinky tail, and two long antennae that twitch about seemingly at random. It carries a deadly spear made of some type of ice or crystal. The thing is decidedly evil
It speaks with intermittent clicks and chirps-Greetings mortal. I am summoned to take possession of the green stones you possess. **click** I have been told that you have three. I deem that one will suffice to end my summoning and return me to Caina. **bzzz** I would gladly rip them from your corpse, but I sense much divine power about you and would avoid conflict if I can. **chrip-chirp** What say you fleshling?
You recognize Caina as a level of Hell, clearly it's a devil.
It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell’s seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.
In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe’s tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.

Anglachel Gurthang |

Know: 1d20 + 5 ⇒ (9) + 5 = 14
Does Ang have 3 green stones? Thought it was just 1.
“Hmmm, give me a moment to consider your offer. What would you do with the stones and who sent you?”
diplo: 1d20 + 13 ⇒ (10) + 13 = 23

Eye of the Heavens |

You do indeed have just one stone!
Devil-I would return the stone to the mage that summoned me. He sacrificed many fresh souls to get me here and I am bound by his summoning magics to do his bidding. I don't care for it much, but souls are souls and they are needed for the war. What say you warrior, one stone to keep the peace?

Anglachel Gurthang |

“Unfortunately I don’t think I can do that, if the mage is slain would that release you?”

Anglachel Gurthang |

“I was rather enjoying not dying, but have it your way.”
Smite evil.
ghpa: 1d20 + 15 + 5 ⇒ (10) + 15 + 5 = 30
dam: 2d6 + 15 + 6 ⇒ (6, 5) + 15 + 6 = 32
ghpa: 1d20 + 8 + 5 ⇒ (13) + 8 + 5 = 26
dam: 2d6 + 15 + 6 ⇒ (2, 2) + 15 + 6 = 25

Eye of the Heavens |

-32 The devil cries as your first swing hits-GAAAH; you are powerful indeed! That is good, you soul will become a powerful tool for the Infernal.
It stabs out with its lance
1d20 + 16 ⇒ (5) + 16 = 212d6 + 10 ⇒ (3, 2) + 10 = 15
1d20 + 11 ⇒ (14) + 11 = 252d6 + 10 ⇒ (2, 4) + 10 = 16
Any hit requires a DC 23 FORT save or be slowed for 1d6 rounds (non-cumulative)

Anglachel Gurthang |

With extra AC from smite evil no hits.
GHPA: 1d20 + 15 + 5 ⇒ (8) + 15 + 5 = 28
dam: 2d6 + 16 + 6 ⇒ (6, 5) + 16 + 6 = 33
GHPA: 1d20 + 8 + 5 ⇒ (3) + 8 + 5 = 16
dam: 2d6 + 16 + 6 ⇒ (3, 6) + 16 + 6 = 31

Eye of the Heavens |

-32HP
The icy devil stabs out at you again with his lance and adds a bite and barbed tail attack in to boot!
1d20 + 16 ⇒ (14) + 16 = 302d6 + 10 ⇒ (2, 5) + 10 = 17
1d20 + 11 ⇒ (12) + 11 = 232d6 + 10 ⇒ (5, 1) + 10 = 16
bite: 1d20 + 14 ⇒ (8) + 14 = 222d6 + 10 ⇒ (5, 1) + 10 = 16
tail: 1d20 + 14 ⇒ (4) + 14 = 183d6 + 3 ⇒ (4, 4, 3) + 3 = 14
Any hit requires a DC 23 FORT save or be slowed for 1d6 rounds (non-cumulative)

Anglachel Gurthang |

-17
fort: 1d20 + 14 ⇒ (18) + 14 = 32
GHPA: 1d20 + 15 + 5 ⇒ (3) + 15 + 5 = 23
dam: 2d6 + 16 + 6 ⇒ (6, 1) + 16 + 6 = 29
GHPA: 1d20 + 8 + 5 ⇒ (11) + 8 + 5 = 24
dam: 2d6 + 16 + 6 ⇒ (5, 3) + 16 + 6 = 30

Eye of the Heavens |

The devil stabs at you with it's lance while a cone of cold blasts from its tail.
lance: 1d20 + 16 ⇒ (7) + 16 = 232d6 + 10 ⇒ (5, 1) + 10 = 16
lance: 1d20 + 11 ⇒ (16) + 11 = 272d6 + 10 ⇒ (2, 2) + 10 = 14
Any hit requires a DC 23 FORT save or be slowed for 1d6 rounds (non-cumulative)
cone of cold: 14d6 ⇒ (4, 2, 6, 6, 4, 3, 2, 5, 5, 6, 2, 5, 4, 1) = 55 DC 20 REF for 1/2

Anglachel Gurthang |

ref: 1d20 + 10 ⇒ (19) + 10 = 29
27-5 resistance=22
-39
LOH: 6d6 + 13 ⇒ (6, 2, 5, 5, 1, 2) + 13 = 34
-5
GHPA: 1d20 + 15 + 5 ⇒ (20) + 15 + 5 = 40
dam: 6d6 + 48 + 18 ⇒ (2, 3, 1, 1, 6, 1) + 48 + 18 = 80
GHPA: 1d20 + 8 + 5 ⇒ (19) + 8 + 5 = 32
dam: 2d6 + 16 + 6 ⇒ (5, 5) + 16 + 6 = 32

Anglachel Gurthang |

keep on traveling
perception: 1d20 + 15 ⇒ (5) + 15 = 20