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


1,451 to 1,500 of 2,213 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 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

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!


...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


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 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


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


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
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.


The dance of futility continues!

magic missiles: 4d4 + 4 ⇒ (1, 4, 3, 3) + 4 = 15

Orc 4
falchion: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 182d4 + 9 ⇒ (2, 3) + 9 = 14

Giant
great club: 1d20 + 14 ⇒ (10) + 14 = 242d8 + 10 ⇒ (2, 8) + 10 = 20
great club: 1d20 + 9 ⇒ (1) + 9 = 102d8 + 10 ⇒ (3, 7) + 10 = 20


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

-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


The battle ends quickly as your hammer smashes down the giant. You are able to easily finish off the remaining orc as the pesky mage goes silent in the 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

Continue on my way.

perception: 1d20 + 15 ⇒ (20) + 15 = 35


You make good progress towards Umok through the many hills that lie on your indirect approach. Looking back from time-to-time toward the Citadel as you crest the top of hills, you think you can see a small group of figures on foot; they appear to be following your trail.


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


Assuming all goes well, your best guess is that Umok is still several days of travel through the hills. The pursuers appear to be steadily closing the gap. You guess that they are running/hustling vs. walking and don't appear to rest much.


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

Are there any canyons about? Cliffs?

perception: 1d20 + 15 ⇒ (17) + 15 = 32


The canyons and cliffs lie further south along the route that you initially took to the Citadel.


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

Keep moving towards Umok.


The time comes to rest. Do you: 1)-Make camp; 2)-Push on.


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

2 push


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.


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

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


Ang quickly becomes fatigued after the second hour of marching non-lethal: 1d6 ⇒ 1 and continues to push through the third hour.

Keep going (DC 18 CON less fatigued mods) 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

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


More CON rolls for each hour you want to push. DC 18, 20, 22, etc. +any fatigue modifiers if you fail your first one.


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

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


3d20 ⇒ (3, 9, 7) = 19

You make it through your rest with no encounters and are prepared for a full day of travel and potential mishaps.


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

Thank Torag, a night without incident.

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


2d20 ⇒ (6, 2) = 8

You make your way down from the hills onto the narrow band of plain that borders both the hills and the Chitterwood. Your best guess is that Umok is maybe 3-4 days march distant.

Travelling a full 8 hours without event you must decide to either rest or push on.


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

Any sign of pursuit?


You didn't see any, but it's entirely possible you missed 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

press on.

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


You make another 3 hours before becoming fatigued from your travel non-lethal: 1d6 ⇒ 3.

Press on 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

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


You become fatigued again in the second hour non=lethal: 1d6 ⇒ 5 but are able to persevere through a third. DC 24 CON if you want to continue.


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

Rest. Cast Keep Watch.


Towards the end of your watch you notice that the air becomes significantly colder than it should be. You can see your breath and it almost feels like snow might be coming.


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

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.


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.

DC 20 appropriate knowledge:

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.


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: 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


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?


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

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


Devil-**click** Indeed, but he is not here and you are. Surrender a stone and let's be done; the temptation of harvesting your soul is starting to weigh on me.


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 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


-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)


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

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


-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)


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

-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


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


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
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


With two mighty blasts of your hammer you send the devil back to whence it came!


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

keep on traveling

perception: 1d20 + 15 ⇒ (5) + 15 = 20


You travel for a good stretch, burning most of the day, headed towards Umok. As you get close to the end of your standard march you espy a group of horsemen moving quickly along the border of the Chitterwood, headed North towards you. They don't appear to have seen you yet.

1,451 to 1,500 of 2,213 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 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.