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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You hack down one of the two opponents, only to have another take it's place.

undead human 2
claw: 1d20 + 8 ⇒ (14) + 8 = 221d4 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 8 ⇒ (20) + 8 = 282d4 + 8 ⇒ (3, 4) + 8 = 15
bite: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 6 ⇒ (1) + 6 = 7

undead human 3
claw: 1d20 + 8 ⇒ (7) + 8 = 151d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 8 ⇒ (14) + 8 = 221d4 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 6 ⇒ (2) + 6 = 8

Any successful bite requires DC 18 FORT save or take 1d4 DEX damage.


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 + 15 ⇒ (1) + 15 = 16
dex dam: 1d4 ⇒ 3
fort: 1d20 + 15 ⇒ (13) + 15 = 28

LOH: 5d6 + 11 ⇒ (2, 1, 5, 5, 2) + 11 = 26
-28
-3 dex

pa: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Confirm : 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
dam: 1d10 + 16 + 1 ⇒ (7) + 16 + 1 = 24

pa: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

Is everyone else just watching?


"When they get in try to bottle them up at the entry so only 1 or 2 can attack."

This makes it problematic for anyone to support you in melee; no one is using reach weapons; the two guards that are healthy stand ready to rush in and give their lives should you falter; Nolaria has been using most of her divine magic to keep the wounded/sick alive and mobile but is clearly ready to give you some healing if things don't go well; didn't realize Torag was the god of minging. ;-p

You slice into another undead causing significant damage, although it slowly starts to heal itself.

undead human 2 -22
claw: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 8 ⇒ (11) + 8 = 191d4 + 4 ⇒ (2) + 4 = 6
bite: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 6 ⇒ (1) + 6 = 7

undead human 3
claw: 1d20 + 8 ⇒ (10) + 8 = 181d4 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 8 ⇒ (17) + 8 = 251d4 + 4 ⇒ (4) + 4 = 8
bite: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 6 ⇒ (2) + 6 = 8

Any successful bite requires DC 18 FORT save or take 1d4 DEX damage.


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 + 15 ⇒ (18) + 15 = 33

-52
LOH2: 5d6 + 11 ⇒ (6, 2, 5, 6, 5) + 11 = 35
-17

pa: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
dam: 1d10 + 16 + 1 ⇒ (3) + 16 + 1 = 20

pa: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
dam: 1d10 + 16 + 1 ⇒ (2) + 16 + 1 = 19


You cut down the wounded undead and notice that those that fall do not continue to heal. The doorway is now even more difficult to get through limiting the incoming undead's ability to attack.

undead human 3
claw: 1d20 + 8 ⇒ (3) + 8 = 111d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 8 ⇒ (16) + 8 = 241d4 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 6 ⇒ (6) + 6 = 12

undead human 4
bite: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 6 ⇒ (3) + 6 = 9

Any successful bite requires DC 18 FORT save or take 1d4 DEX damage.


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 + 15 ⇒ (11) + 15 = 26

-31
loh3: 5d6 + 11 ⇒ (3, 1, 1, 3, 1) + 11 = 20
-11

pa: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
dam: 1d10 + 16 + 1 ⇒ (1) + 16 + 1 = 18

pa: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
dam: 2d10 + 32 + 2 ⇒ (7, 1) + 32 + 2 = 42


You drop another undead, further complicating their approach at the entry and limiting it to a single opponent.

undead human 4
claw: 1d20 + 8 ⇒ (5) + 8 = 131d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 8 ⇒ (3) + 8 = 111d4 + 4 ⇒ (3) + 4 = 7
bite: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 ⇒ (1) + 6 = 7

Any successful bite requires DC 18 FORT save or take 1d4 DEX damage.


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

-11

Pa: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18

Pa: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15


You slash out with a pair of feckless blows; the crowd of undead relent for some reason and leave their fallen crushed into the doorway. Although from what you can see they continue to circle outside in the mist.


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

Anything outside of interest?
Do the fallen have anything of value?

perception: 1d20 + 15 ⇒ (19) + 15 = 34


You can see various undead bodies in the thick swirling mists outside, which you notice have not hint of green to them. Once, you do catch a glimpse of one of the 'normal' looking undead with the green glowing eyes. The fallen dead have nothing of value.


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

Were the undead that broke in the green eyed ones or the regular variety?
Do the wolves that are around have green eyes or regular eyes?

Wait it out until morning.


None of the assaulting undead had green glowing eyes. The wolves you have seen earlier and now in the mist appear to be regular worgs. The rest of the night passes without incident and as the night sky begins to lighten, the mist and undead recede from sight.


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

March on.

perception: 1d20 + 15 ⇒ (8) + 15 = 23


1d20 ⇒ 9

Nolaria uses more of her divine healing to make the sick/wounded ready for travel and you set off at first light. You continue to see some worgs following your trail, but don't catch any sight of undead. Just after mid-day, you notice several sections of the ground ahead of you that look a bit odd.


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

Relay the information and then move forward for a closer look.

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


The rest of the group pulls up a few feet from the areas you described. You move up to investigate, it looks like someone has done some digging here recently and you can just make out the edges of some cloth covered in dirt.

As you review the scene, a chorus of worg howls ring out and you see that a large pack of the massive wolves approaching fast. You have 2 rounds of action before they are in melee.


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

Detect evil on closest area that shows signs of recent digging.

Divine bond +1 and keen.


You can sense some evil in the ground where signs of digging exist.


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

“Beware, I sense evil within the ground here.”

Kill worgs until something else comes up.

pa: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
dam: 2d10 + 32 + 2 ⇒ (9, 2) + 32 + 2 = 45

pa: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
dam: 1d10 + 16 + 1 ⇒ (7) + 16 + 1 = 24


You quickly hack down one of the worgs as you shout out your warning.

wargs: 6d20 ⇒ (17, 1, 5, 6, 4, 15) = 48
NPC: 4d20 ⇒ (8, 10, 17, 14) = 49

The pack swarms over your group taking some wounds in the process but knocking two of the defenders to the ground, dealing significant damage.

Three worgs do their best to make a meal out of you.

Worg 1
bite: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 5 ⇒ (1) + 5 = 6
Worg 2
bite: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 5 ⇒ (2) + 5 = 7
Worg 3
bite: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 5 ⇒ (2) + 5 = 7

If attack hits and exceeds your CMD you are tripped, becoming prone.


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

-6
Tripped

Stand up and attack.

pa: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
pa confirm: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
dam: 2d10 + 32 + 2 ⇒ (7, 4) + 32 + 2 = 45


AOO/no trip: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 5 ⇒ (4) + 5 = 9
AOO/no trip: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 5 ⇒ (3) + 5 = 8
AOO/no trip: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 5 ⇒ (3) + 5 = 8

worgs: 6d20 ⇒ (4, 6, 7, 6, 20, 1) = 44
NPC: 4d20 ⇒ (10, 16, 19, 7) = 52

The worgs are hit hard by the rest of the party with two going down, but one worg is able to bull rush a defender backwards. The guard trips and falls into the area of disturbed dirt. It's a pit trap! You can hear his initial cries of pain and distress turn to horror and quickly death gurgles. Something is down in the pit!

Your blade connects again in a devastating arc, taking down another worg.

Worg 2
bite: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 5 ⇒ (2) + 5 = 7
Worg 3
bite: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 5 ⇒ (3) + 5 = 8

If attack hits and exceeds your CMD you are tripped, becoming prone.


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

Damn worgs!

-22
tripped

Stand up.

PA: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
dam: 2d10 + 32 + 2 ⇒ (10, 4) + 32 + 2 = 48


AOO/no trip: 1d20 + 9 ⇒ (20) + 9 = 292d6 + 10 ⇒ (1, 3) + 10 = 14
AOO/no trip: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 5 ⇒ (2) + 5 = 7
AOO/no trip: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 5 ⇒ (2) + 5 = 7

worgs: 4d20 ⇒ (1, 18, 3, 20) = 42
NPC: 3d20 ⇒ (16, 4, 15) = 35

Another worg goes down, but another guard is tripped into a pit with deadly and horrific results. Your blade once again rips through a wolf, ending its life.

Worg3
bite: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 5 ⇒ (6) + 5 = 11

If attack hits and exceeds your CMD you are tripped, becoming prone.


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

There were 2 worgs on Ang and he killed 1, so should there really be 3 AOO?
-43

LOH1: 5d6 + 11 ⇒ (3, 2, 4, 3, 6) + 11 = 29
-13

PA: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
dam: 1d10 + 16 + 1 ⇒ (3) + 16 + 1 = 20

PA: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
confirm: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
dam: 2d10 + 32 + 2 ⇒ (6, 4) + 32 + 2 = 44assumes crit confirmed


I really need to pay more attention; disregard 3d AOO from previous round

worgs: 3d20 ⇒ (9, 6, 15) = 30
NPCs: 2d20 ⇒ (7, 18) = 25

The surviving guards and worgs exchange damage without any finality. You slaughter the last worg facing 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

Retcon damage: -6

What is in the pit trap?

perception: 1d20 + 15 ⇒ (15) + 15 = 30


You risk a look behind and see a series of hand-dug pits, the two that are open (with guards fallen through) are about 10' deep, filled with sharp wooden stakes and in each an udead form rending at the remains of the guards looking up hungrily for more sustenance.

worgs: 3d20 ⇒ (15, 1, 9) = 25
NPCs: 2d20 ⇒ (7, 12) = 19

The melee continues with neither group being able to gain the upper hand.


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

Damn, misread, thought all the worgs were dead. Keep fighting worgs.

pa: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
dam: 1d10 + 16 + 1 ⇒ (7) + 16 + 1 = 24

pa: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
pa confirm: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
dam: 1d10 + 16 + 1 ⇒ (9) + 16 + 1 = 26
dam: 1d10 + 16 + 1 ⇒ (10) + 16 + 1 = 27 add to damage if crit


You and the survivors quickly put down the remaining worgs. There are at least half a dozen wood-spiked pits with undead in them (two with guard corpses). Clearly, someone is thinking of and scouting out the specific path you will be taking back to Saringallow and trying to find a way to make the trip back more difficult.


Nolaria looks sadly at the fallen guards, but speaks with anger in her voice-They were good men and deserved a better fate. Armas clearly has thought out our route of return even if he doesn't grace us with his nightly visits. I look forward to making him pay dearly for his atrocities.

A little more thoughtful-I would say we should burn them, but we don't have enough oil or time. The pits should hold them and we can come back at some point and make sure they are given a proper burial. Unless you have any other ideas?


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

Do we know what type of undead they are?

"No ideas other than to slay them which will take time and be dangerous."


Nolaria-Truly; best we leave them for now. I have never heard of this type of undead before. They seem to be some type that has some characteristics of both ghoul and zombie. I know vampires can make other vampires or vampire spawn, but I'm not sure how Armas is creating these. Maybe someone or something else is creating them? I'd hate to think he has an ally that we have to deal with in addition to him.


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

“The green stone is evil ally enough.”

Continue on.

perception: 1d20 + 15 ⇒ (7) + 15 = 22


You and the remaining survivors (two guards, Nolaria, 3 wounded, a farmer and his other 4 family members) spend the rest of the day struggling your way to the shattered remains of a farmstead, which you board up and barricade to the best of your ability. The wounded continue to look sickly, but Nolaria's powers keep them on their feet.


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 watch for the night.

perception: 1d20 + 15 ⇒ (8) + 15 = 23


As night falls the now familiar mists roll in, obscuring your sight outside of the barricaded building. Every once in a while you think you see or hear something, but you can't be quite sure, and the night passes without event.


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

March on. How far to town?

perception: 1d20 + 15 ⇒ (9) + 15 = 24


Given the slow pace you make with the wounded, the farming family, and the need to find a defensible shelter every night you have at least two more days until the group can be brought to Sarringallow.

The day's march proceeds uninterrupted, with only a few occasional sightings of worgs that are clearly keeping track of your progress and position. Nolaria does her best to keep the sick and wounded on their feet and comforts that desperate family that travels with you. As the day's light begins to fail you look for the farming croft that has been your destination. You arrive only to discover that all the buildings have been shattered; some apparently by fiery blasts (magic?) and some being roughly dismantled by savage claws. Nightfall is not far off...


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 a hilltop or some other place that will be defensible.

perception: 1d20 + 15 ⇒ (15) + 15 = 30


The site of the shattered farmstead is located on the highest nearby rise of the immediate moors. The area appears to be the best spot visible and you know you can't reach anywhere else before dark falls.


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 and ready for the attack.

perception: 1d20 + 15 ⇒ (2) + 15 = 17


Nolaria nervously-Do you think we should take our chances and press on? Neither option seems appealing, but maybe we could elude the foe who probably expects to meet us here. I'm not sure how we will be able to protect those that need us most.


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 give it a try.”

Ang moves out.

perception: 1d20 + 15 ⇒ (19) + 15 = 34


As the group of battered refugees moves out under your and Nolaria's guidance, the mists grow thicker. As you reach some distance from the site of the shattered farm you hear howls of worg frustration, soon followed by the baying of hounds that have caught a scent and are eager to run their quarry down.


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 we have just delayed the inevitable unless you have a way to obscure our scent.”


Nolaria thinks for a few moments before laughing and going through her pack, finally producing a small crystal vial. A potion perhaps?-I never thought I would get any real use out of this, but a lady should always be prepared.

She quickly splashes small amounts of the the fluid along the path you have just tread in several directions and a wave of flowery scent washes over your nostrils. Not sure if this will actually do anything, but it can't hurt to try. Let's go!

She urges the group towards a more oblique approach to Saringallow in hopes of tricking the worgs. A while later you can hear confused barking and baying and then still later the joyous cries of a found scent.

Nolaria smiles and quips-Well it was at least worth a try and now my pack is a bit lighteer.


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 it’s time to get ready to fight.”

When the wolves get close activate divine bond +1 and keen.

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