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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Again after a strong start you quickly tire with your final strikes not being as impressive as your first ones. Korim frowns disapprovingly but says nothing as he begins to fold the adamantine time and again the shape of a massive hammer head now clearly formed.

Korim-It is time for the quench Ang. Speak to Torag and pour out your waters and may he find you worthy of this gift.

WIS check


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

wis: 1d20 + 1 ⇒ (13) + 1 = 14

“Torag, Decent hard working people labored together to bring this water up out of the earth where it was purified. Let it quench the adamantine of this hammer that also came from the earth and let it form a hammer worthy to be wielded in your service.”

*where are all the Cha checks?!!


The water hisses and you prepare to back away from the metal in anticipation of a burst of steam but there is none! The Masters stutter and stumble in there recitation of prayer clearly astonished by what they just saw.

You look over at Korim to see his reaction and there is a look of befuddlement on it. You also notice that all of the heat from forge has vanished and the fire has gone out. Korim-I have never seen or heard of such a thing in all my years. Torag must be well pleased with you Ang to have so fully accepted your offering. I will spend the next few days finishing the shaft of your hammer and welding it to the head. Return to me here at the end of the week for the investiture ceremony.

Any actions during your wait?


Image of hammer head and shaft: https://i.pinimg.com/originals/d1/fe/bd/d1febd5024560a77be045277ccb2b7f3.jp g


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
Eye of the Heavens wrote:
Image of hammer head and shaft: https://i.pinimg.com/originals/d1/fe/bd/d1febd5024560a77be045277ccb2b7f3.jp g

Hello Mjölnir!


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

While he is waiting Ang will try to provide assistance to anyone needing it at the Halls and nearby settlements.

He will purchase an Incandescent Blue Sphere cracked ioun stone, gives +1 to a wisdom based skill, he will use it for perception.


You fill your days with helping and healing of the few sick and wounded that make their way in to the Halls from the surrounding villages. The areas close by to the Halls are relatively pacified so there are few to treat and you find yourself anxiously waiting for word from Korim.

The time finally arrives and you receive word from Korim to attend him in the Forge. As you enter you notice that Korim and the other Masters are in their most formal robes.

Korim-The time has come Ang to gift you with the symbol of our lord, but it is not our gift to give you but rather the bounty that the Forge gives.

This hammer is a symbol of the work ahead of you.

This hammer is a symbol to drive fear into the hearts of your foes.

This hammer is a symbol that will provide hope to the hopeless.

Bear it with honor in the light and in the dark; keep your heart pure to the task as the metal within it is also pure.

Korim hands you the massive hammer.


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 takes the massive hammer into his hands.

"Bear it with honor, I will."


The hammer feels much lighter than you would have expected given its massive size. The balance is perfect and you can recover it from swing to swing without any difficulty.

Receive +1 'earthbreaker'!

Korim looks at you-What will you do know now knight of Torag?


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 there news of any trouble nearby? If so, I can investigate. If not, I will head out into the neighboring towns to patrol the area and speak more with the inhabitants.”


The other Masters slowly filter out of the chamber, some congratulating you, some not.

Korim thinks for a few moments-There is always news of trouble in the world Ang, always. As of late and what is closest to us I have heard that the Gnomes of Umok still struggle with goblins coming out of the Chitterwood. Challo Fignoble, a gnome paladin of Shelyn, helped to protect the town during the final stages of the Goblinblood Wars but word is that she may have moved on to other parts?

Also, there is word of some trouble with undead in Gillamoor. At first it was rumor of plague, but now some rumor of the dead rising up? In either case you could help with both issues.

Finally, the area around the Candlestone Caverns is still suffering from horrors coming out of the Darklands. For years Northern Andora has struggled with the depredations of the Black Claw kobolds along with my dark Dwarven kin, as well as other underground threats. However, nastier things that usually are only found deep underground have begun to surface and terrorize the locals. Not good.

Umok is on the way to Gillamoor, so if you plan on heading in that direction maybe you could look in to both?


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

"Troubling news Korim, I have my work set out for me, it seems my new hammer will be put to use soon. I will head to Umok and then on to Gillamoor if things go well."


Torag go with you Ang. Our Forge fires will always be lit for you. Remember that the struggles you have yet to face are the exact reason that Torag has filled you with his power.


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 sets out for Umok.


You load up on provisions and make a rough copy of a map. Your journey should take you around the Northern edge of the Aspodell Mountains, a few days West of which lies the small town of Umok and the goblin-infested Chitterwood.

Your first few days of travel takes you through relatively familiar terrain and you are even able to stop by to visit the Fergusons as well as your favorite older couple.

encounter: 1d3 ⇒ 31d20 ⇒ 18
Ang: 1d20 ⇒ 6

A few more days travel puts you within sight of the distant Aspodells and you are awakened one night while camping to hear the noise of a few large somethings approaching. You have a few moments to prepare before whatever it (they?) is (are?) comes 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

Ang will put his armor on if there is time.
Then try to get a look at whatever approaches.

perception: 1d20 + 6 ⇒ (17) + 6 = 23


You are only able to get your breastplate on (+6 to AC) before three ugly brutes, appearing to be a mix of ogre and perhaps orc with skin covered in closely fitting bony plates and nodes akin to an alligator, come rushing out of the darkness. You hear one of them cursing another one-GARRR! Dang it Karl, you woke dinner!

Ogrillon: 1d20 ⇒ 20
Ang: 1d20 ⇒ 12

Their momentum allows them to swing at you before you can act.

greatclub: 1d20 + 6 ⇒ (20) + 6 = 262d10 + 8 ⇒ (2, 2) + 8 = 12
greatclub: 1d20 + 6 ⇒ (2) + 6 = 81d10 + 4 ⇒ (6) + 4 = 10
greatclub: 1d20 + 6 ⇒ (16) + 6 = 221d10 + 4 ⇒ (6) + 4 = 10


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

thanks be to Torag for a noisy Karl

LOH : 2d6 + 5 ⇒ (4, 2) + 5 = 11

GH: 1d20 + 7 ⇒ (16) + 7 = 23
Dam: 2d6 + 5 ⇒ (2, 2) + 5 = 9

-1hp
AC 17


You badly wound one of the Ogrillons.

They attempt to return the favor Yar, Henry, he must be some kind of magic man. Look he just healed up!

greatclub: 1d20 + 6 ⇒ (11) + 6 = 171d10 + 4 ⇒ (8) + 4 = 12
greatclub: 1d20 + 6 ⇒ (6) + 6 = 121d10 + 4 ⇒ (4) + 4 = 8
greatclub: 1d20 + 6 ⇒ (3) + 6 = 91d10 + 4 ⇒ (10) + 4 = 14


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

LOH: 2d6 + 5 ⇒ (1, 4) + 5 = 10

GH: 1d20 + 7 ⇒ (20) + 7 = 27
dam: 6d6 + 15 ⇒ (6, 5, 5, 6, 4, 3) + 15 = 44

Damn, I really need to thank Korim again for the hammer

-3hp


Your second swing turns an ogrillon's skull into a puff of pink meaty haze. 2d20 ⇒ (12, 6) = 18 The other two turn and flee into 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

Move camp and sleep some more if there is still time, otherwise just get up and continue on the journey.

Search the dead ogrillon prior to moving on.


The ogrillon had 20 GP worth of valuables on it. You believe the survivors of the ambush were truly terrified of you and after marching a few miles you set up camp again in a likely spot and get a good rest. 1d3 ⇒ 2 1d20 ⇒ 16

A few days later, as the Aspodells grow ever larger on the Western horizon, you see a small amount of dust coming out of a low ravine ahead of you. It appears as if a group of 'something' is using the ravine to stay out of direct sight and head towards the mountains.


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 up to look into ravine.

perception: 1d20 + 6 ⇒ (3) + 6 = 9


1d20 ⇒ 7

About a half mile ahead you can make out what looks like an undisciplined formation of humanoids, maybe about a dozen or so, headed somewhere. The ravine isn't that deep, about 10', but clearly this group does not want to be seen for some reason.


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 the ravine continues in the same direction as Ang is headed then he will follow the group of humanoids and seek to close in on them after night using his darkvision to take a closer look and also try to get within detect evil range.


1d20 ⇒ 1

The group moves on, oblivious of your stalking them. As the ravine generally travels in the direction you want to go you continue to follow and before night falls determine that it looks like an orc warband.

You know that approaching at night will provide you no extra benefit against these foes and they have probably been travelling in the ravine as much for relief from the sun as trying to stay out of 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

Can Ang determine exactly how many orcs? What type of arms and armor? How wide is the ravine? Are there any places where it narrows enough that only 2-3 orcs could come at Ang at a time?


There are 10 'regular' orcs and two larger ones that look like orogs. The regular orcs are wearing hide and have falchions, the orogs have breastplates and great axes.

The ravine is wide enough that they are walking in three rough rows. From behind it's nearly impossible for you to see any upcoming choke points. From your studies you remember reading that ravines like this usually get narrower and steeper as they climb in elevation, but you guess the group will exit the wash before then and make a dash for the foothills.


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 keep following the orcs for so long as their path coincides with his destination. He will look for an opportunity that would somewhat even the odds given the large number of orcs.


1d20 ⇒ 5

You follow the orcs until night falls. Under cover of darkness, the warband abandons the ravine and heads straight towards the mountains. You can follow, as the gnome village lies on the other side, but the easier path lies around the mountains instead of through them.


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 travel around the mountains as planned.


As darkness falls you watch the orc warband come out of the ravine and move at a quickened pace towards the towering mountains. You are surprised that the creatures can move with such vigor after a hard day navigating the ravine and maybe understand a little while orcs and their kin can be such deadly opponents.

1d10 ⇒ 4

That night you rest, trying hard to find an out of sight area and are happy to wake the next morning no worse for the experience.

You continue on your way around the North face of the mountain range.


1d3 ⇒ 1 M: 1d20 ⇒ 11 A: 1d20 ⇒ 11

After a few more days of travel you begin to bend around the Northern reaches of the Aspodells. One morning, as you break camp, you hear the howling of a wolf in the distance to the East.


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 on his journey keeping an eye out for wolves.

perception: 1d20 + 6 ⇒ (3) + 6 = 9


W: 1d20 ⇒ 14A: 1d20 ⇒ 5

It's a good thing you are keeping an eye out for wolves as three race out from a copse of trees and attack you.

bite/trip: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (1) + 1 = 2
bite/trip: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (6) + 1 = 7
bite/trip: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (1) + 1 = 2

trip rules:

If your attack exceeds the target’s CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

DC 17 perception:

You hear what sounds like more wolves racing in behind 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

Ang’s CMD is17 so he is knocked prone.

Perception : 1d20 + 6 ⇒ (12) + 6 = 18


Prone:

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

From the ground, Ang is able to hear noise behind him. He looks back to see three more wolves, one almost twice the size of the others and with evil red eyes, closing in fast.

You get a round to do something and then all six lupine enemies will attack 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

stand up and smite evil on the big wolf

GH: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
dam: 2d6 + 5 + 3 ⇒ (4, 1) + 5 + 3 = 13

+4 AC vs. big wolf


AOO wolf: 1d20 + 1 ⇒ (14) + 1 = 151d6 + 1 ⇒ (3) + 1 = 4
AOO wolf: 1d20 + 1 ⇒ (12) + 1 = 131d6 + 1 ⇒ (6) + 1 = 7
AOO wolf: 1d20 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (1) + 1 = 2

Getting to a standing position throws off your balance and the massive hammer just swings high on the massive wolf. The pack attacks!

Regular wolves
bite/trip: 1d20 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (3) + 1 = 4
bite/trip: 1d20 + 1 ⇒ (18) + 1 = 191d6 + 1 ⇒ (5) + 1 = 6
bite/trip: 1d20 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (3) + 1 = 4
bite/trip: 1d20 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (6) + 1 = 7
bite/trip: 1d20 + 1 ⇒ (19) + 1 = 201d6 + 1 ⇒ (1) + 1 = 2
Big wolf
bite/trip: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 4 ⇒ (4) + 4 = 8


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

Tripped, stand up, attack.

Kill the big one and maybe the others will run

GH: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
GH: 2d6 + 5 + 3 ⇒ (1, 4) + 5 + 3 = 13

-2hp


You smash the massive wolf's flank and it yelps in response.

The wolves swarm you as you rise to your feet.
wolf aoo: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (6) + 1 = 7
wolf aoo: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (5) + 1 = 6
wolf aoo: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (6) + 1 = 7
wolf aoo: 1d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (6) + 1 = 7
wolf aoo: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (2) + 1 = 3
worg aoo: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 4 ⇒ (6) + 4 = 10

Pack attack!
bite/trip: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (1) + 1 = 2
bite/trip: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (2) + 1 = 3
bite/trip: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (4) + 1 = 5
bite/trip: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (1) + 1 = 2
bite/trip: 1d20 + 2 ⇒ (20) + 2 = 222d6 + 2 ⇒ (6, 1) + 2 = 9
bite/trip: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 4 ⇒ (5) + 4 = 9


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

Trip, stand up, attack.

LOH: 2d6 + 5 ⇒ (2, 5) + 5 = 12

GH: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22
dam: 2d6 + 5 + 3 ⇒ (5, 1) + 5 + 3 = 14

*Since the first attack trips Ang, his AC is -4 prone for the rest of the attacks.
-21hp
-9hp after LOH


The massive wolf is badly damaged but not out of the fight!

wolf aoo: 1d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (6) + 1 = 7
wolf aoo: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (1) + 1 = 2
wolf aoo: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (5) + 1 = 6
wolf aoo: 1d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (2) + 1 = 3
wolf aoo: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (3) + 1 = 4
wolf aoo: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 4 ⇒ (4) + 4 = 8

Pack attack!
bite/trip: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (2) + 1 = 3
bite/trip: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (5) + 1 = 6
bite/trip: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (1) + 1 = 2
bite/trip: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 1 ⇒ (1) + 1 = 2
bite/trip: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 1 ⇒ (5) + 1 = 6
bite/trip: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 8 ⇒ (3, 6) + 8 = 17


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

Trip. Stand up. Attack.

LOH: 2d6 + 5 ⇒ (1, 2) + 5 = 8

GH: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12

-20hp


The wolves have you almost completely on the defensive as they swarm and snap!

AOO bite: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (6) + 1 = 7
AOO bite: 1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (5) + 1 = 6
AOO bite: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (1) + 1 = 2
AOO bite: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (3) + 1 = 4
AOO bite: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (1) + 1 = 2
AOO bite: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 8 ⇒ (3, 4) + 8 = 15

They hunger for your flesh!
bite/trip: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (6) + 1 = 7
bite/trip: 1d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (3) + 1 = 4
bite/trip: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (2) + 1 = 3
bite/trip: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (1) + 1 = 2
bite/trip: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (5) + 1 = 6
bite/trip: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 8 ⇒ (2, 4) + 8 = 14


You have strange dreams. Darkness. Pain. The howling of wolves.

You awaken to a cheery voice-Took you long enough, didn't it? Next time you go wandering about best you be a bit more careful.

You are alive, somehow, and laying in a bed much too small for you. A gnome sits by your with a book in his hands. You feel warmth but there is no flame anywhere. You see light, but there is no torch or lamp.

The gnome-Feel up to a bit of broth?


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 failed.

"How is it that I am not meat for the wolves? Did you drive them off?"

"For that you have my thanks. I am called Ang and I am in your debt."

"My belly does rumble and your broth smells good."


The gnome hands you a small cup with opaque liquid within. It smells delicious. You are startled at the gnome's appearance; he looks like a young boy but clearly carries himself like an adult.

No thanks are needed, although a debt we will bind you with and expect full payment. Although his words turn serious, he chuckles and bubbles along- I can only think that Torag watches over you, but I must admit that I find that almost more curious than the fact that you survived your encounter with the wolves. We found you surrounded by four dead wolves that appeared as if they had been struck by lightning. You were bleeding and badly wounded with several bite wounds. Had Desna, or some divine providence, not brought our patrol your way you probably would have bled out. As it is, you have been asleep for almost a week, not counting the two days it took for us to bring you back here. You aren't that big, all things considered, but your equipment is quite cumbersome. In any case, welcome to Umok. Oh, and my name's Zarbuzel.


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

"A week?!! No wonder my belly rumbles so."

"Umok? I guess I have arrived at my destination then. I have come from the Halls to offer what help I can against the goblins from the Chitterwood, though I have been more of a burden than a help so far. Does Challo Fignoble still fight here?"

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