GM Pox's Carnival of Tears

Game Master WerePox47


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crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will take 2 of the Hex nails, we should all take a few, they will help protect us against the abilities of the Fey.


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Going to pass on taking harb's stuff, but yeah split up the nails for the +2 to one save effects.


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Yeah, actually none of it looks that useful for me either.

After everyone splits up the nails and other things to return to Harb after hopefully a resurrection, Halmier solemnly leads the group to the ice carving contest.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I follow Hal's lead out of the maze, Harbs death weighing heavy on us all. I pull out my spell book and flip through quickly, mumbling to myself, tracing arcane symbols in the air.

Lets get this done and over with, we have to stop this before anymore life is needlessly lost to these fey.


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Mind reminding us what's left to do? I think we have the carving to interrupt but beyond that?

Yes. The carving should be just ahead.


Inner Sanctum

Thats it.. Well besides the Cold Rider..


Inner Sanctum

Just waiting on you guys.. The gnomes running the ice carving thing are not paying any attention to you so there is easily a surprise round if you want it.


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Still here, Wreck's the hitter... so point and release ;)


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will release a Fireball on the largest pack of Gnomes, hoping to take as many of them as fast as possible.

Fireball: 7d6 ⇒ (2, 4, 4, 6, 4, 2, 3) = 25

I whisper to the group Lets deal with these fey then I will introduce the Cold Rider to my heat


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier casts Aid on Wreck before Wreck wades into the fray.

+1 on attacks and fear saves plus temp HP:

HP: 1d8 + 7 ⇒ (8) + 7 = 15

Halmier then follows Wreck a little closer to the gnomes, but doesn't enter the melee immediately.


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Cast barkskin on Wreck before he moves in - should last until after the cold rider at this point.

"Toughen up friend, only a few fights left then a great deal of beer."

Daphne eyes the gnomes, then grins savagely as they burst into flame.


Inner Sanctum

You will be hitting some innocents with a fireball, do you still wish to proceed?


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

ill ppst tomorrow. But my action will be to charge the closest enemy and try to smack it flat with my hammer

-Posted with Wayfinder


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I get the feeling that anyone who is Innocent is probably in the process of dying already.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
to Notice if anyone who is not a Gnome, or Fey is alive and could be save prior to the Fireball.


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

AAAND it's saturday.... sorry guys. work got better of me

Wreck charges in, trying to land a solid blow on the closest gnome
Vital Charge!: 1d20 + 14 + 2 + 1 ⇒ (11) + 14 + 2 + 1 = 28
Damage!: 4d6 + 22 ⇒ (3, 3, 2, 2) + 22 = 32


Inner Sanctum

Just realized my text on the contest post got ate.. Lets try again..

Lined up in rows are impressive blocks of ice, each standing about six feet high. Dozens of revelers, including lumberjacks, children, pairs of giddy lovers, and more than one aspiring artist, gather round the blocks with hammers and chisels happily supplied by a gaggle of bushy-bearded gnomes

The blocks of ice are worked over by patrons hoping to wow others with their sculpting skills and win a hefty cash prize. Victims frozen inside the blocks are chipped away at as the ice dwindles. Statues begin to bleed as the carvers sever fingers and ears, and pulped eyes and mashed teeth join the bloody shavings at the blocks’ bases. Carvers don’t see the blood or notice the horrible wounds they inflict and continue to merrily chip away at the screaming townsfolk trapped within

And with that Danika lets the gnomes, along with several people, eat a fireball..

3d20 ⇒ (16, 19, 14) = 49 all save but still take hefty damage.

F1 DEAD
F2 -25
F3 -25

Wreck charges F1 and finishes the job, cutting him in half..

Daphne you're still up in the surprise round!


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

We can't worry about those who are in thrall, we have to stop this now. Innocents have died and more will die if we don't move faster.

I leaf though my mental catalogue of spells and power remaining, my wand still in my hand.


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Study a gnome in the suprise round.

"Agreed, faster is better. I'm out of fireballs however. Wreck get the one on the right."


Inner Sanctum

Init:

Danika: 1d20 + 5 ⇒ (12) + 5 = 17
Daphne: 1d20 + 5 ⇒ (14) + 5 = 19
Halmier: 1d20 + 2 ⇒ (8) + 2 = 10
Wreck: 1d20 ⇒ 17
1d20 + 8 ⇒ (17) + 8 = 25

Init Order:
Gnomes
Party

Round 1

Both remaining Gnomes cast Mirror Image.

2d4 ⇒ (4, 1) = 5

F2 -25(8 images)
F3 -25(5 images]

Party is up!


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

how close is Wreck to a Gnome and his doppels? and second, if close enough, would greater cleave let him be able to hit all of the doppels/real gnome in range?


Inner Sanctum

There is just the 3 gnomes, no dopplegangers.. Did I say there was? They were spread enough that cleave is out of the question.. You can move and attack one though..


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

mirror image :P i will see what happens when the others attack... since it seems there might be AoE's incoming


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will not use AOE while you are in there, we do like you ;)


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

in that case!
"Waaaaargh!" the green/grey muscle mass charges another gnome!
Vital charge!: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Splat!: 4d6 + 22 ⇒ (2, 3, 3, 2) + 22 = 32

-Posted with Wayfinder


Inner Sanctum

1d2 ⇒ 1 Charges F2..

Images: 1d9 ⇒ 8 image pop.. 8 of him now.

Rest of the group still up..


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

multishot: 1d20 + 13 ⇒ (8) + 13 = 21 2d8 + 24 ⇒ (2, 3) + 24 = 29
rapidshot: 1d20 + 13 ⇒ (14) + 13 = 27 1d8 + 12 ⇒ (6) + 12 = 18

Daphne fires a burst at the studied gnome.

"This will teach me to memorize more fire. You're right Danika."


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Posting from phone, so sorry for brevity. I still have a fireball scroll and spontaneous cast if Wreck can get out of the way. Feel free to roll for me if that's the case. Otherwise, I'll ward Wreck for now.


Inner Sanctum

We'll say you fire at the one not on Wreck..

Images: 1d6 ⇒ 2 pop
Images: 1d5 ⇒ 1 hit!

F1 -25(7 images)
F2 -43(4 images)

Hal wards Wreck granting him more defense..

Still need an action from Danika on the round..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will point my wand at one of the Gnomes, unleashing a gob of acid.

Range touch: 1d20 + 5 ⇒ (14) + 5 = 19
1st round: 2d4 ⇒ (1, 3) = 4
2nd round: 2d4 ⇒ (4, 2) = 6


Inner Sanctum

Assume you fire at the one not in melee..

Images: 1d5 ⇒ 2 image pop

Round 2

The one gnome moves to flank Wreck.. They both attack Wreck.

F1: 3d20 ⇒ (3, 18, 1) = 22
F2: 1d20 ⇒ 18 2 hits

Dam Wreck: 2d4 + 8 + 2d6 + 2d6 ⇒ (3, 3) + 8 + (2, 4) + (6, 2) = 28

At the same time an unseen party attacks Daphne..

Attacks: 2d20 ⇒ (13, 5) = 18 both hit
Dam: 2d4 + 4d6 ⇒ (2, 1) + (5, 2, 5, 5) = 20 Plus a DC 15 Will save or fall to sleep

F1 -25(7 images)
F2 -43(3 images)
Invis -0

PC's up again!

You can make perception checks to try and locate the invisible thing..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 I will activate Detect Magic as well to notice any auras or someone trying to just be stealthy.


Inner Sanctum

That will take up this rounds actions if you cast a spell.. You dont notice anything with perception..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will cast the spell, It may be useful.


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

If he can determine the location well enough, Halmier casts Dispel Magic in an attempt to reveal the invisible foe.

Caster Level Check: 1d20 + 7 ⇒ (20) + 7 = 27


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

will: 1d20 + 10 ⇒ (17) + 10 = 27
multishot: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 2d8 + 24 ⇒ (6, 3) + 24 = 33
rapid: 1d20 + 13 ⇒ (13) + 13 = 26 damage: 1d8 + 12 ⇒ (6) + 12 = 18

Daphne continues shooting, stepping calmly to the side as she gets hit.

"Ouch, someone's shooting back!


Inner Sanctum

Danika casts her spell and gets a very faint aura behind Daphne.. Hal you need a target to use detect magic. The normal dispel does not have an area affect..

Daphne fires arrows at the gnome..

Images: 1d4 ⇒ 1 hit

Her first arrow kills the gnome flanking Wreck..

Images: 1d8 ⇒ 1 lol..

Her 2nd arrow hits the other gnome.. He's looking pretty bad.

F1 -43(7 images)

Wreck is up!


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Some is behind you Daph Danika Yells a warning.


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

I guess that's why I said if. I'm guessing the perception check wasn't high enough. (Would having Deathwatch help?) Anyway, in that case...

Halmier also casts Detect Magic to find the target.


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

"Sneaky!"


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

would Wreck have seen the arrow hit the image and that it did not go "poof" like the others?

-Posted with Wayfinder


Inner Sanctum

There is no way to discern which one she hit.. Its a swirling mass of i mages.. No you can close your eyes and roll 50% miss chance if you wanna try and forgo the images..


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

sounds like a plan. I do have blind fight

Frustrated with the magic tricks, Wreck swings with his eyes closed

Charge Vital Strike!: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
crit?: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Damage: 4d6 + 22 ⇒ (5, 3, 1, 1) + 22 = 32
Potential Bonus Damage: 4d6 + 44 ⇒ (4, 5, 3, 3) + 44 = 59
Miss > 50%: 1d100 ⇒ 6
Miss > 50%: 1d100 ⇒ 41

my bad. No Blind Fight. But either way. He hits =^^=
-Posted with Wayfinder


Inner Sanctum

In my game miss chance, and anything rolling percentage, high is always good.. Its to easy to preview and cheese so its a set pattern for all my games.. The only exception to this is mirror image. A roll of a 1 hits the target with that..

Wreck closes his eyes to try and negate the gnomes advantage but whiffs twice regardless..

In return the gnome attacks back 3 times..

3d20 ⇒ (18, 20, 5) = 43
Confirm: 1d20 ⇒ 14 miss

2 hits, but no flank..

Dam Wreck: 2d4 + 8 + 2d6 ⇒ (1, 4) + 8 + (2, 3) = 18

The invisible foe moves and attacks Daphne again..

2d20 ⇒ (15, 16) = 31 both hit
Dam: 2d4 + 4d6 ⇒ (1, 4) + (5, 2, 2, 3) = 17

ROUND 3

Group up again..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

Can I concentrate to figure out with of the images is the real Gnome is real?


Inner Sanctum

Thats not how the spell works no..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I just wasn't sure if you were ok with it.

Danika take aim at one of the Gnomes hoping it is the right one, she mutters the wands power phrase and unleashes an arrow of acid.

Acid Acrrow: 1d20 + 5 ⇒ (6) + 5 = 11 ranged touch
first round: 2d4 ⇒ (1, 2) = 3
second round: 2d4 ⇒ (3, 4) = 7

Danika then whips around to Daphne shouting Walk in the snow you should be able to see foot prints if it follows you


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Am I able to make a targeted spell after using detect magic, or should I wait for footprints?


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

move to walk through the snow towards balmier. Daphne leaves no trail as a Druid. Standard to clw self.

Daphne walks towards halmier, chanting a quick rhyme in Druidic as her steps loosen.

1d8 + 5 ⇒ (4) + 5 = 9


Inner Sanctum

You need an actual target, not a guess for dispel. Faerie Fire or See Invis would work.. If those aren't avaliable perhaps just try attacking it?

Danika's ray goes wide missing the gnome..

Daphne heals herself.

Wreck and Hal are still up.


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Not able to make out a target, but seeing his friends get hit, Halmier channels energy to heal them.

Channel Positive Energy: 4d6 ⇒ (2, 2, 4, 5) = 13

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