GM Pox's Carnival of Tears

Game Master WerePox47


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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

"What about the people inside? We can always take a peek first, if we're hesitant to go charging in. I can use this from the outside once we're reasonably close."

Halmier pulls out his scroll of Clairaudience/clairvoyance.

"I would much rather try to sneak out any innocents or cast some shielding on them if we can before setting the place ablaze."


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Agreed, Hal. - says a much grimmer Harb - I'm gonna turn every single fey here upside down for this cruelty! Let's make our way to the tent, but use ya special "eyes" to inspect for survivors inside before we storm.


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

Once we get to the tent, if we get there uninterrupted, Halmier casts Clairaudience/clairvoyance from the outside. He tries to place the sensor high in the center of the tent to get an overhead view of the entire tent.


Inner Sanctum

Which tent?


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

Modern Wonders


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

Yes sorry, Danika is right. That one.


Inner Sanctum

AS yall head up to the Modern Marvels tent you see some stuff along the way..

First off at the Freaks tent everything is dark and devoid of sound.. It seems noone is there.

When you pass the Pie eating contest again..

"The delicious scents of sugary berries and fresh-baked pastry wafts by, drifting from a tent near the river. Waving high in the air above it, a blue silk banner beckons “Biggy- Piggy Pie-Eating Contest!” in bright gold letters. Beneath the banner sits a twentyfoot- long table covered with a red-checkered tablecloth. Seated at a bench before the table, twelve local contestants eagerly stare at the tremendous steaming pies placed before them. With napkins tucked into their shirts and their hands tied behind their backs, they await the signal to begin. Near the table, a wooden sign staked into the ground reads, “Entrance Fee: 2 Coppers, Winner Gets Fat Prize!” To the left of the table, the event’s sponsor emerges from behind a wheeled cart bearing the weight of a coal-burning oven. With a bellowing voice that compliments his immense rotundness, the pie chef yells, “Begin!” Within seconds, contestants’ faces greedily plunge into the fresh-baked pies as they slobber and gnash their way to victory."

If yall move in for a closer look I'll give more info, if yall are moving past to the Modern Marvels let me know.


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 want to see if I notice any "malicious" about the pies or the man with the cart
perception: 1d20 + 8 ⇒ (6) + 8 = 14


Inner Sanctum

Oh its nasty over there.. Just need to know if yall are stopping to do something or heading to Modern Marvels still..


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

can we see the modern marvels tent from here? If so, fireball has a long range and daphne/Danika could torch it from here. Then we could intercede in the pie contest. People are dying all over the fair so fast solutions are better than cautious ones. We're not saving everyone.

Daphne looks over the fair for the tent, running her mental fingers along the edge of the name of fire.


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 turns his Deathwatch gaze to the pie-eaters.

Is there anything he can see immediately?

Perc: 1d20 + 9 ⇒ (11) + 9 = 20


Inner Sanctum

Just realized I was a little backwards on the map.. The modern wonders tent is on the other side, sry.. It is out of range for a fireball from the pie place.. Lets just take care of that first as it has to be done eventually so..

Map

As yall approach you notice the pie chef is no human.. It looks like a humanoid pig or some sort dressed as a chef. Even worse the pies the contestants are eating are not filled with berries, but instead rancid innards.. Its quite disgusting, but in their current trance state they care not..

He can tell something is up when yall appraoch the pig man notices something is up and begins casting a spell..

Init:

Danika: 1d20 + 5 ⇒ (6) + 5 = 11
Daphne: 1d20 + 5 ⇒ (19) + 5 = 24
Halmier: 1d20 + 2 ⇒ (4) + 2 = 6
Harb: 1d20 + 5 ⇒ (1) + 5 = 6
Wreck: 1d20 ⇒ 12
Pig: 1d20 + 8 ⇒ (6) + 8 = 14

Init Order:
Daphne
Swineguy
Rest of group

I linked a map at the top for this.. The building he is in is open air. The X is the pie filling machine/oven and the cirlces out fron are contestants.. They pay you no mind content on winning the 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

Is there a certain knowledge I could roll? I assumed nature again

K.Nat: 1d20 + 9 ⇒ (5) + 9 = 14


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 30' west, cast obscuring mist. Stealth check included although she should be far enough back that there is no line of effect anyways. 20' radius, just to the edge of the building. It looks like it should cover all the contestants.
1d20 + 5 - 5 ⇒ (15) + 5 - 5 = 15

Daphne moves quietly towards the competitors and the fog rolls in over her, covering the competition.


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

This adventure is pretty interesting! Anyway - I will wait for the swine guy to go before I post my action.


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'll also throw in a Knowledge Nature check.

Knowledge Nature: 1d20 + 3 ⇒ (15) + 3 = 18


Inner Sanctum

You guys aren't sure what this thing is.. It is Know Nature but no rolls high enough

Daphne moves 30' west and casts a spell.. In turn the pig man's spell goes off.. A blast of frigid cold air and ice rips through the contestants and the party..

Spellcraft DC 20:

Cone of Cold

Everyone is hit, DC is 20 Reflex for 1/2

Cold Damage: 9d6 + 4 ⇒ (6, 5, 4, 3, 2, 2, 5, 6, 2) + 4 = 39

All the contestants save the two on the end are frozen into blocks of ice.. The missed ones continue to eat guts like nothing ever happened..

Rest of the party is up!

Reflex Wreck: 1d20 + 4 ⇒ (5) + 4 = 9 full damage.. With his line of sight blocked by fog Wreck just double moves up to try and get into melee next round..

41/80 hps


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

Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22

Hamlier recognizes a high level spell and shouts out. "This is an unusually strong spellcaster. Spread out!"

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Boo's Reflex: 1d20 + 4 ⇒ (6) + 4 = 10 Still half because of Improved Evasion.

When trying to duck out of the way, Halmier slips in a patch of mud and falls prone to the ground. From the ground, he grasps his carved symbol of the Life Spirit and channels positive energy to those around him.

Channel Energy: 4d6 ⇒ (1, 3, 6, 1) = 11


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

Ref: 1d20 + 6 ⇒ (13) + 6 = 19

I move around to get line of sight on the pig man, shaking ice from my hair.

Want to play with magic little man? I will show you THE meaning of playing with magic

I pull some desert sand from a pouch hidden in my robes, pull a rod made of desert glass from another, throwing the sand in the air and thrusting the rod through the sand

Burning Arc: 7d6 ⇒ (1, 3, 2, 3, 3, 1, 3) = 16 DC 18 Ref Save for half


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Knowledge (Nature): 1d20 + 10 ⇒ (10) + 10 = 20
Reflex: 1d20 + 9 ⇒ (19) + 9 = 28

Harbaestus moves towards the enemy and tries to swing at it with his longhammer. He power attacks.

Attack: 1d20 + 14 ⇒ (14) + 14 = 28 Assuming it's Fey; please remove FE if needed :)
Damage: 2d6 + 17 ⇒ (1, 4) + 17 = 22


Inner Sanctum

Harb knows it a fey, but thats it.. He has to double move to get in range of the creature so no attack.

Danika fires off a ray attack..

Reflex: 1d20 ⇒ 17 But the fat bastard is somehow quite nimble and takes only 1/2..

Hal heals the party.. Please update your stat lines with current hps after the cone plus healing..


Inner Sanctum

Round 2

Daphne is up, after she saves..

Map Link


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

stealth: 1d20 + 5 - 5 ⇒ (6) + 5 - 5 = 6
save?: 1d20 + 9 ⇒ (18) + 9 = 27 Take 19, heal 11, net 8 damage.

Daphne moves with little care for the noise, and emerges from the fog to the west of the fey. With a smooth motion she nocks and fires.

to hit: 1d20 + 11 ⇒ (2) + 11 = 13
1d1d8 + 8 ⇒ (3) + 8 = 11
PBS, DA

The shot goes low, thunking into the side of the building.


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 pull out a Ankheg's Mandible out of my robe, the bottom if wrapped in a bit if tanned hide, pointing the Mandible at the Fey Pig, I smile large and invoke the pass phrase to activate the wand

Wand: 1d20 + 6 ⇒ (16) + 6 = 222d4 ⇒ (4, 1) = 5
second round: 2d4 ⇒ (3, 1) = 4


Inner Sanctum

The hog man goes before Danika..

He 5' steps back and casts a Fireball, DC 18 for half, hitting Wreck, Harb, and Danika..

Dam: 9d6 + 4 ⇒ (4, 4, 2, 6, 2, 6, 3, 3, 5) + 4 = 39

Wreck Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 saves for half..

41+11-19= 33/80 hps for Wreck..

Rest of the group is up..

Wreck charges and attacks! Vital Strike, Power Attack, Overhand Chop!

1d20 + 16 ⇒ (5) + 16 = 21 but unfortunately misses..


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

reflex: 1d20 + 7 ⇒ (14) + 7 = 21

how is he getting the +4? I get +1 to saves for fire spells


Inner Sanctum

His is an evoker wizard so he gets 1/2 level added to damage spells.. How do you have +1 to saves vs fire? Regardless you take 1/2, 19 and are at 10hps..


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

Walking Ward:
Walking Ward (Fire) Trait

Your training included constant exposure to elemental forces.

Choose one of the following energy types: acid, cold, electricity, or

fire; you gain a +1 bonus on saving throws against spells that deal

damage of this type or have this subtype.

Appears In : Qadira, Gateway to the East


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Please add +4 on the previous Knowledge roll to identify him, from favored enemy (for a total of 24)

Reflex: 1d20 + 11 ⇒ (11) + 11 = 22 Another +2 for spell

HP is updated

Harbaestus 5-foot-steps and full attacks.

Attack 1: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23

Attack 2: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 2d6 + 17 ⇒ (5, 3) + 17 = 25


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

Round 3 - Full attack, Manyshot, PBS, Rapid Shot, Deadly Aim all apply. No studied target, no sneak.
Manyshot: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 2d8 + 20 ⇒ (6, 8) + 20 = 34
Second shot: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 10 ⇒ (4) + 10 = 14

Daphne grimaces as the fireball goes off, then focuses on her bow a moment. The next shots are much closer the mark.

"It's always some idiot throwing around fireballs that gets the arrow in the eye. It's a rule.


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

Seeing no one drop immediately, and too far to channel energy, Halmier gets up and walks towards the fray, casting Ball Lightning to hover over the pig-man if he's still standing.

1st ball: 3d6 ⇒ (1, 2, 3) = 6
2nd ball: 3d6 ⇒ (1, 6, 6) = 13

Reflex 19 to save from each. -4 penalty if wearing metal armor.


Inner Sanctum

The group jumps into action!

Both of Harbs hit land and hit hard.. Daphne's 2nd arrow fins the mark and Hal tosses some balls of lightning at the thing.. Danika follows up with her acid arrow wand for a hit..

Reflex BL: 2d20 ⇒ (20, 5) = 25 The pig man dodges the first but eats the 2nd..

-83

With a worried look on his face the pig man focuses on bringing Harb down.. He 5' steps back and flings 2 scorching rays at him..

RTA: 2d20 ⇒ (17, 11) = 28 both hit
Fire damage: 8d6 + 8 ⇒ (2, 5, 4, 2, 5, 5, 3, 6) + 8 = 40 leaving Harb smoking but at 6 hps.. He frowns that the dwarf didnt go down..

The group is up! Wreck once again tries a vital strike..

Attack: 1d20 + 16 ⇒ (16) + 16 = 32 and hits!
Dam: 4d6 + 22 ⇒ (4, 4, 5, 3) + 22 = 38

And smashes his skull in.. Combat over..

Harb it was an Unseelie creature.. Kind of a mix between a humanoid and an animal.. DR/silver and cold resistance..

Pig mans loot consists of Headband of Int +2 and a Potion of Invis.


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

Wreck looks at the splatter
"That's why I ware a helmet..."


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 catches up with the group and unloads his Cure Moderate Wounds wand.

Average per heal will be 12 points (4.5x2 + 3). If I assume that, I can heal everyone using 17 charges. (Boo heals on his own with fast healing.) How does that sound, Pox?

"I'm not sure we can handle many more foes like that... If this is a subordinate of the Cold Rider, we better hope that the vials the nymph have some protective qualities that I haven't detected yet."


Inner Sanctum

Taking the average is fine with me..

Where too?


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

That thing hurt! But it's down now. - he scratches his arm - Thanks, Hal. To the ale, now?


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

"We have a tent of marvels to set on fire, and good riddance to bad rubbish, but after that the ale and the minotaur/maze are our concerns."

Daphne walks toward the modern marvels, intent on channeling fire for the betterment of the future.


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

are we max hp again?

"I vote for Modern Wonders, seems like it would be a play ground for the fey to kill mortal souls in."


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

"Of course Harb. I'm amazed as always that you were able to hang in there."

Yep, I used up the charges to get everyone back to max HP.

"Of all the places we've seen, I think the Modern Wonders would be the most efficient in slaughtering innocents. I agree we should get quickly."


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 Daphne to the Modern Marvels tent, flipping through my mental spell book, feeling how much magic I have left to dispense when needed.

I flip my wand through my fingers, distracting myself from the horrors that can be witnessed all around us at this Carnival of Carnage.

Some Vacation this turned out to bed, who picked this town? I get to pick the next spot.


Inner Sanctum

You guys make your way back around past the ale tent where lumberjacks chop their brethren that have turned to trees down and make your way to the Modern Wonders tent where you see..

"A towering mass of sinew with a skeletal visage stalks the perimeter of the machine tents, randomly plucking carnival attendees and violently thrusting them beneath the tent’s greasy canvas folds, where their hellish scream are mostly drowned out by the deafening grinding of the machinery within. Nothing walks from the tent’s exit. Instead, a dark fey brownie rakes piles of shredded flesh and ground bone into a shallow trench of bloody pulp that trickles down the hill and into the river."

There is a line awaiting there turn to the slaughter house..

Ill have to get a map up for this in a bit.. Your group has a suprise round on the creatures though so you can post actions.. You are currently 50' from the tent entrance..


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

"Okay, so there's no reason to look inside before torching the place, I think."

Is there a Knowledge check we can make for the skeletal thing? I have an ice scroll I'd like to use up as long as Halmier doesn't know it's immune to ice or magic.


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

That things is very ugly, I agree Hal that just torching it might be the best idea, have Harb and Wreck tie our large friend up there and Daphne and I can torch it. I whisper

K.Religion?: 1d20 + 9 ⇒ (3) + 9 = 12


Inner Sanctum

Know Nature on it..

Just a heads up, theres a decent probability that if you blow the tent up some inocents will be killed. Not that they wouldn't die anyways if left alone but just letting you know..


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

K.Nature: 1d20 + 9 ⇒ (1) + 9 = 10

I study the area intently

Is there a way I could get inline without the big guy realizing who I am?


Inner Sanctum

A bluff check could do it possibly..

Map Link

Above is the map link, I know it doesn't look the same but since yall dont plan on going in it will be fine. THe big guy is at the entrance, the 4 brownies ar at the exit.. Yall start 50' away from the big guy. The line is 30 people deep waiting to go in.. Again yall have a surprise round as of now..


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

Know Nature: 1d20 + 3 ⇒ (10) + 3 = 13

Though after looking at the map...

"We probably want to focus surprise spells on the Brownies first, so that they don't pepper us with spells while fighting the big guy. Daphne, if you want to set a fire ball off at the back, it will hit the brownies and not the innocents. I can then surround them with a wall of fire to further separate them. Between those, the tent should catch on fire too. What do you think?"

Halmier calls upon the wandering flame spirit and prepares to cast his spell.


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 can land a fireball on the brownies and catch the tent with the same blast. We are saying those in the tent are lost and try to save those still outside of the tent? Just so I am aware of who we are blasting and who we aren't."

I slowly and quietly move so that I can launch a surprise attack on the brownies.


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

Daphne and her LN vote for faster end to the trouble, sometimes you have to break eggs to make omelettes etc. Cast fireball (reflex 16), catching the brownies and the tent.

7d6 ⇒ (1, 6, 1, 3, 5, 4, 4) = 24

"Everything dies eventually. Worry for the young, not the loggers. Clear the old growth away, and deal with the fey. The town will recover."


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

Assuming there are fey left standing, Halmier casts Wall of Fire to surround the brownies and set the tent ablaze.

Wall of Fire: 2d4 ⇒ (4, 1) = 5

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