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

"Why do they have the Minotaur? I assumed he was just a pet that they exploited like everything else the exploit in this carnival of horrors"

I turn to find the closest exit to the Carnival.

"where should we begin in town?"


Inner Sanctum

She responds.. "I know nothing of a minotaur.. I would suggest you start by heading back to the carnival.."

Remember yall left the carnival and went out into a grove to meet them nymph..


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 takes his hammer in both hand. Lower the visor of his now donned helmet. A determined look on his tatood face before it vanishes
"I am ready. We save this town. And set things right"

-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 slowly drink my potion that was given to me, tucking the vial into my pouch after doing so.

"That question was meant for Daphne, not you my lady, I apologize for the miscommunication"


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

"Previous adventuring suggests that when you find a fiend, and then discover the man keeping him in a cage has made a fell bargain, well, the fiend may be a problem."

Daphne sounds extremely resigned.

"I am more than happy to be surprised. Perhaps he is just as much a victim of this eye of rapture as the rest, but I'm not terribly optimistic. Good even, milady of the wood. We shall return anon."

She curtsies, then withdraws and heads back towards the carnival.


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

"We will of course do what we can to help the town."

Halmier drinks his potion and jogs off after the others.

"We're off again, Boo," he mutters patting the weasel on his shoulder. A little louder, "We should hurry if the fey are already attacking."


Inner Sanctum

The group runs quick back to the carnival.. Upon arriving everything has been drastically altered in their absence. Yellow globes of light that float and twirl through the air above the carnival now brilliantly light the paths and tents of the show. Every so often, a new yellow globe rises from one of the tents and joins the growing multitude above the fairgrounds. Most of the people have gathered along the lakeshore to witness a breathtaking display of fireworks.

You all witness the following:

"The moon is high in the sky; its light shimmers off the ice like pale ghosts dancing in the darkness. On the surface of the lake, fairgoers revel and hoot, stomping their feet to rollicking fiddle music played by a band of grigs that maniacally bow their instruments while hopping about the bandstand. A gong sounds from the stage and scores of colorful rockets suddenly spring into the sky, where they explode into glistening clouds of multicolored sparks that drift gently to the ground. As the sparks slowly drift on the wind, an unseen mist seems to lift from the scene, and in a moment, everything changes. The grigs continue to play, but instead of a lively dance tune, they are playing an eerie, haunting melody that drips with sadness and cruelty. They stand off to the side with expressions of anxious expectation. Meanwhile, instead of colored sparks, a rain of leeches rifts from the sky and settles over the crowd with a series of wet noises."

A few screams can be heard but for the most part the crowd cheers as the leeches fall amongst them.. Obviously the Eye of Rapture has already been used..

If yall look at the Carnival map you can see along the west side pointing to Syntira. That is where yall stand now having returned..

Where to?


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 look around scanning the area for the most imminent threat perception: 1d20 + 9 ⇒ (11) + 9 = 20

"We have to clear the leeches off these people and quickly, before they bleed them dry.

I will pull out my wand of Acid Dart and prepare to help the people.


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

Modern Wonders ie the place with a woodchipper and lumberjacks, or the minotaur and the maze is my (Ash) guess for most trouble, so obviously daphne is more worried about the children on the sleigh.

That tent of lumberjacks and their tools can't be doing well. Couldn't happen to a nicer set of jerks. Let's get the kids out of here.

"No, we need to get the children out. The adults have some hope, the kids do not. Let's start with that group by the sleigh ride. Does anyone else remember where the packs of kids were gathering?"


Inner Sanctum

For the most part the leeches were just there for dramatic effect. It would take them quite some time to kill anyone I would think.

So to the slay ride?


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 thought you said we are going to slay the ride

"I agree that the children need to be our first priority, now maybe since the fey are tricksters they may not initially go after the children and we can protect them prior to anything happening.


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

"To where the children is a good place to go. We have to prioritise them" he agrees

-Posted with Wayfinder


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, we should tend to them first. Let's go." Halmier looks over the crowd with his Deathwatch gaze, dreading what he might see soon. However, the children would be the most defenseless. He pulls out his mace and Cure Moderate Wounds wand.

Halmier also activates Life Link Hex on the party and places a Ward Hex on whoever is leading the way (not himself).


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

Probably Halb/Daphne/Danika/Halmier/Wreck for marching order if it matters, and yes sleigh ride.


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 agree with the marching order as I am very much wanting to stay alive


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

sure. Wreck will be the rear guard

-Posted with Wayfinder


Inner Sanctum

Ok the group scurries off to the sleigh ride. What they see along the way is unimaginable horror..

Passing by the open air Ale tent you see:

"Beneath the ale tent, the reveling lumberjacks stand contorted in various stages of rigor as they slowly transform into gnarled trees, while their comrades stumble about in an alcohol-fueled haze engaging in one sided conversations with oak skinned friends. One scrawny jack drunkenly boasts about his axe work and obliviously displays his prowess by whacking over one of the tree-men and deftly splitting him into a small pile of logs."

Headstrong on saving the kiddies though you trudge on. Moving past the Titan's Wheel you see:

"The Titan’s Wheel has undergone a drastic change. Stripped of its once-colorful decorations, it juts like a rotten claw from a quagmire of mud and blood. Fairgoers navigate toward it on rotten planks arranged as steppingstones to span the fetid morass. Ghoulish trophies dangle from the great metal wheel, bound by their own intestines to the rusting metal so they drag through the mud and up into the air as the wheel rotates."

If yall wish to stop and intervein at these events let me know..

Passing by the sickening wheel you finally reach the sleigh rides..

"Black lines smear through Sathelbry’s name on the signboard in front of his sleigh stop."

It now reads, “Free Sleigh Rides for Children.” Seated in the driver’s seat, a queer little gnome with an icy beard waits patiently as dozens of children pile into the sled.

Know Nature on the gnome

As you arrive the little guy cracks his whip, lurching the over-packed sleigh toward the nearby wood at a breakneck speed.. Its gone before you have a chance to stop it..

The group does however notice Sathelbry’s mangled corpse bound beneath the sleigh, his head dragging against the snow leaving behind a bloody trail. His limbs have been carved off and a pack of dogs are fighting over them..

There are a number of children still there waiting on the next ride to doom..


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 ⇒ (13) + 9 = 22
K.Engi: 1d20 + 9 ⇒ (5) + 9 = 14 I want to see if there is away to shut down the Titans Wheel so that it cannot be started back up again.

I look around at the horror and slaughter that is taking place, feeling sickened by this Cold Riders lack of anything.

"I know we cannot save them all and it sickens me, maybe the children are not the only ones whom are defenseless. The Fey was right in saying they will be laughing at their own deaths.

I rush over to the children waiting in line

come children and I will show you some grand magic, greater than anything that can be witnessed here.


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

Engineering: 1d20 + 10 ⇒ (4) + 10 = 14also to shut down wheel

-Posted with Wayfinder


Inner Sanctum

It sounds like yall are stopping at the wheel.. If so for now disregard what I said about the sleigh rides.. Yall cant do both at the same time unless you split up. What is first?


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

The Wheel :)


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

wheel I agree


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

With a description that grotesque, there's no way not to stop.

Halmier scans the crowd, looking for injured people. However, he does nothing to help anyone right away, instead focusing on casting Detect Magic to see if he can understand the change that has come over the carnival.

"Daphne, Danika, let's see if we can understand and put a stop to these wicked enchantments."


Inner Sanctum

As you approach the wheel you notice 4 tiny fey like creatures running the show..

A pale bluish tiny elfin creature, less than two feet tall, scowls at you from beneath a dull gray cloak dusted with light frost.

Know Nature

One of the creatures is out front and the other 3 are escorting a woman towards the back entrance of the Wheel.

They notice your approach..

Map

Linked is a map we will be using.. Disregard the stream.


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 ⇒ (8) + 9 = 17

Good Ser I have but a question, that woman is she getting to ride the ride for free? How many tickets to cut a head of her?


Inner Sanctum

Its a brownie, but an evil one.. The are immune to cold..

The trio of brownies look over at Danika.. One speaks. "There's no cutting done out here. You can wait one second and we'll take care of you.."

One of them opens the door while the other two start to lead the woman in..


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

"I think we insist.

Daphne begins chanting in druidic.

There's no time for this. Who knows what's happening to those children while we delay.

Daphne is in a hurry, and has been being too nice for her LN self, time to zap a brownie-looking-thing. Casting Call Lightning, DC 16 reflex half for 3d6 or 3d10 Feel free to retcon if there's some reason the party doesn't want to slay brownies that I'm missing. Today's been a long day of toddler


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

Hears Daphne start to cast and does the same, I will use Magic Missile on the lead Brownie heading into the door with the woman.
if not I will use my wand of Acid Dart on the one we are talking with.

MM: 4d4 + 4 ⇒ (2, 3, 3, 2) + 4 = 14
Wand Acid Dart: 2d4 ⇒ (3, 3) = 6 last 1 round and does an additional WAD: 2d4 ⇒ (4, 1) = 5


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 glances at Wreck and Harb to gauge their reactions.

Halmier will place the Evil Eye hex on a targeted brownie. If he can react fast enough to place it before the spells hit, he'll use it to lower saves. If not, he'll place it on any brownie Wreck and Harb target to lower its AC.


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

I think the our avatars are simply bigger than the squares right? It's not like each square is 2.5 instead of 5? My speed is only 20. Can I get to any enemy of I charge? (Especially the group together)? I will yell "Leroy Jenkins" while charging if it helps


Inner Sanctum

Yall are medium on the map.. The critters are tiny.. Harb you can charge and attack for sure.. Lets see about initiative first though..

Init:

Danika: 1d20 + 5 ⇒ (16) + 5 = 21
Daphne: 1d20 + 5 ⇒ (8) + 5 = 13
Halmier: 1d20 + 2 ⇒ (16) + 2 = 18
Harb: 1d20 + 5 ⇒ (19) + 5 = 24
Wreck: 1d20 ⇒ 12
Brownies: 1d20 + 10 ⇒ (20) + 10 = 30

Init order:
Brownies
Group

With the group obviously hostile the tiny bastards move all to quick..

The red, green, and blue one all chant the same spell and multiples of them appear..

Red Images: 1d4 + 3 ⇒ (4) + 3 = 7
Green Images: 1d4 + 3 ⇒ (2) + 3 = 5
Blue Images: 1d4 + 3 ⇒ (4) + 3 = 7

The yellow one casts a spell and everyone but Wreck needs to make a will save.. DC 19..

Spellcraft DC 19:

Confusion


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

Will Save: 1d20 + 8 ⇒ (17) + 8 = 25
spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23


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

confusion roll: 1d100 ⇒ 70

I turn and launch a shot from my wand of acid arrow at Harb.

Wand of Acid Arrow: 2d4 ⇒ (4, 4) = 8
second round: 2d4 ⇒ (1, 1) = 2


Inner Sanctum

You are only confused if you fail the save, which you did not.. Although you can't cast magic missile and use a wand in the same round..

Danika fires a volley on magic missiles on red.. He doesn't like it..

Red -14
Green -0
Blue -0
Yellow -0

Everyone else still 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

"Wreck hates magic that target friends... especially from the likes of you!" he moves forward to the yellow one and swings 5ft if possibel

Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 19 ⇒ (4, 5) + 19 = 28
Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 19 ⇒ (3, 4) + 19 = 26

-Posted with Wayfinder


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Will: 1d20 + 10 ⇒ (9) + 10 = 19 +2 vs fey spells and sla, +2 vs all spells and saves
Spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9

Harbaestus charges and attacks the three fey close to each other. They're his favored enemies, and he power attacks and cleaves.

Attack red: 1d20 + 14 ⇒ (16) + 14 = 30
Damage red: 2d6 + 17 ⇒ (3, 3) + 17 = 23
Attack yellow: 1d20 + 14 ⇒ (12) + 14 = 26
Damage yellow: 2d6 + 17 ⇒ (2, 2) + 17 = 21
Attack green: 1d20 + 14 ⇒ (8) + 14 = 22
Damage green: 2d6 + 17 ⇒ (1, 1) + 17 = 19


Inner Sanctum

MAP

Currently Wreck you are 35' away and since you cant charge through allies I don't think you can attack this turn.. New map link above this.


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

sorry. Didnt see map. So Wreck will just move up into the face of the spell casting one. Yellow?

-Posted with Wayfinder


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

Will Save: 1d20 + 12 ⇒ (12) + 12 = 24 +1 vs Arcane +2 vs Enchantments (if Enchantment)
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14

Hamlier moves between the action and the other spellcasters. Then he chants and casts Bless on the party. +1 to everyone's attacks for the next 7 minutes.


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

Sorry I read what I rolled on the die not the total haha. I will cast fireball on Red, targeting just in front of him.

fireBALL: 7d6 ⇒ (2, 4, 1, 3, 4, 2, 5) = 21
Save DC 19 for half

"Sneaky little bastards tried to confuse us, try to leave the leader alive so we can question him.


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 Save: 1d20 + 10 ⇒ (5) + 10 = 15

Still the same actions as earlier call lightning, dc 16 Reflex for half. Target the brownies in order Yellow/Red/Blue/Green with the first bolt. Daphne gets a total of 7 bolts over the next 7 minutes. Is it stormy conditions or not? The leeches earlier wasn't clear. If it's favorable conditions, use the 3d10, if it's not, 3d6.
3d6 ⇒ (3, 3, 5) = 11
3d10 ⇒ (2, 4, 10) = 16 Damage


Inner Sanctum

Harb I assume your stoping 5' short of them so you can attack. This mean you can only swing at two as yellow is out of range..

Wreck, I'll move you up. You can either fight red or blue..

Harb charges and swing mightly at the two tiny fey.

Images Red: 1d8 ⇒ 6 1 is always real one
Images Green: 1d6 ⇒ 6

And quickly gets rid of and image a piece on the grinning evil guys..

Danika aims a fireball at the trio, carefully avoiding her teammates..

Reflexs: 3d20 ⇒ (10, 14, 12) = 36 amazingly all of them pass, although red goes down even taking 1/2 damage. The other two are scorched badly..

They seem to take extra damage from fire..

Daphne ends up being confused.. 1d100 ⇒ 96 and she casts a spell causing lightning bolts to hit her friends!!

Its winterey outside so deffinitely meets the cloudy condition for larger bolts..

You all need to make a DC 16 Reflex or take 16, save for 1/2..

Red -Dead
Green -15 4 images
Blue -15 7 images
Yellow -0


Inner Sanctum

The blue and yellow grinning devils move to flank Wreck and attack..

Yellow will provoke from you Harb..

The green one will move and attack Harb..

Attacks Wreck: 2d20 ⇒ (16, 20) = 36 two hits, one potnetial
1d20 ⇒ 9 miss

Cofirm Wreck: 1d20 ⇒ 10 nope.

Dam Wreck: 2d4 + 4 + 2d6 + 2d6 ⇒ (4, 2) + 4 + (6, 1) + (5, 4) = 26 The last 2d6 is cold if you have resistance.. The first extra is sneak..

Yall are all up again.. Need another confusion roll Daphne..


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 + 5 ⇒ (2) + 5 = 7
I attempt to back away from Daphne as she turns her lightning on us but I trip and stumble on the icy ground. I shake off the blast, hair standing on end eyes wide form the extra energy.


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 winces a bit. But the damage was not going to slow him down!
"Little pests!" as he swings his hammer around
Yellow Attack Cleave: 1d20 + 14 ⇒ (15) + 14 = 29
Attack Surprise Follow Through: 1d20 + 14 ⇒ (8) + 14 = 22

Damage 1: 2d6 + 19 ⇒ (3, 2) + 19 = 24
Damage 2: 2d6 + 19 ⇒ (6, 3) + 19 = 28

it is a cold iron, in case

-Posted with Wayfinder


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

RS: 1d20 + 4 ⇒ (19) + 4 = 23

46/80 HP

-Posted with Wayfinder


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

It's actually only one person being hit by the bolt, it's vertical to a square so unless they're flying in formation it doesn't hit more than one. Also preview->post changed my will save sorry friends.


Inner Sanctum

missed that daph

1d4 ⇒ 1 using alpha order it hits 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

With life link, Wreck takes 5 less damage, and Halmier takes 5 to make him 55/60 and Wreck 51/80

On his next chance, Halmier will walk up to Wreck and cast Cure Moderate Wounds from his wand.

CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11

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