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

HP 41/57

I concentrate hard and unleash bolts sickly green magic energy from my hand at the brownies attacking wreck (blue).

Magic Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Magic Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9

"Halm is there something you can do for Daphne?" I shout


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

if wreck is not hit by magic lightning+life link + heal, he is on 70/80

-Posted with Wayfinder


Inner Sanctum

Still waiting on Harb's and Daph's round 2


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'm confused, so confuse me.

1d100 ⇒ 42

She mutters to herself softly, every word tripping out of her mouth one over the other louder and louder...

Druidic"Ah! That accounts for it. Time is a touchy fellow and he won't stand for beating Now if you got on with him For instance, suppose it were nine o'clock on your morrow's morn Just time to begin your lessons only whisper a hint to time and round goes the clock in a twinkling Hands tripping over each other to half past one"

Sylvan, yelled"TIME FOR DINNER INDEED"

As she finishes the last word, her fist pointed at the sky thunder cracks, but no lightning follows, and she peers up at the sky bewildered.


Inner Sanctum

Botting Harb.. He takes an AoO of yellow as he moves..

1d20 ⇒ 18 hit
2d6 + 17 ⇒ (4, 4) + 17 = 25

and it never makes it to Wreck to attack so only 12 damage done to you Wreck..

Wreck attack blue twice..

Images: 1d8 + 1d7 ⇒ (5) + (7) = 12 both attacks remove an image

Four magic missiles come flying in and bypass the images, killing the blue one.

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

The one remaining one looks around and starts casting a spell.

Conc: 1d20 + 12 ⇒ (14) + 12 = 26 vs DC 23

It disappears from sight..

DC 19 Spellcraft:

Dimension Door

Out of combat.. Currently there is some people lined up for the wheel action, which is still turning, but there are no more evil fey to kill victims atm..

Actions?

Daphne is still confused for 5 more rounds, so roll your % please.. Unless the group can dispel her or use other methods to stop her from being silly..


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

Grapple: 1d20 + 11 ⇒ (20) + 11 = 31

Wreck drops his hammer and embraces their confused friend in a tight hug

"Easy there! Ive got you"

-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

with the healing. Wreck is then on Full HP

-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

See discussion


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 Wreck handle Daphne, Halmier readies his wand and looks at his friends.

Halmier heals anyone he can tell is hurt. Let me know how many points to heal or charges to use 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

I move over and shake the last person in line attempting to wake them from their daze, I wave a hand in front of their face and pinch them as well. I move down the line do this to all the people hoping it will be enough to get them "awake" and get them out of here.


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

1d100 ⇒ 15
1d100 ⇒ 34
1d100 ⇒ 97
1d100 ⇒ 85
1d100 ⇒ 36

"Wreck, why are you holding me? Also why do I feel a charge? Oh and children.


Inner Sanctum

Danika tries to awake people but they simply wont. The artifact controlling them has to powerful of a grip on there minds.

So just to update, the wheel is still working but all of it operators are dead save one which you have no idea where it went.. So are you going to try and disable it or move on?


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.Engi: 1d20 + 9 ⇒ (13) + 9 = 22

I walk around the wheel looking for a way to permanently disable it so that its carnage can not longer be wrought upon the unsuspecting.


Inner Sanctum

You think it has some sort of mechanism that works it.. Probably inside the body of the structure. You all remember a doorway in the back the fey were taking the lady too.


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 don't have time to be distracted playing hide and seek with brownies. Ah, the storm."

Daphne gestures dismissively at the machine.

Discharge the remaining 6 bolts into the machine roof aiming for any obviously flamable bits. Assuming it takes some amount of damage and looks to take some time to repair, she then moves on towards the sleigh ride.

"Children first. There's enough horrors in this place that we will have plenty still to deal with after we see the young safe."


Inner Sanctum

As Daphne drops bombs on the titans wheel you all can hear the death throws of the last brownie coming from inside th structure, as well as what sounds like peices breaking.. The wheel comes to a halt afterwards..

Ok to recap what you see when arriving at 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..


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Knowledge (Nature): 1d20 + 10 ⇒ (3) + 10 = 13

We should scare those children away from here! - says the Dwarf, reviewing his priorities.


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

"Or we can just smash the gnome? " he adds his suggestion. As they say. When all you have is a hammer, all your problems look like nails

-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

kn. nature: 1d20 + 14 ⇒ (5) + 14 = 19
Can you spoiler knowledge results in the future to expedite these rolls when it's not a huge mystery?

"Save the children, first. Halmier and I will do what we can to keep them from harm. The rest of you can do what you like to the gnome and the sled." Append any relevant kn.nature results here to the group.

Daphne nods to Halmier, then moves towards the children trusting her companions can deal with a gnome.


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 ⇒ (3) + 9 = 12

"The children are our main priority, if they don't round like the adults didn't then we will have to physically move them. Wreck can you scare those dogs off before they figure out the children won't be resisting much if they get more hungry."

How many children are there?

I ponder Wrecks idea of killing the Gnome

Wreck I think you have the problem solved already, we just kill the Gnome since I feel he won't be reasoned with and use the sleigh to move all the children out of here, we just keep them safe till his return. Hopefully he doesn't harm the children he has already.


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 nods, advancing on the dogs, his weapon out, raised above his head.


Inner Sanctum

Just like all the rest of the enchanted peoples of Falcon's hollow the children are no different.. They only seem to care about one thing, free sleigh rides..

Yall know the gnome is called a Frosty Chisler.. Its weapons do additional frost damage and they are vulnerable to fire..

If your trying to scare the kids away make an intimidate check, otherwise they shrug you off and wait there turn for a ride..


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 tries to instill the terror of the ride in the children. Though he's generally not comfortable scaring people.

"Do you even know where that man is taking you? Have you seen any of your friends return?"

Intimidate: 1d20 + 3 ⇒ (14) + 3 = 17

If that doesn't work, he'll set to casting Detect Magic to try to understand what is enchanting these people.


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 was trying to shoo the dogs away

-Posted with Wayfinder


Inner Sanctum

The dogs growl a bit but in the end are ran off by Wreck.. Halmier's attempt to be scary does not go over well, but luckily he is only trying to scare children so he succeeds.. All the kids go running away screaming in different directions..

It takes a few minutes for the sleigh to run its course so..


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

Sounds like we get an ambush then?

Daphne looks around for a moment, touching her bow, trying to find the right spot to ambush the gnome on his way back.

Perception: 1d20 + 20 ⇒ (19) + 20 = 39

"Now that the kids are gone, a bit of preparation seems in order. Danika can you do something about our shortage of imaginary children? Wouldn't want our sleigh rider to think anything is amiss. Before the obvious moment, at least. An illusion or an explanation, whichever you think better suits his temperment. I'll be over here."

Setup in favorable terrain based on the direction the sleigh is coming back from. If you need to roll some other check for me, go ahead.


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 will follow their lead and set up where they want him to be

-Posted with Wayfinder


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Harbaestus grinds his teeth and gets ready.

This godforsaken bastard fae will feel remorse for his actions! - happy with his own terrible pun an apparently unsatiated he continued, pointing to his own immense weapon - Mates, I present you Remorse!


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 didn't prepare any Illusion spells today, just my regular assortment of battle spells because it is old habit. I didn't think we would run into Evil Fey bent on killing off innocents at a carnival". I flip through my mental spell book trying to see if anything I can do will help but come up a bit short. "Not much I have at the ready that will help in an ambush, I can just fireball the sleigh as he comes back as long as he has no children on it with him."

I pull out a rod from inside my cloak, it is made from the mandible of an Ankheg, I grip it tightly in anticipation of the sleighs return.


Inner Sanctum

Below is the map link for this.. The black squares are buildings in the area. Put your avatars where you wanna hide..

MAP


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 can set up an obscuring mist to hide the lack of children. If the fey looks like he'll enter the mist, you can clear it with a fireball, Danika."

Halmier casts Obscuring Mist where the children used to be and takes his place behind a nearby building.


Inner Sanctum

Ok the group sets up for an ambush.. Not long after you all can hear a whip ebing cracked as the sleigh returns.. You all notice that it is empty save the little gnome creature..

As he pulls the sleigh to a stop..

1d20 ⇒ 14 He easily notices the obscuring mist, as well as the non-hidden members of the group. Which would be the girls..

Any readied actions will go off now..

Wreck and Harb, currently the majority of your side of the map is blocked from view via Obscruing Mist. You did however just hear the sleigh pull up..

The little gnome jumps off the sleigh with a pair of small pickaxes in his hands.. He begins to casts a spell..

Init:

Danika: 1d20 + 5 ⇒ (12) + 5 = 17
Daphne: 1d20 + 5 ⇒ (1) + 5 = 6
Halmier: 1d20 + 2 ⇒ (6) + 2 = 8
Harb: 1d20 + 5 ⇒ (19) + 5 = 24
Wreck: 1d20 ⇒ 20
Gnome: 1d20 + 8 ⇒ (19) + 8 = 27

Init Order after readied actions go off..

Gnome
Group..


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 had a fireball readied because I didn't have any illusion spells readied.

KaBoOm!: 7d6 ⇒ (4, 4, 1, 2, 6, 1, 2) = 20 I allow the magic to flow through me, building to a tremendous roar and releasing it through my index and middle finger on my right hand, a smile across my face.


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

Readied just an arrow.

attack: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d8 + 8 ⇒ (4) + 8 = 12
sneak attack?: 1d6 ⇒ 2 If sneak attack applies then study target as an immediate

Daphne fires on the gnome as he comes to a stop, watching him carefully to see what he plans.

Sylvan"Where did you take the children, poppet?"


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

once my next turn comes up I will follow up with my Elemental Ray (acid)Touch

Acidic Ray: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 4 ⇒ (1) + 4 = 5

"As my friend just said, where are the CHILDREN!" My face contorts in anger at thinking what this monster may have done to the children, remembering all those times I performed my stage magic for children and how they loved every moment of it.


Inner Sanctum

Reflex: 1d20 ⇒ 16 saves..

The little gnome gets blown up and takes a bit of damage before being shot with an arrow..

-27

Both of the melee move through the fog..

Round 1

His spell goes off and multiples of him appears

Images: 1d4 + 4 ⇒ (1) + 4 = 5 theres 6 of him total..

The group is all up again, Wreck and Harb charge from either side..

2d20 ⇒ (1, 16) = 17
Image: 1d6 ⇒ 2 Harb destroys an image..

Danika fires an acid ray at him..

image: 1d5 ⇒ 3 and kills another image..

Daphne and Hal are up!


Inner Sanctum

He does not respond to the questions, he only smiles wickedly..


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 Hold Person on the fey. (DC 17)


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

5' step. Full attack him (and some images). He's studied, using manyshot, pbs, rapid shot, deadly aim. Improved precise shot removes cover concerns.

Manyshot1d20 + 11 ⇒ (19) + 11 = 30 2 arrows for1d8 + 10 ⇒ (4) + 10 = 14 + 1d8 + 10 ⇒ (2) + 10 = 12 = 26 damage and a crit chance (falcon's aim bracers make longbows 19-20x3) for one of them
Crit confirm? 1d20 + 11 ⇒ (15) + 11 = 26 If so:2d8 + 20 ⇒ (2, 2) + 20 = 24 additional damage
Rapid Shot1d20 + 11 ⇒ (7) + 11 = 18 final arrow for1d8 + 10 ⇒ (5) + 10 = 15 damage

Total 3 arrows, for 65 damage all told. No sneak attack that I can see.

"The children, fiend, or you face the end of your eternity."


Inner Sanctum

Images: 1d4 ⇒ 3

Daphne's first arrow destroys an image, as does her 2nd arrow..

Only 1 image remains..

Will: 1d20 ⇒ 12 saves vs the hold..

"Round 2"

The gnome looks at Danika and says "Skin like ice, bones like glass, crack and snap and fractious smash!"

Need a Will save Danika, DC 16

He then attacks Wreck twice with pickaxes and once with his razorsharp beard..

Attacks: 3d20 ⇒ (6, 2, 18) = 26 only the beard hits..
Dam: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8

The group is up!

Wreck and Harb smash away again..

4d20 ⇒ (11, 3, 19, 2) = 35
1d2 ⇒ 2

Harb lands a hit after Wreck takes the last image..

2d6 + 17 ⇒ (6, 2) + 17 = 25

And kills the little gnome..

Out of combat.. Actions?


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: 1d20 + 8 ⇒ (4) + 8 = 12

I feel the cold take over my body, feeling frigid and fragile all at the same time.


Inner Sanctum

Danika:

You are afflicted with a curese. If you take more than a single move action each round you take 1d6 points of damage and 1 point of Dexterity and 1 point of Strength damage as bits of you break off. A DC 16 Fortitude save halves the damage and negates the ability damage but must be made every round you exert herself. In addition you take double damage from bludgeoning and sonic attacks.


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 stiffen up and look over at Hal

"I don't feel so hot after that Gnome cursed me"

My skin takes on a blue crystalline sheen, my muscles tighten and my breath becomes frozen. I slowly start to straighten up but feel the pressure of the ice harming my body.


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

"Ah, I think I have just the thing for this."

Halmier casts Remove Curse.

Caster Level Check: 1d20 + 7 ⇒ (12) + 7 = 19


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Harbaestus goes to the gnome, and starts looking through his belongings for clues or anything useful for them.


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 considers the sleigh a moment, then looks back over the fair.

"I think we'll want to just torch the machinery tent. I can't imagine anything good has come of the wood chipper. Safer to burn the tent down than to try and chase fey through it. Beyond that, I don't know. The minotaur and the maze, perhaps."

She stops herself.

Hard times ahead for the town regardless, better to move quickly. We cannot save everyone.

"I don't think we have much time. Let's move as we can."


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

did the decurse work?

I shake off the ice and freezing that took over my body, rubbing my hands together and hopping up and down to warm up.

"That was a feeling that I never want to have again, Daphne I agree with just torching the machine tent. I don't even want to think of what the people look like in there."

I will walk over with Harb to inspect the gnome, and see if there is anything in the sleigh that will maybe give us a picture of what happened to the children.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Inner Sanctum

Hal manages to remove Danika's curse as HArb searches the gnome.. He finds a pair of small mwk pickaxes and thats all..

Where too?


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 have the sad realization that the children are all dead, there will be no saving the last ride of this once enjoyable sleigh. Either the Ale tent or the Freak show would be good places to search for survivors next."

I walk behind the sleigh, taking the body of the old sleigh driver and releasing him from his place of dishonor. I then unhook the animals pulling the sleigh and drive them in the direction of the exit.


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

"Sounds right, we can set the machine tent ablaze as we go by."

Daphne seems grim.

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