GM Pox's Carnival of Tears

Game Master WerePox47


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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

And sorry, was at a 40K tourny this weekend, first one in a few years, came in 3rd. and got a prize worth about $30, about (R375 my currency)
aaaaaand.... now i have a cold :P but totally worth it

"Lead on, my hammer is ready to deal with anything that comes our way! Curse these dark fey and their evil magics!"


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

As we draw nearer to the Ice Carving area I will activate Detect magic and concentrate for any areas that are over expressing powerful magic or a concentration of lots of smaller magical things.

Taking 10 on perception will give me an 18


Inner Sanctum

The Nymph told you the Cold Rider had the crystal holding home dudes wife..

You guys arrive at the Ice Maze/Ice carving.. You have to transverse the Ice Maze to get to the Ice Carving contest.. Pretty sure we can do this without a map..

"Two tall columns of hard-packed snow mark a gaping entrance into the ice maze. Beyond,shimmering ice walls climb into a mammoth labyrinth of twisting frigid corridors."

Yall notice the minotaur is not in his cage when you pass by..

Once the group enters the maze there are two directions you can go.. Left or right?


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

As we enter the Ice maze I shiver and draw my cloak a little closer around me, I eye the minotaur cage but know that it is out and about somewhere and we are likely to encounter him. I look left and then right, rubbing my hands down my arms.

I saw we go left, I am right handed but really it might not matter to much in the end, also can we attempt to leave a trail? Wreck can carve into the ice?

I could fly and get us through this quickly, are you opposed to that?


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

"Carve...?" he looks a bit puzzled as his eyes wander to his hammer


Inner Sanctum

Your fly spell just targets 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

"Since we ended up not using it on the Modern Wonders tent, I can use my Clairaudience/clairvoyance scroll here to get an overhead view of this labyrinth. It might be easier to navigate then."


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 what I meant was I can fly but it would trivialize this entire encounter. Some GMs don't really enjoy that.

I look at Wreck "No dagger or such? Just to mark out trail so we don't get overly lost?"


Inner Sanctum

You flying wouldnt trivialize it at all.. You're teammates still have to go through it, that is unless the Wreck breaks down all the walls I guess lol..


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

that he would do out of frustration! =^^=

He chuckles
"Right!"

-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

Let's just have harb draw us a map

"A fine idea. A maze is only interesting if it's not deadly peril. Harb if you can draw us a map, we can easily follow it, or simply walk around the outside and melt a way in. Either way."


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

Did you mean me? If it's okay with Pox.

"Cover me."

Halmier pulls out his scroll and casts Clairaudience/clairvoyance. He then flips the spent scroll over and starts scribbling.


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

Keeps a watchful eye about for any sign of ambush


Inner Sanctum

Where do you sensor Hal? You can only see in a 10' radius around it and it does not move so..


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'm reading this from the Core Rulebook:

"Clairaudience/clairvoyance creates an invisible magical sensor at
a specific location that enables you to hear or see (your choice) almost as if you were there.

...

If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect."

Is it pitch black?

If you're okay with me using it with my own vision, I would place it up to 680 ft. away, which I would use to place it high above the maze, somewhere in the center-ish region.

If it's dark or you don't want me to use it that way, then I won't use it.


Inner Sanctum

Yea I totally read that spell wrong..

Hal places a magical sensor high over the maze, getting a nice view of the maze and the surrounding area.. You see some disturbing things. Here and there throughout the maze death and carnage is apparent.. In the middle of the maze you see the minotaur hacking up people as they make there way to the middle. On the other side of the maze the ice carving contest isn't much better.. Ice blocks with frozen people in them are being carved up by fair goers and fey alike.. It's a massacre.

You can use the sensor to easily find the middle and the exit. Which shall yall tackle first?


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 describes the two scenes to his companions, and holds out his scroll and charcoal stick.

"Someone else write these down, I can't really see while I focus on the spell. To get to the middle of the maze, it's:"

Halmier lets out a stream of left, right, and straight with some descriptions of unusual geometry, then does the same for a path to the end of the maze and between the middle and the end.

"Hopefully this spell will save us some time, but no matter which way we choose, people will die in the meanwhile..."

As the spell fades, Halmier continues to stare at the ground, still not over the shock of the sheer violence towards this reasonably innocent village.

"Though it's likely the frozen are already dead. It's probably better to stop the minotaur sooner."


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

Pulls out a quill and my spell book really quick, flipping to the last pages I jot down what Hal says.

"I guess we look after the Minotaur first since if we don't he will be behind us and that is not something I wish having charging up the back of my skirts."


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

"The minotaur then."

Daphne sets out, following the path outlined by Halmier.


Inner Sanctum

It takes a few minutes but the group fianlly reaches the middle.. You round the corner in time to see the fiendish minotaur spit a man in half with its massive greataxe.. It turns to the group and stares at you with demon eyes..

Init:

Danika: 1d20 + 5 ⇒ (13) + 5 = 18
Daphne: 1d20 + 5 ⇒ (11) + 5 = 16
Halmier: 1d20 + 2 ⇒ (10) + 2 = 12
Harb: 1d20 + 5 ⇒ (19) + 5 = 24
Wreck: 1d20 ⇒ 1
Minotaur: 1d20 + 6 ⇒ (10) + 6 = 16

Order:
Harb
Danika
Minotaur
Daphna
Halmier
Wreck

No map since its just 1 guy.. A tough guy but just 1 so..

Harb charges the Minotaur and gives a mighty swing..

1d20 + 14 ⇒ (6) + 14 = 20 but his hammer is deflected by the beasts chaimail and tough exterior..

Danika 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

K.Planes: 1d20 + 9 ⇒ (9) + 9 = 18

Is it looking at me? Why is it looking at me like that?

I point my wand at it and release a dart of magical energy

Acid Arrow: 1d20 + 6 ⇒ (12) + 6 = 18 ranged touch
dmg rd 1: 2d4 ⇒ (3, 3) = 6
dmg rd 2: 2d4 ⇒ (2, 2) = 4


Inner Sanctum

SR: 1d20 + 3 ⇒ (15) + 3 = 18 the acid darts sticks into the beast and it howls in anger..

It then attacks Harb twice with its axe and once with its horns..

Attacks: 3d20 ⇒ (18, 20, 2) = 40 oh noes..
Confirm: 1d20 ⇒ 4 lucky.. Two devestating hits none the less.

Dam: 6d6 + 42 ⇒ (2, 6, 3, 4, 4, 6) + 42 = 67 Harb is standing but just barely..

Rest of the 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

"Harb!"
Wreck moves up, flanking with Harb, and swings at the beast

Vital Attack!: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
Damage!: 4d6 + 22 ⇒ (6, 1, 3, 5) + 22 = 37


Inner Sanctum

By the narrowest of margins Wreck misses the Minotaur.. AC 24 for future reference..


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 the devastating hit, Hamlier casts Cure Critical Wounds

CCW: 4d8 + 7 ⇒ (1, 8, 8, 6) + 7 = 30

"This thing hits harder than anything I've seen before."


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 it. Cast produce flame

ranged touch: 1d20 + 14 ⇒ (3) + 14 = 17 damage (fire): 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Daphne eyes the beast, and tosses a ball of fire at it almost as an afterthought, then brings her bow up again.

"Hrm, fiend. This might be interesting."


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 Diera wrote:
Seeing the devastating hit, Hamlier casts Cure Critical Wounds

Sorry, on Harb.


Inner Sanctum

Hal moves and heals Harb,

Daphne casts a spell at the beast.. SR: 1d20 + 7 ⇒ (15) + 7 = 22 and passes its resistance to magic, however the fire does little to it..

Beast -43
Harb 36/73 hps

Harb uses a blessing and attacks the beast again..

Attack 1: 1d20 + 17 ⇒ (13) + 17 = 30
Attack 2: 1d20 + 12 ⇒ (12) + 12 = 24 and lands 2 blows.

Dam 1: 2d6 + 15 ⇒ (5, 1) + 15 = 21
Dam 2: 2d6 + 15 ⇒ (1, 5) + 15 = 21 He does not do full damage though.. It still hurts and the beast howls in fury.

Danika is up again as her acid arrow does more damage..


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.Planes: 1d20 + 9 ⇒ (18) + 9 = 27

Ranged touch, DC 14 Fort Or all creatures gain 20% concealment for 1 rd.
Lightning Lance: 1d20 + 6 ⇒ (8) + 6 = 144d6 + 1 ⇒ (5, 3, 5, 3) + 1 = 17


Inner Sanctum

Danika knows this is a fiendish minotaur.. It has resistance to fire and cold, as well as spell resistance and damage reduction. A good aligned weapon is need to bypass its DR..

Her lance misses due to firing into melee. Not sure where the +6 to hit is coming from.. I see +3 bab, +1 dex for a +4 to hit.. Firing into melee is -4 with precise shot so its on the dice roll.

Threatned on 2 fronts the beast attacks Harb and the Wreck..

Attack Harb: 2d20 ⇒ (9, 9) = 18 1 hit
Wreck: 1d20 ⇒ 6 miss

Dam Harb: 3d6 + 21 ⇒ (5, 2, 5) + 21 = 33

Group is up again!

Harb attacks again..

2d20 ⇒ (15, 19) = 34 2 hits
4d6 + 30 ⇒ (3, 4, 1, 5) + 30 = 43

Beast -76
Harb 3/73 hps


Inner Sanctum

Still waiting on the parties actions..


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 think we're all sensing doom...

In a desperate attempt to keep Harb from falling, Halmier readies the following actions.

These are for after Harb attacks, but before the minotaur can, if that's okay with you.

Halimer casts Hydraulic Push to push the minotaur away from Harb, then if it works, he places himself between Harb and the minotaur.

CMB: 1d20 + 12 ⇒ (7) + 12 = 19


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

Oh yeah sorry, and spell resistance.

SR: 1d20 + 7 ⇒ (15) + 7 = 22


Inner Sanctum

Hal tries the push the minotaur away, but only succeds in making it wet.. Its hair freezes in the cold though and its now smells like a nasty ass old wet dog..


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

Swing 1: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Swing 2: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Swinging twice, Wreck makes at least one good contact with the creature!

Thud!: 2d6 + 19 ⇒ (6, 6) + 19 = 31


Inner Sanctum

Good hit indeed.. The beast suddenly has a very worried look on his face..

Just waiting on Daphne now..

-107


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

Sorry, here's my actions. Full-Attack with the bow.

multishot: 1d20 + 11 ⇒ (4) + 11 = 15 damage: 2d8 + 20 ⇒ (8, 8) + 20 = 36
rapid shot: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d8 + 10 ⇒ (3) + 10 = 13
crit confirm: 1d20 + 11 ⇒ (8) + 11 = 19 crit bonus damage: 2d8 + 20 ⇒ (6, 2) + 20 = 28

Daphne fires on the creature, aiming for eyes and nose.


Inner Sanctum

Been a super busy end of week and weekend as I was traveling.. Ill be back to posting on Wends..


Inner Sanctum

Daphne hits with one attack, but the monster still stands..

-115

The beast roars... "I will eat your soul dwarf!"

He attacks Harb three times..

3d20 ⇒ (13, 6, 17) = 36 1 axe and the gore hits..
Dam: 3d6 + 21 + 1d6 + 12 ⇒ (5, 5, 4) + 21 + (2) + 12 = 49 and cuts poor Harb in half.. A cruel look of delight shows on the Minotaurs face..

Party is 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

My face goes white as Harb a long time friend and traveling companion is cut down bravely, I am almost sick to my stomach as blood sprays and soaks the ground, a half of Harb on either side of the Minotaur.

You GODS DAMNED BEAST, you will pay for what you have done, you and your cold rider.


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

Another Full-Attack with the bow, 5' step towards cover.

multishot: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 2d8 + 20 ⇒ (5, 7) + 20 = 32
rapid shot: 1d20 + 11 ⇒ (1) + 11 = 12 damage: 1d8 + 10 ⇒ (5) + 10 = 15

"Harb! We just reincarnated you! With your luck you'll come back a gnome this time."

Daphne jokes, but her face is grim.


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 brought him to his doom!" Halmier mourned.

With a cry of rage, Halmier casts Burning Hands on the beast.

Spell Resist: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 5d4 ⇒ (3, 2, 4, 1, 3) = 13

Reflex 16 for half

Halmier then takes up Harb's spot flanking the minotaur with his flimsy mace, trying to keep it distracted from Wreck.


Inner Sanctum

Between Daphne's arrow and a little fire damage the beast falls over dead.. Out of combat..

All it has is some large gear that yall prob cant use.. Harb's gear is prob usable though..


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 slowly walk over to the halves of Harb, falling to my knees, tears welling up and slowly sliding down my face. I brush the hair from his face using my skirts to clean up the blood from his faces as well.

"This cold rider seems to like taking souls at his pleasure, to bad don't have souls or I may have to acquire his to hold prisoner for a while. We cannot return Harb to the stone here but the cold should slow down the process of death."

I move Harb closer to the wall of the maze, packing snow and any loose ice around his body. I finally stand up.

"Hal lead the way out"


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 looks at Danika like she's crazy.

"Remember, we can just reincarnate him once we break the fairies hold. Don't worry harb, we'll be back. Or you will. Gather up his stuff, he'll want it."

She casually saws off some of his beard, the wraps it for later reincarnation.

raw it just needs to be part of his body at time of death, beard seems cooler than finger. If the gm wants to handwave to let harb keep posting, here's a reincarnate roll and I'll toss out my 4th level healing slot.

1d100 ⇒ 33 - Gnome

haha


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

"That is not nice... but I am glad it's over..." he looks at the rest of the group
"We need to end this quickly..."


Inner Sanctum

Harb's player isn't playing anymore I don't think so for now he will be dead..

Where to? Really alls that left is 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 guess the last place we have to check is the ice carving and I shudder at the thought of the massacre that has occurred there.


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

"Can any of this stuff help us before we get Harb back?" Halmier slowly picks through his possessions. "We can't do him any good if we get trapped here as well." Halmier gathers Harb's magic ring and belt, and starts sizing up the dwarf's magnificent armor.

Sorry, busy week. Should we start claiming things? Since he's also a melee fighter, Wreck might benefit the most from these items.


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

Only thing of his gear that will benefit Wreck is the cloak

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