Golem-Breaker

Merisiel Stormwind's page

409 posts. Alias of Algar Lysandris.


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Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Got the fan yesterday and installed it today...

character is ready for inspection


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Posting this from a friend's computer:

With My Computer's fan short circuit a few days ago due to the heat wave. I have order a new one with it has a 7 days delivery.

My posting (with phone) will be unreliable until beginning of next week


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Stat: 4d6 ⇒ (1, 2, 5, 3) = 11 = 10
Stat: 4d6 ⇒ (2, 4, 4, 3) = 13 = 11
Stat: 3d6 ⇒ (3, 4, 3) = 10 = 10
Stat: 5d6 ⇒ (6, 2, 1, 5, 4) = 18 = 15
Stat: 5d6 ⇒ (5, 5, 3, 2, 5) = 20 = 15
Stat: 3d6 ⇒ (2, 6, 2) = 10 = 10

Going to go for Stout Halfling Cartographer [it kinda makes sences considering the land..] (fighter / rogue) kit


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Doh yeah you are right its 4d6 per stat min 3

did you want me to re-roll the whole thing or ad a few rolls to each set ?


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

stat: 4d6 ⇒ (5, 6, 3, 5) = 19
stat: 3d6 ⇒ (1, 4, 2) = 7
stat: 2d6 ⇒ (4, 1) = 5
stat: 3d6 ⇒ (6, 2, 4) = 12
stat: 3d6 ⇒ (3, 3, 1) = 7
stat: 3d6 ⇒ (5, 5, 3) = 13


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

For now iam going to roll some dice and see where this will lead's me

we can def use an other fighter type and a healer type i think


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

thank you DM but i have all the 1st /2nd/3rd Add&d Books already.

i just never read those of maztica as i have never played there


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

advice on the character i should be making ? i really am not familiar with Maztica


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

I don't need to have casted on me by someone else it is a Sell like power that Meri has. It have stated that she has the effect on herself:

May 1, 2015, 03:16 pm (it is her second post on the thread)

The mage armor while as you properly stated useless while wearing armor. But there are lots of time when armor can not be worn (like at parties / meeting or sleeping) hence the Mage armor.

---

You are the DM of course and i will abide by this ruling but i see no reference to the D4 to determine how long it would take me to cross as the first roll you made is:

Piranha 1 1d20 ⇒ 20 hit 2d2 ⇒ (2, 1) = 3

and the last

Piranha 20 1d20 ⇒ 12 hit 1d2 ⇒ 1

Nor could i found a rule reference for losing your dex modifier for being under mud

--
While meri still has the ability do heal herself and might survive a second round of fish eating her but most certainly not a 3rd


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

DM

Can you please tell me what AC you hit with that 15 / 12

Cause if your THACO is 20 then a few of those attacks are misses as my Current AC is 4 (Mage armor + dex) so total damage would be 7hp and meri still alive, and may be able to finish crossing the river before the next round of fishy comes biting :)


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Since it is only 5 feet deep Meri will take her time to remove her armor and cross on foot.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Great lets look for a place to cross Meri will let those killed find a safe place to cross even if that means we have to walk for awhile to look for a place were we can walk across and not have to swim


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

look it's here, its here she says gleefuly


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Understood. let's resume our walk toward this lost city we were told about not so long ago


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Merisiel will lower her voice Even if the trees didn't give us good direction we can try to find the ruined city on our own she says looking up toward the sound of the noise


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Well if i keep giving my stuff away soon i am going to be all out of stock for the mundane items. We hare in no hurry and there is no timetable so lets see this abandoned city. I am of coursed interested she says having fun en really enjoying this True world

is this how it works, giving items and plums to people ? she ask Why plums anyway ? and what is Hisna ?


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Here it can have my spoon it's dwarven crafted she says looking trough her pack


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Well meri is a slow learner and will need lots a extre classes and time to learn the local languages (ie level 3)


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Merisiel stands in awe and amazement as she looks at the great tree like creatures


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

indeed it is common Meri doesn't know that many languages herself


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

You both would know best about that she says smiling to the natives


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Anyone understand any of this ?


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

save: 1d20 ⇒ 13

either or is fine with me. We are in no hurry she says


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

it is more of an assignment than a duty i would say Orren says an over exited merisiel


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

what a most exiting encounter she says with glee

so back to our trek ? she ask moving toward the exit


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Ouups yeah, sorry i got mine already she replied smiling


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

completely awed and amazed Meri will ask Are you referring to the one we saw bathing in the sun a few days ago ? then she realized something Why is that land called the land of fate if i may ask ?


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Well at least we know that it still does really exist she says


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Interesting "it" is also sending us to Nexal

My question is this: Where exactly can i get the Cloak of the One plume she ask as she puts down the dagger


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

I am Merisiel Stormwind, Gold Dwarf from the dry plains of Shaar, and My gift is a simple dagger but made of pure dwarven steel manufactured in great forges of the Great Rift if that is ok with you she replied a bit unsure of herself as she replied out loud to the unseen master of the pyramid


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

whoa, so much stuff, of paintings and sculptures she says carefull not to touch anything. Her mother had taught her well but she still sounded in this very moment lime a little kid in her first night at the museum.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Merisiel will look at everyone else wait for 45 seconds, shrug her shoulder and enter if no one has done so


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

There is no time constrain that we were given Orren she says as she continues to climb


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Of course, of course she says getting excited


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Impressive structures aren't they she says to Orren

Any idea who it belong's to cause i see no city around. Is there a reason for such a lone structure like this?


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

In the evening Meri will ask for adventures stories from those that are from the True World.

----

The second day
Saving Throw: 1d20 ⇒ 11 here you go :)

We are making good time aren't we


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

hehe, not a bad catch. nice hunting. she says helping to set up camp.

Merisiel will set up her tent If you want there is room for two she whisper to Ik'Skull


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Wouldn't an arrow be faster than setting up a trap ? she ask


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

really ? Ok then she looks at ik and Otzali for a nod


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Aren't these cute she says smiling

Meri will be moving atound them so as no to frighten the things


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

There is a glimer that light in merisiel's eye

A friendly city? great idea she turns to Ironspike I would rather walk if you don't mind. Us dwarves aren't too fond of open large bodies of water she says


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

With only so much food rations i would say the shortest route is better.

Meri will ask if she can copy the map and do so when she has time during night rest and break


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Indeed that they do she says smiling back 5 days of food stuff is a start, we can kill our food on the way. And good luck to you too captain it has been a pleasure


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

That is fine with me. i like footslogging rather than open waters she says mostly to assure herself

is there anything we should know about the environment we are going to be walking in?


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Dang i had hoped that you had found some other bonus in case i died and needed to make a local character.
Still a 16 thaco is proly the second best i've seen ;)
(dog people have a +1 racial on bow) not sure if they can be plumeweaver.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Yes i think there are a few people with open wounds that need to be looked after she says as she looks around for other sign of danger

Well fought anyway despite the terrible loss the crew suffered as she sheath her weapons


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

my last 2E campaign only ended like 5 years ago (after a good 5-6 years of playing it)


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Oren
FYI

the armor lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage.

So it can technically last for days on end...


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Round 3

Meri will move against Tentacle 4

init 13 Battle Ax: 18 - 1d20 ⇒ 18 - (8) = 101d8 + 4 ⇒ (3) + 4 = 7

init 20 Battle Ax: 18 - 1d20 ⇒ 18 - (10) = 81d8 + 4 ⇒ (4) + 4 = 8

init 27 Battle Ax: 18 - 1d20 ⇒ 18 - (6) = 121d8 + 4 ⇒ (4) + 4 = 8

Her unsure footing on the deck of a rowing boat shows in her inability to connect with even one blow


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Round 1

Meri will attack the squid's closest tentacles

init 13 Battle Ax: 18 - 1d20 ⇒ 18 - (10) = 81d8 + 4 ⇒ (1) + 4 = 5

and again

init 20 Battle Ax: 18 - 1d20 ⇒ 18 - (9) = 91d8 + 4 ⇒ (2) + 4 = 6

Current AC 4 (as she isn't wearing her heavy armor)

attacking the closest one

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