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DM Bigrin's Second Darkness

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

Well, it's only half past midnight now. We've used a few resources, but could certainly rush back and do it tonight.

Though we should figure out exactly what we want to know: Obviously who this mysterious ally is for Kwava, but at this point, I'd like to go let this wererat leader know there's a price for striking out at a follower of the goddess of retribution. I don't know if Kwava would want us going after this mysterious renegade elf, but that could be a consideration too.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

How are our spellcasters doing for juice then? They may need or want a break to get their mojo fully restocked


Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

I've got one first-level spell remaining, plus all my domain powers. I've used my judgment for the day, though.


HP 37/46, AC 16/12/14, F +4, R +6, W +2, Init +2, Per +8 (+10 traps)

Well, I think the idea is that we're not just hiding out from Saul, but anyone who might be keeping an eye out. After all, we do have a way of surviving things, so Saul might have arranged for protection, just in case the wererats didn't kill us.

Then again, if our casters are up for it, we can just do this right now and stealthily approach.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

I have two 1st-level spells left, Magic Weapon and Shield...


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

Then again, I have two bottles of alchemist fire. We could just sneak around the Golden Goblin for a start and find out whether security has been upgraded, and if it hasn't, we rush in and nab Saul.


half-elf Oracle 5 | HP 43/43 | AC 22/16/20 (+4 CoS on) | F +3, R +3, W +4 | init +2, Perception +6 | CMB +4, CMD 16

Kel has most of her stuff still available, she can buff her AC and drop a Bless at the beginning of combat.

I'm good with going back to the Golden Goblin now and acting as if nothing is amiss and we've just slain a few wererats, all in an evening's business, then lean on Saul for the cost of Lefrik's cure, then while the miserly man is shelling out a few coins away from his staff, we extract a little blood payment.


HP 37/46, AC 16/12/14, F +4, R +6, W +2, Init +2, Per +8 (+10 traps)

See, I don't think playing innocent's going to work with Saul. He knowingly sent us to our deaths - he'll probably figure (rightly) that his plan has gone awry the moment we walk through that door. I think Anklebiter's got the right idea. Let's sneak back and see what Saul's got waiting for us.


half-elf Oracle 5 | HP 43/43 | AC 22/16/20 (+4 CoS on) | F +3, R +3, W +4 | init +2, Perception +6 | CMB +4, CMD 16

Yea, ok, sneak back it is then. Night may be our best disguise, and the cheapest, do we go tonight?


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

I can use the Abjurer's power to give everyone a boost at the start of battle, too.


Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

I'd say if we want to do it sneakily, tonight's the best way to go, since we don't know if the wererats were supposed to report back.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

I am torn. I think healing up might be wise, but I see the advantage of speed too, so I'll wimp out and go along with whatever the group decides :)


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

Cheer up, big guy. Unless he has new mercenaries ready, bullying Saul should be easy enough. ;) We just have to make sure the rest of the staff understands he sent us to die, probably did the same to poor Larur, and might sacrifice any of them at any time. That ought to stop them from trying to stop us.


So, heading back tonight?


HP 37/46, AC 16/12/14, F +4, R +6, W +2, Init +2, Per +8 (+10 traps)

I'm not worried about the serving girl, she might actually be innocent in this. The half-orc, though...he's probably loyal to Saul. He might be tough to talk down.

And one more thing. We *need* to take Saul alive. It's not impossible to get info from a corpse, but it's probably easier and cheaper if we don't have to.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

Fine with me. You get to use your sap again! ^^


Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

Call doesn't do alive well. But she'll try.

And, yeah, sounds like we're heading back tonight.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Taking people alive isn't Lefrik's strong suit.


If you're going back tonight, everyone give me 3 stealth rolls. I'll roll for anyone who hasn't gotten me one by the time I am ready to go forward.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

Three Stealth checks, coming up:
1d20 + 12 ⇒ (17) + 12 = 29
1d20 + 12 ⇒ (11) + 12 = 23
1d20 + 12 ⇒ (7) + 12 = 19

Dare I say "Whoo" and "Hoo" in quick succession? ^^


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Stealth? Oh boy

1d20 - 5 ⇒ (8) - 5 = 3
1d20 - 5 ⇒ (10) - 5 = 5
1d20 - 5 ⇒ (5) - 5 = 0


half-elf Oracle 5 | HP 43/43 | AC 22/16/20 (+4 CoS on) | F +3, R +3, W +4 | init +2, Perception +6 | CMB +4, CMD 16

Stealth:

1d20 ⇒ 2
1d20 ⇒ 15
1d20 ⇒ 7

...or lack thereof


Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

Off to a wedding Saturday, so may have limited posting this weekend.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

I hope you'll have a lovely time. ^^ Give my best to the bride and groom, even if they don't know me!


HP 37/46, AC 16/12/14, F +4, R +6, W +2, Init +2, Per +8 (+10 traps)

@Lefrik: /facepalm

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8

You know how I said "Stealth might work better for us?" Yeah, I'm questioning this now.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

I needed Chainmail for the AC, then bam..suddenly we all need stealth rolls as a regular deal. If I ever get a bag of holding, I'm carrying two sets of armor ;)


You'll be glad of that chainmail shortly


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

No doubt. Sorry, would have responded earlier but the darn forums are not showing gameplay updates again. *Grr*


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Y'know. I'm starting to suspect Saul doesn't like us!


Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

Why do you think that, Lefrik?


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Just a hunch...and maybe an arrow in the shoulder


half-elf Oracle 5 | HP 43/43 | AC 22/16/20 (+4 CoS on) | F +3, R +3, W +4 | init +2, Perception +6 | CMB +4, CMD 16

at least it's not an arrow in the knee


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Gutsy move trying to bribe the other workers with Saul's gold :)


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Assuming he lives through this, Lefrik may go kill whoever sold him this armor. Clearly it is defective


Lefrik, are you trying to demoralize them? If so, that's a standard action. Is that for next round? Or do you want to replace those nice attack rolls with your intimidate?


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

I really need to get a better grip on the rules. (been way too long since i used some of them) . Consider that next round's action. Maybe killing/wounding two thugs and then that will be a nice combo. Assuming he lives to next round, of course.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

I'll have to use my Abjurer power to keep giving you guys the deflection +1 to AC next round, guys; that'll be my standard action...


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5
Calumny "Calla" Tas'vere wrote:
Hope one of you plans to follow me, since I can't fight all three by myself.

o_o I'd love to help, but a halfback, I ain't... The best I could probably do is hit myself up with Shield and try to be a distraction.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Ok, the monkey is scaring me


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

That's right; fear the monkey! :p And also fear my dreadful paperwork.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

Do we have to start considering retreat, guys...? I've got one healing potion left, and provided I manage to get this mook out of the way, it's got Bruendor's name on it.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Retreat? *Checks Barbarian Dictionary* I'm not finding it...

;)

Seriously, I can see why it might be a good idea, but not sure if it would be any better at this stage. We turn our backs on Saul to run we may find arrows in them anyway


I'm not trying to influence your decision in any way...

...but you did walk into a prepared position, announce yourselves, and give the enemy time to gather his forces into a decent ambush zone

Frankly, it's only the luck of the dice roller that you've survived this long.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

... Barbarians may not know the meaning of retreat, but the Goblins who live today are the descendants of Goblins who ran like hell when the chips were down, and Wizards have big vocabularies they're more than willing to share with their friends. o_o

If we'd managed to sneak in, we might've made it, but things look bad. Please let's grab Calla and Bruendor and beat feet before the reinforcements get here. We need to regroup, recover and re-plan. And ambush Saul the next time he leaves his lair.

I was wrong to suggest we move in right away; my apologies. >_<;


Your plan might have worked if you'd just assaulted the place, but standing outside yelling at Saul gave him enough time to move 3 different groups into position.

At this point, you can choose to retreat out the front door, push your way into the kitchens (getting you away from the archers) and going out the back or using the stairs up or down to get into a more defensive position.

Or, you can make a final stand and hope the dice roller continues to like you.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

O_O Never ever make a final stand! Not unless the world is going to end unless you don't, anyway.


Male(HP:58/58; AC:17/10/17;F+8,R+3,W+2;Init +0;Per +8) Human (Ulfen) Barbarian 5

Oops. I missed a few things... for some reason I thought Saul was still on the way TO the door and that was him at L8, not already through it. Yeah, no prize to beat up on even. Retreat is probably best.


Half-Elf (Chelaxian) Female HP 37/37, AC 17/12/16, F +7, R +4, W +9, Init +6, Per +12 Inquisitor 5

I don't think we were outside that long, but I think we were hurt by the Sense Motive checks not working. Still, retreat seems like the best option and then, well, revenge is a dish best served cold.


Male Goblin Wizard 5 (Abjurer); Init +2; Darkvision 60 ft,; Perception +3; AC 13 (touch 13, flatfooted 12; +2 Dex., +1 size); hp 35; Fort +3; Ref +3; Will +5

A priestess of Calistria would know! :p


half-elf Oracle 5 | HP 43/43 | AC 22/16/20 (+4 CoS on) | F +3, R +3, W +4 | init +2, Perception +6 | CMB +4, CMD 16

If Lefrik's attack on Saul can be diverted to Beyar then that'll be 18 dmg. on him hopefully dropping the guy, then Kel and Lefrik threaten the last thug between them and the kitchen, Calla, Kel, and Lefrik can escape that way once he's dealt with. Bruendor will be tough though, he has thugs at R18, O18, and L16 causing problems. Add the 5 archers and it seems we're about to lose big time. I see one option, and it means that Kel might be dying, but with her 22 AC and +9 bluff it has the best chance to give you guys time to escape and maybe turn this in our favor. Kel might still be able to escape after that as well (fingers crossed)

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