Darkest Corners volume 2

Game Master Harakani


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Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor replies to Ophelia's discretion remark "I beg to differ, where I come from the vampires are monsters and no cure is known. Also, there is no easy way to hold one in custody. So voluntary or not, I say let us deal with it now."

If speaking out of turn is not possible, he will say this at the start of his turn in round 3


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu moves away from the door to assists with the 'vampire'.

"Let me hold it down, Ophelia, as I don't know if I can harm it."

He then Ophelia with the grapple.
Free +2 for the grapple Oph, also if Ophelia lets go Sefu will continue to grapple becoming the one to make the checks.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Ophelia nods mechanically, thankful of Sefu's aid. "Don't get bitten."


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

"A vampire eh? Good thing I keep a weapon to deal with such tough skin."

Laurestine moves up while drawing her silversheen rapier. Moving to H8 and readying action. If she comes within striking distance she will attack the vampire.


As the charred vampire woman slips and slides around in the grease the Sergeant quickly runs over to the barricade of furniture and swings his sword.

An ornately carved oak chair log falls in half, sliced though at a sharp angle.

"Stake! Who's doing this?" he calls

Meanwhile the young man pauses at Laurestine's words. Then he turns, taking into the two guards grappling a vampire in a puddle of oil, surrounded by charred wood.
"What!" he shrieks "I'll.. I'll just wait outside!" he then turns and runs through the still-closing door, throwing it wide.

The young woman - who looks about 17 - hisses, and turns to Sefu
"Help me!" She repeats, more a command than a plea.
Sefu. DC 14 Will save vs dominate please

Round 3


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Ouch will saves, how does she know this is my weakness? Also oops for the italics instead of bold last post.
Will: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu stops momentarily, then yells at his squad; "What are you doing to this poor girl?"

He experiences a flashback to before he was relocated;

Spoiler:

Sefu is patrolling in the worst part of his beat when he hears yelling; "You whore, you dont deserve my money!"
Running to the source he sees group of men beating what looks to be a local prostitute;"What are you doing to this poor girl?"

One of the men explains that the whore had attempted to steal his purse and it was not for idiot policemen to come around and bother him while he deals with her.
As he starts getting insulting Sefu cuffs him and takes him and his friends to the slammer for assault on a citizen, betrayal of the law, being drunk and disorderly and assault on the law.

After Sefu finishes his beat he is informed at the station that he had cuffed a councillors son and was told that the station officer was fighting for him not to be kicked out of the Guard.


Just random flavor text to help explain why Sefu might fight you all, hope you break the spell. And yes that was part of Sefus background, but not in such detail.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

"Calm down, boy. She is an evil bloodsucker, not a poor girl." Castor reacts to Sefu's yell, points the wand at him and sends another PfE his way.

"Stake her fast or we have a major problem!" he says to no one in particular.

Sefu, you should be able to take another save immediately, assuming she is aen evil creture. This time you get +2 resistance from the first casting and +2 morale from the second, for a total of +4 bonus.

Here is the wording of the spell:
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Sense Motive: 1d20 + 0 ⇒ (5) + 0 = 5

"We are, quite simply, saving her."

Ophelia responds quickly.

Grapple check: 1d20 + 10 + 5 ⇒ (10) + 10 + 5 = 25

With an unyielding grip she bends both the girls arms behind her back. The iron tendons and wires sing in harmony with the brass cogs and gears and underneath it all, accurate as a metronome, the faint *tick tack* sound of the clockwork proper can be heard.

"There is no need to be worried."

For the first time today, there was proper (almost humane) warmth in the clockworks voice. Softly like faint wind-chimes she continued.

"You will experience 'pain' but it will brief. Then darkness. After that, you will wake up in safety and safe."

Diplomacy: 1d20 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13

Calmly she looks up at Laurestine. She blinks, once, then speaks again this time in her normal neutral voice.

"Guardswoman, would you kindly complete the procedure?"

Standard action to maintain grapple, +5 since she did not escape. Upon success Ophelia will pin the vampire, making her an easy staking for the rest of the team.

Pinned:

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu gets another lease on his will, will he make it? Bad pun.
Will save: 1d20 + 6 ⇒ (5) + 6 = 11


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

With his will of steel, Sefu fails to save even with castors spell. Also I think at this point he stops helping you stake her, but its up to the gm.


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

"Of course!" Looking about, Laurestine looks for a large enough piece of wood and uses it for a makeshift stake. If needed she will use her sword to make a crude point on one end for easier stabbing.

Stake attack on the vampire: 1d20 + 4 ⇒ (13) + 4 = 17

As I don't know what damage to use, feel free to do a roll for the stake GM.


@Laurestine: the Seargeant spent an action setting up a stake near you last turn. No problem picking it up and running over to the woman to stake her except for Sefu.
@Sefu: you feel compelled to stop this guardswoman from stabbing some poor random woman in the heart with a chair leg. Up to you how.


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu attempts to grapple Laurestine while saying "Stop trying to kill this civilian, she hasn't done anything to warrant even arresting."
Wow Sefu is turning out to seem really naive.
Grapple check: 1d20 + 9 ⇒ (4) + 9 = 13


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Laurestine quickly and easily evades Sefu's attempt to keep her from striking the vampire. She rams the previously fashioned stake home into the undead in an attempt to subdue her. Previous attack roll already made, unless you want another roll GM.


"Sefu! Stand down!" yells Sergeant Valdemar as Sefu tries to stop Laurestine.


The 'girl' shudders and goes limp as the stake slams home through her chest.

Sefu's eyes widen in shock, then narrow in anger.

Okay - be convincing. Bluff's good, spells are good, or come up with a good argument


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"There. This is preferable to oblivion."

Ophelia lets go of the now (even more) lifeless girl carefully.

"Sefu, fetch something for us to cover her with. If she is to stand a chance, she will need to be sheltered from sunlight until taken into protective custody."


Sefu hesitates, obviously reluctant to leave the girl in Ophelia's care while he looks.

He eyes the stake
"She's still alive?"


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Sense Motive: 1d20 + 3 ⇒ (12) + 3 = 15

"No. When she metamorphosed into a vampire, she ceased to be alive in the medical sense..."

The clockwork starts to rattle off a response to the obvious question in a neutral voice but something gives her pause. She tilts her head slightly to the side and blinks, looking at Sefu as she does. Slowly, she comprehends what he is really after - and she starts to talk anew.

"But neither is she more not-alive now. When we remove the stake, she will animate and ... similar to when you have been asleep for a long time and wake up - coma? No doubt, she will wake up disoriented and without any sense of passed time - so in order to minimize needless stress such an awakening should not be taken lightly. Preferably we should locate her kin first and at the very least finish our current task."


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

"That is quick thinking, Ophelia. The sun would certainly kill her. If you want to make her safe, Sefu, make sure the cloth does not have any holes in it and bind her well. You do not want her to be exposed out there, trust me."

Castor looks at Sefu expectantly, ready to send another spell from the wand his way.

ready action: use wand if Sefu threatens any of the guards


Can I get bluff checks please


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor was very careful to speak only truth so technically he did not bluff per se. So I think this should be diplomacy.
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

But it is your call, so here is a bluff roll as well
Bluff: 1d20 ⇒ 13


yeah - I was thinking about the skill for a while. The intent seemed to be to convince Sefu that the best help for her is to be tied and wrapped while the other vamps are taken down. You've a good argument for that, but making that argument persuasively seemed a tiny bit more bluff than diplomacy to me. It's not a hard DC though, because the argument is so good.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Somehow I forgot the roll!

Bluff: 1d20 + 8 ⇒ (5) + 8 = 13

Diplomacy: 1d20 + 6 + 1d6 ⇒ (15) + 6 + (1) = 22


There's doubt in Sefu's eyes, but he accepts the recommendation of his new teamates, and does as instructed.

He is careful to cover the girl fully (especially her burned hand) and does not dislodge the stake.

It takes him two rounds to do this if people want to do something in this room


"Well done peop...team. If this is it we don't need backup, but we should probably alert HQ. Can someone write a note?"

The Sergeant makes short work of a chair, turning out another pair of stakes.

remember you have the self animating note that turns into a construct origami bird
@Ophelia: Sorry, couldn't resist ;P


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Ophelia takes the moment to give the room a quick sweep, now that the main distraction has been pacified.

Perception: 1d20 + 13 + 1d6 ⇒ (9) + 13 + (5) = 27

"Would you like me to Sergeant? Most likely, we will also encounter a real vampire. This spawn seems to lack both motive and power to subjugate the entire building."

The clockwork returned to studying the room. Why does he remind me of Laznist? I cannot shake the feeling. Something seems familiar ... Is this grief? Detecting similarities where none exists - but it has never happened before...


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

"If we are to encounter anything more dangereous, I am not entirely sure we can handle it. But if we are to move forward, we should do it as fast as possible." Castor says looking at the sergeant.


"He's right... but let's get the girl stashed and the stakes ready. Laurestine, can you tell the people outside to hold that fleeing civilian? Not sure if the mind control is going to come back."

knowledge:nobility or profession:guard DC 15:

Congratulations! You know enough about the political situation you've found yourself in to be able to work out how to maximize your Reputation.

Vampire (spawn or not) captured +4
Vampire (spawn or not) killed +5
Mortal Citizen freed of mind control +2
Mortal Citizen killed while attacking guards -1
Found guilty of killing a citizen (except in defence of self or others) -50.
Vampires escape building and start this up again -30
Calling in backup -20

Yes, politically the city would prefer not to be handed the problem of unwillingly turned vampire citizens. If they 'died while being arrested' that would be convenient... but if you're caught killing them when you could capture them heads will roll.

Any questions?


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Profession:Guard: 1d20 + 8 ⇒ (14) + 8 = 22
How much does Reputation matter? Does it improve our chance of going up in ranks or give us some social bonus?

Once Sefu is done wrapping he girl up he starts walking to the door with her carried in his arms.
"Surely the best way to help her is to take her somewhere to get cured now that she is safe from the sun."

You have convinced Sefu so far but you need to make him think killing other vampires is more important to helping this one then getting her to a cleric. Sefu doesn't know much about how vampires work, sadly.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

"There is only one cure; and it would require a king's ransom in diamonds. It is therefore imperative that we prevent others from suffering the same fate, since we are unlikely to be able to reverse the transformation." Ophelia chimed in moll. "We cannot hope to cure the symptoms unless we remove the source."

Know(Nobility): 1d20 + 7 + 1d6 ⇒ (7) + 7 + (5) = 19

"The city officials would surely prefer if we slew them all, but the easy way is not always right - is it?" What limited experience she had with morality had taught her that much at least. "Nevertheless, we should move."

Stealth: 1d20 + 6 ⇒ (17) + 6 = 23

Ophelia quietly moves over to the side door, trying to open in lightly and peek in.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor has not dedicated any time to finding out the ins and outs of his new profession, hoping he could do his job well enough with his current skills and acquire the knowledge along the way.

"Sefu, rest assured she is safe enough here at the moment. We have to finish our job here, and you should not walk with her outside alone. It might not be safe for either of you. So you better set her down gently in the corner overthere, as the Sergeant says."

Castor wonders if there is anything the clerics might do to save the girl. I have never heard about a cure for vampirism. And walking with a vampire into a church might not be a good idea. Hmm, I better concetrate on the situation here and deal with Sefu and the vamp later.

He makes sure there are still some charges in the wand and follows Ophelia, trying to be quiet and looking for more trouble. "Squeeky, good boy, stay hidden and not a sound." he whispers.

Stealth: 1d20 + 2 ⇒ (5) + 2 = 7
Perception: 1d20 + 11 ⇒ (6) + 11 = 17


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Knowledge: Nobility: 1d20 + 4 ⇒ (12) + 4 = 16

"Yes sir. Be right back."

Stepping outside, she calls out in a loud voice to the guards who are around the home.

"There was someone who just fled from this building. He is to be detained for questioning. You two will bring him to me. On the double now!" Laurestine commands two able bodied patrol guards.

She will remain here until they return with the man.

Draconic:
"Myla, go find the man and follow him. If he eludes the guards find out where he is at. We will deal with him when the time comes if he is that stealthy."

Myla flies off to follow the fleeing man.

Sefu, reputation is tracked by the GM. The better we do as a elite team in bringing down special threats the more we will be given to accomplish our goals. Equipment, favors, money, and so on. This isn't a skill we have ranks in so much as those who are socially inclined will know the etiquette involved to keep us looking good in the eyes of the city.


Laurestine:
The man went outside and was slowed by the crowd. Guards are starting to turn up (which is an amazing response time) and you ensure they detain the man. If you want to question him, you can.

Ophelia, Castor:
Before I go through this; are you guys waiting for Sefu to finish with the woman and Laurestine to come back, or pressing on immediately? Time (or more accurately wand charges) is important... but more vampires are a threat.

Reputation is a bit arbitrary, but is just a system to work out how 'well' you complete a mission. As Laurestine says, more of it means you'll have better equipment etc.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

When I posted, everyone was still in the room. Ophelia would wait for everyone so that they are atleast back in the same room as her before proceeding. No sense in splitting up against people whom can take over your mind : P


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Agreed. Just tell me how long it takes, so I know when another wand use is needed.


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Sefu, with misgivings, puts the girl down in the corner and picks up and holsters his gun.
"If so then lets get this 'source'"

Hey GM, how much does Sefu know about vampire anyway? What does a commoner know about vampires in this city?


common knowledge on vampires:

Vampires live in Nex
Vampires are undead
Vampires drink blood
Vampires can't stand sunlight


Hope this is okay with everyone, but in the interests of still moving on

Recap
2 rounds have passed.
Sefu; has bundled up the girl.
Laurestine; ducked out, ordered the fleeing man detained, and ran back in.
Sergeant; cut two stakes (that he currently has)
Castor; Can start recasting Protection from Evil spells if he likes.
Ophelia; leading the way into the next room

The Storeroom
This room has floor to ceiling shelves that obviously once contained fine pieces of work. Those pieces are now thrown rudely against the single small barred window at the end, and the shelves are filled with the dead.

The shelves dominate the narrow room. A four foot wide clear corridoor of space squeezes between them. Many bodies - perhaps fourteen? - are stacked haphazardly on the shelves.

Blood has pooled on the hardwood floor.

There are no doors from this room, but a set of stairs do lead up.

Please move yourself into the room on the map
@Ophelia; given you snuck in, is there something you wanted to do before the others entered?


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

No, was just looking to get the drop on any potential opponents : )

Ophelia quietly stepped into the new room, looking around as she did. Content that nothing appeared moving or dangerous, she took a closer look at the shelves and the discarded woodwork. So sad, such waste ... After this secondary sweep, she turns back to the party.

Perception: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (1) = 27

"No further hazards in here. Do we want to proceed upwards or complete our sweep of the first floor?"


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Castor feels his protection disappeared, so he uses the wand on himself.
"Do not forget the bodies. Sarge, there are a lot of them here. All dead. I hope they will stay that way, if you know what I mean. So, which direction shall we take?"


Ophelia:
No sooner has she declared safety than Ophelia's keen senses notice the dead eyes open on one of the bodies!
O7. Mechanically your perception beat their take 10 stealth. Cinematically one of them 'woke up' when she spoke.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

As she sweeps the room, Ophelia freezes up. Her eyes fix on one of the corpses and she reaches for her spear.

"It would appear one of them were simply resting. How odd!"

Initiative: 1d20 + 6 ⇒ (6) + 6 = 12 I figured we'll need this^^


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Init: 1d20 + 8 ⇒ (6) + 8 = 14


init: 1d20 + 1 ⇒ (9) + 1 = 10
Okay - roll 'em people


init: 1d20 - 1 ⇒ (6) - 1 = 5


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Initiative time!: 1d20 + 3 ⇒ (18) + 3 = 21


Male Human Brawler 4 HP:40/40 AC(Total/Touch/FF):17/13/14 Ref: +6 Will: +2 Fort: +6 Init: +2 Perc: +8 CMD:20 CMB:9

Init: 1d20 + 2 ⇒ (15) + 2 = 17


Initiative Order =
Laurestine 21
Sefu 17
Castor 14
Ophelia 12
Vamp 10
Abel 5

The way I'll run this:
Laurestine, Sefu, Castor and Ophelia can go in pretty much any order.
Then the Vamp and Abel will go,
then repeat.

Players are up!

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