GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

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F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

Vris looks a little doubtful. We only just got hired and now we have to find more staff? I know nothing about running a casino! Speaking to the dwarven floor manager and the others present, she says "I'm guessing you'll need to interview any potential new staff we can convince to come here to find out what jobs they're best suited for. Or do you know of somewhere in Riddleport with a bunch of experienced, trustworthy croupiers and cashiers just hanging around, waiting to be offered a job?" Standing and stretching, the priestess adds "Of course if you do know of such a place, I am good at talking people into doing things, usually..."

Vris will be looking to find new accommodation either at The Gold Goblin or nearby. Is the accommodation at the Goblin individual rooms or dorm style? If the latter, Vris will try and find something nearby, where she can at least have her own room.


Larur looks at Vris and shrugs. "The labor is not very skilled; I hired you lot for instance. We just post we are looking and they will come in. IN the meantime, we will need your help to work the floor, games, etc. You get to reprise your role before you were heroes. Shouldn't be busy, but you never know."


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

I believe the rooms marked 19 are all individual bedrooms. Are those the ones offered to us Dr?
How much time do we have available to look for staff today?

Blossom looks between Saul & Larur before turning to Vris. "Shall we a wager then?" She asks, smirking mischievously.


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

Well what he says is true, I've no skill at all in running games of chance. Vris simply nods in response to Larur's statement and says "So you want Reva and Saphren to keep being guards, Bu to provide entertainment, Trig to keep the alcoholic beverages flowing and Magnus to keep the kitchens going. That leaves me. Somehow I doubt you need a cooler out there at the moment, so what do you want me to be doing?"

When Bu whispers to her about a wager, the priestess looks momentarily confused. "Um... a wager on what, precisely, Bu? Did I miss something?"


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

I am happy ta talk to the candidates. Saphren offers. I been in town a while and recon I'll know of a few of um and know of a good deal more.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Good thing I cleaned and brought this along," says Trig, gesturing with the (very small) folded up succubus outfit.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva looks over the group.

"Any business needs someone to meet and greet customers, make them feel at home, and answer questions. We've all got a role here. I bet Saphren can vet potential employees here too. Also Trig, I'm delighted to see you've put some clothes on."


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

"You and me both." growls the Dwarf, folding his arms. "I vill go with you if you are expecting trouble. Otherwise I can try to recruit my kinsmen, but I do not think zey will take to... zis kind of work."


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

"Ár gcairde Vancaskerkin & Larur bhfuil gá acu fostaithe." Blossom whispers back to Vris, just loud enough for Reva to hear. Her smirk shifts to an almost lascivious leer as she continues. "Tá mé cinnte go d'fhéadfaí tú & I a dhéanamh i bhfad chun é seo a réiteach riachtanas. B'fhéidir d'fhéadfadh muid ní mar sin níos fearr a fheiceáil?"
"Tar éis an tsaoil, ní mór dúinn an lá ar fad..."

Knowledge (local): 1d20 + 8 ⇒ (7) + 8 = 15, to have an idea where best to 'head-hunt'.

Elf:
"Our friends Vancaskerkin & Larur are in need of employees.
I'm sure you & I could do much to rectify this need. Perhaps we might see who does so better?
After all, we have the entire day..."


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Well, you don't have to act like I'm unpleasant to the eyes or something! Hmph! As far as recruiting, just like Magnus, most of the people I know in Riddleport are dwarves. Aren't quite as many gnomes here as I would like."


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Her face set into her typical neutral expression, Reva looks at Trig for a moment before responding. "I doubt you were wearing that handkerchief for my benefit. I suppose whatever's best for business thoug.."

She trails off as Bu speaks quietly in Elvish.

A bet? Ugh. Might as well be a team player and play her game, provided I don't have to do anything obscene.

Reva nods once in return. "Comhaontaithe. Cad é do geall? Mo bríste fanacht ar."

Elvish:
"Agreed. What's your wager? My pants stay on."


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

Vris looks at both Reva and Bu, smiling a bit warily, but still tries to enter into the spirit of the discussion. "Sula n-aontaíonn liom a geall ar bith is mian liom freisin go mbeadh a fhios cad é do mhol fhorghéilleadh é. Agus ós rud é go bhfuil an ban-ab Máthair ag iarraidh cheana féin a fháil amach dom mo bríste, b'fhéidir go bhfuil tú ag tairiscint níos mó bunaidh?" She then looks over towards Trig, and adds, "And we may want to invite our gnome friend here to join in the wager too?"

Elvish:
"Before I agree to any wager I too want to know what your prosposed forfeit is. And since the Mother Abbess is already trying to get me out of my pants, perhaps you have a more original proposition?"


I'm not certain we'll RP the entire process of bringing in employees. Perhaps a few skill checks of various kinds (let's say 3 total, you decide what's relevant) and the results will tell.

As part owners of the Gold Goblin, part of your duties will be to keep the place running well and also to grow the business. While not intended as a Junior Acheivement (do you know what that is?) project, there are some behaviors you can exhibit that will help. I am to roll a check weekly, which can be modified by your behaviors, and that will determine profitability or lack thereof, of the endeavor. Make sense?

So go out and look for staff, or do whatever you can think of to help build your business in the down times. This AP is a little dodgy and has lots of interval time...


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"What? What wager?"

Trig will try to recruit pretty ladies of all sizes and shapes to work as servers, and find a costumer who will make uniforms that are sexy but don't make Magnus and her other friends so uncomfortable. (She still keeps her succubus outfit and wears it under her robe when she wants to feel sexy.)

Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5
Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13
Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21

Edit: She will also look for sexy men to attract gamblers who go for that kind of thing.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Cocking an eye a all the elven being spoken the half orc looks less than pleased to be left out. Gonna have ta pick up some elf speak I guess, since it appears simple good manners ain't gonna stop um from speaking it in front of me.

Saphren tries to contribute using his knowledge of the seedier side of town to find good people and to avoid bad seeds. He will also interview candidates to discern their trustworthyness and work ethic.

Knowledge Local: 1d20 + 4 ⇒ (18) + 4 = 22

Knowledge Local: 1d20 + 4 ⇒ (6) + 4 = 10

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

Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22

Sense Motive: 1d20 + 5 ⇒ (4) + 5 = 9

Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Not getting much response from the group, Reva looks over to Bu.

"Five gold. We'll see how this goes." With that, Reva heads off into the streets.

With her acerbic personality and lack of local knowledge Reva defaults to what she does best; scaring the hell out of people. Her tactics are relatively simple - find customers and employees of other gambling establishments and make the Gold Goblin the most attractive place to be.

Her first step is to locate other gambling establishments (on the assumption Vancaskerkin knows a few) and start attending and playing a few games with no real mind for keeping the gold. The goal is to locate nervous high rollers and demoralized staff.

Sense Motive: 1d20 + 7 ⇒ (7) + 7 = 14
Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26
Sense Motive: 1d20 + 7 ⇒ (17) + 7 = 24

Afterwards, contact is made in secluded areas at night as they walk home. The message is the same. Wherever they're gambling is no longer safe with more spectacular and dangerous heists in everyone's future. The Gold Goblin is the only safe place - those new guards they have protected everyone. It's the safest place to gamble right now.

To the people she may have misread who resist, she will simply browbeat.

Intimidate: 1d20 + 8 ⇒ (3) + 8 = 11
Intimidate: 1d20 + 8 ⇒ (2) + 8 = 10
Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21


As the newest owners of the Gold Goblin go out in force to blanket the city looking for likely staff for their casino, they varying degrees of luck and various approaches.

Trig's plan of looking for attractive ladies bears a little fruit, she is able to corral one fine looking waitress from a seaside tavern where her assets had been pinched a few times too many, to leave and join the new casino.

Saphren, being a local with some inside knowledge, looks for a security detail by visiting the usual suspects in the usual places. He strikes out with one prospective employer who has issues working with/for orc-kind, but ends up with 2 other enforcer types, both of whom have proven to be loyal and hard-working.

Finding competing casinos is not hard work for Reva; they seem to flourish in this den of iniquity called Riddleport. After watching the manners and mannerisms of several croupiers, she accosts a few after hours, but her rough approach is met with indignation by all but one fellow, a balding man, who like his girls tough. With a wink and a smile, he agrees to come to work over at the Goblin in the morning.

Reva DC 15 Perception:
You notice an unusually tall, thick-necked man, with a crew cut, watching you as you work the room of the competing casino. He squints at you with barely concealed malice, but before you can react, he turns and stomps up stairs to a door marked Private Office

Anyone else out there, beating the bushes for staff or anything else?


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

Vris will likewise try recruiting likely individuals for work at the casino, but unlike Reva, Trig and Saphren she will start her search by taking a ferry across the harbour to The Publican's House - the tavern which doubles as the local shrine to Cayden Cailean in Riddleport. She's hoping that her odds of finding honest individuals willing to work in a gambling hall will be greater amongst the followers of the Accidental God.

Once there, she will begin by asking the publican or other staff who among their clientele might be seeking honest work for a wage, then start approaching their nominated patrons with her offer of employment. She will converse with the men and women - of any race - whom seem interested, and of course will stand her round of drinks like everyone else in a tavern dedicated to the Lucky Drunk. Vris will fully explain the situation to any prospective recruits, including her doubts about Vancaskerkin, but she at least can promise that the jobs she is offering are genuine and that she herself will be keeping an eye on their treatment.

Diplomacy, spending time at The Publican's House, spreading news about The Gold Goblin and seeking prospective employees: 1d20 + 6 ⇒ (18) + 6 = 24 +1 vs. characters who could be attracted to Vris

Fortitude save, to avoid being the worse for drink after trying to keep up with the worshippers of Cayden Cailean: 1d20 + 3 ⇒ (9) + 3 = 12

Will 10gp be a sufficient amount for Vris to have spent on such a recruiting trip, to cover the cost of drinks, ferry fares, etc?


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Spotted and now possibly in danger. And I only got one person, and he's a pervert. Next time I'm teaming up with someone people like.


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

I just realised that Vris should probably have made a few more Diplomacy rolls to try and recruit people while she was buying drinks and socialising at The Publican's House, so here are three additional rolls if needed:

Diplomacy, recruiting new staff at The Publican's House: 1d20 + 6 ⇒ (13) + 6 = 19 +1 vs. characters who could be attracted to Vris
Diplomacy, recruiting new staff at The Publican's House: 1d20 + 6 ⇒ (17) + 6 = 23 +1 vs. characters who could be attracted to Vris
Diplomacy, recruiting new staff at The Publican's House: 1d20 + 6 ⇒ (13) + 6 = 19 +1 vs. characters who could be attracted to Vris

Keep in mind that she has both the Charming trait and Sociable alternate racial trait, should those offer any other advantage to her for the current purpose.


Vris successfully charms 3 new staff members, who could easily be cooks, bus staff, dishwashers etc from the Publican House to come over to the Goblin tonight. Likely, all of them are hoping for a little more face time with the fair cleric, but the promise of a job doesn't hurt either.


Later in the evening, as you all have started to put your staff people to work and the night time crowd has started to drift into the Goblin, (not heavy, but not light either) and you are all hard at work at your tasks, Saul Vancaskerkin returns.

With him are 6-8 of the roughest sea dogs you have ever seen. Nearly every square inch is covered with scars, tattoos, or pock marks. The scurvy crew is apparently already well into their carousing, and Saul has brought them here to cap off their fun. The one-handed owner buys the men all a round from the bar, then heads off to his upstairs office.

"Da crew o' da Vesicant, fairest clog to sail them waters, is 'ere an' now da real fun begins," shouts on of the men, grabbing a mug of ale and chugging it rapidly. The riff-raff continue to cause a scene, pinching the new waitress, spilling their drinks, cursing out the croupier etc until Larur Feldin comes over.

Feldin has some sharp words for the men, and as he turns on his heel...

As the altercation happens, Trig is in the bar, getting a trayful of shots to pass out to the happy gamblers. Magnus is dutifully making dwarf delicacies in the kitchen, Saphren is talking with one of the new staff at the front counter, Reva is working the floor, slightly concerned about the ruckus from the sailors. Vris is talking a a new dealer about how to manipulate luck, and Bu is on the center platform dancing as distraction.

Perception DC 15 for those in the room:
YOu see one of the mean, with a large gold hoop earring, grab a hidden sap from his belt and raise it to try to strike Feldin from behind. The other sailors grin in response, and they look ready to tear the house apart.

We'll use the same Goblin map, which is linked at the top and set up. Initiatves and rounds coming up. Sorry if these guys look familiar, it's just easier to re-use tokens...


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


Initiative Rolls:

good guys
Vris: 1d20 + 2 ⇒ (12) + 2 = 14
Bu: 1d20 + 2 ⇒ (17) + 2 = 19
Reva: 1d20 + 4 ⇒ (7) + 4 = 11
Saphren: 1d20 + 5 ⇒ (5) + 5 = 10
Trig: 1d20 + 2 ⇒ (5) + 2 = 7
bad guys
Blue Goon: 1d20 ⇒ 16
Purple Goon: 1d20 ⇒ 14
Green Goon: 1d20 ⇒ 8
Red Goon: 1d20 ⇒ 15
White Goon: 1d20 ⇒ 7
Orange Goon: 1d20 ⇒ 20

The First Night - Round 1

20 Orange Sailor
19 Blossom/Bu
16 Blue Sailor
15 Red Sailor
14 Purpl Sailor
14 Vris
11 Reva
10 Saphren
8 Magnus
8 Green Sailor
7 White Sailor
7 Trig Glittergold

The Orange Sailor leaps to his feet shouting seaman's epithets and the card table goes flying, it's coins, bills, chips and cards shattering in a hail of frenzy.

Okay, Bu/Blossom, you are up now.


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

perception: 1d20 + 5 ⇒ (20) + 5 = 25

"Feldin, look out behind you!" calls Vris to the dwarf, an instant before the sailor swings the sap at the back of the manager's head.

Free action on Orange sailor's turn - shout a warning to Feldin.

Will wait until Vris' normal turn in the order to specify other actions.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Trig doesn't notice a thing, she's a little too busy trying to smooth things over with the waitress who the sailor pinched, promising to make sure he knows that's not acceptable. She looks pretty mollified, until the trouble starts, anyway.

On Trig's turn, she will see the fight starting, and move within 30 feet of one of the sailors, if she can, and use Tremor to knock him down.

Trip with Tremor: 1d20 + 5 ⇒ (19) + 5 = 24


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

Of course I failed to make good my promise to post last night...
untrained Perception: 1d20 + 3 ⇒ (9) + 3 = 12, nope, Blossom doesn't see anything for the bar-brawl building before her...

Quickly ?skipping? to close the distance between herself & the offending ruffians, Blossom allows her hair free reign to lash at the miscreant's legs.
Hair attack: 1d20 + 2 ⇒ (4) + 2 = 6, sigh.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

"FELDIN BEHIND YOU!" shouts Reva, shortly after Vris. Her eyes blaze as the orange sailor leaps onto the table. "Let's calm this down before I have to hurt someone!"


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren calls out as he moves from behind the bar while twirling his great scimitar. I fight one kind of fight boys, and its deadly. Looks like you brought a sap to a sword fight. You got one chance to get out before I start cutting you down.

Intimidate: 1d20 + 2 ⇒ (18) + 2 = 20


The First Night - Round 1 - continued

Seeing a fight brewing, Blossom lithely jumps down from center stage and rushes to the action, trying to lash the nearest sailor with her unruly hair, but to no effect.

Blue Sailor (the one turned the other way) brings his sap down at Feldin's unaware noggin, but the shouts from Reva and Vris are enough for the dwarf to get his arm up to ward the blow, which strikes him with a bone-crunching impact anyway, driving him to the floor, conscious, but hurt.

In true, bar fight fashion, Red Sailor begins throwing this glass and earthenware all over the floor laughing uproariously.

Purple Sailor begins sauntering towards the bar, teetering slightly from too much drink, meaning to get his hands on that lusty waitress again during the confusion.

I believe I have actions from all the rest of you (thanks!) so we just need to see what Vris will do, before moving on quickly to next round.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Sounds like Purple will be the closest sailor to Trig, so she'll target him with the Tremor.


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

"Stay here and behind cover." Vris tells the new employee with whom she was conversing a moment ago. Dashing forwards, past the other gaming tables and the smattering of other patrons, the priestess points her finger at the green garbed sailor standing in front of Bu and intones a prayer to Shelyn - "Get down on your belly and stay there, you unwashed oaf!"

Move action - move forwards 30' feet
Standard action - Cast command at the Green Sailor, ordering him to fall prone (Will save vs. DC 14 to resist)


The First Night - Round 1 - continued

Getting her new charge to safety, sprints across the gaming floor and, using the commanding tone of Shelyn, she orders the Green Sailor to the floor. Immediately, the sailor's eyes glaze a bit, and he drops to the floor prone, leaving his shank half-cocked for a swing at the elfin witch.

Will DC 14: 1d20 ⇒ 4

Ok, so Reva is up, her post above is really just speech which is a free action. So give me more. Saphren are you trytig to demoralize (Standard Action) the sailors, or change their attitude which is an out-of-combat action, really. Demoralizing will leave them "shaken" if you get a better than DC 12 roll for each your trying to affect. Magnus, you have a Perception check DC 10 (now with the fight going) to hear the noise in the game room.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

This is going to get out of control, fast.

Spotting the blue sailor right beside her, Reva whips out her sword and moves up to him, swinging out hard with the flat as a warning.

"You're done! Stand down!"

Nonlethal Attack: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5

Move action to draw sword, five foot step, standard to attack nonlethal.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren was tryiing to prevent the fight from starting - his speech was a free action/warning with no chance to demoralize. I had hoped the thugs might take heed though with a social/intimidate roll of a 20. Also, it served to let the party know that he intends to use lethal force in this potential bar fight, cause he does not play nice. Had a party member suggested he not slaughter these goons he likely would have dropped the large blade and pulled his sap, but...

Saphren smiles devilishly, and you are not sure if he is pleased or not that his warning was ignored. Moving with his falchion in hand he closes on the white sailor and attacks.

Falchion: 1d20 + 4 ⇒ (19) + 4 = 232d4 + 6 + 1d6 ⇒ (1, 4) + 6 + (4) = 15

Confirm: 1d20 + 4 ⇒ (9) + 4 = 132d4 + 6 ⇒ (2, 3) + 6 = 11

If he is inclined to call for the fight to end now, he does not show it.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Well, I was going to suggest Saphren attack nonlethally -- he can still use his falchion to do so... but it might be a little too late. That might not confirm, anyway. So he might not be dead.


Not sure how mechanically to fit your Intimidate action in. While speaking is a free action, no RAW use of Intimidate is, but if the words are what you are intimidating with, then I see how it should be...I als hate to not reward the good roll. I will give you slowing them down to just either Move or Standard Action in the first round as a result of giving the bad-guys pause.

The First Night - round 1 - continued

Reva leaps at the sailor trying to smack him with the flat of her blade, but the crafty tar dodges her laughing. "Aye, yer a feisty one, eh? Come o'er here and give us a kiss, lass.'

Saphren's attack, however, is no joking matter. Bounding from behind the counter, he gives a mighty blow to the nearest rowdy, and slices the man's head from his shoulders in a quick stroke.

Over the bawdy mining chanty Magnus is teaching the kitchen staff, he hears the din of what sounds like a fight, either that or diners retching on his cooking...He decides to go investigate, opens the door and sees a full-scale riot in place.

Magnus can post a SA before tonight, before I move him along.

Magnus Perception: 1d20 + 1 ⇒ (9) + 1 = 10


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

I am working on a certain rep in Riddle port. :P hope there no long term negative impact to Saphren's bloodthirstyness...


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

As the drunken sailor leers at Reva the sickening sound of metal cutting through flesh sounds out, and a head rolls near her feet. Her jaw drops and she turns to stare at Saphren.

He killed a man. There's blood everywhere. Oh Goddess his eyes keep staring...

For a moment the colour drains from Reva's face as she stares stupidly at the head.

Pull it together Reva! You can't get that life back. Work as a team. Deal with Saphren later.

Reva stops stammering and she raises her sword menacingly at the drunk sailor, shouting over the din of the casino.

"See that? That's what your lot gets for causing trouble here! You make any move that isn't getting the hell out of this casino and I'm going to rip your skin off and use it for a drum to beat out a warning to all the other sodden wretches! GET OUT!"

Free action to react and talk.


The First Night - Round 1 - concluded

Magnus hears the sounds of struggle in the game room, and rolling his eyes heavenward, he draws one of his throwing axes, and pushes open the kitchen door. Seeing the fight in progress, he steps up just behind and beside Reva and throws his axe at the sailor she is locked in a fight with, the same one who struck Feldin, but his throw lacks the finesse required to hit the cagey sailor and the axe sails past harmlessly.

Green Sailor remains on the floor prone from the Command of Vris and White Sailor lost his head and his only action is to fall in a heap.

Finally, Trig turns to the sound and see's one of the offending sailors coming into the bar. With a flick of her wrist, she causes a Tremor to shake the floor under the unstable salt's feet, but somehow the man regains his footing; must be all those years on the sea?

Magnus Throwing Axe: 1d20 + 1 ⇒ (5) + 1 = 6
Trig CMB: 1d20 + 5 ⇒ (4) + 5 = 9

End of Round 1

Just rolled for you Trig to save time. On to Round 2 and we'll see if the tide turns this round.


The First Night - Round 2

20 Orange Sailor
19 Blossom/Bu
16 Blue Sailor
15 Red Sailor
14 Purple Sailor
14 Vris
11 Reva
10 Saphren
8 Magnus
8 Green Sailor (prone}
7 Trig Glittergold

Seeing his mate struck down by the fearsome half-orc, Orange Sailor draws his billyclub and moves to engage Saphren but his first stroke is parried easily by the large falchion.

Orange Club: 1d20 + 2 ⇒ (1) + 2 = 3

Ok, Blossom let's see that hair in action. Remember, Green Sailor is now prone at your feet and another enemy is unengaged 10' away.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

Though not more than a half-skip brings her closer to the next-closest sailor & her hair lashes out most alarmingly it fails utterly at anything other than fanning the sweat from his brow...
5' step to the left
Hair attack: 1d20 + 2 ⇒ (7) + 2 = 9, missing the red sailor


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

DM, I already rolled the Trip attack in my earlier post.


Ouch, Trig! So you did I just didn't look back far enough!. Let's indicate that fellow is on the ground, and my good line about his sea legs will have to wait...

The First Night - Round 2 - continued

Blossom and her wild (and woolly?) hair attempt to strike the nearby sailor but the dangerous tresses fail to hit the man.

Blue Sailor, after whacking Feldin, turns his sap on nearby Reva,missing badly, then steps back away from her and Magnus.

Red Sailor narrowly avoiding the elf's hair, makes a cut at her with his dagger, slicing her on the upper arm and causing blood to well from the wound.

Blue Sap: 1d20 + 2 ⇒ (2) + 2 = 4
Red Dagger: 1d20 + 2 ⇒ (12) + 2 = 14
Bu Damage: 1d4 + 1 ⇒ (2) + 1 = 3


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

I believe that leaves Purple up and the ball still in your court Doc.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

I forgot to move Trig forward on my last turn when I said she moved, so I moved her forward 5 feet to reflect that.

Trig is bemused by Saphren's bloody attack. Hope that doesn't get people pissed off at us, she thinks, Maybe that fellow's a scurvy pirate, or maybe he's an honest sailor, but I don't think he deserved to die just for starting a bar brawl.

Focusing on the fight, she sends another ripple of earth towards a brawler. Targeting Blue.

Trip: 1d20 + 5 ⇒ (8) + 5 = 13

Edit: hit post instead of preview.

She then steps forward to stand over the ruffian she tripped earlier, and draws her dagger from her waistband, holding it out ready to strike him if he rises.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva nimbly steps back from the sap, her face contorted with fury.

"That man is -dead-, and you think you have a chance? Fool! Gaha oiad olpirt ol oiad nazpsad balzizras!"

Celestial:
"By the Light of the Sword I judge you!"

With that her eyes blaze with white light and she steps to the side before cutting down hard for the sailor's collar, this time with lethal force.

Attack+Judgement: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Confirm Crit: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Swift action to active the justice judgement and pop my judgement surge. +2 to attack. Five-foot step, and then standard to attack the blue sailor.


Sorry got interrupted on my posting, and then forgot to get back to it. I'll finish my guys now.

The First Night - Round 2 -continued

Purple Sailor rises to his feet, looking about sheepishly. He then draws out a little dagger and begins threatening Trig with it.

Note, this is on a count before Trig's 5ft step so no Aoo. If you could, use the arrow or line tool to show your intended movement, rather than just moving, it'll help keep the map straight and in sequence, thanks!

This puts Vris, Reva (posted already) and Saphren up next.


F Half-elf NG Cleric 1 | AC 15 T 12 FF 13 | HP 8/8 | CMB +1 CMD 13 | F +3 R +3 W +6 (+2/+1) | Init +2 | Perc +5

I did post an action earlier today, and I thought it had gone through, but obviously the internet ate it...

Shocked by the sudden eruption of blood as Saphren decapitates one of the rowdy sailors, the priestess yells to the half-orc. "For heaven's sake, Saphren! Reva! No more killing, unless it's you or them." Vris readies her light mace and advances to stand over the green garbed sailor. "Stay down if you know what's good for you. Several of your mates are already shark chum..."

Intimidate: 1d20 + 3 ⇒ (1) + 3 = 4

Meh. She's just not scary - but if the green sailor tries to stand up she should get an AoO


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Magnus, apparently missing Vris' outburst, draws his warhammer and charges at the blue thug. (If said thug is toast, he'll continue on to hit the yellow thug)

Charge: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

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