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

Game Master Barvo Delancy

Chapter 4: Endless Night

Online Maps | Loot Tracker


301 to 350 of 5,240 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

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

Looking somewhat abashed at Vris' suggestion the large half orc drops his stage scimitar and pulls a sap. It seem small in his hands. He slaps the sap at the thug in front of him but misses badly. This thing don't work as well. he complains as he 5' steps over the dead body.

sap: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (5) + 4 = 9


The First Night - Round 2

Vris advances to stand over the prone Green Sailor trying to talk the fight out of him, but the man's grimace and body language convince her he's not done fighting yet.

Reva's judgement is severe indeed on Blue Sailor, her longsword biting deep into his chest. The wound is grievous, and the man is disabled by the strike, blood pouring into the red carpet.

Chastised by the cleric of Shelyn, Saphren lets his big blade drop and pulls out his small sap. His first swing with it ends up wide of the mark.

Magnus sees [/b]Reva's[/b] strike against the sailor and the mortal wound open up,but gives the man no respite as his warhammer comes crushing down on the head of the bandit, sending him lifeless to the floor.

The prone Green Sailor remains laying there, seeing two enemies standing over him.

Trig do you want a do-over since your target (Blue) is dead? Or just stand guard over the prone Purple?


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 thought Purple stood up already. In which case, Trig will try to trip him again.

1d20 + 5 ⇒ (19) + 5 = 24

"This time STAY DOWN!" Trig says, advancing on the man who just lost his footing again.


The First Night - Round 2 - concluded

You, of course, are correct, the man did rise up, and now is down again.

The tremors continue under the Purple Sailor and just as soon as he regains his feet, he falls again, this time with the gnome sorcerer standing astride him weapon in hand.

End of Round 2

On to Round 3 with the sailor dropping like flies


The First Night - Round 3

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

Orange Sailor strikes again at Saphren with his own sap, but cannot hit the moving half-orc.

Orange Sap: 1d20 + 2 ⇒ (4) + 2 = 6

Blossom up now, with most of the rest of the team coming up after. Post when you're ready.


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

Whirling about much like a Sarenraen Dervish, Blossom whips the Sailor with her hair, the silvery silken locks looping & coiling about him.
White Hair attack: 1d20 + 2 ⇒ (15) + 2 = 17, finally! White Hair damage: 1d4 + 4 ⇒ (4) + 4 = 8
White Hair Grapple: 1d20 + 4 ⇒ (20) + 4 = 24, I'm pretty sure he's now Grappled...
Blossom however, is not.


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

No, it is a free action with a successful White Hair attack. I'm not even sure if I can make a Grapple attempt with the hair any other way...


The First Night - Round 3 - continued

The dervish dance gets her hair all in a frenzy and it reaches out and grabs Red Sailor causing him damage and holding him fast. He struggles and pulls trying to free himself and finally able to get loose from the white hair's grasp.

Near the bar, Purple Sailor attempts to rise, provoking an AoO from Trig

Red Break Grapple: 1d20 + 2 ⇒ (16) + 2 = 18

Trig give us your AoO with melee weapon if you choose to. Blossom, no bonus on maintaining grapple though, right? I found my answer and edited my post, sorry.


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

What do you mean about bonus to maintain a grapple? I would use my CMD yes. To be honest, I'm not entirely certain I get to add my Intelligence mod instead of my Strength mod to my CMD in that instance although I would think so.


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

The RAW are a little vague, but the int bonus should apply to CMB and CMD. Otherwise the class feature needs too many high stats to work.


Yep, our rule will be using the INT modifier for grapple/ungrapple checks including pin, etc. I think even with that, he breaks the hold with an 18.

I order to keep things moving, I am rolling Trig's AoO on the standing sailor.

Trig AoO Dagger: 1d20 - 1 ⇒ (7) - 1 = 6

Trig's slash at the rising man fails to connect and he attempts to return the favor after rising, slashing back at her with his bodkin, but he also fails to wound.

Purple Dagger: 1d20 + 2 ⇒ (4) + 2 = 6

OK, a whole bunch of good guys are next: Vris, Reva, Saphren, and Magnus get to rolling.


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

Huh, thought I posted an AoO already. Oh well.

"You just can't take a hint, you mamzer!"

Trig takes a step back and tosses a handful of colored dust in the air, sending rainbows flashing into the sailor's eyes.

Color spray on the sailor, DC 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

Reva eyes the collapsing sailor dispassionately.

Vris is right, we are excessive. That wound will be mortal, but I can treated it once the-- Her thoughts are interrupted as the sailor's head explodes like an overripe fruit, she staggers back, covered in gore and stares at Magnus.

Keep calm, keep calm, keep calm, keep calm...

"You... I... AUGH! Okay, these are just drunks. Let's try not to kill anyone else."

Reva stalks through the casino, wiping a bit of brain off of her cheek before she tries to knock out the sailor fighting Bu with the hilt of her sword.

Attack+Judge+Flank-Nonlethal: 1d20 + 2 + 2 + 2 - 4 ⇒ (16) + 2 + 2 + 2 - 4 = 18
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


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

The large green rogue steps bravely into a the flank between Red and Orange but also he is now flanking Red with Magnus. Taking advantage of Red's distraction, Saphren thumps his smartly on the head with is weighted sack of lead pellets.

Sap: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d6 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12


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 stares from Reva to the bloody mess on the ground, nonplussed. "Vhy?" he says, shaking his head as she speeds off into the fray once more.

"Okay. No killink." the dwarf says, with a resigned sigh. Attempting to follow from Reva's example, Magnus raises his hammer over his head to strike with the pommel. However, he's not prepared for the additional weight of a dwarven warhammer, and nearly topples backward for his efforts.
Warhammer, Nonlethal: 1d20 - 1 ⇒ (1) - 1 = 0

Oops, I noted my movement on the map but didn't actually send this post. Saphren would have to delay to be flanking bonus.


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 remain where she is, standing over the green garbed sailor with her mace ready to club him to the floor if he is foolish enough to try and join the fight, but the look of revulsion on her face as more of the sailors take mortal wounds says it all. Muttering under her breath, she says a brief prayer to Shelyn, touching her holy symbol and asking her goddess to spare the life of the mortally injured laying on the gaming room floor...

Rather than readying an action to hit the green sailor if he tries to stand, the priestess will cast stabilize on any of the mortally injured sailors she can see within range of her spell


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 see that now Magnus. I am fine with delaying instead of tumbling to some other flank.


Sorry for the radio silence yesterday, I spent the day with lovely wife celebrating our anniversary, back to the game today.

The First Night - Round 3 - concluded

Vris threatens the prone bandit at her feet, but her concentration is really on the mortally wounded thug who have fallen at her comrades feet and casting a cantrip that will prevent them from dying slowly of blood loss during the fight.

Reva I am unclear if you meant to bonk Green or Red? Green is prone but is near where your move stopped, if you mean to bonk Red, then I'll extend your move and you won't have an AoO from the other since he's prone. I'm playing it that way, since it seems your intent.

Reva steps over the prone Green Sailor to hit Red Sailor upside the head with the pommel of her holy weapon. Though not it's direct intent, the blow hits the sailor on the head, followed immediately by a blow from Saphren's sap which comes after he takes a flanking position, and Magnus fumbles around with his warhammer. Combined the inquisitor and half orc render the poor seafarer unconscious.

Now surrounded on three sides the Green Sailor continues lying on the floor without making any threatening moves.

Watching her attack miss as her adversary rose, Trig realizes she is at a physical disadvantage against this old sailor, and instead calls on her arcane abiliites, sending a spiral of bright colors out to surround the sailor, but the effect is lost on the man who averts his gaze before becoming enraptured by the lights.

Sailor Will DC 16: 1d20 ⇒ 20

End of Round 3

The bad guys are falling quickly, so let's end this fight soon, eh?


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

"Look around, you idiot! Half your buddies are dead, the rest are unconscious or on the floor wounded. Give up now and you can save yourself the pain and trouble!"


The First Night - Round 4

20 Orange Sailor
19 Blossom/Bu
14 Purple Sailor
14 Vris
11 Reva
8 Green Sailor (prone)
8 Magnus
7 Saphren
7 Trig Glittergold

The crowd is noticeably cheering on the heroes and rough and tumble sailors take a thrashing, a few facing death in the process.

As the action continues, Orange sailorwhacks Saphren with his sap, crunching his face for 4 hp, then the offender takes a hesitating step towards the door.

Orange Sap: 1d20 + 2 ⇒ (18) + 2 = 20
Saphren NL: 1d6 + 1 ⇒ (3) + 1 = 4

Blossom/Bu and her fabulous hair are up next.


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

[ooc[I doubt anything will change what Saphren does next round.[/ooc]

Saphren growls at and then attacks Orange. If he could rage he would. If he could do lethal damage with a sap he would....

Sap: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (4) + 4 = 8

Afteer the attack he moves to block the door, if Orange is still up.


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

Almost skipping between Tris & the dour dwarf, Blossom makes her way to aid Trig in cowing the lone sailor nearby.


The First Night - Round 4 - continued

As Blossom capers off to go help her friend with one of the few remaining instigators, said thug hears the gnome suggest he run, looks around and sees just one of his friends remaining upright, and decides she may be right.

Purple Sailor bolts for the door, giving wide berth to the blood thirsty half-orc and his mighty companions.

Vris and Reva up now.


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

Satisfied with herself, Reva steps up behind the orange sailor and holds up her sword menacingly.

"Your friends are dead, unconscious, or are running. GET. DOWN"

Intimidate: 1d20 + 8 ⇒ (8) + 8 = 16

I'm effectively trying to change his mood to make him surrender - not sure if that's actually a use for intimidate. If not I'll go with demoralize.


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 sees the purple sailor running for the door, but also realises that she has little chance of stopping him herself, especially since she has already used the command prayer she had prepared. Instead she delays her action, continuing to stand over the green sailor, threatening to brain him with her mace should he try to move or attack...

Readied action - attack green sailor if he does anything other than remain prone and passive on the floor


The First Night - Round 4 - continued

The cleric of Shelyn holds the Green Sailor at risk of bodily injury, preventing him from rising. He doesn't move a muscle while she watches closely. Vris stands helplessly as the other sailor flees the scene.

Nearby, the inquisitor also sees the fleeing man but chooses to focus her intimidation on the feisty Orange Sailor. Reva's shout sends the man to trembling and leaves him shaken for 2 rounds.

Shaken:
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Saphren's mashing up of the sailor continues, as he bashes Orange Sailor upside the head with his sap, causing blood to well from his ear and nose, but he continues the fight.

Just have Magnus and Trig left to act this round, then on to the 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

Trig will hold her action.


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, red-faced, throws his hammer to the ground with frustration. "Bah! Is no way to be svinging a weapon... and I am burning my pudding for this." he grumbles. Cracking his knuckles and running head long at the Orange Thug, snatching at his collar to pull him down into a headbutt.

Charge: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d3 + 3 ⇒ (2) + 3 = 5


The First Night - Round 4 - concluded

As Trig stands and watches, the dwarven fighter tosses aside his hammer and charges into a fight with something much harder --his head. The sailor gets a good lick in against the dwarf, but the bearded one's head butt against Orange Sailor knocks the sense from the man, and he drops to his knees then to the floor.

Orange AoO Sap: 1d20 + 2 ⇒ (16) + 2 = 18
Magnus NL Dmg: 1d6 + 1 ⇒ (1) + 1 = 2

End of Round 4

That was the last standing belligerent unless you try to stop the runner. Will go one more round just in case.


The First Night - Round 5

19 Blossom/Bu
14 Purple Sailor
14 Vris
11 Reva
8 Green Sailor (prone)
8 Magnus
7 Saphren
7 Trig Glittergold

Unless Blossom stops him, the purple guy heads to and out the door.


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

Yeah, what the hay. Wisdom isn't her dump stat for nothing...
Mostly hoping he will provoke right now...
Double move.

Belatedly realizing that the sailor she was attempting to aid Trig against was already dealt with, Blossom flips around to pelt madly toward the door to impede the final Sailor's flight. "Nǐ hái bùnéng zǒu, nǐ yǒu méiyǒu shōu dào miǎnfèi de wǔdǎo!"

Tian:
"You can't leave yet, you haven't received your complimentary dance!"


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 sighs in disgust, ignoring the runner as she goes over to the sailors who were cut down to see if there's any chance they can be saved. She pointedly ignores any cheering from the crowd.

Heal To SEe if Anyone Can be Saved: 1d20 + 7 ⇒ (16) + 7 = 23


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 stands over Reva's shoulder as she inspects the corpses, a little too close for confort. "If any of them wake, send them to me. I vill put them to work in my kitchen. If they run, I vill hit them vith my warhammer." the dwarf says, stiffly. He looks uncomfortably at the crowd of spectators. "Vhy do they stare?"


The First Night - Round 5 - continued

Blossom lithely runs across the gaming floor-turned-battlefield and tries to stop the retreating roughneck, who is forced to stop short when she gets in his way. Frustrated he cries out "Just let me out of this place, we didn't know there'd be an army here to stop us. Just let me go, I won't come back!"

Purple Acrobatics Avoid AoO: 1d20 ⇒ 8

Reva wanders around to the fallen sailors attempting to staunch any wounds or revive any fallen. 2 are already dead, 1 is alive and surrendered, 1 is running, that leaves 2 unconscious and wounded men who she saves.

Anyone else have rounds-type actions


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 can make a response to the sailor's statement, yes?
edit: Well then...

Answer my questions & I will let you leave." Blossom replies. "You say 'you didn't know there would be an army here'. What did you know & from whom?" Her hair wafts subtly snakelike from side to side as she asks her questions.


Bú nìng yīng huā jié wrote:
I can make a response to the sailor's statement, yes?

Sure, talking is a free action. Just no rough stuff until next round.


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

Since after the first round Saphren has been using a sap, which does non-lethal and does not cause bleeding out.

The rogue is unwilling to let anyone responsible for this attack on "his" business get away to maybe cause trouble another day. He acrobatically tumbles away from Orange and into a flank with Bu' attacking Purple. No chance of that! he says as he closes.

Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10

Sap: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 201d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7


The First Night - Round 5 - continued

Vris disarms the surrendered sailor. She then helps him to his feet and sits him in a chair maintaining close watch.

Meanwhile Saphren bangs the escaping sailor on the head dropping him to the floor as well.

end of combat

Thats the last of the sailors. Wil have a post fight wrap in discussion and a story line post here soon.


The local gendarmes again arrive to cart off any of the roughnecks surviving and clean up the mess of those that did not. As they put the sailors into irons, you have the opportunity to question them if you like.

As you begin to right tables and clean up the mess, Saul Vancaskerkin comes back downstairs and takes the stage on the central podium:

The fight against the sailors netted you each 200xp, giving you a total of 767/2000 or about 32% of what's needed for level 2.


"Tell everyone you know, the Gold Goblin is under new management. My new business partners," he points at you lot as he says this, "will not allow any lawlessness on the property. I challenge any of you who are here spying for Clegg Zincher or old Boss Croat or any of the other bosses to go back and tell them the Goblin is on the rise! Any further acts of hostility will be met with force. And starting immediatly, the Goblin will enforce a no-weapons policy; all patrons must check all weapons at the door."

His announcements and challenge are met with murmuring grumbles and a smattering of applause. After his speech, Saul leaves the stage and works his way over to you.


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 cleans up a little while rubbing the knot on his head and then goes over talk to the guards. We gave um plenty of opportunities to surrender. he explains. What do you figure made um think they could come in here and cause trouble? They must be workin for someone.


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

After dressing the wounds of the surviving sailors, Reva kneels by the sailor she killed, her lips moving in silent prayer.

Inheritor forgive me for my wrath and recklessness. I shall atone for my heedless actions and do appropriate penance upon completion of my mission.

Reva stands up and moves over to the conscious sailor while he's about to be carted away.

"Your life has only started to get difficult. Who sent you? I haven't met many men willing to let their friends die over a bit of drunk fun."


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

"That's right, I didn't think of that! These meshugganahs would have fled as soon as Saphren pulled out the big blade unless they were being paid to cause trouble, pay that was worth risking their lives."


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

*Before the Gendarmes cart the sailors away*

Blossom sits down next to the sailor she was attempting to question before Saphren inconveniently knocked him unconscious. "Xǐng lái yángguāng!" She sings breathily into his ear.
DM Doctor Evil, I'm interpreting your post to indicate this conversation is possible, if not feel free to ignore it.

Once he awakens, she continues. "Now, I know what I promised...
But, in a way, we are letting you go, just with company..."
She smirks more than a bit salaciously. "So..." She leans forward once more to whisper into his ear. "How about you answer my question & we will see how much of a friend I can be to you before you go?" Her hair seems to encircle the two of them as she whispers.

*In the conversation after*

"In Jinin, such a place as this would never allow customers to carry more than a Dāo in the first place..." Shrugging, she continues. "In the camps of the Erutaki such a place as this couldn't even exist. Among the Ulfen, all the customers would likely be armed...
and would likely rise to 'reward' such behavior much as we did. This is Riddleport, our 'boss' has already named names of individuals who's interests might well have been served by these men's actions..."
She arches her shoulders suggestively.

Tian:
"Wake up sunshine!"
"knife."


Questioning the surviving sailors proves pretty easy. (A few cracked skulls and shipmates blood'll do that, I guess). They spill the beans saying they had always believed they could act how they wanted in the Gold Goblin without retribution - this isn't the first scene these same tars have caused here -- but they never took a beating like this before. "Gwan ta fin' greener pastures, from nah on. No more hooligans in this place, I 'spect." is the general consensus.

You don't get the idea they were "sent", but were used to having the run of the place before and things got out of hand this time.


Afterward, as the sailors are carted off by the gendarmes, Saul Vancaskerkin approaches you sheepishly. "Thank you for risking life and limb for our venture; there's many a soul here in Riddleport that wouldna stood up to those sailors. You've given me the courage to stand up to Zincher or Croat or whoever in the ratty underworld wants to take us down. Thanks!"

He points at Saphren "I'm making you chief of security. Get out there and keep those hooligans out of here, and figure out how to keep weapons off the floor from now on; two fights in a row's gonna be bad for business."

He dispenses all of you advances on your first week's earnings, which is a mere 10gp.

"Sorry to say, the profits aren't more, but maybe there's things besides fighting you could do to promote us or increase business; now that we have some staff, we have to get some gamblers in here."

The AP slows down a bit here, and the time is intended for you to work in the goblin and see if you can make the place a success or not. Give some examples (and associated rolls) of what you might to do make the place profitable in a given week. Each week of game time, we'll add your results up and see if the profit is more or less than before. We won't spend a great deal of time on this before time passes, but give me at least one example.


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

Trig will work with the servers, training them to be diplomatic, discussing how to invite interest from the customers while gently deflecting actual offers, so as to encourage repeat visitors.

Can I take 10 on a diplomacy check here?: 10 + 4 = 14


Trig works hard with the other servers teaching them to flirt but always leave the customers wanting more. Her efforts are slow to come to much fruition, but she is gratified that the wait staff is snapping into shape.


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)

Browbeating the kitchen staff into cleaning duty, Magnus manages to, with a combination of terrible hearing, his thick accent and sheer Dwarven persistance, manages to bully his way into the counting rooms. Shooing off one of the workers, Magnus sets to work, trying to make things more efficient. He smiles as the silver passes through his hands, whiskers twitching into something almost... but not quite like an actual smile.

Appraise: 1d20 - 1 ⇒ (12) - 1 = 11


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

One of the 'Bosses' of the city is a madam of a brothel/temple. There are also going to be wives/mistresses of important men in the city. Blossom is going to frequent the premier 'hair-dresser/beautician' in Riddleport & 'gossip' about her new venue.
Knowledge (local): 1d20 + 8 ⇒ (15) + 8 = 23, to know the best day/time to do this (factors include highest number of appropriate women while at the same time greatest chance of getting in herself). I suspect this is going to be initially expensive but hopefully will pay off down the road. Blossom will be making the initial payments for these spa visits out of her own pocket, if they begin to be worth it to the Goblin, she will negotiate with Saul regarding how much is considered a business expense.
untrained Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22, schmoozing, being 'entertaining'...
She will also take this opportunity to attempt an audience with the Calistrian Priestess in the hopes of learning more about Saul's past here in Riddleport.

201 to 250 of 5,240 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Doctor Evil's Second Darkness - What Happens in Riddleport ,Stays in Riddleport. All Messageboards

Want to post a reply? Sign in.