Second Darkness: Curse Your Luck

Game Master DM DoctorEvil

Book 2: Children of the Void Part 1: The Great Skymetal Rush

Tactical Map

Loot Tracker


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Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

No, please do, Orendel. *eats popcorn*

Head pillowed on her arms, Syeira turns to regard Silvio without bothering to lift her head, an amused but tired smirk on her face. "They say 'Ask again later'," she says drily. Not that she isn't happy, honored even, to have her friends turn to her for her insights into the future—Although it might be nice to be paid in something other than gratitude.—but so late at night, her weary mind might have trouble divining the wisdom of the Harrow.

But it seems fate, or her friends, have other plans for her night as Dougal comes to ask her to look at the cards for him. "That's a bit of an overstatement, really. As of late, the future holds the same for everyone, I'm afraid," she states, sharing a brief, grim look with Silvio, sure that the Abdarian understands her meaning. Turning her weary smile back to Dougal, Syeira pats the stool next to hers before clearing the counter. "But if you care for a little insight into the present, I'm happy to give you that. Take a seat."

Harrow Card: 1d54 ⇒ 24 The Mountain Man

Once he's settled in, she turns over the first card, letting him see the face of The Mountain Man before asking him, "Are you ready?"


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

Taking a seat and watching Syeria, "I only asked because I am. But if you are not up for it then I can wait. I do not mind."


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Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

Syeira waves away Dougal's concern with the same tired smile. "One more shouldn't kill me," she assures him. "Now," she begins, the smile quickly disappearing as she taps the face of the first card. "The Mountain Man casts a shadow over your recent past​. Much like the giant you see here looming over this little cottage, there is a power beyond your control that's made its presence felt in your life. Whether it comes as a blessing or a curse remains to be seen, but sometimes the only way to survive such forces is by yielding to them and accepting whatever burdens they bring."

Harrow Card: 1d54 ⇒ 391d2 ⇒ 1 The Publican

Her smile returns as she reveals the next card, sure that the themes of intoxication and revelry won't be lost on the Caydenite. "But you needn't shoulder your burdens alone, Dougal. The Publican represents fellowship, camaraderie, and most importantly a place you can turn to when you're in need. It's there to remind you that you have friends you can come to when the things beyond your control become too much to bear. If you talk to them, you might be surprised to hear what insights they have to offer you," she pronounces, smirking in earnest about the role it seems she's playing in Dougal's reading.

"Is any of this resonating with you?"


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

Torn between staring at the cards and trying to figure them out in his mind and watching Syeira. Nodding at the question, "Yes it certainly seems to. Stop being so morose."


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Noticing the group congregating by the bar, Orendel begins making his way over, keeping an eye on the door.


December 26th Update

Its a late night, and the lanterns hanging on the wall are burning brightly. It really gives off hte cozy feeling that a good casino lulls its customers into. It also helps--

*whssssh

lanterns near the entrance start to go out. Almost like a rippling wave that starts sending the Gold Goblin into darkness. In a matter of seconds, the entire building has been plunged into natural darkness.

A crash at the door causes splinters to spray in every direction and someone shouts, "You've been causing a ruckus in town. Time to shut you down!"

You have enough time noticing the ripple of lights before you're plunged into darkness to perform one action ( do you all have your weapons on you?). Go ahead and post your action and roll initiative. I will be turning on fog of war after you state your action. Though, since all the lights go off and then the enemies enter, the enemies do not appear on the map yet.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Orendel was securing the Goblin, so yes, he does have his weapons on him.

As the lights ripple, Orendel whirls around before he can get far.

"The only ruckus has been us protecting our people and our interests from other ruckuses caused by scum like you! TO ARMS!"

Orendel uses his Martial Flexibility to use Call to Arms. Every ally in 30 ft. is no longer flat-footed, even if we're surprised!

He then lowers his polearm and makes for the door as quickly as he can, hoping to head off anyone trying to get in.

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

Yay for me being the tank!


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

"Light! We need some light!" Silvio naturally still has his trusty ironbound book with him, which he draws as he moves to block the hallway leading into the bar area.

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Yep this place is dangerous. Not that I am good with it.

Twisting around and beginning to chant before he even thinks about it.

Summoning a Celestial fire beetle So there will be some light after. If I am able to summon do you want me to lose a move next round?


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

Syeira don't need no weapon.

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

With a few words and a flick of her wrist, Syeira conjures a quartet of floating lights near the entrance to the casino.

(Casting dancing lights. Range is 120 ft. so I should be able to summon the lights near Orendel despite being next to the bar.)


December 26th Update

I'd like at least two more to post before continuing to the first round.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

We're just waiting on Cherry, right?

-Posted with Wayfinder


December 26th Update

That's odd, when I thought I posted, the last post was Silvio at 2 pm...Weird.

Initiative Thieves: 1d20 + 6 ⇒ (6) + 6 = 12

The thieves appear in your various luminous techniques, but they're eager for a fight.

Order: Syeira, Orandel, Thieves, Dougal, Silvio

Syeira and Orendel are up. After that, we'll move to block initiative. I've adjusted lighting but I'm counting on you all to move your tokens and declare moving lights and such.


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

"The Starsong smiles upon you," Syeira pronounces as she hastily weaves a hex of good fortune around Silvio. Then she proceeds to shoo him away, urging him to join Orendel's side from her seat at the bar. "Now go before She changes Her mind," she adds with a mirthless laugh.

Standard: Place Fortune hex on Silvio (1 round).
Move: Cackle hex to extend duration on Fortune for 1 round.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Orendel strides forward and takes a swing at an intruder on the flanks, hoping to prevent them from spreading out into the darkness.

Poleaxe Attack: 1d20 + 4 ⇒ (6) + 4 = 10; Poleaxe Damage: 1d10 + 2 ⇒ (2) + 2 = 4


INACTIVE - GAME DIED

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Cherry's hand goes to her rapier as darkness descends.


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

Grinning as the overly large beetle appears, "Did not expect that."

My move will be to hit Silvio with Guidance. And the little bug will move forward in a double move around the area and check that no one is coming in other doors. But I cannot move the lighting.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Little bugs are cute!


December 26th Update

Oof, sorry folks, meant to update more but was only able to hit some when the sickness came on.

Orendell misses with his attack, his poleaxe sidestepped deftly by practiced movements.

In consideration to you all knowing the lay out, I'll light up the area, but have a ring of light placed to represent lit areas.

The Thieves immediately plunge themselves into the darkness and out of sight.

I'm going to move them outside for now, but I have positioned marked for me. If you move a light source in an area there are stealthing, and roll a perception check, they will be revealed.

Players up!


INACTIVE - GAME DIED

Note that I have 120' darkvision!


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

And I've got low-light vision! Demihuman eyesight for the win! *highfive*

Orendel follows the intruders out the door, keeping between the statue and the wall, to make sure he doesn't leave his back exposed. He'd fought enough of these types to know a knife hurts worse in the spine than it does in the stomach.

"Running away already, huh?!" he calls out into the night.

"COME ON! You wanna take down the Goblin, you'll have to go through me!"


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

I will wait for Cherry to report the direction they headed.


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

Syeira sighs as she hears more than sees Orendel rush off into the night to confront the would-be thugs alone. She can't and won't deny that his courage is admirable; but for someone who served in any military, the witch thinks, in her inexpert opinion, that his tactics could use a little polishing. "He is determined to take after Larur, that one. And not in an entirely good way either," she mutters darkly.

Hopping off of the barstool, Syeira rushes after the hotheaded half-elf, moving close enough to render aid if need be but not so close as to join the fray proper. Still, closer than she would prefer to be, but she intends to give him an earful for her troubles after their battle is won. Double move.

In full view of the main entrance to The Gold Goblin, Syeira shifts her light-giving spell toward the doorways to illuminate both the inside and outside of the establishment.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15 If needed.


INACTIVE - GAME DIED

Can I see their direction of departure?


December 26th Update

Right, keep forgetting dark vision and such. Let's see....I'll just put them on the map, and those without any vision to see them, honor system and such.

Orendell, when I stated I moved them outside for now, it was meant to symbolize that they had hidden in the darkness *inside* the casino, and that you didn't know where they were. They aren't outside, I just put their tokens there so I didn't have to delete and re-add them later.

Those with darkvision should be able to see where the thieves are. Those with low light....I'll have to look that one up...

With those details cleared up, would anyone like to redo their moves? If you're moving a light source, you can draw a shape or line to show where you're putting your light.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Okay, I moved Orendel back to where I he was, I think. With Low Light Vision, I can see twice as far in dim light as normal, so I think that means the range of light is effectively doubled for me. That means I can see the intruders, correct?


INACTIVE - GAME DIED

Cherry calls out, "Behind table 3, both sides of table 6, near table 8," using the nomenclature with which the staff have become familiar. Her rapier flickers in the darkness as she scampers up onto the dancing girl stage and says, "Come get me if you dare!"

Move action up onto the stage, ready action to stab the crap outta any enemy who gets in melee range.

Ready action rolls:

Readied rapier attack: 1d20 + 4 ⇒ (1) + 4 = 5
My second natural 1 today!


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

Well, after a bit of trial and error, I managed to make a mess of the map and make a rough approximation of the area illuminated by the dancing lights. That's just for the area of normal light, though; dim light is to a 40 ft. radius around the lights. Since I can't find anything to erase my previous mistakes, DM, could you erase the smaller circle and the little yellow line when you get the chance?


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Thanks, Syeira! Making a new post to replace my old one.

Nodding at Cherry's words, and able to spot some of the scum thanks to Syeira's magic, Orendel rushes towards the front of table 6 and takes a swing at the thief in front of it with the hammer end of his poleaxe.

"Take 'em alive! Saul will be p!ssed if we get blood all over the carpet!"

Pollaxe Attack: 1d20 ⇒ 8; Non-Lethal Damage: 1d10 + 2 ⇒ (2) + 2 = 4


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio strides forward into the lighted area Syeira creates, book in hand. Double move.


December 26th Update

Think we got the map in working order. Orendell I think the range of Dim light is doubled for you, so I'm pretty sure your effective sight range right now is 120 ft.

"Get the mages!" one of the thieves yell out as they've been outed by the sudden appearance of light.

Orendell's attack is swiftly parried, one thief diverting the blow with the edge of his knife, the clash of metal ringing loudly. Silvio rushes into the fray and Syeira does her best to manage the light to catch the thieves into view.Cherry brazenly calls out a challenge, and Dougal and his little friend move in as Dougal prepares a healing spell should the thieves blades prove deadlier than expected.

You all hear the sound of a window breaking in the kitchen, and the thieves in the main room all rush Syeira. Most spend their actions double moving, disengaging, to reach her. Though Cherry draws one thief as well.

Attack Syeira: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack Cherry: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d6 + 1 ⇒ (3) + 1 = 4

No AoO for Orendel, Players up!


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

Proving to be much more nimble than she appears at first blush, the plump Harrower dodges a blade aimed at her midsection, stepping crosswise as she does to keep herself from being immediately surrounded. "Attacking an unarmed woman?" Syeira asks in false outrage. "You lot would have had better luck picking on someone else..."

Raising her hands in front of her, palms out, the witch shouts "Cremaràs!" and a gout of searing flame washes over two of her attackers, threatening to consume them both. All the while, Syeira cackles at the turn of events.

Concentration (Cast Defensively): 1d20 + 6 ⇒ (12) + 6 = 18
Burning Hands (CL 2nd): 2d4 ⇒ (4, 3) = 7 DC 15 Reflex save for 1/2 damage.

5'-step to current position. Standard action to cast burning hands defensively. Move action to Cackle, extending Fortune hex on Silvio for 1 round.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

"You fools, you cannot defy the law without paying the consequences!"

Silvio moves to engage one of the thieves most badly singed by Syeira, then swings his mighty book at him. Attacking with Fortune Hex

Holy Book original: 1d20 + 5 ⇒ (1) + 5 = 6
Holy Book alternate universe: 1d20 + 5 ⇒ (17) + 5 = 22
Non-lethal damage: 1d6 + 3 ⇒ (1) + 3 = 4


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

I cannot move my bug. but it will move up one square to get a flanking bonus with Silvio.

bite + flank: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
damage: 1d4 + 2 ⇒ (4) + 2 = 6

Moving forward and swinging once at the would be thief on the way to help Cherry. But as Dougal is not a skilled swordsman the blade goes very wide. Of course. Gotta start bugging soldier boy.

rapier: 1d20 + 0 ⇒ (2) + 0 = 2 Yeah getting back in the swing of it!


INACTIVE - GAME DIED

Cherry winces as she takes a hit and makes a counter-strike with her rapier.

Rapier attack: 1d20 + 4 ⇒ (3) + 4 = 7


December 26th Update

Orendell hurries to Cherry's aid.

Thief Reflex: 1d20 + 1 ⇒ (9) + 1 = 10
Thief Reflex: 1d20 + 1 ⇒ (7) + 1 = 8

Both thieves scream in pain but are reduced to unmoving burnt lumps on the ground.

Seeing both thieves felled, Silvio moves to attack the thief Dougal is facing and deals a solid bone clacking strike. Dougal comes into finish job, his rapier piercing the thief in his heart. The blade withdraws and blood pours from the wound and onto the floor.

Cherry has less fortune shaking off her attackers.

There's a crash of glass and heavy footsteps pound the floor. It seems to come from the ktichen area.

The thief, clearly seeing he's outnumbered. Throws up his hands yelling, "I surrender!"

Players up!


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Two questions to get oriented: Is the guy next to Silvio on the map unconscious/dying/dead? Is the kitchen in the northwest corner of the map?


December 26th Update

I remove killed enemies from the map. The kitchen is the northwest portion of the map. There's something going on there, but I haven't placed it on the map yet for surprise.


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

"And why, pray tell, should we accept your surrender?" Syeira asks in a deceptively casual tone. Moving toward the gutless thug, the witch continues without giving the man a chance to answer. "If you're hoping that we'll spare you out of the kindness of our hearts, I'm afraid you're out of luck. That well ran dry some time ago."

The crash from the kitchen briefly draws Syeira's glance, but a moment later she refocuses her steely gaze on the thug. "How many of you were sent here tonight? And answer true, unless you care to end up like your overcooked friends there," she threatens, raising her hands before her as if preparing to recast her fiery spell.

Intimidate: 1d20 + 4 ⇒ (20) + 4 = 24
Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

"Get some light into the kitchen!" shouts Silvio. While Syeira focuses in on the thieves, Silvio busies himself with confronting whatever new threat had come upon them.

Double move.


December 26th Update

Under threat of death by fire, he caves and immediately turns rat.

"We're just the first group. The second groups entering the kitchen, and we're expecting reinforcements to come a bit later as well.."

You can tell he's not calm enough to lie this well.

With that info, I'll give you all one turn to ready yourselves since you know what's coming. Spend that turn moving, readying, healing, or what not. We'll resume with the normal initiative.


INACTIVE - GAME DIED

As soon as the fink has spoken, Cherry rushes next to one of the doors to the kitchen and hunkers down in the flickering shadows, waiting for a foolish enemy to appear.

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

"Anybody got some rope for them? Or just knock them out."

Moving over to the wall of the kitchen and pressing his hands on it. Alright lets try this again... Damn this would have been useful when I was younger.

Door Sight! Tell me what I see. If There is reason to think the wall is thicker than 8 inches, normal walls are less than 5, I will go tot the door but the wall is my first thought.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio shouts a warning to those who approach. "The first wave of your attack has already failed, do you really wish to continue this ineffective attack?" Silvio doubts he can persuade the enemies, but hopes to perhaps shake them.

Intimidate: 1d20 + 7 ⇒ (18) + 7 = 25 Intimidate, Fortune Hex: 1d20 + 7 ⇒ (17) + 7 = 24

-Posted with Wayfinder


December 26th Update

Dougal, I think door sight takes a minute before you can activate it. And you have about six seconds before something happens. I'll give you and Syeria a day to ready an action, then we're moving.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

I HAVE RETURNED FROM DISNEY WORLD!

Orendel mutters a curse under his breath as the thug spills his guts. In his eagerness to avoid getting flanked, he'd gotten them flanked from the other side!

He dashes towards Silvio and the others.

"It takes more than a disorganized rabble to ruin the Gold Goblin! Beat it and you might only catch the blunt end of my pollaxe INSTEAD OF THE SHARP ONE!"

Aid Another (Intimidate): 1d20 + 7 ⇒ (11) + 7 = 18


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

I appear to have misread that, sorry! I cannot access the map./ooc]

Moving along side the others. Then reaching out and touching Orendel. [ooc]Casting guidance.


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

At Silvio's behest, Syeira mentally directs her witch lights toward the entrance leading into the kitchens, taking care to keep herself well within the area of illumination lest the thugs try to swarm her from the shadows again. While Dougal suggests a few means to detain those that have surrendered, willingly or otherwise, Syeira has another method of subdual in mind. "Don't try anything foolish now," she warns, giving the thug she passes a dark look and wiggling her fingers at him threateningly.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

As she waits for this second group to decide whether their unlawful mission is worth their lives or not, Syeira asks for the Starsong's favor on behalf of Orendel.

Free action to move dancing lights toward the kitchen (I'll have to adjust light radius when I get to a computer, but the light will contain Syeira, Dougal, Silvio and the doorway in front of Silvio, leaving Cherry (and maybe Orendel) hidden in the shadows). Move action to current square. Standard action to place Fortune hex on Orendel.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Any suggestions for tactics?


Female Human (Varisian) Cartomancer Witch 2 | HP 12/14 | AC 14 Touch 13 Flat-Footed 11 | CMB +0 CMD 13 | Saves: Fort +2 Ref +3 Will +3 | Perception: +2 | Init: +4 | Status: Normal

You could try to non-lethally incapacitate the closest thief before reinforcements arrive so they don't flop back over to trying to kill us when their buddies show up? After that, just flank and spank if you can, I guess. I don't know, you're the tactician. =p

Updated the new lit up area for dancing lights, by the way.

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