Where Dark and Light Don't Differ (Inactive)

Game Master Signore di Fortuna

Called to aid a stranger, our heroes explore a strange land.

Combat Map


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♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Nodding in response to the warnings, Sig continues down the hallway.


Jerrica, Thorgr, Frostine and Sig need to make Will Saves.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Oh Geez: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

*crosses fingers*: 1d20 + 3 ⇒ (15) + 3 = 18


And you may have to give me a backstory if you fail, Sig.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Will save: 1d20 + 6 ⇒ (2) + 6 = 8

Well of course....


Frostine sees Sugarsnap and Admiral Truffles just behind the surface of the reflective wall. "Help! I don't know how we got here but I'm scared, Frostine! Please help us!"

Frostine feels extremely compelled to attack the wall.

Make another Will Save. If you fail, make a Reflex Save.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Frostine moves closer to the wall, "Sugarsnap?!"

Please make this save: 1d20 + 6 ⇒ (18) + 6 = 24

Frostine gets really close to the wall, the distress in her voice audible.


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

Rosa turns as she hears Frostine, "It's not real Frostine. Whoever or whatever you think it is...it's not real."


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

As the image fades, Frostine takes in gulps of air. She hated leaving them behind, but she was never given a choice. Realizing that someone or something was trying to use that against her, made her very angry.

Angrily wiping a few tears off her face she says, "Let's hurry up and find this thing so we can kill it."


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Will: 1d20 + 4 ⇒ (5) + 4 = 9

What would you need?


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Probably something he could torture you with. Family, friends, regrets....so forth and so on.


Just the basics: where you grew up, major figures in your life and the like.


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Like I said, info to torture you with. Lol


Sig sees herself walking through her father's great hall, the tables lined with food and kegs of ale, freshly tapped. Her father sits at the head of the table with Sig's mother. Many of the hold's prominent figures sit at the table, their eyes upon the skald expectantly.

"Sigrdrífa!" Helm calls out. "Come sit by me and tell us all your tales. We have been awaiting your return."

Will Save, then a Reflex, if you fail.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

A look of surprise fades into a warm smile as Sig stares down the hall, slowly walking forward to a sight only she could perceive. She couldn't wait to introduce Jerrica to her parents. "Father! Mother!" she says joyfully.

Will: 1d20 + 4 ⇒ (7) + 4 = 11
Reflex: 1d20 + 4 ⇒ (10) + 4 = 14


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Oh no....yeah, pretty much hate things that require saves. Hey....just thought of something. If I can tell that she's not snapping out ofc it, can't I reach out and cast resistance as she walks byh me, to try and stop her?


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

I think anything that alters your will save gives you another save attempt


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Since we've already been through this and know what we're seeing isn't real, I more or less wanted to know if Henry would allow me to attempt to stop you. Basically grabbing your arm as you walk by and cast resistance, while being like, "Snap out of it Sig, it's not real. Your parents aren't here." Since you're speaking out loud, we would know what you're seeing. I just wanted to see if he would allow it and give you another chance at a saving throws with whatever pluses my resistance gives you.


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Will (if allowed): 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14


You were all walking down the hallway at the same time, so no. You'll have to wait until combat starts.

Sig is so entranced by the sight of her parents that she doesn't feel anything as slimy tendrils tighten around her arms and legs.

Acid Damage: 1d4 ⇒ 1; Until you make a Will Save, your only action will try to walk to your parents.

The rest of you notice that the shimmering walls start moving in an ooze-like manner.

Initiative:

Sig: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Frostine: 1d20 + 2 ⇒ (13) + 2 = 15
Rosa: 1d20 + 4 ⇒ (16) + 4 = 20
Dagmarr: 1d20 ⇒ 18
Thorgr: 1d20 + 1 ⇒ (8) + 1 = 9
Jerrica: 1d20 + 4 ⇒ (12) + 4 = 16
Ooze: 1d20 - 2 ⇒ (3) - 2 = 1

Round 1: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

I'm not really sure what I could do here....and holy crap, we could be in some serious trouble.

Shaking her head and snapping out of what she sees, Rosa looks next to her to see the nasty thing...whatever it was, trying to grab ahold of Sig.

Unsure of what else to do, Rosa tries grabbing ahold of Sig to keep her from moving further into the nasty thing. "SIG!! Jerrica, I can't stop her! What is that thing?!"

I would need to roll really well to actually be of any use here. Lol

Here goes nothing: 1d20 ⇒ 17


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

I'm sorry, I called out to the person closest to me. Having never seen an ooze before, I'm pretty sure that my reaction can be understandable? I'm not magic and somehow I get the feeling that shooting it won't help.


STR: 1d20 + 2 ⇒ (1) + 2 = 3

Somehow, Rosa is able to grab onto Sig, though the slimy tendrils are still around her limbs.

Knowledge Dungeoneering or Arcana are appropriate here.

Round 1: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

*shrugs* I don't know nuthin' bout nuthin'


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Sorry, I know about as much as she does. *looks sad*


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

Not my forte either

Holding her shield aloft, Dagmarr invokes the blessing of her goddess, imbuing her companions with prowess in battle. "Anyone have any idea what's going on??

Cast Bless : +1 morale bonus on attack rolls and on saving throws against fear effects.


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

She shakes her head, "No, but this thing is trying to suck Sig into it. I don't know if I can pull her out."


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Kn(Dungeoneering): 1d20 + 9 ⇒ (14) + 9 = 23


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Frostine looks at Jerrica as she tries to think of what she could possibly do to help. She didn't remember ever seeing anything like this before.

I'll wait to act until Jerrica can fill us in on whether or not she knows anything about this nasty thing.


Jerrica is certain that this thing is some sort of variant of a grey ooze, but she's never heard of one that used illusions. She knows that oozes are easy to hit, but take a lot of damage. Grey oozes are immune to fire and cold and can severely damage wooden or metal weapons.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"It's a grey ooze," Jerrica says. "Stick to ranged weapons. Its body is made of some strong acid."

The rogue shakes her head while aiming her crossbow. "The faster we finish it off, the sooner we can free Sig."

Attack: 1d20 + 7 ⇒ (17) + 7 = 24; Damage: 1d4 ⇒ 4


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

"I don't have any ranged weapons," Thorgr says, getting behind Sig and wrapping his arms around her waist. "I'm going to try to pull her free."

Grapple vs the ooze's grapple: 1d20 + 8 ⇒ (2) + 8 = 10


The ooze has a firmer hold on Sig than Thorgr does.

Round 1: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze

GM Notes:
O hp: 46


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

"Be careful love. Rosa, this might be a good time to use that metal stick of yours." She says while casting a spell on her crossbow, thinking that the faster she could do damage the better off they would be.

Cast Gravity Bow on my weapon


Sig simply lets herself be pulled by the ooze, seeing herself getting close to her smiling parents. The ooze continues to gather itself to consume the skald.

Acid damage: 1d4 ⇒ 2

Round 2: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

Taking in what was happening and hearing what Jerrica said, Rosa lets go of Sig and levels her gun at the gross thing consuming their friend. She would be damned if she lost someone else.

This is my BOOM stick!: 1d20 + 10 ⇒ (14) + 10 = 24

Damage: 1d12 ⇒ 8


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

As Jerrica describes the creature's abilities, Dagmarr begins to recite a powerful invocation, calling upon a fraction of celestial power to face the ooze directly. With a pulse of golden light the cleric seems somehow more, a fearsome warrior emanating the power of good. "Just focus on getting her free, we'll take the fight to this thing!" she says, a faint echo of power in her voice.

Cast Angelic Aspect, lesser (gain low-light vision, resistance to acid 5, resistance to cold 5, and the benefits of protection from evil.)

Current AC 20 Fort: +8 Reflex:+3 Will:+10


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica fires another bolt, hoping that Thorgr, the strongest of them, would be able to free Sig.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Wanting to try and finish this thing off as quickly as possible, Frostine raises her crossbow and fires at the gross looking creature.

Attack: 1d20 + 10 ⇒ (11) + 10 = 21

Damage: 1d10 ⇒ 8


Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1

Thorgr tries to pull Sig free once more.

Grapple: 1d20 + 8 ⇒ (14) + 8 = 22


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Do I get a save each round, between Thorgr trying to yank me back and taking damage?


Now you do since Thorgr pulled you away from the ooze.

Sig feels a strong force wrenching her away from her parents.

If you make your save, you can act.

Round 2: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze

GM Notes:
O hp: 30


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Will Save: 1d20 + 4 ⇒ (17) + 4 = 21


Sig comes to her senses and sees the ooze trying to reach out for her. The skald feels the lingering sting of its acid grip.

Round 2: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze


♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2

Realizing the manipulation of her mind and the danger they are all in, Sig unleashes an unbridled scream of rage that slices into the ooze.

Cast Ear Piercing scream: 4d6 ⇒ (6, 1, 5, 6) = 18


Fortitude: 1d20 + 9 ⇒ (12) + 9 = 21

The effect of Sig's spell is diminished by the ooze's hardiness. The glistening slime finally gathers itself together in front of the skald and lashes out with a tendril.

Vs Sig: 1d20 + 6 ⇒ (14) + 6 = 20; Damage: 1d6 + 4 ⇒ (4) + 4 = 8; Acid Damage: 1d6 ⇒ 6; Grab: 1d20 + 6 ⇒ (7) + 6 = 13

The tendril slams into Sig's chest, but fails to wrap around her.

Round 3: Rosa, Dagmarr, Jerrica, Frostine, Thorgr, Sig, Ooze

GM Notes:
O hp: 21


Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

Rosa growls angrily as she hurries to reload her gun.

That will take up my whole action this round


F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2

Frostine silently reloads her crossbow and fires at the ooze again.

attack: 1d20 + 10 ⇒ (10) + 10 = 20

Dmg: 1d10 ⇒ 9


♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7

Dagmarr hews into the ooze with her blade, taking the fight to the creature.

+1 longsword: 1d20 + 6 ⇒ (15) + 6 = 21
1d8 + 3 ⇒ (5) + 3 = 8

Current AC 20

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