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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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 heads back to the intersection and sits against the wall. She opens the journal and starts reading.


A couple of entries catch Jerrica's eye as she reads:

"That wild-eyed stranger actually asked to be locked downstairs with that scroll case. Even as holy as this place is, I wouldn't want to be surrounded by the dead. I fear that this man brings trouble and I've taken to anointing the bodies with my holy water. I have enough to get me through a couple of months as long as the gods continue to smile upon us."

"Hester has me worried. His eyes have been on the stranger ever since he showed up. He's offered to bring the man's meals downstairs, but he spends an inordinate amount of time down there these days. I think I'm hearing whispers in the walls...maybe I just need some fresh air."


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 relays the information she gleaned from the journal to the others. "That flask is probably holy water...no telling how good it is. This might be the key to the next area below us. So that's something."


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

Rosa nods in agreement, "Okay, let's head down the other corridor then and see where that leads. Looks like we might be getting closer to what we came down here to do." She says, looking over at Frostine to see how she's doing. Even though she seemed a little calmer, the sorceress still had a pouty look about her.


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

Hey, I'm gonna repost my responses to Dagmarr here so they don't get lost in the other posts.

Frostine sighs but allows herself to relax slightly, "Fine, I get it...but I can't help how it makes me feel when I'm talked to like that. It makes me feel like you guys think I'm stupid or something, or that I don't know that there are things that could hurt my baby. I may be young, but I'm not stupid and I just wish...I wish people would stop talking to me like that. There are better ways of saying things, and while I understand that not everyone is good at expressing things well, I need you guys to understand that I'm gonna feel defensive when I feel like people are bossing me around and telling me what to do." She says a little quietly as well. While her tone is still one of frustration, it softens a bit.

Wiping her eyes she looks up at Dagmarr, "You guys might see me like that....but it's hard for me to see me that way...or think that others do. I was treated like a leper back home because of what I am, and I had to deal with a lot of stuff on my own...so it's hard for me to accept that other people care about what happens to me, even if they don't express it in the best way or in ways that make me feel like they're trying to baby me. It's difficult to explain...but I care about all of you too, even that pain in my ass. I will try to be more careful, but I need you guys to lighten up on me a little bit too and realize that I'm aware of the dangers out there."

After a few seconds Frostine sighs and looks back down, "I'm sorry okay? I don't know how to explain why it makes me feel that way, I guess I'm really not used to people caring about what happens to me, or taking such an....active interest in my well being."

Shrugging her shoulders, Frostine chews on her lower lip. "I really don't know why it bothers me so much, but I'll try not to be so sensitive."


You head down the right passage, which slowly curves. When it straightens out, you see a door on the right with a wooden sign hanging from it. The passage curves again at the end.


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 like door with signs on them in a place like this," Thorgr comments. "It's usually something bad."


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

"Worse than what we've seen so far?" Jerrica asks, going to the door and looking it over.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


The door is made of iron and the sign reads 'Authorized Personnel Only'. Jerrica cannot tell if it is locked or trapped.


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 looks to the group. "Do you want me to try the door?"


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

Rosa takes a look at the door as well.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


Rosa looks carefully and sees that the door is barred from the other side. Either you would have to find another way around or you would have to break the door down, which probably wouldn't be easy.


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

Rosa shakes her head, "No, it's barred from the other side. We would have to break it down to get through it, and I don't think that would be possible. Our best bet is probably to just go around."


♀ 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
Frostine Finnisson wrote:

Hey, I'm gonna repost my responses to Dagmarr here so they don't get lost in the other posts.

Frostine sighs but allows herself to relax slightly, "Fine, I get it...but I can't help how it makes me feel when I'm talked to like that. It makes me feel like you guys think I'm stupid or something, or that I don't know that there are things that could hurt my baby. I may be young, but I'm not stupid and I just wish...I wish people would stop talking to me like that. There are better ways of saying things, and while I understand that not everyone is good at expressing things well, I need you guys to understand that I'm gonna feel defensive when I feel like people are bossing me around and telling me what to do." She says a little quietly as well. While her tone is still one of frustration, it softens a bit.

Wiping her eyes she looks up at Dagmarr, "You guys might see me like that....but it's hard for me to see me that way...or think that others do. I was treated like a leper back home because of what I am, and I had to deal with a lot of stuff on my own...so it's hard for me to accept that other people care about what happens to me, even if they don't express it in the best way or in ways that make me feel like they're trying to baby me. It's difficult to explain...but I care about all of you too, even that pain in my ass. I will try to be more careful, but I need you guys to lighten up on me a little bit too and realize that I'm aware of the dangers out there."

After a few seconds Frostine sighs and looks back down, "I'm sorry okay? I don't know how to explain why it makes me feel that way, I guess I'm really not used to people caring about what happens to me, or taking such an....active interest in my well being."

Shrugging her shoulders, Frostine chews on her lower lip. "I really don't know why it bothers me so much, but I'll try not to be so sensitive."

”Well I’m sorry that it makes you feel that way, just try to understand what’s meant by it.” Dagmarr says calmly. ”I’ll talk to Rosa about trying to be a little less …abrasive in showing her concern. Like you, her upbringing wasn’t the best situation for learning how to interact with people.”


♀ 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

"Hmm... yeah. The noise of us trying to break down the door would also ensure that we'd be facing something nasty once we eventually did." Sig says frowning.


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 nods as the others discuss the door they foumd, "Okay, I just need her to understand that I'm not stupid, and talking to me that way just makes me feel bad. I just don't want everyone treating me like some fragile thing, just because I'm pregnant." She says, as she tries to express her feelings.


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

Rosa nods, "That too, so let's just try to find another way around it then."

Rosa looks around and searches for another way to go.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28


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 shrugs and follow the gunslinger and rogue.


As Rosa rounds the corner, she hears movement coming from up ahead. The hallway is dimly lit, the torches hanging on the wall snuffed out a long time ago.


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

Rosa uses her dark vision abilities to try and see through the gloom to what's down the hall.


Rosa sees four armored skeletons, seemingly standing guard at the end of the hall.


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 to the others and holds up four fingers, "Armored skeletons, and they seem to be standing guard at the end of the hall." She says in a whisper.


♀ 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

"Since you can see in the dark love, maybe get their attention by shooting one of them, see if we can get them to rush us. When they get close I'll channel before we actually start fighting them." Dagmarr suggests in a whisper of her own.


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

You want me to do it naked? I'm not sure they're interested in that type of thing anymore. Lol


♀ 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

wow. That was supposed to be "maybe"


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

It's okay, just thought I'd let you know and give you a chance to change it. I didn't think you wanted me shooting at anyone naked, even if they were already dead. Lol


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

Rosa nods and steps out into the hallway with her gun at the ready, "Hey ugly! Over here." Rosa then aims and fires her weapon at one of the skeletons closest to them.

Attack: 1d20 + 10 ⇒ (3) + 10 = 13


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

Well, that sucked


Thankfully, Rosa closing the distance allows her shot to rip through the skeleton's armor.

Roll damage.


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

I actually hit it?: 1d12 ⇒ 11


Initiative:

Rosa: 1d20 + 4 ⇒ (6) + 4 = 10
Frostine: 1d20 + 2 ⇒ (6) + 2 = 8
Sig: 1d20 + 2 ⇒ (12) + 2 = 14
Dagmarr: 1d20 ⇒ 2
Thorgr: 1d20 + 1 ⇒ (5) + 1 = 6
Jerrica: 1d20 + 4 ⇒ (17) + 4 = 21
Skeletal Champions: 1d20 + 5 ⇒ (8) + 5 = 13

Round 1: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr

GM Notes:
S4 hp: 6


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 moves up to Rosa and readies her rapier to attack the first skeleton to approach.


♀ 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
Rosalina Luri wrote:
[dice=I actually hit it?]1d12

Best feature of Gunslingers, mostly targeting Touch AC


♀ 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

Shaking off the last of the unease from dealing with the ooze, Sig moves forward, axe in hand as she begins to fill the air with song, lifting the spirits and igniting the fury in her companions.

Move to I,2 Raging Song: to those who choose to accept +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Guarded stance +1 to AC vs Melee (2 rounds) ( So no penalty to AC for melee for first 2 rounds, -1 after that)


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

Yeah, I forget about that sometimes.


The skeletons move forward much like a trained unit, shields in front of them and swords ready to strike.

Jerrica, take your attack.


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

Attack: 1d20 + 9 ⇒ (9) + 9 = 18


Jerrica's rapier glances off the undead's shield and the skeletons attack.

Vs Sig: 1d20 + 7 ⇒ (6) + 7 = 13
Vs Sig: 1d20 + 7 ⇒ (5) + 7 = 12
Vs Jerrica: 1d20 + 7 ⇒ (9) + 7 = 16
Vs Rosa: 1d20 + 7 ⇒ (15) + 7 = 22; Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Round 1: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr

GM Notes:
S4 hp: 6


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

Rosa takes a step back from the skeleton and reloads her weapon.

Move back to J5


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 holds out her hand at the skeletons and uttering some words, fires off two bolts of light at the skeleton that Rosa first hit.

Targeting S4

bolt 1: 1d4 + 1 ⇒ (2) + 1 = 3
bolt 2: 1d4 + 1 ⇒ (4) + 1 = 5


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 steps into the gap between Sig and Jerrica, swinging his blade at the skeleton in front of him.

Attack: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18

That's a miss.


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♀ 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 strides forward, her shield raised as she calls upon her link to her goddess, sending a wave of energy like the warmth of the sun washing over her companions to burn the undead.

Channel Positive Energy (DC 14 Will for 1/2: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Move to J,4, drawing sword. Channel(harm undead) just in case, Selective Channel to exclude Rosa from the effects


S1: 1d20 + 7 ⇒ (10) + 7 = 17
S2: 1d20 + 7 ⇒ (8) + 7 = 15
S3: 1d20 + 7 ⇒ (8) + 7 = 15

The armored foes seem particularly resistant to Dagmarr's burst of healing energy.

Round 2: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr

GM Notes:
S1-S3 hp: 11


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 attempts another attack on the skeleton in front of her.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26; Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Jerrica manages to harm her opponent slightly.

GM Notes:
S1/S2 hp: 11
S3 hp: 9


♀ 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

Continuing her warsong, Sign takes a wild swing at the skeleton facing her.

Masterwork Battleaxe/Raging song: 1d20 + 6 ⇒ (5) + 6 = 11
1d8 + 3 ⇒ (7) + 3 = 10


Sig's attack goes wide, missing the skeleton. The remaining ones attack Sig, Thorgr and Jerrica.

Vs Sig: 1d20 + 7 ⇒ (2) + 7 = 9
Vs Thorgr: 1d20 + 7 ⇒ (7) + 7 = 14
Vs Jerrica: 1d20 + 7 ⇒ (8) + 7 = 15

Round 2: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr

GM Notes:
S1/S2 hp: 11
S3 hp: 9


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

Rosa raises her weapon and fires at the skeleton in front of Thorgr as she tries to create a hole for a better advantage for their front line fighters.

Bamola!: 1d20 + 10 ⇒ (20) + 10 = 30

Critical BAMOLA!: 1d20 + 10 ⇒ (5) + 10 = 15

EAT IT!: 4d12 ⇒ (10, 5, 3, 8) = 26


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 holds up her hand and fires off two more bolts of energy at the skeleton in front of Jerrica.

damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6

attacking S3


Rosa's attack blows the skeleton away, sending bones flying everywhere.

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Current Characters


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played by Signore di Fortuna (2,586 posts)
Hakon
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played by Signore di Fortuna (1,672 posts)

Previous Characters


Seoni
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played by Phaedra Rose (3,041 posts)