Uskara Olym

Daesra Darkshield's page

68 posts. Alias of SamanthaRT.


RSS

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>

Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

I'm not familiar with any other APs so am game for any that come up.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Yah, it's looking grim for the group at this point. I was hoping to explore more with Daesra but it appears that her story is very brief. :(

I've been pondering all day and would be happy to try another game, learning more about PF2 as well. Have a couple character ideas in mind (half-elf gladiator or dwarven cleric) that would be happy to try.


1 person marked this as a favorite.
Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

As the brief surge of magical energy courses through her, Daesra momentarily regains awareness and whispers, "I am so sorry Taldrin, I have failed you. Forgive me..." as the blackness again swallows her consciousness.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Two hits, both crits. Ouch! Guess we had to learn about Wounded and Dying at some point... :|


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Just some RP flavor for the moment.

Daesra takes a moment to stand fully upright and arc her back, trying to get everything back into place before the fight begins proper.

"Thanks big guy... I think.", she utters as she shifts and readies into a fighting stance.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

From a read of the Shove action, it seems that may help clearing the way thru the door should anyone become stuck.

SHOVE (one Attack action)
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Hearing the grating voice of Lamm and Camber's response to keep attention on him, Daesra presses forward to work her way through the small opening and join the fray inside the dank room.

She will Move forward and use her Actions to move through the 'door' and then straight forward as far in as she can.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Whispering to Nox while she's prepping, Daesra says with a wink, "Can you do your magic holding the light? I was going to swing it in the faces of the villains, but using my sword will work better."

Standing behind Camber as he manipulates the lock Daesra begins taking slow, measured breaths. She thinks, "One blank at a time, one blank at a time - Soon, very soon, Taldrin, you will have justice!"


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Whispering back to the group, "Door is locked - Anyone good with opening those?"

She steps aside to trade places and asks Nox to hold the light for a moment, while she adjusts her shield on her arm in preparation for an upcoming fight. "Hopefully the sounds of the fights upstairs did not make it down this far...", she mutters, mainly to herself and those nearby.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

While her companions gather in this dank space, Daesra carefully creeps over to the door close to her and strains to listen for anything in the chamber beyond, holding the torch down and away from the flooring above them but in a position to swing it at any hostiles that may attack her from the door.

That will be a Seek action please, and let me know if any other specifics are needed.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Noting the stress in Camber's voice Daesra offers, "You have a little one here, in this place?" She puts a hand on his shoulder, stating, "Not to worry, your family will be whole again this night, I promise,"

After Camber clambers down, Daesra prepares and lowers herself into the boat slowly and make it secure for others to follow.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"Thank you Morganne, that is much better!", Daesra says with great sincerity. She turns to Nox, and says' "Thank you, let's hope this does not give them too much warning that someone is on the way," as she takes the light source after sheathing her sword.

She peers down through the hole, looking for the best way down then clambers down, assesses the setting, and relays what she sees to the group after getting in a defensive stance.

Daesra will Raise her Shield and if a Perception check is needed, to see how to proceed.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"Well, if this is they way they took the Yennifer and her friend, then this may be the most direct.", Daesra opines.

"Does anyone have anything for this massive headache? My ears are still ringing from that villain's lucky hit."

She shifts around the hole, looking for a good way down, then glances at Nox and gestures for the light he's carrying.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"I am going down there after him as well," Daesra mutters fiercely, then slightly lifts her helm again to spit out another glob of blood.

Readjusting it again into place, she offers, "There is the front room you found with cots in it", looking at Morganne, "The kids can rest there until dawn and if we are not back by then, they can head into the city."

She then gestures to the door at the top of the stairs, "And there is that door we have not checked."

Daesra rummages around in her gear to pull out some rations and hands it to Yennifer's friend. "What is your name? We will need you to be brave, and mind the little ones until we get Yennifer back. Can you do that?"

She then returns to the cut-out in the floor and prepares for the next step.

I've marked off both the rations from my character sheet - hopefully that's enough to go around.
Is the cut-out a trap door, or an actual hole? Is there a sub-floor underneath to climb down to?


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Shaking her head to clear the ringing a bit, Daesra draws up to one of the older kids and asks sternly, "Where do they take the little ones? Where is the boss, Lamm?". There is almost a dismissive yet disgusted tone when she mentions the man they're after, as if the notion of someone who hides behind children is a worthy foe at all.

"There is a boat out back, could he be hiding on that?", she offers hoping for a quick confirmation so to get this business done.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra stalks across the filthy floor, raising her shield as she advances up the stairs. "Where's the boss? Are you willing to die for him too??"

To reinforce her point, she takes a swing at the looming half-orc.

Stride, then Raise her Shield (AC=20), finally a swing with her longsword
Action #3:
Longsword Strike: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


1 person marked this as a favorite.
Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra's first combat injury, and it's from a crit! Truly leaves an impression! :)


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Shaking her head to try and clear it, Daesra steps past the fallen man and the small crowd around him. "Could you mind them - one more thug to deal with.", she says as she heads towards the giggling orc.

As she advances she calls out, "Not so fast orc - we're not done with you yet!"

Daesra's final action will be to move towards Giggles, trying to intercept him as best as she can. I'm not sure of the difficulties in getting past Derrick and Camber and the kids to see how far she moves on the map.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Did I have a penalty to my AC, that allowed Derrick to crit with a 27? Daesra's base AC is 18, so wouldn't it take a 28+ to crit?


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Using the top of her shield to lift her helmet just enough to spit out a bit of blood, Daesra then growls back at her foe, "Not bad for a dead man."

She steps up to corner the thin man and lunges twice with powerful strikes, seeking to end this fight and get the children free of this foul-smelling place.

Action to Step up followed by:

Attack #1:
Longsword Strike: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
 
Attack #2:
Longsword Strike: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

I did some looking around, and it seems the only way to jump down with injury is this:

Cat Fall
Prerequisites: Trained in Acrobatics
Your cat-like aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Seeing the hurried attack going far over her head, Daesra takes a moment to aim a swing back at the retreating ex-crossbowman.

As it looks like he Moved away, Daesra would like to use her Reaction to take an Attack of Opportunity against Derrick.
Longsword Strike: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

"Don't worry kids, we will get you back home," she directs towards the small forms curled up in the hammocks under the catwalks. Keeping her visored gaze on the thug backing away, she advances after him and growls, "As for you, the fishes are going to eat very well tonight." Daesra hopes to keep him off-kilter, allowing her to finish this fight quickly.

She closes in on the nervous man and aims another attack with her blooded sword at him.

Her Actions this round will be to Demoralize Derrick, Stride to be adjacent to him, then make another Attack.
Intimidation(Demoralize): 1d20 + 4 ⇒ (2) + 4 = 6
Longsword Strike: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Something wonky has happened to the map - The base warehouse has shifted so it's appearing partially cut off. Thankfully, it has shifted upwards so nothing that was covered has been exposed.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
DM DoctorEvil wrote:

Alternatively, you can try to Long Jump across the vat. You need an Athletics check with the DC equal to the distance leapt. In this case, 20', since you rolled a 24 Athletics, could land on the steps above Derrick, using two actions.

Up to you....

Thank you for clarifying on Falling Damage. I reread the movement actions and Leaping down seemed closely like what I was trying to do.

Option Two sounds like the best way to avoid certain damage, if that works Daesra would be in a better spot. And her 3rd Action would be to Raise her shield, making her AC 20 until start of her next turn.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

As the bolt bounces off her shield, Daesra growls towards her comrades in the hallway, "Archer on the left, heading towards the room behind us!"

Glancing to her right at the half-orcs squaring off, she thinks it best not to push past that and instead glances downwards towards the floor below. One strike at a time!, she thinks as she jumps straight down to level below, intending to move around the vat to engage with the crossbowman who just shot at her.

With her shield Raised, Daesra's AC should be 20 - If that's not the case then she will Shield Block the incoming bolt.

She will Jump/Leap down to the square in front of her; any remaining actions will be to Raise her shield again then Stride around the vat towards the western set of stairs and Derrick.

Athletics: 1d20 + 7 ⇒ (17) + 7 = 24


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Thanking Nox for the light, Daesra slowly advances down the small hallway, peering back to make sure everyone is ready to go. Readying herself for another potential fight, she carefully opens the old door and steps beyond the portal into the next chamber.

As soon as the door is open, she'll Ready her shield and move in. If the door opens to the left she'll go right and vice versa, to keep as much light as possible spilling into the room so she can see.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"No children or Lamm in here. I'm thinking we should press on and check this out later.", she whispers back to the group.

I don't like this - someone must have heard the fight. Can't imagine all the kids being heavy sleepers, unless they're not here.... The thought passes quickly thru her mind as she presses her head to the door, hoping to hear something...

Daesra steps to her left to the next door, and listens there before checking to open it carefully and quietly.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
DM DoctorEvil wrote:
Daesra, there are a number of doors in the front room, which one are you listening at?

I was originally thinking of the door to the room Morganne is now in, but the door Daesra is now in front of will be good.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra takes a moment to wipe her blade clean on the robe of the fallen thin man while remarking to Camber, "Good idea, we should check all escape paths behind us."

She steps towards the door on the right wall and puts her ear to it, straining to hear any sounds beyond the portal.

Another Seek check please, feeling like we're due for another fight sooner than we may like. :)


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra would like the kukri as an alternate weapon back-up. And she can carry any unclaimed items for now, as she has 5 Bulk open at the moment.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

How is this room lit - candle(s), lantern(s), magic?
Anything of note on the desk or drawers?


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Seeing Morganne's intent, Daesra takes a moment to assess the situation and listens for sounds further in the warehouse.

Sheathing her sword and setting her shield on the desk, she advises the sorcerer, "They probably won't appreciate being put into that foul-smelling room. It's covered in dead fishy bits."

After the magics are done on the fallen dogs, Daesra lifts each and carries them outside the loading doors, nestling them by the front corner of the building. Once that task is complete, she closes the double doors and rearms upon rejoining the group in the main room.

One Seek action to see if there are any immediate threats coming our way - hopefully we have a few moments to collect ourselves.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"Not so brave when you face someone who can fight back, huh?", Daesra growls at the thin man as she swings her now-blooded sword at her target.

Action #1 aimed at Yargin:
Longsword Strike: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Changing her attention to the smaller rogue, she stabs twice in quick succession while accusing, "Only tough and brave when terrorizing children - Cowards!"

Action #2 at Hookshanks: Exacting Strike
Longsword Strike: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
 
Action #3 at Hookshanks: If #2 hits, apply an additional -5 To Hit
Longsword Strike: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Exacting Strike: You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Failure - This attack does not count toward your multiple attack penalty.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra would like to use a Reaction for Shield Block as she had Raised Her Shield during her last turn:
"Trigger - While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield." Her Steel Shield has Hardness 5.

Seeing her wounded opponent reaching for something, presuming a weapon, Daesra prepares for his attack. When the dagger darts at her, she relies on muscle memory (honed during many training sessions) to position her shield to deflect his strike away from her.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"Thanks Camber," Daesra whispers to her stalwart companion. "Here we go."

Pushing open the door, the lithe warrior strides across the shabby room, leaving a noxious trail of fish goo on the floor. Raising her shield as she nudges the chair out of her way, Daesra turns on her heel upon reaching the far wall and faces the horrid man to her left, saying, "Time to pay your debts, villain!"

She lunges forward with her pristine long sword, her helmet covering the grim smile that forms on her face.

Taking the note that Camber opened the door, Daesra's three actions are to Raise Her Shield (making her AC 20 until start of her next turn), Stride to the opposite side of the room counting the square with the chair as Difficult Terrain, and Strike Yargin with her sword. If only Camber benefits from the above note about the door being unlatched then her first action will be to Open the door and there will be no attack.

Action #3:
Longsword Strike: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
Camber Seedsplit wrote:
"As much as I hate to say this," Camber whispers, "We should probably leave this as is and join the rest of our group. We're not prepared for stumbling into the dark."

"We've opened an escape route for the villains.", Daesra whispers back. Signing heavily, she continues, "Victory favors the bold."

DM DoctorEvil wrote:

Front Room - Round 2 - continued

Daesra carefully pushes open the now-unlocked door. The stink coming from this room, a mixture of fish and sweat, is enough to make the eyes water. The room is completely dark, not even the moonlight gives enough to see anything inside. The flicker of light under a door gets your attention from the opposite wall. The splish-splash of water is heard, but can't be seen unless some form of illumination is used.

Even Camber's low-light vision can't see in this fully dark room.

Daesra, you used an interact action to open the door. You can try to move across the darkened room, or take two other actions of your choosing, including getting some light going if you have the means.

Steeling her nerves and taking a deep breath of fresh air, Daesra cautiously advances towards the light leaking from under the door, checking each step forward and holding her sword out to warn of anything in her path, to avoid bumping into anything that would cause a sound that would give away their position.

She will check each step as she moves forward to make sure there is nothing wrong with her footing or the floor while keeping her sword held in front to warn of objects (tables, etc.) in her way. If that takes only the one action, she will use her last one to Seek for sounds beyond the door.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"Thank you!", Daesra whispers to Camber, reaching over and opening the door in front of them.

Flourishing her blade again to correct her grip, she advances into the room and whispers behind her, "Hang close - Let's see what's going on." Scanning the room as she moves in, Daesra prepares herself for some unseen attack.

Her actions include Seek, assessing the contents of the room and listening for any activity going on nearby. If possible she will move towards any door that may lead to the front of the building, where the rest of the party should be.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Backing away from the double doors, Daesra reverses the grip on her sword with a flourish and raises her shield. She whispers to Camber, "Here we go - This'll get us a lot of unwanted attention.'

Pausing briefly a few strides from the entrance, she takes a deep breath and releases it, focusing on the point in the doors just under where the latch would be, whispers to herself, "I am the hammer!"

Charging forward with full intent on shattering the doors open, Daesra smashes into them with the full force of her strength centered into her shield.

That should be her three Actions - Raise a Shield, Stride, Interact (Force Open) with the doors.

Athletics: 1d20 + 7 ⇒ (8) + 7 = 15


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

On the Loading Dock - Camber:
Whispering over her shoulder, Daesra comments to Camber,"Well, so much for that. Any ideas before I go to brute force?"


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

The Delay action seems like an interesting option as well. It takes you out of the initiative order until something you specify happens, then your initiative changes to that new ordering. It's on Page 470 in the Tome of Knowledge (i.e., CRB) ;)

On another note, how do strategizing comments work in the PBP format. If I wanted to offer an observation/suggestion to another player as I was taking an action, or after I saw the results of my action. what is the best way to note that?


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
DM DoctorEvil wrote:

No, sorry. Surprise rounds don't really exist in PF2. You could get the drop on someone if stealthy and they didn't perceive you, but not when you are standing right in front. Got your initiative, but your actions will have to wait till your turn, and likely be re-done.

Will use block type initiative, so in this case, since Camber and Nox are up, either can post, and will resolve in the order they post, not in the exact inititive count -- its easier for PBP games to keep flowing this way. After the dog, most of the rest of the group can then post in the order they see fit.

Let me know if my proposed actions are still valid, or if I need to restate when it's my go.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

On the Loading Dock:
Passing Camber as he moves into position as she takes to the doors, getting her shield onto her arm and ready for a fight, she whispers, "Here we go - Let's hope this works."

Once at the double doors, Daesra quietly draws her sword and inserts the tip of the blade in the gap between them, slowly moving it upwards until she meets resistance - presuming there is a latch or bar across it inside.

Here we go. This is for you Taldrin; your murder is avenged this evening!

Daesra's plan is to use her sword to move anything locking the doors out of the way. To do this, she'll slide more of the blade inside, place her shield under the length of the blade, and lift/shove upwards with her entire body (lifting with the knees! Not the back!) to unbar then shove open the door when the action starts at the front door. Assuming that it's an Athletics check:

Athletics: 1d20 + 7 ⇒ (14) + 7 = 21

Initiative (Perception): 1d20 + 6 ⇒ (9) + 6 = 15


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

On the Loading Dock:
Daesra maneuvers the barrel into position as quietly as possible and when in position whispers to Camber, "All set here - I'll take care of this. The others ready to go? Just say when and we're good to cast."

I really hope my halfling is better than I imagine, she fervently thinks as she prepares her shield nearby out the way, to quickly pick up and don it after the excitement starts.

Really hoping her experience moving heavy things about helps with the aim here. When we're ready to start I'll make the Athletics check. All the pressure is on Camber to start the barrel rolling! :)


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra and Camber:
"I can move a barrel over to the top of the stairs, you can roll it down to block the lower door. I'll cover the double doors - when the rest go in the front you roll the barrel and then we'll go in the double doors.

Sound good?", she says, looking directly at Camber to gauge his comfort level with this assualt.

If he assents, Daesra will put away her shield/sword, try to quietly move (lift if possible) it to the top of the stairs before setting it on its side, to be rolled straight down to (hopefully) stop right in front of the door to block it. Or at least if it breaks open the fishy bits will make it slippery.

If the barrel is too heavy/unwieldy, she will stay to roll it down and Camber can check on the larger doors.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Daesra and Camber:
Is there anything along this side of the building that could be used to block/prevent doors from being opened - rope, tools, anything of that nature? How far would it be to roll a barrel to block some doors??

Again in a hushed tone, in halfling, "What do you see Camber, anything we can use to keep folks from opening one door while we use the other? At this point I'm thinking that may be a good thing to do."

In her mind, she assesses her ability to roll a barrel relatively quietly in rhythm to the sounds of the pier over to the larger doors to block them. That will take time we may not have...


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

As they move out, Daesra does her best to mimic her smaller companion and tries to make as little sound as he does. Scanning the upper sides of the building for movement or watchers, even a glint of light leaking from cracks in the walls, she mentally prepares herself for a fight.

Her mantra begins to flow through her, helping focus her emotions - fear, worry, excitement - into action. One strike at a time, one blank at a time, one sword at a time.

Timing the last to align with making it to the corner of the building she silently slips her sword from its scabbard and holds ready should the need arise.

In a hushed tone directed at Camber, Daesra whispers in halfling, "Stick close with me - I intend to see you're back safe by your hearth when all this is done."

Once we reach the current position on the map, Daesra will Seek along this new side of the building.


2 people marked this as a favorite.
Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
DM DoctorEvil wrote:
Splitting the party before the first encounter is an interesting choice. Let's see what happens!

Since when has anything ever gone wrong splitting the party???

I'm saying that ironically, so I think we'll be okay ;)


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

I'm for #2 - I'll go with the group heading around the back to cut off any retreat.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

Sighing inwardly, Daesra is glad of her mask as it is conceals her uncertainty of this newly formed group. Far too many unknowns for this to end quickly and well. Glancing up at the hulking barbarian, He seems very eager to start things and cause a lot of damage. Better keep an eye on him...

Glancing around at the rest of the group she remarks in a hushed tone, "The rest of you are lightly armored and not sturdy for close-up fighting. As we've not worked together before, not really sure how to work this. As I see it, there are two options.

"One, we all go in through the front and take the place by surprise. If it's fast enough we can catch them all unaware and make sure no villains excape.

"Two, we divide our forces and go through those doors while a couple of us cover the back of the building to make sure no one escapes. Either could work."

Daesra pauses for a breath, and thinks for a second. "In either case, there are likely non-combatants, children, in there who will be scared. I'm hoping none of them join the fight so we may have to deal with them. Knock them out, if they do."

She reached over and bumps Laijiri on his bulging forearm. "Right?!?"

"We're here to deal with Lamm and his lackeys. The rest we'll have to figure out what to do with once this is done", she offers, glancing around at the rest of the group.

"I'm good with either of those options. You know yourselves best - which approach works for you?"


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

"Yes, perhaps after this business is done we can share the wrongs done to us by this villain, Nininox," Daesra offers as the group leaves Zellara's. "One strike at a time will see us through this..."

Upon arriving at Westpier 17 and taking assessment of the building, she listens to everyone's plans. "What sort of diversion were you thinking of Rienas? Something that draws attention but not TOO much attention may do the trick."

Pondering a moment she says in a lowered town, "Is anyone else comfortable giving Camber back up? I don't like the idea of anyone being on their own this close to a possible fight." Daesra takes a moment to affix the darkened steel shield to her arm and hunches down to survey the building and the surrounds again. "I'm not particularly quiet when it comes to moving about," she whispers.

She'd like to make a Perception check to see if there are any watchpoints on this side of the building, or other places that guards may be positioned to watch the street.
Not sure if this is a secret roll or not, but in case it isn't:

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>