When Darkness Comes: Shisumo's 'Second Darkness' PbP


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Will save 1d20+5=8

Gulp...


Male Human Wizard 1 (diviner)

I don't know if you want us to post in order, but I'm going to bed now and don't want to hold up the game.

Hezekiah will try to get a better view of what's happening. Move to F25, if possible.


Male Halfling Rogue 1

Move to I24


DM Shisumo wrote:

Screams of shock and surprise erupt across the gambling hall, as the tournament players and casino workers alike suddenly find themselves unable to see.

Initiatives:
Thugs: 27
Clifford: 19+
Makoa: 19-
Jagor: 17
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10-
Guards: 2 (surprised)

Amidst the general chaos and disorder, four men, all standing near a woman with a distinctive eyepatch in the central part of the casino, produce what look like saps and begin to move toward the guards near the tournament prize chest and along the wall.

This is a surprise round - one move or standard action only.

Am I correct in believing that the chest is in K16? If so,

As soon as the flash fades, Jagor opens his eyes and takes in the scene. Seeing the five that had been expecting this (apparently) draw weapons, he thinks, "Now I show Goblin owner-man what I can do" and moves to protect the chest. "Makoa, this way!"

Acrobatics to move normal speed through crowd (1d20+7=25)

Despite the confusion of the tightly-packed crowd, he manages to slip through and past people to I21, if I calculate right.

As he moves, he's trying to keep track of the five bearing saps as well as the mage in the privy.

Not sure if that's possible as a free action, but here's the roll if it is. Perception (1d20+9=21)


Jagor Bonebreaker wrote:
Am I correct in believing that the chest is in K16?

Actually, those are the stairs up to the dais. The chest is on top of the dais, in L17.


DM Shisumo wrote:
Jagor Bonebreaker wrote:
Am I correct in believing that the chest is in K16?
Actually, those are the stairs up to the dais. The chest is on top of the dais, in L17.

Ah, then my choice of where to end my movement was fortuitous indeed. Thanks for the clarification.


"What in Hell?..." Ghorum manages to mutter before everything goes brilliant white, then pitch black as he screws his eyes shut tightly.

Gripping his gathered winnings still in hand tightly, he drops to his knees next to the craps table he was at.

Delay.


Acrobatics (1d20+3=13)

Makoa, absolutely furious at this point, tries to move through the crowd with weapon in hand, toward the source of the light, but people seem to be panicking too much for him to maneuver his way around them. He stops for a brief moment to let out a bellowing roar.

Move to e24 (move). Draw weapon (free). Enter rage (free, if possible).


Everybody except Ghorum:

Spoiler:
Clifford, Makoa, Jagor, and Hezekiah all make their way closer to the center of the casino floor, though only Jagor seems to be able to move freely through the milling and distraught crowd. (Makoa’s frustration with the situation seems to be getting to him, you notice.) As they move past him, Clifford and Hezekiah see that the guard closest to them in H26 seems to have lost his vision, but none of the rest of the guards appear to have been affected by the burst of light.

As they do so, the woman in the eyepatch cups her hands around her mouth and shouts, “All right, folks! Drop to the ground and don’t try anything stupid and we might just let you live!” The speech seems to invigorate the fighting men with her, who grin broadly in apparent anticipation of someone “trying something stupid.”

Ghorum:

Spoiler:
You hear a woman shout “All right, folks! Drop to the ground and don’t try anything stupid and we might just let you live!” from somewhere roughly southwest of you. With a DC 18 Perception roll, you can pinpoint direction and distance. Since we technically haven't gotten to your initiative until just now, you don't have to delay if you would rather do something else.


DM Shisumo wrote:

Ghorum:

** spoiler omitted **

DM Shisumo

Ghorum will still drop behind the table.


Heh. You did say that we had three party members with INT below 10, didn't you? Yeah, someone's going to do something stupid...

Until I decide what that stupid thing is, Jagor will crouch down (keeping his feet under him) clutching his sack and watching the proceedings closely.

Perception (1d20+9=16)


Ghorum Kraak wrote:

DM Shisumo

** spoiler omitted **

Ghorum will still drop behind the table.

Ghorum:

Spoiler:
You know which square she is in this round. You can keep making Perception checks if you wish to try to keep track of her, but they will be much harder if she's not shouting.

New map and new round later tonight.


Round One – Map

Thugs: 27
Clifford: 19+
Makoa: 19-
Wizard with sickle 17+
Jagor: 17-
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10- (under cover, blinded)
Guards: 2

Everyone but Ghorum:

Spoiler:
The four thugs move through the crowd with surprising speed, moving toward the nearest guards, who are busy blinking spots away and trying to grasp what’s happening. They reach N16, R18, N22, and J19. Their saps whirl, dropping two immediately, the ones in J18 and N23, and bloodying a third in M15.

Ghorum:

Spoiler:
You hear shouts of pain and the thud of weapons hitting flesh somewhere nearby.

Clifford and Makoa are up.


DM:

Spoiler:
If Makoa succeeds an Acrobatics check, is it possible for him to charge the enemy in M20, ending in L21?

Also, you linked the wrong map. Here's a link to the new one.


Makoa wrote:
DM:** spoiler omitted **

Spoiler:
Actually, he moved. You can charge the one in N22, however - you'll move to M22.

And no I didn't! I didn't! It's a foul lie!

Er... fixed.


Acrobatics (1d20 3=5)
That didn't go as well as I planned.
Apparently, Makoa is having difficulty moving, and makes it only to H23, making his way toward the thug in N22. As he's doing so, he lets loose a javelin, and throws it directly at the thug.
Javelin Attack, 30' range (1d20+3=10), damage (1d6+6=12)

I realize now, as i look back on my post, i didn't make it clear which weapon I was drawing. I'll try not to make that mistake again.


Male Halfling Rogue 1

Move to M24 .
I don't use acrobatics or Escape artist on purpose . It's too flashy

Just checking : For the moment , there is still a crowd standing and a little halfling can move without having especially to sneak to avoid being targeted ?


Everybody but Ghorum:

Spoiler:
Makoa and Clifford make their way through the crowds. Makoa produces a javelin and hurls it at one of the the thieves, but the weapon flies much too high and sails past its target.

Clifford: it's not a guarantee, but with a raging half-orc just a few feet away, it seems really unlikely that you're the most dangerous-looking target.

Jagor:

Spoiler:
The man in the privy leaves it, pushing his way throgh the crowd toward the center of the room reaching N14. He seems to be withdrawing another scroll from a pouch as he goes.

Jagor and Hezekiah are up.


Male Human Wizard 1 (diviner)

Hezekiah decides that heroes come in the most unusual shapes nowadays and tries to sneak up and give Makoa a hand. "Friend", he shouts, "let me help you." He stretches out his hand to touch Makoa's earth breaker, which flashes blue for a moment.

Move to H24, cast Magic Weapon on Makoa's earth breaker, assuming that he'll let me.

Hezekiah's reasoning is that if he decides to meddle (and he will, at the outrage of disrupting the elaborate pattern of chance), he'll be in for a world of trouble anyway, and he'd rather be behind a friend, so he'll risk Makoa's wrath.


Makoa has no problems with that. Heck, he probably didn't hear you, or even see what you did. Even if he did, he probably wouldn't understand much of anything anyway. lol

I've also updated Makoa's profile with a section on what his stat changes are when he rages, including weapon attacks, ac, will save, and hp.


"DM Shisumo wrote:
Jagor and Hezekiah are up.

Everyone but our blinded friend:

Spoiler:
Jagor's not smart, but he knows this: Mages are game-changers, and this one has already changed the game once. They are also often soft and hittable, but he can't reach this one from where he crouches among the frightened.

Jagor tries to use the crowd, if possible, to move around the dias to where the scroll-user stands.

Acrobatics check for movement (1d20+7=27)

Stealth check (1d20+3=14)

Jagor easily moves through the press of bodies, but his attempt at stealth is not particularly successful.

It appears he can avoid all of the thugs thusly: Move to H20, up to H18, over to L14, then to M14.

Standing behind the beleagured guard and beside the spellcaster, the half-orc looks at the mage and says, "Jagor help?"

Good thing I didn't have any misplaced expections of success here:

Bluff check (1d20-2=3)


<place holder - action TBD!! Soon!>


All except Ghorum:

Spoiler:
Hezekiah enchants Makoa’s earthbreaker, while across the room Jagor moves into position next to a man with a short dark beard who has a scroll out. Jagor’s attempt to appear unthreatening, however, does not seem to have been terribly successful, as the man turns toward him with an expression that combines fear and anger.

The woman with the eyepatch climbs up onto the dais moving to L18 and spots Jagor as well. She points a finger at him and begins chanting. Spellcraft, DC 16, if you’re curious.

Jagor:

Spoiler:
You hear the woman’s voice, unnaturally clear and carrying, though those around you don’t seem to hear her. She says, “When Cayden Cailean came out of the Starstone, the first thing he did was look at his empty beer mug and will it to be full. It was. He drank it down, then willed it full again. ‘Ha!’ he shouted. ‘Free beer!’ Suddenly Abadar was there in front of him, in all his golden glory. ‘Cease this foolishness, you-who-were-once-mortal,’ Abadar told him sternly. ‘You are a god now, and you have much larger responsibilities.’ Cayden stared at Abadar for a moment, then nodded somberly. ‘You are right,’ he said. Then, suddenly, every empty mug, glass, flagon, and tankard in Absalom was full to overflowing with the best beer in the world. ‘Free beer for everybody!’ Cayden shouted.”

Will save, DC 14.

Ghorum:

Spoiler:
Perception, DC 14. If you make that one, Spellcraft, DC 16.

Ghorum is up.


Male Human Wizard 1 (diviner)

All except Ghorum:

Spoiler:
I'm curious. Spellcraft: 16


DM Shisumo:

Spoiler:
Jagor briefly considers finding a mug so he gets free beer, too.

Will save (1d20+6=19)

Whew! Any indication what I just escaped?


Jagor Bonebreaker wrote:

DM Shisumo:

** spoiler omitted **

Spoiler:
Not without the Spellcraft check, but I can tell you that, for a moment, the joke seemed extremely funny - almost incapacitingly funny.

Ghorum, after ducking behind the table, proceeds to start muttering a prayer to Calean, picturing the room as he remembers in his mind. He pictures the woman shouting, and smiles as he utters the last words of his spell.

DM Shisumo

Spoiler:

Ghorum casts Summon Monster I, attempting to summon a celestial badger over the head of the shouting woman.
Note: not sure if Ghorum needs a Spellcraft check vs. blindness to cast - it is Spellcraft 1d20-1=11, or even if he can summon a badger in mid-air! Worth a shot, anyway!

Celestial Badger
hp: 6
AC: 15, touch 14, flat-footed 12
Attack: claw +4 melee (1d2-1)
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
SA: Rage-if badger takes damage, goes beserk (+4 Str, +4 Con, -2 AC)
Fort +4, Ref +5, Will +1
Smite evil- +1 damage/HD (for +1 damage)

Also:


Ghorum:

Spoiler:
You hear the woman's voice chanting what sounds like a spell, but you cannot determine what spell it might be. You think she might have moved slightly, too, but you're not sure where to. That may actually be a good thing, though, because it means it should be easier to put your summoned ally where she just was.

Summon spells take an entire round to cast, so your badger won't appear until your initiative next turn. It will be able to act immediately, however. They also specify that the creature can't be "summoned into an environment that cannot support them," so no summoning creatures into midair.

Hezekiah:

Spoiler:
She just attempted a hideous laughter spell, but given that Jagor hasn't collapsed to the floor in laughter, it doesn't seem to have been effective.


DM Shisumo wrote:

Ghorum:

** spoiler omitted **

DM Shisumo

Spoiler:

Didn't think so, but I figured I'd try. :)
Anyhoo, he'll summon the badger as close to her as he can for attack.


Everyone but Ghorum:

Spoiler:
The Gold Goblin’s guards finally react to the attackers, trying to strike back against them. One pushes through the crowd toward the wizard, apparently able to recognize the threat he represents, moving to N13, drawing his scimitar while he goes, but the attack he makes when he gets there is thrown off by the milling, swirling crowd. The others that face the attacking thugs try to respond as well, striking more effectively than their associate. N16 takes 4 damage, R18 takes 7.

The severe wound suffered by the thug nearest the door seems to break his morale, and he runs for it. Though the guard he was battling has an opening, his skill is not enough to take advantage of it. Meanwhile, the rest of the thugs continue their attacks. The thug near the dais swings his sap ineffectively at the guard who hurt him; the other two move to flank Makoa, apparently seeing him as the greatest threat. Though only one of them is able to move quickly enough through the crowd to be able to attack as well, neither manages to leave Makoa an opening as they close. The one who can attack now in I23 – the other one is now in F23 does so with vicious effectiveness dealing 13 points of subdual damage.

New map is here, and includes the actions of the thugs already taken this round.

Thugs: 27
Clifford: 19+
Makoa: 19-
Wizard with sickle 17+
Jagor: 17-
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10- (under cover, blinded)
Guards: 2

Clifford and Makoa.


DM Shisumo wrote:

New map is here, and includes the actions of the thugs already taken this round.

Ghorum appears to be missing from R15 in the Round 2 map.


Ghorum Kraak wrote:
DM Shisumo wrote:

New map is here, and includes the actions of the thugs already taken this round.

Ghorum appears to be missing from R15 in the Round 2 map.

Fixed.


Earth Breaker Attack roll 13
Earth Breaker Damage 18
While raging, and power attack for -1 attack roll, +2 damage; already calculated.

Makoa, furious, draws his Earth Breaker, and attempts to slam it into the side of the thugs face. The thug in I23.


Male Halfling Rogue 1

Acrobatics 22

Clifford move to P22 and closes the doors .

While I'm at this position ... I remember that when we entered , there was a box with a guard where they put our money . where would it be now ?


Everyone but Ghorum:

Spoiler:
Makoa pulls his earthbreaker from its resting place across his back and attempts to bury it in the skull of one of the thugs, but even with the enchantment placed on it by Hezekiah, his swing is too wild to hit home. Clifford moves to the doors and closes them.

Clifford: The chests that held your entry fees are gone – you’d guess they’ve been taken to the casino’s vault, wherever that might be.

The wizard pulls back from his attacker five foot step to O15 and says three short words before cupping what looks like silver-white flame in his hands and hurling it at the guard that attacked him dealing 4 damage.

Ghorum

Spoiler:
Another voice is chanting a spell near you. Spellcraft, DC 16, to recognize it.

Jagor and Hezekiah.


Male Human Wizard 1 (diviner)

Hezekiah backs off and tries to use his magic to befuddle one of the thugs battling Makoa (and who are too close for comfort).

5-foot step to I25 if possible (or anywhere else away from the thugs). Cast Daze on the thug at I23 (DC:14). If he can't 5-foot step, then cast on the defensive (Spellcraft: 18)


Jagor steps up to the wizard N14 and attempts to knock him unconscious, but his strikes are wide of the mark.

Flurry of Blows (1d20+0=9, 1d6+2=6, 1d20+0=5, 1d6+2=3)

Wow, that's disappointing. Hopefully, he'll realize I'm inept and spare me from his arcane fury.


DM Shisumo wrote:

Ghorum

** spoiler omitted **

DM Shisumo

Spoiler:


Everyone but Ghorum:

Spoiler:
Hezekiah attempts to weave an enchantment on one of the attackers, trying to slow him down, but the man merely shakes his head, as if clearing it of a stray thought, and glares at Hezekiah. Across the room, Jagor launches a series of attacks at the wizard, who almost appears not to notice them. A yellow-gold disc of energy appears in front of Jagor’s attacks, leaving him feeling as though he were punching a brick wall and the wizard completely unharmed.

The woman with the eyepatch cries out in fear as Jagor and the guard make their attacks on the wizard, then narrows her eyes and begins a sing-song chant that seems to carry the drifting sounds of lulling waves and gently calling nightbirds with it, while at the same time hurling a fine spray of sand over Jagor and the two guards standing near him. Jagor, I need a Will save, DC 14. Both of the guards tumble to the ground, snoring loudly.

Ghorum:

Spoiler:
That was a magic missile, and by the grunt of pain, an effective one. It sounded fairly close by, too - somewhere off to your west. You hear the woman’s voice again and may try to pinpoint her once again, if you wish, with a DC 24 Perception check – she is clearly casting a spell, and by the sudden loud sounds of snoring that follows her chant, it was sleep.

Near the dais, right where the woman with the eyepatch was standing a moment ago, a halo of white light coalesces into the form of a badger, which looks around for a moment before leaping up onto the dais squeezing into the dais portion of M18 and clawing at her for 1 point of damage. The woman screams in surprise and pain at the cut it inflicts on her leg. “Angvar!” she cries. “Help me, my love!”

Ghorum is up.


DM Shisumo:

Spoiler:
DM Shisumo wrote:
The woman with the eyepatch cries out in fear as Jagor and the guard make their attacks on the wizard, then narrows her eyes and begins a sing-song chant that seems to carry the drifting sounds of lulling waves and gently calling nightbirds with it, while at the same time hurling a fine spray of sand over Jagor and the two guards standing near him. Jagor, I need a Will save, DC 14. Both of the guards tumble to the ground, snoring loudly.

Not to be a stickler, but if she's wearing an eyepatch, shouldn't she be narrowing her eye at me? *Whistles innocently*

Jagor feels a weariness creep into him for a moment before shaking it off and glaring at the woman.

Will Save (1d20 6=17)

Oh, and by the way, I love the narrative from the first spell she used on Jagor. That was too excellent and forgive me for not saying so earlier.

The woman on the dais says something and makes a throwing motion toward the half-orc and the guards near him. Both guards collapse in noisy slumber, but Jagor remains standing and glares at the woman.


Jagor:

Spoiler:
Nobody loves a nitpicker. :D


DM Shisumo:

Spoiler:

ROTFL Oh, how I needed that. Thanks, man!


Ghorum, now not sure of where the womans voice is now coming from, guesses where and pictures what it looked like. He says the final word of his prayer.

With a muted flash, a badger appears (in N19) from nothingness and proceeds to hop at the woman. (5' move to M19 to attack)

DM Shisumo

Celestial Badger stats

Spoiler:

Celestial Badger
hp: 6
AC: 15, touch 14, flat-footed 12
Attack: claw +4 melee (1d2-1)
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
SA: Rage-if badger takes damage, goes beserk (+4 Str, +4 Con, -2 AC)
Fort +4, Ref +5, Will +1
Smite evil- +1 damage/HD (for +1 damage)


Ghorum:

Spoiler:
Actually, I'd already brought the badger into play (see my last big update post), though it looks like the end result is just about the same. If you want to be the one to handle your summoned creatures in the future, though, I have no objection. We will put the badger where you put it - it's a better tactical action than what I came up with anyway (though it didn't really make a difference here).

That's just the badger's action, though. You still get to do something.


DM Shisumo wrote:

Ghorum:

Spoiler:
Actually, I'd already brought the badger into play (see my last big update post), though it looks like the end result is just about the same. If you want to be the one to handle your summoned creatures in the future, though, I have no objection. We will put the badger where you put it - it's a better tactical action than what I came up with anyway (though it didn't really make a difference here).

That's just the badger's action, though. You still get to do something.


Spoiler:

Thanks. Sorry about that. I did see your prior post, but posted my action hours later, so my short term memory file was deleted.
<hangs head sheepishly>

Hearing the woman's screams for help, Ghorums grin turns into a toothy smile. "Ruin my fun? Take that, my sweet..." he says to himself.

Blinking against the bright spot in his eyes, he notices he can see better, but not quite enough. He draws out his mace, preparing to crack some skulls when the oportunity presents itself.


Everyone but Ghorum:

Spoiler:
The guard near the door, having driven off his opponent, starts pushing his way through the panicking crowd toward the knot of combatants by the dais. The press of bodies is too much for him to make quick progress, though, so all he is able to do is get close to the wizard and wave his scimitar threateningly. He is in P16. Across the room, the guard standing next to Hezekiah – still unable to enter the fray, thanks to the light flash from earlier – starts shouting and waving his weapon: “Where are they? I can’t see anything! Somebody tell me what’s going on!”

The attacking thugs ignore him, however. The one who managed to avoid both Makoa’s attack and Hezekiah’s spell points toward the half-orc and calls to his friend, “You take care of this one – I’ll handle the fancyboy!” before turning his attention full on Hezekiah. They adjust positions to maintain the pressure on the barbarian while allowing an attack against the cyphermage as well taking 5 foot steps to G22 and I24, respectively. Their saps whirl again, and again they find their targets, sending Makoa crashing to the ground with 9 more nonlethal damage and battering Hezekiah for 5 nonlethal.

Over by Jagor and the wizard, the thug there apparently decides that the newly-arrived guard is a problem, and jumps onto a nearby craps table, and from there to a roulette table, before dropping down to the ground again behind the newcomer moving to Q17, circling wide to avoid AoOs and swinging at him with his sap – but impressive jumps apparently do not mean accurate strikes, as his weapon actually catches on the roulette table and nearly tears itself from his hand. Note that the wizard does not currently have a weapon out, and therefore probably does not threaten any spaces.

New map is here. Round 4 Initiatives:
Thugs: 27
Clifford: 19+
Makoa: 19- (unconscious)
Wizard with sickle 17+
Jagor: 17-
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10- (under cover, blinded)
Guards: 2

Clifford is up.


DM Shisumo wrote:
Round 4 Initiatives:

By which I mean, round 3 initiatives, of course. (headshake)


Male Halfling Rogue 1

Clifford looks at both fights . Shooting a shortbow in a crowded room seems like a bad idea to him so he draws his shortsword and move to Q20 trying to be inconspicious
Stealth 19


Never mind, Makoa is not unconscious, though he is considered disabled this round (one move or standard action only, move at half speed [which is quarter speed through the crowds, unless you can manage otherwise, as previously stated]). See the discussion thread for details. Makoa is up.


Earth Breaker Attack (1d20+7=25)
EarthBreaker Damage (2d6 9=19)

Makoa swings at the foe in I24. I think I'm unconscious after this.

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