Curse of the Crimson Throne

Game Master stormcrow27

Go kill the evil queen of Korvosa and get fat lootz or get dead. test


1,451 to 1,500 of 2,056 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman thinks of the men upstairs, particularly that one. His memory of the event is hazy, and laden with tears, but that man, Baldrago, is etched clearly in that memory.

"No hesitation. Show them what we've got."


I added your icon to the map Corvus. @Machaera, checking perception.

Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Int check: 1d20 - 1 ⇒ (3) - 1 = 2
One of the men sitting at the table goes "Hey, did yoose thugs hear something? "Nah" says another, "It's your deal.

The party has a free surprise round on our erstwhile Cow Hammer boys, since they have succumbed to dumb evil minion syndrome.


HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws

What sort of action would it be to crash through the window? Would that take the full surprise round?


Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3

Thank the Wise for negligent fools, Machaera thinks, slowly releasing a breath she didn’t know she was holding. Catching Headsman’s eye, she gives him a wink and then lights the fuse of her grenade, the alchemically-treated material hissing alight once her nail scrapes off the protective sealant. Straightening up from her crouch on the stairs, she lobs the device over the banister towards the table where the thugs are playing, wishing she could think of a witty remark with which to catch their attention. Instead, she steps aside to make room for an incredibly angry young man to get by.

OK, move action to light the fuse, standard to chuck it. She’s aiming at the SE corner of the table, map-wise. Attack vs. AC 5: 1d20 + 5 ⇒ (14) + 5 = 19 The grenade will go off in 1d3 ⇒ 3 rounds.

“Why should I listen to her?” [Cue C-3PO] “Because she’s holding a thermal detonator!” ;)


Io Dorean wrote:
What sort of action would it be to crash through the window? Would that take the full surprise round?

@Io, That depends on how you intend to break through the window. Are you going to jump, shield raised and attempt to crash through into one of the seated ex-guards, knocking them down and standing up on the table, saying "The shield of Captain Io smites all evil-doers! Surrender in the name of justice!"? Throwing your shield? It's at least a move action, since you would have to gain momentum to smash through the window no matter if you run off a building to crash through or grab onto the window and smash it with your with an appendage. Note, if you throw your shield, it will continue through the glass without too much of a problem and have a chance of hitting someone. Unless you miss the window, of course.

@Machaera, noted. You hit the square without any real issue, even with range penalties.


HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws

Okay. Here we go. 3.... 2.... 1... go!

Io swings over the ledge, crashing inside as glass shatters on the ground, landing in a defensive stance, "Hello there boys. I don't suppose you could deal me in, could you?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Does Headsman recognize one of then as Baldrago? That will have a significant impact on my turn.


Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)

"Io the Bomb, you need to hide" Yanis tells Io quickly


HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws

Ah, I'll be fine. It's just some flashing lights. What's the worst that could happen?


Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)

"Lots of burns, I can look after that though. just try to hide behind your shield for most of it"


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9

It looks like the path up is blocked for now... I guess we'll cover the rear?


Male Human Vigilante(Wildsoul/Gunmaster) 4 | Init +8 | Perc +7 | AC 18 T 14 FF 14 CMB +2 CMD 16 | HP 26/33 | F +3 R +9 W+4 | Mwk Pistol +9 (1d8 x4 20ft Misfire: 1) Ammo 16 pepperbox 6/6 | Harrow Points 4 | Harrow Card The Dance

The Merlin waits and watches for the flash of the alchemical grenade before springing into action.


Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3
Corvus Cator wrote:
It looks like the path up is blocked for now... I guess we'll cover the rear?

I think you can move through friendly people's squares. Not charge, but regular movement shouldn't be a problem, I don't think, and there's a last free space past Io.

Also, just as a reminder, grenade-wise, unless the bad guys also have a spellcaster, the most we'll have to worry about is the dazzled condition on a failed save, and right now we have a few rounds to get stuck in, anyway.


@all, You can move through people's friendly squares without any issue. @Headsman, it's hard to tell from your current angle due to the wall of the stairs. Go ahead and roll a Perception check to see if you can see Baldrago.


Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)

Can you put a link to the map at the top?

Yanis waits for the others to go up.


The current battlemap is up at the top of the Campaign Info tab.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman brazenly looks out from his hiding spot, axe in hand, and quickly overlooks the men, looking for any faces he recognizes.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

The rest of my action will depend on what, and who, he sees.


@Headsman, Baldrago appears to be in the upper center seat of the table.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman ducks back to cover behind the wall, ready to strike at any incoming foe, and awaits the inevitable blast, hoping there'll be enough left of Baldrago to get some closure out of.


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9
stormcrow27 wrote:
@all, You can move through people's friendly squares without any issue. @Headsman, it's hard to tell from your current angle due to the wall of the stairs. Go ahead and roll a Perception check to see if you can see Baldrago.

Sure, you can move through friendly squares, but the open square provokes after the surprise round by 1, maybe 2 baddies. That open slot is probably best for Headsman to grind out of since his current square is blocked by the wall.


Corvus, any actions?


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9

Corvus was planning on covering the stairs so we don't get surprised by stuff sneaking in from the lower level, but since we're still holding at this point, he'll just move up and take that corner slot.

Darting up the stairs at the sound of the crash, the Albatross moves towards the corner, swinging a white leather bound baton upward toward the surprised underling.

SAP BAB + Dex + WF: 1d20 + 2 + 4 + 1 ⇒ (19) + 2 + 4 + 1 = 26
damage + str + Lethal Grace + hidden strike: 1d6 + 2 + 1 + 2d8 ⇒ (6) + 2 + 1 + (2, 5) = 16


Whap! Corvus's mighty baton sends a renegade guard to the lands of Desna.


Combat map has been updated. Rolling for init
Party initiative: 1d20 ⇒ 4
Guards initiative: 1d20 + 1 ⇒ (17) + 1 = 18


Party init
Io 11
Albatross 12
Black Merlin 9
Headsman 7
Machaera 8
Yanis 6
Guards init 18

The guards, surprised by the sudden appearance of heroes through the window, move to attack. The three forward guards stand or move 5 feet and swing at the Albatross and Io with longswords, while the other 4 fire longbows, 2 arrows at the intrepid voyager and the valiant shieldmaiden.

guard 2 at the Albatross: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 1 ⇒ (4) + 1 = 5
guard 3 with longsword at Io: 1d20 + 3 ⇒ (11) + 3 = 14
guard 4 with longsword at Io: 1d20 + 3 ⇒ (1) + 3 = 4
guard 5 with longbow at Albatross: 1d20 - 1 ⇒ (13) - 1 = 12
guard 6 with longbow at Albatross: 1d20 - 1 ⇒ (18) - 1 = 17
damage: 1d8 + 1 ⇒ (8) + 1 = 9
guard 7 with longbow at Io: 1d20 - 1 ⇒ (4) - 1 = 3
guard 8 with longbow at Io: 1d20 - 1 ⇒ (15) - 1 = 14

The Albatross is hit by a guard's longsword and another guard's arrow, taking 14 pts of damage. The rest miss.


As an aside, don't forget about things like ki pools, Harrow points, etc


HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws

Io gives the thugs a sweeping kick, trying to knock the legs out from under the two thugs that tried to attack her.

Improved Trip, Brawler's Flurry: 1d20 + 8 ⇒ (12) + 8 = 20
Improved Trip, Brawler's Flurry: 1d20 + 8 ⇒ (15) + 8 = 23


Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3

Seeing that it will be another few heartbeats at least before her grenade’s hissing fuse burns down, Machaera does what she can to keep the thugs off-balance. Embracing the chaos around her, even as she draws her dagger-pistol, she sweeps her free hand through the gestures of one of her prepared spells with deliberate carelessness, the magical equivalent of closing one’s eyes and taking a wild swing with both hands on one’s weapon.

OK, move action to draw her weapon. Swift + standard actions to convert her prepared mage armour into a primal magic event.
spell failure, trying to beat 20%: 1d100 ⇒ 14
Gosh darn it. Well, at least that's the worst case scenario avoided.

Machaera feels the twisted force of her spell on her fingertips, but on top of pushing magic further than it was ever meant to go, her extravagant casting has to contend with the limitations of her physical armour. Her gesture slowed just that little bit too much, her spell fizzles even as she staggers to keep the raw magic from running away from her entirely.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Is that wall too in the way or can I attack the one guard near Headsman and Io?


You can attack the guard near you and Io, headsman.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Greataxe: 1d20 + 10 ⇒ (10) + 10 = 20 Power Attack Damage: 1d12 + 9 ⇒ (10) + 9 = 19


Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)

Yanis cannot get up, who is injured so I can help a bit?

Yanis moves up the stairs a bit but keeps an eye out for attack from the rear.

Perception: 1d20 + 14 ⇒ (16) + 14 = 30


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9

Corvus is down to 50%; I'm not sure that was a fair trade to bring down one immediately or not :P


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9

Did Io trip her targets? If yes, Corvus will attempt to bring another one down with hidden strike+ki pool for an additional attack.


You go before she does, Corvus. But in the interest of time, we'll have delay until 10 to see her results. She also needs to adds +1 to her rolls, since using maneuvers on attacks uses your CMB rather then your BAB and Improved Trip adds +4, -2 for the flurry penalty. And yes she tripped them. We're still waiting on the Black Merlin.


Current initiative status: Reorderd for clarity

Guards init 18

Party init
Io 11
Albatross 10
Black Merlin 9
Machaera 8
Headsman 7
Yanis 6


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9

hidden strike sap, +2 BAB +4 Dex +1 WF +1: 1d20 + 7 ⇒ (11) + 7 = 18
damage, +2str, +1Lethal Grace, +hidden strike: 1d6 + 3 + 2d4 ⇒ (1) + 3 + (1, 2) = 7

(ki point)hidden strike sap, +2 BAB +4 Dex +1 WF +1: 1d20 + 7 ⇒ (15) + 7 = 22
damage, +2str, +1Lethal Grace, +hidden strike: 1d6 + 3 + 2d4 ⇒ (2) + 3 + (4, 2) = 11

Distract target. Io's lunge puts target off balance, falling. Then, block his blind sweep. Counter with sap to left cheek. Block feral kick. Use momentum to drive elbow to diaphragm. Target incapacitated with spasmic breathing. Spin to the left to avoid incoming replacement.


Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)

"We can hear you thinking Corvus" Yanis says as he moves up the stairs. Yanis uses his powers to pull heal the wounds of Corvus.

Natural healing with 3 PP is 9 healing


Male Human Vigilante(Wildsoul/Gunmaster) 4 | Init +8 | Perc +7 | AC 18 T 14 FF 14 CMB +2 CMD 16 | HP 26/33 | F +3 R +9 W+4 | Mwk Pistol +9 (1d8 x4 20ft Misfire: 1) Ammo 16 pepperbox 6/6 | Harrow Points 4 | Harrow Card The Dance

At least he stopped doing it out loud. The Merlin thinks as he pushes off from the wall and begins sliding down the rope. Swinging out, and then back in, he bring his feet together to crash through the window, firing at the nearest target to add to the noise and confusion.

Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14

Pepperbox: 1d20 + 7 ⇒ (6) + 7 = 13 vs touch, +1 from point blank, -1 fromDeadly Aim

Damage: 1d8 + 3 ⇒ (1) + 3 = 4 +1 Point Blank, +2 Deadly Aim

Sorry, I was out of town for the weekend and forgot to let you all know!


Results of combat turn

Io sweeps out her leg in a quick trip move that sends the two guards in front of her to the ground. Albatross' baton raps out in stacatto fury, hitting Baldrago twice in the face and the diaphragm, knocking him unconscious and joining another thug in Desna's lands. Headsman's axe whistles through the air and sinks deep into the chest of another miscreant, causing him to drop and start to massively bleed out.

Machaera's armor affects her concentration, causing her to lose control over the primal power. Nethys doesn't show his favor this day, it seems. Yanis feels the wounds of Albatross resonate through the shared link, and concentrates on rebuilding Albatross' former healthy pattern back to its proper vitality. An arrow slides out of Albatross' body, the wound sealing shut while the gash from the guard's longsword heals almost completely, The Black Merlin smashes through the window, shooting another guard in a superior show of acrobatics. The bullet smashes into the guard, but he still remains up.


Round 2, fight

Guards
One guard drops his bow and steps up to swing at Albatross
Guard Slash: 1d20 + 3 ⇒ (10) + 3 = 13

The guard in front of Io slashes at her.
Guard Slash: 1d20 + 3 ⇒ (1) + 3 = 4

Two of the guards in the back fire at Io.
Mighty arrow, ho!: 1d20 ⇒ 1
Mighty arrow, ho!: 1d20 ⇒ 9

The wounded guard in front of the Black Merlin pulls out a tanglefoot bag and throws it at him.
1d20 + 4 ⇒ (8) + 4 = 12

And they all miss. Luck indeed favors the Harrow-Blessed this day.


Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3

Just double-checking, but would it be possible for Machaera to attack from her current square in a way that's not lobbing something randomly into the room, or would she have to hoist herself over the banister? If so, I might have to request a 5'-step shuffle from those of ahead of me in initiative order, depending on how their attack routines seem to go. :) (No pressure, obviously. AoO are nothing to sneeze at.)


Male Human Vigilante(Wildsoul/Gunmaster) 4 | Init +8 | Perc +7 | AC 18 T 14 FF 14 CMB +2 CMD 16 | HP 26/33 | F +3 R +9 W+4 | Mwk Pistol +9 (1d8 x4 20ft Misfire: 1) Ammo 16 pepperbox 6/6 | Harrow Points 4 | Harrow Card The Dance

The Black Merlin watches the tanglefoot bag sail past his head and out the window. The small sack splats on the cobblestones below and the Merlin smiles maliciously beneath his beaked mask. He tosses his pepperbox to his left hand and draws his club. He swings the club at the guard's head, pulling his blow, intending to subdue rather than kill.

Club: 1d20 - 2 ⇒ (19) - 2 = 17 -4 for nonlethal

Damage: 1d6 ⇒ 6 nonlethal damage


@Machera, You would have hoist yourself over the bannister unless you're going to use something that doesn't require a target.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman readies to attack as soon as a foe steps into range.

Greataxe: 1d20 + 10 ⇒ (1) + 10 = 11Damage: 1d12 + 9 ⇒ (9) + 9 = 18


HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points Avalanche, Demon's Lantern harrow draws

Io steps forward, over the fallen thug, and tries to trip the next two thugs.
I knock them down, you knock them out. Seems to work well.
Tripping Flurry: 1d20 + 7 ⇒ (8) + 7 = 15Tripping Flurry: 1d20 + 7 ⇒ (1) + 7 = 8

So does that mean I fall prone now?


Harrow: Crow, Locksmith; Vigilante 4 - HP 35/35,- AC 18/T:15/FF: 13 - Perception +7 - F: +2/ R: +9/ W: +5 - CMB: +5 - CMD: 20, Speed: 30, Init. +9

sap, +2 BAB +4 Dex +1 WF: 1d20 + 7 ⇒ (18) + 7 = 25
damage, +2str, +1Lethal Grace: 1d6 + 3 ⇒ (4) + 3 = 7

Thanks Yanis....

The Albatross lunges at the goon outside Io's peripheral as she goes down (top one) to prevent a sucker punch.


Io Dorean wrote:

Io steps forward, over the fallen thug, and tries to trip the next two thugs.

I knock them down, you knock them out. Seems to work well.
[dice=Tripping Flurry]1d20+7[dice=Tripping Flurry]1d20+7

So does that mean I fall prone now?

Nope, and they can't trip you either due to Improved Trip.


Also, all melee attacks vs a prone opponent get a +4 to hit, while ranged attacks get a -4 to hit


Harrow points 4 HP 26 l AC 16 (T 12, FF 14) l F +5 R +3 W +7 l Ini +2 Perc +14 PP 17/17 l HP 26/26 (15 NL) l Transfer Wound 7/7 l Steal Health (7 dmg/Healing)

You're more than welcome, I cannot help right now anyway as they doesn't sound to be enough room up there."

1,451 to 1,500 of 2,056 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / First post for gameplay thread. All Messageboards

Want to post a reply? Sign in.