Curse of the Crimson Throne / Edge of Anarchy (Aardvark DM) (Inactive)

Game Master Troy Malovich

The second Pathfinder AP, set in the city of Korvosa. The city is in turmoil after the death of the king.


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Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Rutter takes another stab (ha, ha) at the human, but his dagger jams into a sweatstain on the pillow where the human's head used to be.

Concealment (low 20 misses): 1d100 ⇒ 12


female Tian Rogue 1

suprise round (if able to do this)

Yamiko draws her spiked chain as she approaches Rutter as closely as possible while making as little noise as she can.

stealth check

1d20 - 2 ⇒ (13) - 2 = 11


Damersel: You only get a standard or move action during the surprise round. Since readying an action is a standard action, you can't ready an action this round and move. I presume that the movement was more important than the readied action.
Yamiko: You need a BAB of +1 (or quickdraw) to draw your weapon during a move as a free action. I presume that you're moving at half speed (10 feet) if you're using stealth, so that will get you just inside the door. I've moved your icon on the map.

DM Rolls:

NPC initiative: 1d20 + 1 ⇒ (9) + 1 = 10
B Perception: 1d20 + 8 ⇒ (20) + 8 = 28

As the scuffle breaks out in the bunkroom, you hear a deep bark echoing through the door to the east and the cry of young voices raised in fear and excitement coming from the same direction. The two thugs in the bunkroom scramble for their weapons.


Initiative order:
19 Rutter
18 Senjin
14 Damersel
10 NPCs
9 Copper
5 Yamiko


oops, totaly forgot about that. Just moving is fine.


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Concealment (low 20 misses): 1d100 ⇒ 53
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

This time, Rutter's dagger strikes true, and he stabs the human in the ribs. He feels the warm blood run over his fingers, and it's nearly as satisfying as killing Hookshanks a moment earlier.

If the human drops, Rutter takes a 5-ft step to the half-orc. If not, he stays where he is. If the human or the half-orc provoke an attack of opportunity, the rolls are below.

Attack of opportunity
Concealment (low 20 misses): 1d100 ⇒ 92
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d3 + 2 ⇒ (2) + 2 = 4


ROUND 1: Initiative 18

From the doorway, Senjin brings his bardiche down with great force on the half-orc, still tangled in its blankets.

Concealment 20%: 1d100 ⇒ 46

Power Attack: 1d20 + 3 ⇒ (20) + 3 = 23

Confirm: 1d20 + 3 ⇒ (17) + 3 = 20

Damage: 1d10 + 7 + 1d10 + 7 ⇒ (5) + 7 + (4) + 7 = 23 off to a good start!

The axe crashes down with sickening satisfaction.

Assuming that finishes off the half-orc, and Rutter finished off his opponent, Senjin will back out of the room toward the door to the east.


ROUND 1: Initiative 14

Hoping that Senjin and Rutter can take care of themselves, Damersel moves across the room to the opposite side of Yamiko at the east door. He listens at the door readying his scimitar and shield.

Perception to listen at door 1d20 + 5 ⇒ (20) + 5 = 25
Readied Attack 1d20 + 4 ⇒ (18) + 4 = 22 Damage 1d6 + 3 ⇒ (1) + 3 = 4
Crit Confirm 1d20 + 4 ⇒ (19) + 4 = 23 Damage 1d6 + 3 ⇒ (2) + 3 = 5


That is indeed enough to finish off both opponents.

With ruthless efficiency, Rutter and Senjin dispatch the two thugs before they can bring a weapon to bear. The barking and cries continue from the door to the east, but the door remains closed.


Just realized that there might be a miscommunication about where the noise is coming from. The top of the map is east, not north (not sure why they made it that way, but they did). There's a sword-compass in between the two levels of the fishery. The noises are coming from the two doors to the east. Damersel can hear them more clearly from the northernmost door on the eastern wall than the southernmost door.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

ROUND 1; INITIATIVE 9

Copper moves forward a bit, dropping his crossbow, though the sling on it keeps it at his side. He prepares to cast a spell at whatever is on the other side of the door.

"Someone open the door, and I'll try to daze whatever is on the other side.", he whispers to the others.

Please move me either Up 2 left 1 into cover, or Up 1 Left 1, if I cant get cover in the other one. Ready action to cast through whichever door the sounds of the dog and kids are coming from.
If the correct door is open, and an enemy of some sort is in their, then use Daze (DC 13)


With the half-orc dead, Senjin moves back into the main room. I updated Senjin's movement on the map.

Copper I moved you Up 2, Left 1 as there was a table at U1,L1


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Rutter calls out from the bunkroom: "It's just a dog. The kids are that direction, too. I didn't see Lamm, but there might be a lower level - there's another walkway at the water level. I didn't see any stairs down there, though. We need to find them before Lamm makes a run for it." Rutter turns back to the dead and searches them for anything of value.

Perception (Hookshanks): 1d20 + 6 ⇒ (10) + 6 = 16
Perception (human): 1d20 + 6 ⇒ (6) + 6 = 12
Perception (half-orc): 1d20 + 6 ⇒ (4) + 6 = 10

I should let Cloud roll for me. I don't think I've rolled over a 10 yet.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

"We should at least check to see that the children are alright before we move on. Were there any other doors into that room that you could see through the window?

Thanks for moving me.


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

"Probably through those other rooms on the north side."


ROUND 2; INITIATIVE 18

still missing Yamiko for Round1, and not sure if Rutter will be searching this round. When it is his turn...

If the door next to Damersel has not yet been opened he will move to it and open it. If it is open he will move in to attack. He will attack any thugs, or subdue the dog (-4 non-lethal)

Attack with Bardiche 1d20 + 4 ⇒ (3) + 4 = 7 (+2 versus human, -4 to subdue dog)
Damage: 1d10 + 4 ⇒ (3) + 4 = 7 (+2 vs Humans)


female Tian Rogue 1

Yamiko will draw her spiked chain and approach the nearest foe. if she can get an attack (10 ft rch) then she will perform said attack

attack roll

1d20 + 3 ⇒ (1) + 3 = 4

damage roll

2d4 + 4 ⇒ (1, 2) + 4 = 7


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Are we waiting on something else before Senjin opens the door?


Copper Fratello wrote:
Are we waiting on something else before Senjin opens the door?

I had replied thinking there would be more traffic here over the weekend.

Round 1 was waiting on Yamiko, but for her post there are no nearby enemies to attack so that sort is just hanging there.

Round 2 sounded like Rutter searching, so Senjin will move and open the door taking up his actions.

Perhaps we can pick up from there


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

DM said he wouldn't be posting much on the weekend, and it seems like he usually picks up around 1-2 pm Central on weekdays.


Yeah, I often can't post on weekends and I'm on Pacific time. I'm reading over everyone's posts, new one coming soon.


female Tian Rogue 1

round 1 Retcon

If there is no nearest enemy, then yamiko will not make the attack and will move as far as she can into the complex with her spiked chain drawn. (double move if possible)


The door leads to a short hallway that has another door at the end. There's nothing unusual about the hallway, so I presume that you would move forward and open the door at the end in the same manner that you opened this one. I've arranged the party order as I can best guess from the prior posts, please feel free to correct it if it would be different.

Westpier 17 interactive map

A large, mangy dog is growling and barking at you from the walkway several feet back from the door, but not attacking. There are over a dozen dirty, malnourished children hiding under the walkways or in the barrels and crates. As you take in the scene, a few make a break for it and run up the walkway on the north side of the room.

The floor here is slick with seawater, bits of seaweed, and fish blood—the air is thick with the accompanying scent. Wooden catwalks to the north and south allow access to the western part of the fishery, while the floor here is only five feet above the river below. An open bay to the south allows direct access to the sloppy, muddy water, while to the northwest stands an immense ten-foot-tall wooden vat, its sides caked and waterproofed with tar. Inside is a foul-looking mixture of chum, seawater, and who knows what else. To the east are stacked many barrels and crates, each marked in paint with a fish. Nearly two dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.


Rutter:
On Hookshanks you find a key on a cord looped around his neck. On the human, you find a similar key, as well as an amulet that looks like it might be valuable. Searching what's left of the half-orc (Bardiche criticals aren't pretty :), you don't find anything interesting on him. There are various weapons and other equipment stashed under the bunks, you see a flail, shield, kukri and crossbow off-hand, but it would take another couple of rounds to pull out everything and look through it.


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy
DM Cloud wrote:
** spoiler omitted **

DM:
Rutter lifts the two keys and the amulet, and grabs the kukri, just in case it's decent. Not sure if that would be a move action or a standard action (or full-round). Afterwards, he'll come out and head toward the room A7.

ROUND 2; INITIATIVE 18 Continued

Senjin looks back over his shoulder, some disgust in his voice, "Sweet Desna..We found the children, if you can call them that.. and the source of all that barking."


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Rutter comes out of the bunkroom, still giddy from his vengeance. "KILL THE CHILDREN, LEAVE THE DOG! ... NO, WAIT, OTHER WAY 'ROUND! Ah, 'm sure you know what you're doing..." This last bit mumbled to himself as he sheaths a kukri in his belt, then begins giggling at his own joke.


female Tian Rogue 1

"i say we should put the children on trial after we take Lamm's life. i'm sure the legal system could help in finding them new homes." Yamiko says, then she continues, "i don't want to be late for Tomoe's Iniitiation." she approaches the party with her barbed chain drawn. if she is within eyesight of the children, she will attempt to intimidate them into a state of panic through use of a wicked smile and a bloodthirsty look in her eyes.

intimidate check to scare the children and hopefully make them run. take 10. i'm assuming these children don't have the most amazing will saves.

10 + 4 = 14


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

If Copper is within range of the dog, he attempts to keep it from acting.
"Mijn vijand zal me niet, alsof in een versuftheid aanvallen."
Cast the Daze spell I listed last time at it. DC 13.

He scans the children's faces for anything bit of information that might tell him if one of them is Niklos Korda.


DM Rolls:

Dog will save: 1d20 + 1 ⇒ (3) + 1 = 4
Copper perception: 1d20 + 1 ⇒ (1) + 1 = 2

The dog sways and goes quiet as it stumbles under the effect of Copper's spell. The children, who were already confused and scared, need little encouragement to flee and begin piling out the doors at the north end of the room.

We can consider this the end of the combat I think. The dog will try flee when it realizes that it is outnumbered (and it can act again). However, feel free to roll if you take any actions against it.

Tamiko: Just FYI, Intimidate doesn't have a saving throw. It has a DC based on 10 + the opponent's hit dice + WIS mod + a size modifier. Not that it matters in this situation.

Copper: You don't see anything about the scattering children that gives you any information about Niklos.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Where are they scattering towards? All directions? Past us?


Damersel, hearing the commotion in the other room, will listen at the door in front of him.

Perception 1d20 + 5 ⇒ (13) + 5 = 18


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Yamiko's threat to put the kids on trial wipes the smile off his face. He gets back to task, bursting through the doors to the north of the entry room with a growl. Into A7. He's looking for Lamm or for the children whom he hears scattering from the eastern room. Regarding the children, he would just grab one and try to intimidate it into telling him where Lamm is.


The children are mostly trying to get away from you and out the doors in the northeast and northwest corners of the room. However, they're confused and some of them seem to be in shock, so it is easy to catch one. I took the liberty of describing Rutter's actions and rolling his intimidate check.

Rutter intimidate: 1d20 + 3 ⇒ (19) + 3 = 22

Rutter seizes one of the stragglers by the arm and demands to know where Lamm is. It takes a few repetitions of the question, but the young girl finds her voice finally. "Down there" she whispers in a quivering voice, pointing to the gaping hole in the floor that opens to the river waters about five feet beneath the floor.

Damersel:

You don't hear anything from behind the door in front of you


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Rutter looks about the room but only sees the hole leading to the river beneath. He turns back to the girl, "What... how do you get there? HOW DO YOU GET THERE!?"


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

If the children are not all able to leave the room before his first spell wears off, Copper will cast the same spell at the dog again, to give them more time.

Turning to Rutter after he screams at the child, "Easy, Rutter. Calm yourself. If she faints from fright she won't be able to tell us anything. Also, whenever we get her back to her parents, we may need them on our side, instead of them thinking we are no better than Lamm."


"I agree. The children are victims just like we were. Easy on them. But keep pushing North." Senjin will attempt to follow the children through the door to the NE.


Ugh, long day at work, little time to post. But things should look better in the future, here goes....

Copper:

I don't think that you can daze the dog again for a while. From the spell description on d20pfsrd.com: "After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute."

Senjin:

You find yourself at the base of a rickety stair case that leads up to a a dimly lit loading dock. A few carts sit nearby, partially loaded with large tar-caked barrels marked with a fish shaped splotch of red paint on the side. You see a pair of double doors that you surmise must lead to the interior of the building probably area A7. From here, the children are fleeing out the loading dock opening into the street.

The girl seems calmed a little by Copper's words, she points at the wall where a length of rope is looped on a hook. "Rope, lowers you to boat, but kids that go down there never come back." As you look more closely at the river water, you see a small skiff tied to a support post on the side of the opening that you could probably get to with a rope or a well-timed leap.


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

I went ahead and moved Rutter into the room A8. I assume he'd moved in there to catch a kid, since she was pointing at the opening in that room.

"Yeah? Well, we're not kids. Now get out of here!", Rutter growls through clenched teeth.

Turning to the others: "Bah! If these kids had parents, they wouldn't be here. Who's first through the hole?"


Senjin hands Rutter his bardiche. "Toss me this once I am down there." He checks the rope to see that it is securely tied, and then lowers himself to the boat.

Climb down to boat-> 1d20 + 5 ⇒ (7) + 5 = 12


Female Tian Rogue

Yamiko Wraps her chain around her torso and climbs down the rope afterwards. adjust the chain to fit in a way that it can easily be drawn by a strong whipping motion. but it turns out that she has a hard time holding herslf on the rope and slides down uncontrollably. falling down harshly on to the boat due to the lowered mobility granted by the scale mail she wears beneath her kimono.

climb check

1d20 - 1 ⇒ (1) - 1 = 0

reflex save

1d20 + 3 ⇒ (17) + 3 = 20


Damersel catches up with the rest of party waiting his turn to descend the rope. When the time comes he straps his shield to his back and sheathes his scimitar, then proceeds to climb down the rope.

Climb 1d20 ⇒ 11


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

If the boat appears big enough to hold more people, Copper will also attempt to climb down, making sure his crossbow is securely slung over his shoulder before doing so.

Climb:1d20 - 1 ⇒ (2) - 1 = 1

Copper also falls, but tries to catch catch himself as to not injure himself in such a foolish manner.

Reflex save: 1d20 + 3 ⇒ (14) + 3 = 17


Male Halfling Shapechanger (wererat) Rog4 / Ftr2 (AC: 21 [T: 17 FF: 16] | HP: 36/47 | F+6, R+9/+10 traps, W+3 | Init: +4 | Perc: +11/+12 traps | healthy

Rutter tosses down the bardiche, and then follows Copper.

Dex 1d20 + 3 ⇒ (16) + 3 = 19
Climb 1d20 + 4 ⇒ (9) + 4 = 13


Senjin tries valiantly to keep things steady as Yamiko and Copper drop like lead weights into the small boat, threatening to send them all into the drink. When Rutter tosses down his bardiche, he half expected to see an anchor flying his way.

With Rutter in the boat, he looks around to see where 'Children who don't come back' might get off to.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Were there more rooms to check out up top or had we checked every room?


There was a room off the first one we entered. Rutter had listened and heard no movements. After all our yelling and the children's, if someone were there, they would have probably come out (or fled out the side door) Bummer if our quarry was potentially in the first room we could have entered(from the pier side) and he fled....doubtful though. The other room to the north, Senjin looked in and it was the loading dock to the street.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

I would hope that if Lamm or whoever else WAS in that first room that we didnt check that if he tried going out that door and down the pier back into town that Rutter would have gotten a perception check out the window to see him go by, or all of us to hear him leave. Who knows though. Too late now.


Sorry for the lack of post lately folks, things have been hectic here and probably will remain so throughout the week. I should have a post up later this evening, and I'll do my best to get to them throughout the week. I should be able to get back to a more regular schedule next week.


The obvious place to go is the door that is accessible at the west end of the walkway. You can move the boat easily by poling along the bottom or grabbing onto the supports for the pier. The walkway also abuts the side of the creaky old barge, but there is no point of entry visible on this side of the ship.

Rolling some stuff for the characters:
Perception (Rutter): 1d20 + 6 ⇒ (11) + 6 = 17
Perception (Senjin): 1d20 + 6 ⇒ (14) + 6 = 20
Perception (Copper): 1d20 + 1 ⇒ (15) + 1 = 16
Perception (Damersel): 1d20 + 5 ⇒ (12) + 5 = 17
Perception (Yamiko): 1d20 + 6 ⇒ (8) + 6 = 14
Knowledge, Nature (Senjin): 1d20 + 4 ⇒ (17) + 4 = 21

As he grabs Yamiko and Copper to prevent them from tipping the boat over, Senjin notices a distinctive dorsal fin slicing through the water. It disappears behind a support post about 20 feet to the north, but he recognizes it as the fin of a jigsaw shark, a common scavenger in the area. They can be dangerous to people, and can be quite aggressive, but usually only towards prey in the water.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Copper whispers "So, if we were going to head to this boat, why didn't we go out the door we came in, and then around the back of the house, instead of coming down here?"

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