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

"The boat was abandoned. Let's check that door."

Just to clarify, because I've been finding the maps confusing. I think the walkway we're talking about is the one on the bottom level. There wasn't an obvious connection between the two walkways (obviously, there's a secret door to the boat, so that probably connects them, but that would be metagaming).


"Keep you hands out off the water." Senjin whispers and points to the water. Jigsaw shark...bite you up into little pieces." Using his bardiche to push off, he maneuvers the boat over to the lower pier. "Lower door it is.


FWIW, Rutter is right about the layout and no obvious connection between the walkways. To get to the lower walkway from outside the fishery, you'd have to swim. I agree that the map is confusing and I'm not sure how much sense the layout makes, but it is the way the module is written. And hey, it's exciting to almost fall into shark-infested waters, right?

Let me know your marching order when you open the door. It is not locked.

Grand Lodge

Dibs on not going first ;)

Copper prepares to cast a Daze spell at anyone he can see from the doorway, should an enemy present themselves.


"This big axe works best when I got room to swing it. Best if someone takes point and lets me clear a path for them from the ranks.

With a reach weapon, Senjin works best as second rank.


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 is willing to go in any order. He's confident enough to go first, but he feels like it's everyone else's turn to get their revenge, and he doesn't want to deny them. (This might be a good time for everyone to check in, though, to make sure we're all still here.)


Damersel speaks up as Senjin finishes. "I'll go first. Senjin, be right behind me."

At that, Damersel readies his shield and scimitar for a fight. "Open it and I will rush in."


With that said, Senjin will open the door.

So we have:
Damersel
Senjin
Rutter
Copper
and Yamiko (unless she inputs a different preference)


female Tian Rogue 1
Senjin wrote:

With that said, Senjin will open the door.

So we have:
Damersel
Senjin
Rutter
Copper
and Yamiko (unless she inputs a different preference)

here are my problems with being in the back

i am a Melee inquisitor. my job is to do nasty buffed melee damage with a chain. and i may also be potentially needed for tracking. and i happen to be a masochist, so please put me a little closer to the front lines. i also have blind fight and some nasty touch range debuffs that don't provoke. i make excellent Lamm Bait too.

tracking roll (if applicable) taking 10

10 + 6 = 16


No worries, just looking for some feedback :-) and I think Lamm will recognize both Damersal and I on sight also.

So how about 3rd for now. Senjin would feel a bit odd sending Yamiko in before him - before he sees her in action that is. ;-) (He can be a bit protective)

So as the door opens:
Damersel
Senjin
Yamiko
Rutter
Copper


female Tian Rogue 1

3rd is fine for now, i will really shine around levels 5-7 with the right gear.


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)

Order is fine with me, though I dont want to permenantly be the last person in the door, seeing as I will likely be the most quishy party member. We can figure that out later though.
So we go in the door, and...

Also, Ive still got my 'ready action to Daze' going, until we get safely into the room/boat/thing, if thats ok.


Once the group dynamic gels, Senjin will be comfortable in the back. As a skirmisher with reach, it is not such a bad spot.


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)

So Senjin opens the door...


Sorry for the gaps in posting everyone, I'm still here, been working on this post for the past couple of days, should finally be able to finish it tonight. Stupid real life :)


Senjin opens the door, Damersel steps through, ready to take on whatever may lurk here. Quickly you take in the scene before you, the air in this large room is somewhat chilly and stinks of the river, no doubt thanks to a huge opening in the floor that drops away to the river shore five feet below. Several pilings emerge from the waters to support the roof above, with mossy ropes slung between them. In two places, rusty manacles hang from the ropes over the water. Two five-foot-wide walkways cross the hole’s edge to the other side of the chamber, where a collection of old cabinets, lockboxes, and piles of clutter are strewn about. Chipped porcelain plates, a cracked goblet, badly rusted silverware, an old wooden shield with a crossbow bolt embedded in it, the odd dinged helm, and other “treasures” litter the floor of this entire chamber. Three tables, their tops heaped with additional clutter, stand amid this mess, while just west of that a wooden door seems to provide access to a walled-off section.

But all of this is just a distraction to you as soon as you notice the man sitting by the tables on the opposite side of the room. It is none other than Gaedren Lamm, the villain that you have all been wronged by and been seeking after. He has obviously heard the commotion upstairs and is sitting with a crossbow in his hands. As Damersel enters the room, he seems momentarily taken aback and then a wicked grin crosses his face. "Well now, I thought that I'd gotten rid of you a long time ago, time to finish the job properly!"


Since both sides were expecting conflict when the door opened, I'm treating it as normal initiative:
Initiative Order:
Senjin
Rutter
NPC
Yamiko
Damersel
Copper


There are a few kerosene lamps burning in the room, enough to give normal light to the whole room.

DM Rolls:

Damersel Init: 1d20 + 1 ⇒ (10) + 1 = 11
Senjin Init: 1d20 + 4 ⇒ (9) + 4 = 13
Yamiko Init: 1d20 + 2 ⇒ (9) + 2 = 11
Copper Init: 1d20 + 2 ⇒ (4) + 2 = 6
Rutter Init: 1d20 + 3 ⇒ (9) + 3 = 12

NPC Init: 1d20 + 5 ⇒ (6) + 5 = 11


Also, map has been updated: Interactive map


Ah yes, knew that I'd forgotten something:
Lamm's AC is 15/11/14 (normal/touch/flatfooted)


ROUND 1 INITIATIVE 13

Senjin steps through the door and sees Lamm. He moves along the east wall, wary of the water below. Once close enough, he swings his bardiche wide out over the opening and then in toward Lamm.

Bardiche attack vs. favorite Enemy->1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Confirm Crit vs. favorite Enemy->1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Crit Damage vs. favorite Enemy->1d10 + 4 + 2 + 1d10 + 4 + 2 ⇒ (6) + 4 + 2 + (6) + 4 + 2 = 24

A lot of rage was packed into the swing and Senjin feels the satisfying crunch of the axe on his foe.


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

Round 1, HP 12, No effects

Rutter approaches the door, and then hears Lamm recognize Damersel. He recalls the image of Hookshanks waking with a rag over his face and a knife in his throat, and the fleeting recognition that Rutter was the one that did it. This, however, is these guys' moment of recognition. The image that will stay with them the rest of their lives and lift their spirits whenever times get tough. He doesn't want to take that away from anybody. And he knows they'll make Lamm pay for dragging his wife into his doomed little enterprise, so everybody wins.

Rutter will hold his action till the rest of the party moves into the room.


Lamm falls under the Shoanti's mighty swing, only having time to gasp out: "You! Well at least you've lost your soft-heartedness..." and then he lapses out of consciousness on the floor in a widening pool of blood.

Whatever satisfaction Senjin may have derived is short-lived however. A giant crocodile, the biggest anyone in the group has ever seen, bursts from the water and pulls its front half onto the walkway. Its jaws splinter through the frail railing and close on Senjin's leg, gripping it mercilessly.


Whew, that's a lot of crits in the first two combats! Fortunately for him, the railing gives Senjin a +2 cover bonus to AC. Senjin still takes 9 points of damage and is now grappled.

DM Rolls:

Crocodile climb check: 1d20 + 4 ⇒ (11) + 4 = 15
Crocodile bite attack: 1d20 + 5 ⇒ (20) + 5 = 25
Crocodile bite crit confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Crocodile bite damage: 1d8 + 4 ⇒ (5) + 4 = 9
Crocodile grapple attempt: 1d20 + 11 ⇒ (9) + 11 = 20


female Tian Rogue 1

Yamiko will draw her barbed chain and mutter a short series of prayers to Zon-Kuthon before she enters the room where Lamm was slain, noticing the crocodile appearing to avenge the vile fiend's death. vile beast in service of lamm, vile beast who perverts the pleasure behind pain, your end comes soon, lord of misery, i ask for your blessing, to help me send this vile abomination to the very abyss from whence it came. she cannot enter the room just yet but she will soon.

DM Cloud:

Judgement (the to hit bonus increasing one) and Magic weapon. Increasing her attack bonus by 2 and her damage bonus by 1 with her barbed chain.


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)

Assuming the Crocodile still lives when my turn comes up...

Copper moves into the room, but makes sure to keep back from the beast's reach, if possible. His eyes glaze over, the ring on his finger begins to glow, his hands form arcane symbols seemingly on their own, and a voice that does not sound his own utters words in a tongue foreign to the rest of the party, "De ogen van mijn vijanden zullen sluiten en zij zullen sluimeren."

Cast Sleep, DC 14 on the Crocodile.


For reference, the crocodile's AC is 14 (10 touch) and its CMD is 18


Seeing the crocodile lunge from the water and grab Senjin by the leg, Damersel rushes to his aid. "Hold on Senjin, we'll get you free!"

Damersel swings his scimitar barely catching the splintered railing next to the crocodile.

Scimitar Attack 1d20 + 4 ⇒ (9) + 4 = 13 Damage 1d6 + 3 ⇒ (4) + 3 = 7
Not sure if I would get flanking with Senjin still if he's grappled. If so add +2 and I believe I hit.


I believe that you do not get the flanking bonus, not because of the grappled condition, but as Senjin has a reach weapon in hand and thus does not threaten the crocodile.

I moved Copper to a square that seems reasonable and has line of sight to the crocodile. He begins casting a spell this round (1 round casting time, so it will go off just before his next turn).

Rutter is up since he delayed and then round 2 will start.


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

Round 1, 12 hp, no effects

Rutter moves into the room, and scans the chaos. Where'd that croc come from!? Not seeing any way to get to the croc, he starts running around the other side of the opening.

Not sure if it got saved with Copper's movement. He was still outside (as was Yamiko) when I updated.


ROUND 2 Init. 13
Status AC 14 while grappled; HP (4 of 13); Grappled

Damn, the pain! "Arrggh!" Senjin roars in agony and tries to break free of the creature's jaws.

Break Grapple CMB+4 ->1d20 + 4 ⇒ (3) + 4 = 7

Balanced on the walkway with the weight of the creature pulling on his leg, he fails to break free from its jaws. He drops his bardiche where it is still lodged in Lamm and draws his hatchet.


Right you are Rutter, I moved Copper AND saved the map this time.
Initiative Order round 2 (roll.modifier):
Senjin 13.4
Rutter 12.3
NPC 11.5
Yamiko 11.2
Damersel 11.1
Copper 6.2


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

Actually, by delaying until everyone else moved, Rutter repositioned himself at the end of initiative. Doesn't matter, really, in this round. He's just going to continue around the opening. But everyone else can go ahead with their actions.


Moving with surprising quickness, the crocodile rolls itself onto its back while wrenching Senjin's leg with its massive jaws, slamming the ranger into the wall and tearing the flesh down to the bone. Feeling his prey go limp, he lets out a growl and turns to defend his meal from the armored warrior swinging a sword at him.

11 points of damage to Senjin from the death roll of the crocodile. Senjin has until -14, good luck!

Rutter: You're right about delaying. I missed the crucial "for the rest of combat" phrase in the rules. You're now right behind Copper.

DM Rolls:

Croc grapple check (using death roll): 1d20 + 11 ⇒ (13) + 11 = 24
Croc death roll damage: 1d8 + 4 ⇒ (7) + 4 = 11


Can't say I didn't see that coming after that horrible break grapple roll.

I am dropped to -7, so will be facing a DC17 Con check to stabilize at d20+2, I think I will take you up on that luck. :-)


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)

What does the roll.modifier mean, if I can ask?
Also, if the Croc fails its sleep save, we can drag you out of there real quick before ganging up on it. Or try at least.
Problem is that once we attack it again, itll wake right up. *fingers crossed*


I believe that is our initiative modifiers.

Hope the sleep works. I was going to provide some strategy, but being unconscious..I will see what the group will do.


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)

Wow. Just wow. I must need sleep or something if I couldnt figure that out. Sheesh.


Seeing his newly found friend fall to the razor sharp maw of the crocodile, Damersel raises his shield hoping to defend himself against its attacks. "Senjin is down! We must help him!"

Standard action for Total Defense puts my AC at 21 and will use my move action to Detect Evil concentrating on the croc.


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

How deep is the water there? Shallow enough for a small or medium character to stand in? (Also, we probably should've added a healer to the party when we lost the witch.)


So coming out of our weekend lull, we are looking for Yamiko's action and then the effect of Copper's Sleep spell.


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)

Yep. I plan on moving after finding out if the Sleep spell works or not, though I dont know where to yet.


Right, I'm waiting for Yamiko's action before resolving the sleep spell. Regarding the water depth, you'd guess it's about 5 feet deep here, although you can't see the bottom in the light from the lamps. So it would probably be over the head of a small creature and some medium creatures. It would count as difficult terrain for anyone that is walking along the bottom.


female Tian Rogue 1

Yamiko will prepare the touch of a cure light wounds before she enters the room, 1hand on her chain the other removed for the touch,she will move 20 feet towards the fallen Shoanti warrior and touch him with the touch she currently lingering on her hand. after touching him, she will put her removed hand back on her chain and readjust her grip.

cure light wounds on senjin

1d8 + 1 ⇒ (6) + 1 = 7

DM cloud:

free action, take 1hand off chain,

standard prepare cure light wounds on readied hand, hold charge

move, move up and touch senjin with the charged spell

free action, place hand back on weapon


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

Round 2, 12 hp, no effects

Rutter continues running around the opening in the floor.

Double-move to try to get to Senjin. Tried to do it on Dabbleboard, but it wouldn't let me save it. Nevermind, I guess it did save it.


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)

So do I need to create an account for Dabbleboard for it to keep my movement on it?


You just have to hit the save button in the upper left before leaving the site..typically. But yeah, I see Rutter has moved so that did save.


Yamiko can't reach Senjin without passing through the crocodile's square (and he's more than 20 ft away). In case there's confusion, Senjin is on the north side of the crocodile, Damersel is on the south. A link to the map is below, let me know if you are having trouble accessing it.

Interactive Map


Female Tian Rogue

fine, let me change my action

Yamiko will approach the 10 foot mark from the crocodile and attempt to wring her barbed chain around it's neck

Attack roll

1d20 + 5 ⇒ (9) + 5 = 14

2d4 + 5 ⇒ (2, 4) + 5 = 11

as her chain wraps around it's neck, she attempts a vile twist of her body, which twists the chain, mimicking a wringing motion like one does with a wet rag. several bones in the beasts neck were likely broken. she announces; servant of he who perverts the pleasure of pain, the lord of suffering demands your neck be wrung like a wet rag, the hangman's noose comes for you. she says to the crocodile as she wraps her chain around with a simple whipping motion and wrings it's neck.


Yamiko lashes the crocodile with her chain, opening wide wounds across its torso. Copper finishes his incantation just as the crocodile lunges at Damersel, only to fall asleep at his feet. Both Yamiko and Damersel feel the pressure of magic on their brains, trying to lull them into helplessness, but both manage to fight it off, Damersel calling on his elven blood and Yamiko on her training.

The crocodile is now asleep for 1 minute (10 rounds), your move...

I moved Yamiko to a place on the map where she can attack the crocodile. Remember, sleep is an AoE spell (10 ft radius), so you probably want to be careful casting it with companions around (especially since it affects lowest HD first), luckily the rolls worked out in this case.

Damersel:

You do detect the presence of evil within the 30-foot cone area of the spell, you'll need an additional round or two to pinpoint the source of the evil.

DM Rolls/Bookkeeping:

Yamiko will save: 1d20 + 4 ⇒ (14) + 4 = 18
Croc will save: 1d20 + 2 ⇒ (6) + 2 = 8

Croc damage: 11
Croc sleep rounds: 10/10


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 2, 11 HP, no effects

Copper is elated for a just a moment that his spell succeeded in putting the creature to sleep, then gets his head back to business, and draws his crossbow.

Yea, forgot about it being an area til after I had done it. I'll be more careful with casting that one that time, or make sure to place it better. Drawing the crossbow will be my 2nd action for the turn.


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

Initiative order, reposting:
Senjin 13.4 DYING
NPC 11.5 ASLEEP
Yamiko 11.2
Damersel 11.1
Copper 6.2
Rutter 12.3

Cloud, did the croc release Senjin, or is he still grappled by the sleeping croc?


Round 3 Initiative 13
Status -7 HP, Unconscious

Stabilization roll ->1d20 + 2 ⇒ (9) + 2 = 11

HP will fall to -8

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