GM Azathoth’s Curse of the Crimson Throne Campaign

Game Master Mantic0re

Local and Battle Maps
Loot and Acquaintances
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Local and Battle Maps

The morning air is still. People flow like life blood through the city streets, carrying on about their lives. Most are too busy to notice the warm sun rising over the sea that holds Korvosa. Fishermen unload their hauls at the docks while gulls swoop and caw for scraps. At the Acadamae, students studying magic have been up all night practicing summoning rituals, trying to stay ahead of the curve. Castle Korvosa and the heights slumber still, unconcerned with the daily grind of the common folk.

It is Desnus of the year 4708, and the summer is just getting under way. Under King Eodred Arabasti II’s twenty-two year reign, Korvosa has known a relative peace and prosperity. However, the King is growing older and has no true heir to the throne, only a young wife of Chelaxian descent, Queen Ileosa Arabasti.

To five strangers with grand destinies, this day begins like any other. However, a portentous storm cloud hangs on the distant horizon. Korvosa teeters on the edge of anarchy, her people just don’t know it yet.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Perform(Harrow): 1d20 + 1 ⇒ (11) + 1 = 12

Reading Tri'omfi style:
Role: 1d6 + 1d9 + 1d2 ⇒ (4) + (3) + (1) = 8
Past Good: 1d6 + 1d9 + 1d2 ⇒ (5) + (3) + (1) = 9
Past Unclear: 1d6 + 1d9 + 1d2 ⇒ (5) + (7) + (2) = 14
Past Bad: 1d6 + 1d9 + 1d2 ⇒ (5) + (7) + (1) = 13
Present Good: 1d6 + 1d9 + 1d2 ⇒ (1) + (4) + (1) = 6
Present Unclear: 1d6 + 1d9 + 1d2 ⇒ (6) + (1) + (2) = 9
Present Bad: 1d6 + 1d9 + 1d2 ⇒ (1) + (7) + (1) = 9
Future Good: 1d6 + 1d9 + 1d2 ⇒ (3) + (9) + (1) = 13
Future Unclear: 1d6 + 1d9 + 1d2 ⇒ (1) + (2) + (2) = 5
Future Bad: 1d6 + 1d9 + 1d2 ⇒ (6) + (8) + (2) = 16
Rerolls
Past Bad: 1d6 + 1d9 + 1d2 ⇒ (5) + (6) + (1) = 12

Makes..
Role: INT CG Inline The Joke

Past Good: WIS CG Inline The Publican
Past Unclear: WIS LE Opposed The Eclipse
Past Bad: WIS CN Inline The Carnival
Present Good: STR LN Inline The Forge
Present Unclear: CHA LG Opposed The Empty Throne
Present Bad: STR LE Inline The Fiend
Future Good: CON CE Inline The Waxworks
Future Unclear: STR NG Opposed The Keep
Future Bad: CHA NE Opposed The Betrayal

A wispy Elf, Von Tri'omfi, sits cross legged on a crate with another before him covered in a weathered red cloth with a deck of cards fanned out upon it. His unkempt blonde hair wildly sticks out from under his Derby hat and his hands are tucked under his arms, inside the brown overcoat that hangs to the ground. He scans the street as other bustle by, himself tucked far to the side and out of the way. He'd barely be visible if it wasn't for the vivid black and white striped pants that standout from the surrounding flat tones of browns, greys, and blacks. The world is always in a hurry, he thinks to himself as he yawns.

Von's mind wanders around trying to find a new method to cheat odds against the visitors at the Creaky Hammock when a man stops and drops a coin among the cards, "Am I walking into a good deal?" The elf studies the man's face, which is nervous and sweating, then motions for him to select a card. As the man does and flips it, Von gets a cruel devious smile. The role of the man is revealed as the Joker.

"You will need your guile with this endeavor.. The only way this will succeed for you is if you own the master sham..."

The elf then deftly shuffles the Joker back into his deck and blends the cards over several times. Laying the spread onto the red crate, three rows of three, both lean forward for the reading. Turning over the cards of the past, Von points to the Publican. "Your past is good, this opportunity, it was relayed to you by a friend? That friend is trustworthy. He is a good man, trust him, but... this opportunity itself..."

Von then reveals the present and points to the Empty Throne. "..Your intuition, that memory that seems oddly applicable, muse on that while you continue on your way. Trust the moral in that memory, it will bring you aid here if you heed its lesson..."

Lastly Von reveals the future. With two fingers he brings notice to both the Waxworks and Keep. "Yes.. there is a crucial moment before you, you'll need a large amount of effort to surpass this... What impedes your success is well defended, stable, sturdy in its way... If you can discern what has you unnerved your senses and take the first action, if you make your move wisely and decisively, then this deal will be good for you."

Von smiles up at the man as he blends the cards together again.


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

Clang... Clang... Clang...

The familiar clamor of metal on metal seeps through the walls of the old, rundown blacksmith's shop. Smoke from the forge dances above the rooftop chimney. Heat pours from the opening, creating waves as the temperature manipulates the air before dissipating into the city sky. The shop, normally seen receiving some errant customers here and there, takes none. A single sign is nailed to the store's locked door, "Closed Until Further Notice," it reads.

Clang... Clang... Clang...

The din continues to ring out, night and day, as it has for several days now. The forge and hammer seemingly have not stopped for more than but the briefest of breaks since the sign went up on the door. Rumors swirl that the small, hole in the wall shop recently suffered a brutal and violent crime. Some may have even seen, in the aftermath, the long time apprentice of the smith pleading with the Korvosan Guards who responded to the scene to do more.

Clang... Clang... Clang...

The persistent wail of steel being battered repeatedly, bent and shaped to fit the smith's needs. Until, at last... Silence. The hammering dies away and the flare and heat of the raging forge fire fades. It is barely missed amongst the turbulent streets of the populous city. The sign remains, "Closed Until Further Notice". Night falls and the silence is broken. Not with the familiar crash of hammer on metal, but with a bright flash of light accompanied by the cacophonous roar of thunder that echoes through the streets and alleyways.

The next day, as the early summer sun rises, some pedestrians stumble across an old breastplate that appears to have been decimated...


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

The Night Before pt 1:
Lord Valamyr Aldoran stood near the Gatefoot and looked towards the sea. Silently he watched the day's last ship depart from the harbor on a stiff breeze and drift swiftly towards the setting sun. It was the first time he had dared appear openly in weeks, and he'd donned his finest attire for the occasion. He wore a high collared shirt, a tightly-fitted umber vest, polished black boots, and over it all a finely woven cloak of crimson. A golden key was pinned to his chest and he rested on a mahogany cane with a matching crimson orb for a handle. Wrapped in Korvosa's colors, his colors, standing where The City kissed the sea, he felt like himself for the first time in ages. That is to say, as close to himself as he ever felt.

He tried to make himself smile, but paranoia gnawed insistently at the back of his thoughts. Finely sewn crimson was good for his ego and impressing old ladies, but it wasn't exactly subtle. He felt stupidly overexposed. If they should come for me, they will be looking for a man draped in crimson. I should have just worn brown. Or, better yet, not have come at all. But the boy...

He slowly peered down the coast to his left and back up it to his right, then turned to glance behind him. There, Castle Korvosa towered over Midland not half a mile away. For many years, it was a sight that welcomed him and filled him with purpose, but recently he could have sworn the castle glowered back, menacing him from its lofty heights. We are no longer safe here. He'd repeated the words to himself so many times recently that it was beginning to feel like some morbid mantra.

Valamyr frowned as he turned away from the castle, then assured himself that here, on the edge of The City, he appeared to be very much alone. But appearances can and do so often deceive. You know it better than most. His blue eyes darted about once more in an attempt to quiet his misgivings. When he finally managed to convince himself that he truly was alone, Valamyr pulled back the hood of his cloak. The waning vestiges of tangerine sunlight splashed across his pale skin. A warm sea breeze blew through receding hair of salt and pepper. From beneath a furrowed brow, his eyes came to rest once more upon the ship.

As the galley slipped ever closer to the horizon, he wondered where in Golarion the crew might be headed. After a moment pondering the possibilities, it occurred to him that their port of call mattered little. For the first time in decades, he wished that he was leaving this place with them, no matter what their destination may be.

Despite the passing wish, the truth was that the love Valamyr held for Korvosa would never allow him to leave. It was a fundamental, irremovable part of him, as functional as his heart or his lungs. The City was all he had ever known. Its bustling taverns and markets were his warm and charming mother, its claustrophobic alleys and dark underbelly his drunken and tempestuous father. And all The City's peoples, from the highest-born nobles to the strangest creatures in The Vaults, they were his brothers and his sisters. Korvosa was in his heart, in his blood, and in his bones. Yet as the weeks of worry dragged on, the grand walls and rocky shoals that had once held the outside world at bay from his perfectly imperfect corner of the world felt ever more like prison bars of iron and stone.

How long has it been? We fled on an Oathday, Valamyr reminded himself. He had thought long and hard about whether or not that fact held any significance. He tapped a bony fingertip on the handle of his cane as he counted the days since it happened. When the tapping stopped, he had counted seven weeks and four days since he'd received the note that sent him fleeing from the comforts and prestige of life within the castle walls.

“We are no longer safe here. We must flee at once.” At the bottom of the scrap of parchment was the signature of his employer and advisee, Castle Korvosa seneschal Neolandus Kalepopolis. Over his many years in the senechal's confidence, Valamyr had seen hundreds of examples of the man's writing: official proclamations, pleasant correspondences, discreet musings, angry diatribes, even distressed warnings. And this note was, assuredly, his writing. But never in all his years had he seen the fastidious seneschal scratch anything so sloppily, so hastily as this. He was rushed. His hands were shaking. He was terrified.

The note, a warning without the faintest of explanations, was the last he had heard from his old friend. Neolandus was a man of means, with no shortage of friends who might aid in hiding him. But still Valamyr felt unsettled. Not a one his most trusted contacts seemed to know anything of the seneschal's whereabouts, and if they did know they weren't talking. Valamyr was hard pressed to think of anyone who had performed a more convincing disappearing act in all his life, and he'd known some slippery fish. He's become a ghost.

Valamyr felt his stomach churn at that thought. It wasn't the first time he'd had it, but here and now, in the dwindling twilight, nearly two months of relentless worry later, the words seemed to take on a new-found bluntness. He's become a ghost because he's dead. He's dead, and more likely than not you're soon to follow.


Local and Battle Maps

In-person Session Recap

After five strangers throughout Korvosa found mysterious Harrow cards hidden amongst their most important possessions inviting them to a secret gathering, they met at a mystical old shop in Old Korvosa that belonged to a Harrow reader named Zellara. She pleaded for the strangers’ help in bringing justice to Gaedren Lamm, the notorious underground criminal responsible for much pain and suffering throughout the city – and pain very personal to each of you as well. Gaedren, she explained, had stolen her Harrow deck, and after Zellara’s son retrieved the cards for his mother he disappeared. Days later, a box arrived at her front door that contained his severed hands. This was their chance for revenge. She told them where to find Gaedren, but cautioned them in their pursuit.

Zellara provided a harrow reading for the group. Each character received +1 Harrow Point to be used at their choosing during the first adventure path book

Harrow Point Uses for AP1:

In “Edge of Anarchy,” the PCs are faced with numerous situations
where they need to be quick on their feet, from chasing down
fugitives over rooftops to playing dangerous games of Knivesies
to navigating rotting piers and ships. During this adventure, a
character can spend his Harrow Points in the following ways.

Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result
(although if you have additional Harrow Points remaining, you
can use them to attempt additional rerolls).

Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can spend
up to 3 Harrow Points per encounter to increase your Armor
Class in this manner.

Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter—you cannot spend
multiple Harrow Points to increase your speed multiple times
in one encounter.

After their reading, the group scouted the area around pier 14, then went into the Sticky Mermaid to try and gather information. After speaking with the owner, a crude bartender with little patience, Nazir decided to scout the area with the help of Valamyr’s bird companion. The group decided their best course of action was to try and talk their way inside.

Knocking at the side door of Gaedren’s hideout brought an ugly old man to the door. He was summarily put to sleep. Inside, six children toiled at a dangerous fish-processing plant. The children were frozen with terror to see the intruders. Moments later, a large half-orc taskmaster entered the room. He, and many of the children, were summarily put to sleep. The half-orc and ugly doorman were slain, and the children awoke and fled that dreadful place.

Loot:

Wand of acid splash (28 charges)
Acid (3)
Tanglefoot bag (2)
Thunderstone
Leather armor
Dagger,
Light crossbow + 10 bolts
Garnet and gold amulet (100g)
Key
Studded leather armor
Light shield
Flail


Local and Battle Maps

Two dead bodies lay on the floor and the smell of dead old fish buries into your clothes. The chutes leading into the room to the south (where the only other door also leads) have clogged with chunks of fish, making a nauseating gurgling SLURP.

There is a single desk against one wall with a single locked drawer.

DC 20 Disable Device or Key:

In this drawer you find a pouch containing 12gp, 17sp, 6cp.

The barking dog you heard earlier has quieted again.

DC 25 Perception Check:

Over the loud slurping of the fish slurry chute and ocean waves below the pier, through the thick wooden walls you hear a distant bell ringing.

There is a single wooden door that awaits you past the dead orc.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

After quickly passing out tanglefoot bags and acid vials, the masked man who had earlier introduced himself as Xyr turns briefly to the elf.

"I take it this is your first plan as well?" he whispers. "I would have thought this was common knowledge, but allow me to enlighten: the first rule of plans is stick to the plan!" He could scarcely hear himself over the ringing in his ears from the gunshot.

Xyr turns and walks over to the desk. He slides the key he took off the dead man inside of the lock, and opens the drawer. Inside is a pouch with a number of gleaming coins inside. Nothing useful. He tosses the pouch on top of the desk. "Some stray coins here," he mumbles to the others in the room.

He fumbles around inside the drawer and peeks under and around the desk, looking for any kind of hidden compartments.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Once back in the room with the body of the doorman dragged in and the side dock door again closed, Von straightens his jacket and hat. 'Showed that pucker who was boss, eh? Good ol' tip tap, nothin like the brass to sweeten a nap. Evidently the long one too with this masked fella, worst stabbing I've ever seen, might I say. That slob deserved it though..'

The elf tucks the cane under his arm and cleans the brass dice head with one of his coat tails, "Plans are well'n good, but can't lay it all out can you? Seen my share of crystal balls but none of seen past the third corner down the road." Von gives everyone a nod there like it was wisdom. Pointing back to the dead doorman,
"Boy there didn't want us in, seemed like a good moment for him ta rest wit all considered. No one saw the f$@*ing kids coming, that's the real bottom line. Knock on every door down this shore an it'll go better than this, let's just kill the ra... uh, dirty bastard and revel in what we can control."

Von's logic makes perfect sense to him, the chaotic world is only foretold in a shroud of mystery of by the higher powers of the Harrow, do how could anyone expect to walk through it and win without the cleverly placed gamble?

Von will palm the coins if no one else makes an initial move. He then checks his surroundings as they prepare to move on through the door, nodding to whomever seems ready that he is also.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

Garth holds his blunderbuss upright in one hand a produces a powder horn from his belt pouch with the other. He tips in a dose of the fine black grains and exchanges the horn for a large iron bullet, dropping it down the barrel after the powder.

"None of us figured for the kids turning on us, but now that we know they are in the mix, we can adjust our tactics accordingly." He says as he levels the barrel of his firearm towards the door behind the fallen orc. "They're certain to have heard us now, so we may as well keep moving. Someone grab the valuables and we can divide the spoils when it's safe." The human remarks, keeping the door covered as the room is quickly searched.

Perception on the door: 1d20 + 4 ⇒ (3) + 4 = 7

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Marius spits on the ground and says with an ever clenched jaw "I'll worry about Lamm's blood money after the kids are safe, and these heartless cowards lay dead"

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

He turns to look at the unopened door, then back at the group with a bit of a grin. "Would you like to knock, or shall I?" as he twirls his Sansetsukon, and enters a martial pose.


Male Lvl 2 Ratfolk Ninja | HP 20/20 | Speed 20ft | AC 18 : T 15 : FF 14 | F +2 : R +7 : W -1 | Init +4, Perc +6, Darkvision | CMB +0 : CMD 14 | Active Conditions:
Extra:
Wakizashi(OH)(+6/1d4+0/18-20/*2), Wakizashi(2W-OL)(+4/1d4+0/18-20/*2), Sneak Attack +1d6, ACR +8, APP +6, BLF +7, DD +8, DSG +7, EA +8, PER +6, PRO(MER) +4, SOH +8, STL +12, UMD +9 | S +0, D +4, C +2, I +1, W -1, CH +2

As the children run out the door Nahzir quickly scans the room and, no longer sensing any immediate threats, takes a deep breath and begins to regain his focus after the chaotic scene that had just unfolded. Using children as muscle? The scum we're dealing with is even worse than I could have imagined.

He accepts a small vial of acid and tanglefoot bag from the masked man. "For what it's worth... Xyr, was it?... I thought it was a fine plan, very cunning indeed," he says, casting a sideways glance at Von. Nahzir carefully inspects the items before pocketing them beneath his cloak with his tail. "Looks like we'll be fighting our way to Gaedren after all. Abadar forbid any more of these poor children stand between us and their very captors. They must fear they have no choice but to obey," he says solemnly, thinking again of his sister and trying not to imagine the worst.

His gaze then lands on the strange metal weapon held by Garth. He raises his hands up to his pointed ears and gives his head a good shake, trying to clear the ringing that had only just begun to fade. "I've dealt with my fair share of interesting trinkets back home, but I've never seen anything like that in all my years," he says, looking up at the hole in the ceiling. "Extraordinary... and terrifying," he adds with a thoughtful stroke of his whiskers.

Nahzir takes one final look around the room as he pulls out his Wakizashi in anticipation of what is sure to be more resistance beyond the doorway leading downstairs. We're coming, Knich...

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Slipping the coins into a hidden pocket amongst his garb Von smiles at the healthy and distracting uneasiness the ragtag group shows itself. Perfect, a lot of wellwishers and trusty folk, follow down the noble path, better or worse eh? Never mind this, focus on the children or tha evermore.

Striding up to Marius and the door, he gives Garth and the blunderbuss a gracious amount of space. "Oh I can't wait to see how they shiny up this s@$! on dat otha side of tha wall. Fish n chips n peddy stool, we'd betta hurry before they notice tha fish guts have run clean." With a nod to Xyr and then a twist of the handle Von opens the door, stepping back behind Marius with a wink.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Behind his mask, Valamyr gives Von an unseen frown. On his shoulder, the thrush sits observing the elf thoughtfully.

'That one will get us killed. He is brash...sloppy. We shouldn't trust him.' The thrush's thoughts were loud and clear in Valamyr's mind. He couldn't help but hear them. 'Another minute and we would have all been inside with a willing escort straight to Lamm.'

Perhaps I should have mentioned to him how easy this might have been, Valamyr offered. Simple minds are lumps of clay to those with the gifts to mold them, but I didn't list pottery on my resume.

He considers Garth's words. "If violence is our tactic of choice, I will endeavor to look the part." He casually wipes the blood from his dagger across the front of his cloak, leaving a long gruesome streak. He sheaths it and reloads his crossbow.

The masked man gives Nahzir a short, stiff bow of gratitude. "It would seem you, at least, have your wits very much about you. This bodes well for your sister."

'She's probably already dead,' the thrush thought silently.

Finally he turns to Marius. "I believe the door in yours, Lord Stonebeard." There is the faintest hint of a smile in his voice. "Luck has shined upon us, for it would seem your violence is as beautiful as your face is grisly. I can think of no one better suited to this task."


Local and Battle Maps

With ears still ringing from the gun blast and the constant slosh of waves on the shore and beams below, no noise can be heard through the door to the North. After all the commotion, the relative quiet is unnerving.

After hearing nothing, Marius nudges open the door which hangs on saltwater-rusted hinges and peers inside.

A rickety stairway leads down to a large open 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. A closed bay door to the south allows direct access to a moored boat that floats in 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 a dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow. In one of the hammocks a small, motionless form hangs heavy with a pool of red blood below.

Heal DC 10:

A young girl, no older than nine, slumps tangled in her burlap hammock. Warm red blood still seeps from the deep slash across her throat, causing her long brown hair to stick to her face.

Within the other hammocks are tokens of the sad lives of Lamm's Lambs. Three of them have single, partially-eaten pastries wrapped in burlap with small bites taken from them. One has a barely-recognizable hand made doll with bits of cloth and hair. It's very clear that Gaedren's child slaves have nothing to their names, and their living conditions are sadistic and deplorable.

Perception DC 15:

Hiding behind the mess of crates and barrels against the wall is a small, sickly looking boy. He is trembling with fear.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Stepping into the room Von scans the filthy surroundings. He shudders as he is reminded of the many decades ago. In a nightmareish way it is all too familiar. He looks to a place we would have hidden and sees a boy.

Turning to those who are searching for someone, he nods in the direction.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

As Marius opens the door, Valamyr turns his head to eye the thrush on his shoulder.

Go outside and keep watch. Fly circles around the building, and inform me should anyone approach or attempt to flee. If Lamm runs, be sure you don't lose him.

The bird darts out the same door the group entered, and Valamyr ensures it is closed behind them. Once the rest of this motley crew moves into the next room and down the stairs, he follows, crossbow at the ready.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Does Valamyr recognize the boy?


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

The gunslinger wrinkles his nose in disdain as he moves in to the next room and registers the scene.

He scans the room with the barrel of his weapon, the stock of the blunderbuss pressed tight into his shoulder as he carefully proceeds further into the room, keeping an eye out for any further signs of danger.

He pivots his aim between any new doors the party discovers as they advance.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


Local and Battle Maps

None of the heroes recognize the hiding child, but his fear is palpable. When he sees two of the adults have spotted him, he hunches down and closes his eyes tight. If the characters get close enough, they can hear him whimpering. "...Please, I'll keep working I swear, just don't cut me too... Please don't hurt me... Please don't call Bloo... I'm sorry..."

After thoroughly searching the room, there is no immediate threat within.

Perception DC 20:

A trail of blood droplets lead away from the body in the hammock towards the closed bay doors. The red droplets almost seem normal in this place, but the girl's body twists even the strongest minds.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Valamyr stows his crossbow and approaches the child slowly, hands open and palms out at his sides. He kneels before him, getting down to his level.

"Child, I promise you none of us are going to hurt you,"he says. His voice is warm and soft, a stark contrast to the raspy drone he has spoken with prior to this moment. "In fact, we'd very much like to help get you out of this place. Away from Gaedren. Away from this...Bloo? Can you tell me where Gaedren is? And who is Bloo?"

Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27


Male Lvl 2 Ratfolk Ninja | HP 20/20 | Speed 20ft | AC 18 : T 15 : FF 14 | F +2 : R +7 : W -1 | Init +4, Perc +6, Darkvision | CMB +0 : CMD 14 | Active Conditions:
Extra:
Wakizashi(OH)(+6/1d4+0/18-20/*2), Wakizashi(2W-OL)(+4/1d4+0/18-20/*2), Sneak Attack +1d6, ACR +8, APP +6, BLF +7, DD +8, DSG +7, EA +8, PER +6, PRO(MER) +4, SOH +8, STL +12, UMD +9 | S +0, D +4, C +2, I +1, W -1, CH +2

Nahzir follows his allies down the stairs, ready to spring into action at a moments notice. As he turns his head to survey the room he is surprised how quiet it seems to be. Too quiet. Has Gaedren fled? If not for that damn commotion we just caused...

It is then that he notices the hammocks hanging beneath the shadows of the catwalk overhead and the small motionless shape that occupies one of them, beneath which he can see a pool of blood. A wave of panic rises up within him and, with no regard for his other surroundings, sprints over to investigate. Could it be? Are we too late?

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Marius moves forward with the party. He is not set at ease by this now eerie silence that has fallen over this place. After surveying the room, and muttering something to himself, he listens intently to the child hoping he has some information that will lead us to Lamm.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

Garth lowers his weapon and directs it safely towards the ceiling as he finally notices the child speaking. He arches a dark brow, searching his memory to see if this 'Bloo,' rang any bells.

He carries his blunderbuss in one hand and moves towards the stairs to give the frightened child space.

[dice=Knowledge (Local) for "Bloo" if possible]1d20+6[/dice]


Local and Battle Maps

"Y-y-you're not going to h-hurt me?" the boy asks with a small bit of relief in his voice. "T-t-thank you..." Tears immediately well in the boy's eyes, which fail to hide his deep-seeded trauma and fear.

He looks around at the heroes, and he flinches with terror when his eyes catch a glimpse of the Dwarf's face. "BlAAaaahh! It's Bloooo!" The boy scurries over to Xyr and clutches his cloak. When the boy realizes he is not being bitten or worse, he looks back. "H-hey.. You're not Bloo, are you? I thought you were him... He's a big m-m-mean ol' dog that lives up in m-master Yarg-g-gin's office."

At first the boy seems to ignore Xyr's mention of Gaedren. After a long silence, he musters an answer. "Master Gaedren d-doesn't come up here mu-much. Not unless he n-needs somethin' from one of us Lambs or we m-m-mess up real b-bad. His quarters are b-b-below. I've never b-been there... None of us have. Th-those who go down there don't come back. I-I think that's where Hookshanks went with the others w-when he heard that b-b-bang."

Peeking around the room, fearful that Gaedren or the other Masters will show up at any moment. "Wh-what happened to the others?" For the first time he truly notices Nazir and shows a look of familiarity. "Hey, y-you look like..."


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Taking 20 on perception as there is no threat.

"Below.." Von mutters under his breath as he paces the room. He kneels and pokes debris on the floor periodically with his cane, trying to make sense of the place. "Blood leading through the bay doors... Is that below? Out there on the boat? .. Dog up stairs shouldn't be a fuss, wit luck it should sleep like a babe.. Maybe there's a cage as well.. The pups silent for now but I'd like to turn the place ova anyway."

Kid's Card: 1d6 + 1d9 ⇒ (4) + (5) = 9
Walking to the boy, Von draws a random card from his Harrow deck. "Huh, my my. You da Merchant, boy. Doubt you tha stones to be a spy, but no kiddin that ya have things to tell us, and likely some bitter hard truths." Von squats so he's looking at the kid eye to eye, the Foreign Trader harrow card is held between two fingers so the boy can see it. "We sent your friends home, free, as you will be in a moment. But we're looking for some people other than Lamm too. Can you help my friends, mate?"

After the kid answers everyone's questions about who they're looking for..
Von stands and shuffles the Harrow deck before putting the card away. "For the office quick? Then follow the blood below? Quite the ominous offer, eh?"

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Marius looks behind himself expecting to see this "Bloo". Upon realizing the child thought he was the dog he lets out a chuckle and smiles. "I'll take that as a compliment. You need not be afraid of me child. Soon you will be home with your loved ones. Your captors on the other hand should be very afraid".

Nodding once at Von, Marius also says with a grin "Leave no stone unturned, eh?"


Male Lvl 2 Ratfolk Ninja | HP 20/20 | Speed 20ft | AC 18 : T 15 : FF 14 | F +2 : R +7 : W -1 | Init +4, Perc +6, Darkvision | CMB +0 : CMD 14 | Active Conditions:
Extra:
Wakizashi(OH)(+6/1d4+0/18-20/*2), Wakizashi(2W-OL)(+4/1d4+0/18-20/*2), Sneak Attack +1d6, ACR +8, APP +6, BLF +7, DD +8, DSG +7, EA +8, PER +6, PRO(MER) +4, SOH +8, STL +12, UMD +9 | S +0, D +4, C +2, I +1, W -1, CH +2

Nahzir takes no notice of the boy at first, his mind preoccupied with the sight of this mysterious pool of blood. He tries to push away the grim visions of his sister's potential fate that begin to creep into his thoughts. Damn you, Lamm! If you've harmed her...

After much effort to calm himself he then turns his head and begins to listen to the conversation taking place behind him. Below? He begins to look across the floor for some sign of a hidden entrance that could lead somewhere before realizing the boy is now looking in his direction and addresses him.

"Knich!?" he interrupts. "You've seen my sister? Is she here? Have they taken her "below?"

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Local and Battle Maps

"Y-yes, sir, Master, I mean, sorry.. Through the bay doors, then down. Like t-t-two different buildings, n-no stairs." He motions meekly in the direction.

The boy listens to the Ratfolk, and his shoulders slump. Knich? I don't kn-know anyone b-b-by that name... But-but there was a young g-girl here, like you, not long ago. She was awful nice. Most L-Lambs k-keep quiet, but not her. Might be why they t-t-t-took her... She went below, never came back." Something about that story tugs the boy's heartstrings and he rushes over to Nahzir, gripping the Ratfolk by his fur in an emotional embrace. "I'm sorry," he sobs, "I'm s-s-so sorry."

After a silent moment, he pleads with you. "Please find her... I hope you f-f-find her. Kill Master Hookshanks and Master Gaedren, too. Feed them to G-gob-gobblegut. Please kill them... It's the only w-way." He tries to hold in a cry but wails with relief and sadness.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

'Some luck, tha laundry list won't stop. Hookshanks, Gaedren, Gobblegut, Bloo.'

Diplomacy: 1d20 ⇒ 20
"We came here for Gaedren, and Bloo seems to be dat pup barking next door, but who these Hookshanks and Gobblegut now? One tha half-orc driva who used ta be here? Other that ugly doorman?" Von fidgets with his cane, he didn't like being in here and lingering around talking to some crazed shocked kid. Stale air, limited safe egress, nothing like the long free streets and rooftops. But somehow his uneasiness or honesty showed through to the kid.

Once the kid answers about whos who, Von thanks him. "Good job boy, now get outa here. Find yer mum."

Perception: 1d20 + 2 ⇒ (2) + 2 = 4
When the kid goes, Von will approach the office door and inspect it, cane ready to bash any surprise even though he's pretty worthless with his malnourished frame. After giving it a look and listening, Von returns down the stairs to the others. Pointing at Garth, "I want dat beautiful piece of Hell pipe pointed in there wit a clear shot when we open it. I'll try to coax ol'Bloo into a nap but if it don't seem to be working tear the bloody walls down on top of it." The elf looks around to see read what the others think.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Valamyr watches everything unfolding in bewildered silence.

The elf finds a traumatized child and he reads him his fortune. He doesn't care one whit, and it shows. I wonder what he does care about.

As the conversation continues, Valamyr grows more and more anxious. Every moment not spent heading towards the bay doors is another moment given to Lamm to inflict pain and death on children of The City. He thinks of Tam, and what state he might be in if he too lies "down below." He thinks of the worried look on Ness' face as she implored him to bring him home safely.

Valamyr watches the child embracing Nahzir, and hears both the sorrow and the compassion in his voice. There is a still good boy there, buried under all of that trauma. I won't leave him to the streets if that's all he has waiting for him. I won't leave him to whatever monster comes in Lamm's wake. A fellow lost son of Korvosa, left to rot? No. No, no, no.

"Do you have anyone who might be looking for you, child? A parent or an uncle? Do you have somewhere safe to go?"

if no:
Valamyr places a hand gently on the child's shoulder.

"I know of a place where you would be well taken care of. There is a woman there who once helped someone very close to me. She will offer you food, shelter, clothing, kindness...a future. If you wish it, I promise to take you there after we have dealt with Lamm and the other devils whom you speak of."

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Before the child leaves Marius asks "What is your name son, and do you know any of the names of any of the other children held here?"

After the child is gone, Marius approaches the small bloody figure in the hammock and attempts to see if he knows her( he prays he doesn't). Assuming she is dead, he places his hands over the figure, bows his head in silent prayer, and attempts to give the dead some level of dignity with crude funeral rights. As he lifts his head an opens his eyes he says "...Just a child... they don't deserve this... barely old enough to know right from wrong..."

Marius then looks to the group"They know we are coming, they have home field advantage, and possible child hostages. Can we think of anything to give us an edge? A blind rush into their hold is not preferred."


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

Valamyr listens to Marius' words. He is pleasantly surprised.

A welcome turn of events. He smashes skulls when necessary AND appears to know the value of implementing a good strategy to do so. Exactly the type of person one wants standing between themself and a psychopath like Gaedren Lamm.

"Your logic is sound. A blind rush could lead to folly, and more..." dead children. He pauses as he eyes the upset child, choosing his words delicately. "unintended consequences."

"I could possibly provide us with an edge; Illusions are within my power. But I would need to know what would make him more open to negotiation. I know precious little of the man, personally. If he is reasonable, a squad of Hellknights at our backs might compel capitulation. But I have doubts that the man is reasonable. To those of you who have dealt with him personally...is there anything you know him to fear? Anything he loves that we could threaten? Anything that would make him think twice? Anything useful...?"

Valamyr looks around the room to those with personal experience with Lamm, including the child.

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Marius looks to Xyr and says "I don't want to meet him on his terms, I want him to meet us on ours. If we can force him out of the room, we can be ready for him. Can you make them believe the room is on fire, or flooding? Of course nothing in stone yet. I am open to other ideas too" as he looks to the others.


Male Lvl 2 Ratfolk Ninja | HP 20/20 | Speed 20ft | AC 18 : T 15 : FF 14 | F +2 : R +7 : W -1 | Init +4, Perc +6, Darkvision | CMB +0 : CMD 14 | Active Conditions:
Extra:
Wakizashi(OH)(+6/1d4+0/18-20/*2), Wakizashi(2W-OL)(+4/1d4+0/18-20/*2), Sneak Attack +1d6, ACR +8, APP +6, BLF +7, DD +8, DSG +7, EA +8, PER +6, PRO(MER) +4, SOH +8, STL +12, UMD +9 | S +0, D +4, C +2, I +1, W -1, CH +2

Nahzir's eyes widen in surpsise as the boy grabs a hold onto his fur. "It's okay now, child. No reason fo you to be sorry. If what you say is true then I've no doubt it's my sister you've seen and you needn't worry. I promise you I will find her if it's the last thing I do and kill any of these fiends that stand in our way," he says with a reassuring pat on his shoulder.

After listening to Von's and Xyr's remarks Nahzir addresses the child once more. "There is no need for you face the streets alone if you have nowhere to turn. Perhaps you shoud wait here until we've dealt with the rest of these degenerates."

He turns now to the rest of the group and says, "To hell with the office. If Lamm and my sister are on that boat then we musn't delay."

As Marius and Xyr proceed to discuss tactics Nahzir begins to set his emotions aside. "You raise good points, it may be more dangerous not only for us but whoever they may hold captive to rush in without a plan. Luring a few of them out could be quite effective."

Nahzir paces for a moment and as he further considers the groups possible courses of action he looks towards Von and then to the room above. "The more I think about it, it could be disastrous to go after Lamm only to be flanked by whoever or whatever may be up there."


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

With Marius'and Xyr's discussion of strategy Von chimes in, "Fire on a boat will make them squirt outa every hole they can find. I want em ta come down a funnel. Say, can ya look like that Half-orc? Go in an ally n'bring em out ta a trap? Hell, I can give you tha sight of da cards if it'd make you feel better."

Von nods back to Nahzir's sentiments, "'Safest back is against a wall.' So tha boys'd always say. There might be names up there too, tools, plans, anything. But maybe it'd be best to so quietly, no need to rouse them more in their hiding."


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

He nods to the party and takes a few steps up the stairs as he cycles through watching the doors. "I like the idea of forming a plan, presuming we can generally stick to it, this time..." The human remarks with a pause.

"I understand that time could be a factor here, but it might be worth checking out this Yargin's office. At the very least we can make sure we don't get caught off guard and better yet if we are lucky, we might find something useful."

I'm not clear on this, where are these bay doors located on the map? I.e., top by the boat, bottom under the catwalk, etc.


Local and Battle Maps
Lord Valamyr Aldoran wrote:
"Do you have anyone who might be looking for you, child? A parent or an uncle? Do you have somewhere safe to go?"

”No, sir. My mother t-t-took too much shiver one night and n-never woke up… Gaedren t-took me and my brother, s-s-said he would take c-care of us.. Hookshanks st-st-stabbed my brother last week and put him in one-one of the fish barrels…” The boy begins shaking until Valamyr’s hand calms him. The wizard’s offer gives him a glimmer of hope, but his trust in adults is badly damaged. ”Th-that might be nice, s-sir.. I'm awful tired of cold f-fish.”

Marius Stonebeard wrote:
"What is your name son, and do you know any of the names of any of the other children held here?"

”M-m-m-my name, Sir? It’s Kester. But G-gaedren and the Masters don’t use names, they just say “You” or ”Rotten Little S@~$… So many come and go.. Gaedren kills them or loves them or sends them on errands or sells them..."

Nahzir wrote:
"There is no need for you face the streets alone if you have nowhere to turn. Perhaps you shoud wait here until we've dealt with the rest of these degenerates."

If it’s alright w-w-with you, sir, I would rather wait outs-s-side. I won’t g-go far.”

Hearing them discuss tactics for how to defeat Lamm and the rest, he raises his hand and meekly adds: ”Th-the only one in the office should b-b-be Bloo, but he’s locked up f-for the night. B-but I don’t know what else is up-p-p th-there… And, Masters, forgive me b-but-but they are not in the ship, they are below. You must g-go through the sh-sh-ship to get there.”

He waits nervously for his rescuers to finish their discussion, and will go out the way the heroes came in once they are through with him.

Perception for noises as the boy is leaving:

Nazir: 1d20 + 5 ⇒ (14) + 5 = 19
Marius: 1d20 + 7 ⇒ (17) + 7 = 24
Valamyr: 1d20 + 7 ⇒ (19) + 7 = 26
Garth: 1d20 + 4 ⇒ (16) + 4 = 20
Von: 1d20 + 2 ⇒ (12) + 2 = 14

After the boy walks up the stairs and into the first room the heroes entered, all of them hear thud.. thud.. thud... THUD and a wet crunch that could only be the child stomping one of his former masters. The rusty-hinged door then opens and closes again.

Silence has returned to the room, and anticipation for the heroes' next move.

Bay doors are at the top of the map by the boat. This map is a bit confusing, it seems like a 3 story building but only gives parts of each. The unexplored offices are back up the stairs that wrap around the right side of the room.


Male Human Enchanter | HP 14/14 | Speed 30ft | AC 11 : T 11 : FF 10 | F +1 : R +1 : W +4 | Init +1, Perc +8 | CMB -1 : CMD 10 | Spells 1 : 1/5 | Spell Save DC: 16 (Enchantment Spell Save DC 17) | Active Conditions: none
Extra:
Light Crossbow (+2/1d8/20/*2) | Blu +10, Dip +12, Dis +7, Int +6, K(Arc) +9, K(His) +9, K(Loc) +10, K(Nob) +9, K(Rel) +9, Per +8, SM +8, Sp +10 | S -2, D +1, C +1, I +5, W +1, Ch +2

The man in the mask considers everyone's ideas carefully.

"The fire is a good thought, Marius. But a clever man might see through the ruse, as I cannot produce the heat to accompany it. A little smoke and the warnings of a colleague, however, might produce the intended effect. Elf, your idea has merit as well. I could disguise myself as the orc, or Yargin for that matter, enter the room, produce a load of smoke, and warn everyone that the building is on fire and that we must flee. The rest of you hide on the boat, and assuming they follow me out the doors, they receive a most unpleasant surprise."

Or I receive an arrow to the chest for my trouble.

"If we are to search upstairs before we proceed, let us make haste."

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Reply(Kester): "Greetings Kester, I am Marius. What terrifying things you say" and bows.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Marius nods in agreement to both of Xyr's statements. He breathes in fully, then rasps slowly through his teeth"Ayyyeeee haste, but caution still. I wouldn't trust an inch of any of this place."


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

"Let's do it then. Marius, tha honors of tha door?" Von gets ready by the door, behind whoever is going to open it.

Readied action, Cast Slumber on the dog inside.


Male Lvl 2 Ratfolk Ninja | HP 20/20 | Speed 20ft | AC 18 : T 15 : FF 14 | F +2 : R +7 : W -1 | Init +4, Perc +6, Darkvision | CMB +0 : CMD 14 | Active Conditions:
Extra:
Wakizashi(OH)(+6/1d4+0/18-20/*2), Wakizashi(2W-OL)(+4/1d4+0/18-20/*2), Sneak Attack +1d6, ACR +8, APP +6, BLF +7, DD +8, DSG +7, EA +8, PER +6, PRO(MER) +4, SOH +8, STL +12, UMD +9 | S +0, D +4, C +2, I +1, W -1, CH +2

Nahzir nods to the others in agreement. "Very well, then. Let's make quick work of the mongrel first," he says as he starts up the stairs and towards the door of the office with the rest.

He readies his wakizashis as he approaches.


Local and Battle Maps

Marius throws open the door at the top of the stairs only to find the small room empty but for a wooden desk that sits in the corner. The table is heaped with dozens of slate boards covered with chalk scrawls, while to the east a cabinet slouches against the wall. To the East (right side of the map), a few moldy boards have been nailed over an exterior door.

In the room is an inkpen, an ink vial, three rolls of paper, two pieces of chalk and slate boards.

Upon closer inspection, the slate boards appear to be transaction records. They are covered with customer names, accounting records and dates.

Sense Motive DC 15:

These transaction records are clearly falsified to appease any half-wit inspector that might come knocking. Generic names, sparse details and non-sequential dates are a dead giveaway.

As you rummage through this room, walking on wooden boards, opening drawers and talking among yourselves, you alert Bloo, who begins barking in the next room.

I'm going to move this along to the room where Bloo awaits, but feel free to post anything from the office as well. NOTE: There are two entrances into the room where Bloo awaits. If some of you would like to line up at the other door, just say so before your action.

The heroes line up at the southern door, Bloo snarling from the other side, and Marius opens it. As soon as the door is opened, Bloo charges the nearest intruder.

Begin Combat!

Initiatives:

Bloo Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Marius Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Nahzir Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Garth Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Von Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Valamyr Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Order 1st Round:
Nahzir, Von, Garth, Marius
Bloo
Valamyr

Von, you expressed interest in readying an action for Slumber once the door was opened. I'll clarify this more in the Discussion thread, but I'm going to let Nahzir act first and your readied action will be second in the initiative.


Male Lvl 2 Ratfolk Ninja | HP 20/20 | Speed 20ft | AC 18 : T 15 : FF 14 | F +2 : R +7 : W -1 | Init +4, Perc +6, Darkvision | CMB +0 : CMD 14 | Active Conditions:
Extra:
Wakizashi(OH)(+6/1d4+0/18-20/*2), Wakizashi(2W-OL)(+4/1d4+0/18-20/*2), Sneak Attack +1d6, ACR +8, APP +6, BLF +7, DD +8, DSG +7, EA +8, PER +6, PRO(MER) +4, SOH +8, STL +12, UMD +9 | S +0, D +4, C +2, I +1, W -1, CH +2

Assuming Nahzir is allowed to enter through the other door as Marius opens the one leading in from the office...

Nahzir springs through the adjacent door and, turning to see Bloo jump at Marius, proceeds to approach the beast from behind and strike with a swift slash from his wakizashi.

Attack: 1d20 + 3 ⇒ (1) + 3 = 4

Hit Damage:

Damage: 1d4 + 0 ⇒ (3) + 0 = 3
Sneak Attack Damage: 1d6 ⇒ 5


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

Garth slings his blunderbuss across his back and draws his rapier, preparing to move into the room.


Local and Battle Maps

Bloo begins barking furiously with slobber flying from his jowls and a dangerous look in his eyes. This is the beast that terrified Lamm's Lambs. He seems small now, with so many of you against him.

Nahzir bursts through the door and swings his glistening blade at the dog, but his anticipation gets the better of him.

Von whispers a sweet nothing under the din and chaos-

Will Save: 1d20 + 1 ⇒ (11) + 1 = 12

-and the dog stumbles, then falls to the ground where it lies fast asleep in a puddle of foamy drool.

Combat over!

With the dog helpless, you can coup-de-gras, restrain him, or whatever. He will wake up in one round (6 seconds), so move quickly.

A single desk with a single drawer sits in the middle of this room, a moldy chair pushed up against the far side. A small pile of ratty furs and straw is heaped under the table. There is locked door on the eastern (right) wall. A double-wide doorway to the South (bottom) of the room is the rarely-used main entrance.


Male Human Gunslinger 2 | HP 17/17 | Speed 30ft | AC 17 : T 14 : FF 12 | F +3 : R +7 : W +0 | Init +4, Perc +5 | CMB +4 : CMD 17 | Active Conditions:
Extra:
Rapier (+5/1d6+2/18-20*2), Blunderbuss (+5/1d8/20/*2) |Acr +9, Bluff +5 Dip +0, Int +5, Per +5, Kn(Eng) +7, Kn(Loc) +7, Prof (Eng) +5, SM +0 | S +2, D +4, C +0, I +2, W +0, Ch +0

"How long have we got before this thing wakes up?" He asks, warily moving closer to the slumbering beast.

Garth readies his rapier to strike if Bloo begins to rouse from the sleep.

Assuming that is a ready action I can do, either way that will complete my turn


Local and Battle Maps

A ready action in that situation is fine, to strike the dog if it begins to wake up.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

Lasts for a round, technically 1 round/ level:

Slumber Hex RAW wrote:

A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Then..

Sleep Spell wrote:
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

The uselessness against Undead is really what I see making it not utterly OP, while it is obviously generous.

As the pup falls asleep Von will ease up and enter the room, initially scanning for a leash or some other form of control to put on the animal. If nothing can be found then he'll say nothing to the sleeping creature being released from it's unfortunate life. Poor thing coulda been a betta, part of a family or such. Bastard ruins everything he touches.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

He then opens the drawer.

Scarab Sages

Male Dwarf Monk | HP 22/25 | Speed 20ft | AC 17 : T 17 : FF 14 | F +6 : R +5 : W +3 | Init +2 | CMB +4 : CMD 20 | Active Conditions: Monk Wisdom Armor(wis mod+3 to AC and CMD)
Spoiler:
Sansetsukon (+3/1d10+3/*19-20x2/B), Rope Dart (+3/1d4+2/*20x2/20ft/P), | Dip -2, Heal +3, Acro +6, Clmb +6, Per +7, SM +7 Knwl(eng) +6, Prof(Craft Sculpt) +8, Prof(Craft Stone) +10 | S +2, D +2, C +3, I +1, W +3, Ch -2

Marius also scans the room for anything of interest, or something at the least to tie around Bloo's muzzle.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

"I don't think this dog looks like me. Do you guys think this dog looks like me?" Marius ask with a grin.


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

"Five, six seconds." Von replies to Garth. "Someone might need to hold it down."


Male Elf Cartomancer | HP 14/14 | Speed 30ft | AC 12 : T 12 : FF 10 | F +1 : R +3 : W +3 | Init +2 : Perc +2 : Low Light | CMB +0 : CMD 12 | Spells 1 : 4/4 | Hex DC 16 | Active Conditions:
Extra:
Cane (+0/1d6-1/20/*2), Card (+3/1d4-1/20/*2/20ft) | B +1, Fly +7, Kn(A) +10, Kn(H) +10, Kn(L) +6, Kn(P) +9, SoH +3, Sp +10, UMD +5, Perf(H) +2, Prof(G) +4, L +9 | S -1, D +2, C +0, I +5, W +0, Ch +0
Drive Sheets

It's hard for Von not to smirk at the dwarf's question. "Welllll, I don't know. I wouldn't mistake it for ya but I can see a bit of family resemblance. Maybe a half brotha? You gotta have some beast in ya ta strike wit ya bare hand like that." His grin exposes some teeth on the left side. "Ya might need ta, you know, give it a love tap here quick before it can stand."

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