Nevynxxx's CotCT (Inactive)

Game Master Nevynxxx

Curse of the Crimson Throne

Map

Current Fight Init


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Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

Could I do it with my unarmed strike? I can switch between lethal and nonlethal "without penalty" so would that work like doing a coup de grace with a sap?


Male Human Ranger 1 (Spell-less Urban)

Alex moves forward quietly with cosh in hand, 1d20 + 6 ⇒ (18) + 6 = 24 utterly silent... His face shows an expression of disdain as he swings the weapon down

1d4 + 2 ⇒ (3) + 2 = 5can't recall the crit modifier, can someone check and/or roll in the discussion for me...? I'm currently at work


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

A sap is a d6, x2 weapon.

Sap: 2d6 + 4 ⇒ (3, 6) + 4 = 13 non-lethal damage.


Grushdeva du kalt misht

okay, sorry thanks


Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5

Nice - gotta get me one of those

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Alex's strike serves to wake the sleeping man, but only far enough for Basil to put him back under again, he doesn't even get chance to scream.

Askan, yes, you can use unarmed strike *exactly* like that, you should be the only one capable of doing this s&&# past level two I expect.

There are no other exits from this room, even the window is boarded up. What next?


After giving the room a quick search Lazlo moves into the first room they've entered the building from "I heard nothing from the other doors earlier, if you have a preference for a particular one speak now" Lazlo prepped his tool once more and stood ready to begin working on the next lock.

Whichever door the group chooses, Lazlo will take a 20 on it.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Lazlo:
At the end of the bed the man is "sleeping" on, there is a pile of clothes and belongings. He must be sleeping in his small clothes. There is a wand , three jars of green liquid, two tanglefoot bags, a thunderstone, leather armour, a dagger, and a light crossbow with 10 bolts.


Male Human Ranger 1 (Spell-less Urban)

After bringing the weapon down on the side of the sleeping mans head, Alex grunts, and keeps an eye on Lazlo, making sure that the sleeping man doesn't come down with a severe case of slit-throat


Lazlo began picking up the items he found, happily returning the stare Alex trained on him.


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

Children... Askan walks in between them. Business at hand?


Male Human Ranger 1 (Spell-less Urban)

Alex takes mental note of the items gathered may I look at the spoiler? and watches Askan, "Lead on... I'm Rear Guard". he says, screwing a fat cigar between his teeth, but not lighting it yet...


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

Askan has no interest in the items, instead moving to the next door, the one furthest from the entrance door. He motions Borden to take position behind him next to the door while Lazlo works on the lock.


Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5

Borden takes up the position, shield slung over his shoulder and his longspear in both hands, ready.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Alex, of course, anyone watching can see fairly easily.

Lazlo again spends a couple of frustrating minutes before this lock too opens for him. It jars fairly quickly against a desk in the room, but it's open enough to get through. The desk is heaped with dozens of slate boards covered with chalk scrawls, while to the east a cabinet slouches against the wall. To the south, a few moldy boards have been nailed over a door.

Map


The chaotic and unseemly status of the room did not slow Lazlo down, he began looking through it thoroughly, searching for anything interest and keeping his ears open for any sounds that sneaked past the closed doors.

Taking a beautiful 20 on Perception checks.

After being done with the search and picking up any items of interest(Unless they pose a danger to him) He will wait to see which door the party will decide to go in next and take a 20 on its lock.


Male Human Ranger 1 (Spell-less Urban)

Alex has more than enough time while Lazlo is wasting another ten minutes on picking the lock to smoke his foul smelling roll-up, and look through the cabinet and then inspect the board to the south.

Edit: Alex also collected his ranseur

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

The cabinet is locked...

This is the fishery’s office. The slates on the table are covered with transaction records, addresses of customers, and other accounting notes. There's nothing else interesting.


Male Human Ranger 1 (Spell-less Urban)

"Does anyone have a set of picks? I can open this cabinet if anyone does... ALex whispers in the center of a cloud of smoke, while looking at the storage piece


Sorry for the late reply, taking 20 Disable Device on the cabinet.


Grushdeva du kalt misht

if anything is trapped, you automatically fail to pick the lock and take damage, because of how take 20 works


Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5

Borden contines to keep watch.


Thanks for the information. Would be funny if someone put a trap on a cabinet.


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

Once the situation with the cabinet has been resolved, Askan moves to the doors on the opposite side of the office. He points to one, then the other and shrugs.


Status:
  • HP 6/6 AC 12 | T 12 | FF 10 | CMD 14
  • F +0 | R +2 | W +4
  • Init +2 | Per +9
  • Spells per day | Level 1: 4
  • Arcane Bolt: 2/6 per day.

Kazandru listens and watches for any activity that their presence has been detected. Nothing else he can do for the moment, though he does move into the room. S9.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

The cabinet, like the doors opens eventually, with no difficulty (and no trap). Inside are more papers covered in the same hand as those on the desk, mostly lists of numbers and names.


Knowledge(Local): 1d20 + 7 ⇒ (9) + 7 = 16

Free Inspiration: 1d6 ⇒ 4

Knowledge(Nobility): 1d20 + 7 ⇒ (13) + 7 = 20

Free Inspiration: 1d6 ⇒ 3

Has Lazlo heard of these names? Do the numbers seem familiar?

After he was done skimming the papers, Lazlo went to the next door the group chose, looked it over and then began the process of yet another lock opening.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17 Add +1 for traps.

Taking 20 on the lock. Lazlo will not attempt to open the door if he discovers a trap.

Disable Device for trap: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25


Male Human Ranger 1 (Spell-less Urban)

Alex shakes his head in utter frustration... There were harder locks than this on windows of merchants' homes... As a child he had to pick locks like these while hanging by one hand, and he had to get them open in less than a minute or he wouldn't be standing here today... And this man was spending ten minutes on each lock...

Every failed picking, every dropped tumbler, every whispered curse after dozens of failures... These little annoyances are grating on Alex's nerves... We have watched him fail nearly sixty five times in far less than an hour and he is still pompous and self congratulatory....


Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5

Borden huffs impatiently.


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

Askan walks over to the group.

Um, is this really that important? I mean, we came to hunt down Lamm, not investigate him for cooking the books in a fishery business I don't know about you lot, but I was under the impression that he would be fish food by the end of the night anyway.


Status:
  • HP 6/6 AC 12 | T 12 | FF 10 | CMD 14
  • F +0 | R +2 | W +4
  • Init +2 | Per +9
  • Spells per day | Level 1: 4
  • Arcane Bolt: 2/6 per day.

"Are you serious?" Kazandru says as he turns to Askan. "We need information that destroys the entire operation. Merely killing Lamm creates a power void that someone else will step in to fill if we just kill him. Vengeance may be sweet, but it needs greater thought than you seem to have put in it. This isn't a free-for-all."

Kazandru has a look of disgust on his face.

"Why must everyone be so impatient? We waited this long, why not continue to be careful as we have in the past?" he says while trying to get the impatient ones to use some logic.


Male Human Ranger 1 (Spell-less Urban)

Alex looks at Askan, who decides what's important?


"We won't agree on a single answer if that is what your hoping" Said Lazlo as he continued his work "But I agree with the mage, if Lamm has any partners I plan to find them, to some of you this night may be the end of your dealings with Lamm, to me it is the begining" He looks back, giving Kazandru a stare of what he considered to be approval and then moved his focus to Alex "The one thing this group will agree on is that Lamm must die" Lazlo went back to working on the lock.

"But I'll make him talk first, he will tell me where my niece is, and then he'll die" A rush of anger and malice scarred the former noble's voice, his hateful stare invisible to those not standing to his side.


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

I'm just saying. Unless we set the building on fire or something, the paper will still be here after we hunt down Lamm, then we can come back and peruse this at our leisure, but the longer we wait around the more time someone has to spot us and run and warn Lamm so he could get away.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

The papers are pretty boring, and look legit. Tallies of fish brought in, processed, losses, profit and loss accounts. That said, the Accident Book is obviously fake, and there is no mention of the child workers...

Just to clarify, continuing on through the far door yes?


Lazlo moves to whichever door the party decides to go through and prepares his tools for yet another lock.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10 Add +1 for traps.

If lazlo finds a trap, he won't attempt to open the door and will try to disarm the trap first.

Disable Device: 1d20 + 8 ⇒ (10) + 8 = 18

Disable Device for traps: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16


Status:
  • HP 6/6 AC 12 | T 12 | FF 10 | CMD 14
  • F +0 | R +2 | W +4
  • Init +2 | Per +9
  • Spells per day | Level 1: 4
  • Arcane Bolt: 2/6 per day.
Nevynxxx wrote:
Just to clarify, continuing on through the far door yes?

As far as I know, yes.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Map

The floor here is slick with seawater, bits of seaweed, and fish blood—the air is thick with the accompanying scent. You are stood on a wooden catwalk to the north, another to the south also allows 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. Small children appear to be sleeping in the hammocks.

As you enter a dog barks.

Initiative Rolls please!


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

Askan's head perks up at the sight of the hammocks, but he drops into a combat stance when he hears the dog.

Figures it's the dog. There are always dogs.

Init: 1d20 + 2 ⇒ (20) + 2 = 22


Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5

Initiative 1d20 + 2 ⇒ (8) + 2 = 10

may be quicker and smoother to batch roll everyone's initiative at once

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Probably, but I've always disliked the GM rolling for players. If you want to do that as a group we can.

GM Only:

Hookshanks: 1d20 + 2 ⇒ (18) + 2 = 20
Giggles: 1d20 + 1 ⇒ (2) + 1 = 3
Children: 1d20 + 3 ⇒ (10) + 3 = 13
Baloo: 1d20 + 1 ⇒ (4) + 1 = 5


Male Human Ranger 1 (Spell-less Urban)

1d20 + 2 ⇒ (7) + 2 = 9

Alex thinks for only an instant, bringing his Ranseur to bear from the rear of the group.

"Don't kill unless you must. We are not butchers. he whispers, hoping that the shreds of humanity within the group are enough....


Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

"Do no lasting harm to the children, we must contain them and insure their safe escape from here" He said in a hushed tone, glaring daggers at the dog that broke their hope of continuing this mission with the advantage of stealth

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Oh, and please place yourselves on the map. Either in the room you are just leaving, or within 10ft of the door to the new room.


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

I personally don't mind if the GM rolls initiative - it helps to keep things moving :-)

Basil raises an eyebrow.

"If you mean that specifically with regard to the children, I concur, but I am not going to go out of my way to avoid killing the dog..."

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20 or 1d20 + 1 ⇒ (16) + 1 = 17. I will take the 20.


Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5

Where ever Askan is, put me behind him


Male Human (Shoanti) Monk (Martial Artist) 1, HP: 8/9 AC: 17, CMD: 19, Perception: 8, Fort/Ref/Will: 3/4/6, Harrow Points: 7

M12 please

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Still waiting for Basil, Lazlo and Kaz to place themselves on the map.

Kaz Init: 1d20 + 2 ⇒ (18) + 2 = 20

Init:
Name Init Conditions
Lazlo 24
Asken 22
Basil 20
Kazandru 20
Children 13
Borden 10
Alex 9
Baloo 5


Male Human Ranger 1 (Spell-less Urban)
Nevynxxx wrote:

Still waiting for Basil, Lazlo and Kaz to place themselves on the map.

[dice=Kaz Init]1d20+2

Init:
Name Init Conditions
Lazlo 24
Asken 22
Basil 20
Kazandru 20
Children 13
Borden 10
Alex 9
Baloo 5

Sorry, looking at the wrong section of map... I'm in the room before the orphans, facing the door, at the back of the group... so I'm at O-13, sorry for the confusion...


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

FYI, when I look at 'current map', there are *no* icons on it.

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