Curse of the Crimson Throne

Game Master stormcrow27

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


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

Merlin is good to go on the roof until something else happens , just stopped being stealthy when Io fell through


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

Will update when I get home. Headsman hopped onto the boat to check on Io.

-Posted with Wayfinder


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

Works for me. I just put Io somewhere arbitrary. The 'dropping the ioun stone' was flavor text, to indicate why Io couldn't see the inside clearly. She'll just fall down as normal, and stay standing.


@Io no worries.


Ok. If Headsman is in his current position, he also needs to make a Reflex save as well.

@Io Here is what you see after your dive into the hold.

Dark and dank, the ship’s hold smells of mildew. Several
barrels, crates, and other containers lie stacked here and
there. Dust and grime cover the floor, except where river
water has collected in puddles.

You also see lots of movement in the hold,as multiple spiders that size of a fist swarm over and around the holds in the deck....


Map updated.


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

1d20 + 3 ⇒ (9) + 3 = 12


If Headsman is near the same area Io is, he falls in, but takes no damage. He also sees by the light streaming in from the broken deck the cargo below, along with lots of crawling legs and sharp fangs!


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

Is it possible to see into the hold through the hole Io created from my position on the roof? I was up next to her icon when she jumped down.


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

Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
Io tries to stand up quickly, readying herself for some bug squashing.
"Lots of spiders! Big ones!" Io calls up, lashing out at the two closest of the vermin.
Brawler's Flurry: 1d20 + 5 ⇒ (4) + 5 = 9
Flurry: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
I knew the good rolls wouldn't last.


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

Init: 1d20 + 8 ⇒ (19) + 8 = 27


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

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23


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

initiative: 1d20 + 2 ⇒ (7) + 2 = 9


Female Elf Magus (hexcrafter) 3 / Wizard (Primalist, transmuter) 1| AC 18 T 14 FF 14 | HP 28/28 | F +4 R +5 W +6 | Init +8| Perc +3
Io Dorean wrote:
"Lots of spiders! Big ones!" Io calls up, lashing out at the two closest of the vermin.

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22 Crawling things. Lovely. Bracing herself for what she might be getting herself into, Machaera calls out, "Be there in a moment!"


The Black Merlin wrote:
Is it possible to see into the hold through the hole Io created from my position on the roof? I was up next to her icon when she jumped down.

Yup. It's no where near as dark now with 10 ft of the deck crumbled upon it, along with Io's torch and filled with Io, Headsman, cargo, and some number of spiders the size of a cat, but without the fur, whiskers, or cute meowing that Bast worshippers fall all over themselves for, or just about everyone on the Interwebs today.


My init post timed out when trying to submit it for my lovely spiders. Take 2.

Init for Spider 1: 1d20 + 2 ⇒ (9) + 2 = 11
Init for Spider 2: 1d20 + 2 ⇒ (1) + 2 = 3
Init for Spider 3: 1d20 + 2 ⇒ (9) + 2 = 11
Init for Spider 4: 1d20 + 2 ⇒ (1) + 2 = 3
Init for Spider 5: 1d20 + 2 ⇒ (7) + 2 = 9
Init for Spider 6: 1d20 + 2 ⇒ (4) + 2 = 6
Init for Spider 7: 1d20 + 2 ⇒ (12) + 2 = 14
Init for Spider 8: 1d20 + 2 ⇒ (6) + 2 = 8
Init for Spider 9: 1d20 + 2 ⇒ (1) + 2 = 3
Init for Spider 10: 1d20 + 2 ⇒ (18) + 2 = 20
Init for Spider 11: 1d20 + 2 ⇒ (3) + 2 = 5
Init for Spider 12: 1d20 + 2 ⇒ (11) + 2 = 13
Init for Spider 13: 1d20 + 2 ⇒ (14) + 2 = 16
Init for Spider 14: 1d20 + 2 ⇒ (4) + 2 = 6
Init for Spider 15: 1d20 + 2 ⇒ (5) + 2 = 7
Init for Spider 16: 1d20 + 2 ⇒ (6) + 2 = 8


The Albatross is up first.


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

*whimper*
...16 spiders. Yay. At least they don't threaten, so I should get an AoO if they try to attack me.


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

Sigh, I guess if you're going to play a hero you better act like one... even though I have the feeling I'm going to regret this.

The Albatross takes off, racing down the stairs adjacent to Io. "If you get into the vigilante business, you can call yourself The Fly." Holding his wakizashi above his head, the Albatross takes the steel crane stance in anticipation of the horde.

The Albatross will go into total defense. I'm hoping to minimize damage from the attacks while the rest of the party starts to take them down. Killing one now isn't going to make much of a difference.


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

The Black Merlin lines up a show on one of the outlying spiders, hoping someone has something a little more effective.

'The Fly? How about Flycatcher. It fits the bird theme and mocks the criminals.' The Merlin squeezes the trigger of his pistol, fire and thunder erupting from the barrel.

Pistol: 1d20 + 6 ⇒ (18) + 6 = 24 +1 if the spider East of Albatross is within 20 feet of me.

Damage: 1d8 ⇒ 8 +1 if the spider East of Albatross is within 20 feet of me.


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

"Ugh, vermin. Like I don't see enough of that around home."

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7


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

Machaera gets as close as she can to the gap that’s opened up on the foredeck.

TK fist, ranged touch: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 damage if hits: 1d4 ⇒ 3 Oooh, a possible crit! Crit confirm?: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 damage: 1d4 ⇒ 4 Phooey! She lashes out with a telekinetic strike at one of the spiders beyond the Albatross and Io, before reaching back into her pack to reach for something that might help with small creatures swarming together.

GM, is there a spot on the main deck that’s safe enough to stand on so Machaera can get even closer than where she is now, on the map? And could she safely toss an alchemical weapon down for one of the people on the lower deck to catch without the risk of it going off, so to speak? Everyone else, it will take a couple of move actions to retrieve various bits and pieces from storage, but Machaera’s moving as fast as she can. Is anyone else carrying lantern oil? Machaera only has the one flask of alchemist’s fire, so if we can make the spiders flammable we’ll get more mileage out of it.


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

Yanis will rummage around in his pack pulling out a vial of acid. Aiming it at the spiders away from Io he will lob the vial hoping to hit the most amount of spiders.

Acid Vial: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 5

if you will allow a bit of retcon


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

Or maybe, just how strong is your brandy? Not that I'm on a "setting things on fire" kick or anything. :)


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

"Strong enough to block out pain, I was looking at it too.


Burning the ship would be a great way of attracting the guard to address the issues of social inequality and Korvosa's institutional indifference to the less upwardly mobile, like adventurers....


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

I question the flammability of an old ship made of wood that has been dipping in water for, likely, years. Wet wood does not burn very well.


"Headsman" wrote:
I question the flammability of an old ship made of wood that has been dipping in water for, likely, years. Wet wood does not burn very well.

But it's for dramatic purposes! Metaphysically, objects that aren't flammable or very explosive become so when dramatic purposes are needed, like people worrying about nuclear weapon casings exploding when people shoot at them.


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

GM, what's the integrity of the ship like? How solid do the floor/walls seem?


Ok, something to remember. In order to get to the stairs near Io, you will have to go in through the door from the deck on A9 to the inside of the stern.


Some responses and notifications

Also, I marked the gap where Io and Headsman fell in on the battle map.

@Albatross Just as an FYI, you'll need to open the door as a move action to get into the aft cabin where the stairs are, and then use your standard action to move down them. You won't be able to take a full defense action.

@Io The ship is in fairly bad shape, but the bottom and walls of the lower deck/hull are still solid enough to keep the ship from taking on water. The ship is also lashed to the walkway and the pilings supporting the upper part of the fishery.

@Machaera You're not sure how stable the deck in front of the aft cabin is. No one has fallen through the stern deck above the aft cabin, so that seems solid. Also you have no angle to see any of the spiders from your current position, so you can't use any targeted attacks or spells on them. You would have to go through the door into the aft cabin of A10, and then stand at the top of the stairs to shoot attacks down into the cargo hold.

@The Black Merlin In order to shoot, you'll either need to go to the front of the ship and then shoot down into the hold, or go through the door into the aft cabin, then go down the stairs and shoot into the hold.

@Yanis sure, you can assume to have taken the acid vials.


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

I assume I could accomplish it if Corvus uses acrobatics to descend quickly? Just in case:
acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28

That is, descending through the hole Io fell through...


Sure. It's both dramatic and you can use your secret vigilante ninja skills to look good doing it.


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

Is there a ballast hold below the floor we're on, or is it just straight into the river directly below us?


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

addendum to my previous action

The Merlin moves along the roof until he has a clear view into the hold.

If I need to move onto the deck of the ship proper I'll do that as carefully as possible to avoid falling through.


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

@ our fearless GM: Got it. Adjusting Machaera's action as we speak.

Seeing the Albatross leap after Io and Headsman, with the Merlin moving to take aim through the hole in the foredeck, Machaera races forward from the stern, dropping down in front of the door to the aft cabin and throwing it open.

That should let Yanis get by. Machaera would have followed the others, except judging the angles to avoid an inelegant tangle of adventurer limbs that won't make fighting the spiders off any easier, all while making sure the Merlin also gets a clear line of fire, is a bit much given the room she has to work with. :)


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

even though I didn't hit, I did do 1 point of splash dmg to the spider around the area I did hit.


Io Dorean wrote:
Is there a ballast hold below the floor we're on, or is it just straight into the river directly below us?

Straight into the river.


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

Io takes the shield she claimed from the wolves inside, and slams the heavy steel rim directly into the floor beneath her twice in quick succession. She aims for the weakest spot she can see, hoping to burst the floorboards wide open.

Power Attack: 1d6 + 6 ⇒ (2) + 6 = 8
Power Attack: 1d6 + 6 ⇒ (5) + 6 = 11


Ok. Albatross assumes his crane stance after using dramatic entry to guard the PCs. One spider gets a hole blown through it from the Black Merlin's pistol. Machaera opens a door. Now for the spiders.

Spider 10 lunges at Albatross after taking a 5 ft step(using its Lunge feat, which somehow gives a spider the size of your fist 10 ft reach, but I've learned not to question gaming biology or physics, since that way likes madness).

Spider 10 bite: 1d20 + 4 ⇒ (12) + 4 = 16

The spider's long body uncoils and strikes out at Albatross, but its fangs miss.

Spider 13 also lunges at Albatross

Spider 13 bite: 1d20 + 4 ⇒ (19) + 4 = 23

The spider's fangs bite into Albatross. Take 1 pt of damage and make a Fort save, Albatross.

Spider 7 takes a 5 ft step and bites at Albatross.

Spider 7 bite: 1d20 + 4 ⇒ (4) + 4 = 8


Spider 12 moves up and bites at Albatross

Spider 12 bite: 1d20 + 4 ⇒ (19) + 4 = 23

Albatross, take another point of damage and make a Fort save.

Spider 3 bites at Io.

Spider 3 bite: 1d20 + 4 ⇒ (10) + 4 = 14

Io, take a pt of damage and make a Fort save.

The three spiders south of Albatross get hit by splashy acid from Yanis.

Spider 5 also bites at Io

Spider 5 bite: 1d20 + 4 ⇒ (14) + 4 = 18
Io, take another pt of damage and make a Fort save.

Io starts beating into the hull with her shield. It's not super effective.

Spider 16 moves up and bites at Albatross

Spider 16: 1d20 + 6 ⇒ (8) + 6 = 14

Spider 16's fangs miss Albatross as the spiders weave a web of wonderfully wicked death.

Spider 8 moves and also bites at Albatross

Spider 8 bite: 1d20 + 4 ⇒ (11) + 4 = 15

The web of wonderfully wicked death continues as Spider 8's bite misses Albatross.

Headsman you're up.


Go ahead and move your characters down into the hold or up on deck if you already haven't done so.


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

Fortitude: 1d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (17) + 6 = 23
Whelp.
Io stops her futile work, seeing as it wasn't working, and instead swings a pair of blows at the spiders that just bit her.

Brawler's flurry: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 4 ⇒ (3) + 4 = 7
Brawler's flurry: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 4 ⇒ (3) + 4 = 7


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

Yanis will move to the edge of the hold opening and look down.


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

"Io! Heads up!"

Headsman draws his axe and swings it over his head, at one of the spiders attacking her.

Greataxe: 1d20 + 8 ⇒ (16) + 8 = 24Damage: 1d12 + 7 ⇒ (2) + 7 = 9


3 spiders (5, 3 and 2) are splatted into little pieces of gore.

Spider 4 bites at Headsman

Spider 4 bite: 1d20 + 4 ⇒ (14) + 4 = 18

Spider 14 bites at Albatross

Spider 14 bite: 1d20 + 4 ⇒ (5) + 4 = 9

Spider 9 moves up and bites at Albatross

Spider 9 bite: 1d20 + 6 ⇒ (4) + 6 = 10

Spider 6 moves and bites at Albatross

Spider 6 bite: 1d20 + 6 ⇒ (11) + 6 = 17


Headsman, take 1 pt of damage and roll a Fort save.


Io, lose 1 pt of Str as the poison slowly slips into your veins. You'll need to make a DC 10 fort save for the next 3 rounds after this or take 1 Str. I also need two Fort saves from Albatross.


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

I'll just make them now. Easier to keep track of.
Fort: 1d20 + 6 ⇒ (7) + 6 = 13
Fort: 1d20 + 6 ⇒ (17) + 6 = 23
Fort: 1d20 + 6 ⇒ (5) + 6 = 11
Phew. That last one was close.


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

Fort: 1d20 + 6 ⇒ (16) + 6 = 22

Headsman barely reacts as the spider bites him. "Blasted vermin! Get off me!

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