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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Still no one responds. Is anyone going to look through the second story windows?


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

I don’t want to volunteer anyone in a bossy sort of way, but the Albatross carries lockpicks and such, right? Alternatively…

Machaera eyes the door’s lock, trying to gauge how easy it would be to get at its workings. To Yanis’ question about subtler ways of dealing with the lock, she whispers back, regretfully, “I’m afraid the only things that spring to mind are messy, and possibly loud.”

Basically, and I’m not sure it would even work, maybe trying to weaken the bolt with acid, or even blasting the lock open. At that point, though, we might as well just let Headsman do it. Then again, with the stockyard next door, the neighbours might be used to a racket at all hours from distressed animals.

Come to think of it, this is the only entrance to the store, but do they just butcher the animals in the yard and then carry in, well, chunks? Or where do they hang the meat and such? If we can’t pick the lock here and don’t want to break in the front door, do we want to check if there’s another way in through the yard to the slaughterhouse end of things, if there is one? Depending on the scale of the map, the place looks rather big for just a storefront.

Or, with a boost, Machaera could try to sneak a quick peek through the second-story windows, which might help us decide if the Merlin should just go for the dramatic entrance and we all scramble up after him.


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 check out the upper windows Io thinks, Man, this is a weird sensation. You can only hear what I think at you, right?


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

No point breaking in while disguised, as that's probably a hard sell for the cover story. If we want to break in, it might as well be swords drawn...


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

Might as well let the second story team take a peak... it could be the house is empty and the deserters are on their own mission...


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 see what looks like a fence around the back. Is that some kind of yard? Could someone climb that fence and have a look out the back?


There is a fence to the left of the doorway that extends into the darkness, but it's pretty obvious that the area next to the butcher shop is probably a pen for storing animals, based on the smell. The fence is a 10 foot high stockade.


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

I misread that at first as 'Based on the smell, the fence is a 10 foot high stockade'. I was wondering how you measure a fence by smell before I realized my mistake. Haha


The Black Merlin wrote:
I misread that at first as 'Based on the smell, the fence is a 10 foot high stockade'. I was wondering how you measure a fence by smell before I realized my mistake. Haha

There is probably a feat for it somewhere, most likely for dwarves or elves. Gain a +2 olfactory bonus to all Knowledge engineering and Craft: Fence Post.


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

As minutes trickle uncomfortably away, Machaera’s moue rapidly develops into a full, furrowed-brow frown. She takes a step back into the street to take another look at the building.

“There!” she says, noticing how small the upper level is, and estimating that they could all use the cover of the palisade to haul themselves up to the second floor, even those of the group who aren’t strong climbers. That’s if there isn’t a door to the killing-floor, after all. Surely all the butchers in Korvosa can’t do the dirty work out in the open, like that place with the fancy smoked bulette. Failing that, we might actually have to just break a window…

Aloud, she continues, a glimmer of grim humour creeping into her voice, “There are more windows towards the back. I doubt they just lob cattle over this wall, and it doesn’t look like anyone’s working the shop this evening, so let’s go find the gate. Maybe there is another way in, or, if not, once we get into the yard, we’ll at least be out of sight while we see if we can find a way to break in as unobtrusively as possible.”

With that, she starts to walk casually along the length of the stockade, just in case there’s anyone else out risking the consequences of breaking the curfew.


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'll take a look inside the yard," Headsman calls out through the mental link. Barring any objections, he attempts to scale the fence.

Taking 10 on Climb, for a total of 20.


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 moves around the edge of the roof, keeping pace with his companions on the ground. I should be able to get a look from up here. he sends out telepathically.

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Headsman climbs into the yard, over the fence, narrowly avoiding stepping in animal refuse. He can barely see a set of double doors in the moonlight (since none of you have stated you have light sources out, and none of you have darkvision) to the right of the pen. Whether they are locked is hard to tell unless he gets closer. He doesn't hear or bump into any animals.

Machaera walks around the stockade, but can't see anything due to the stockade fence until she walks around the back corner of the building. In the rear appears to be another set of double doors that lead into the left back corner of the 1st story. They appear to be locked..

The Black Merlin becomes one with the roof, and looks through the lit window. Inside he sees eight figures in leather armor, playing cards around a table. Some bedrolls are lain around the floor.

Map updated.

Updated map.


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 huddles back from the window. 8 people upstairs. I think they're playing Towers. Must be a pretty close game, turning down the opportunity to earn some coin.


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

I have to admit, I’m a bit confused between your post, GM, and the updated map. Is the outer gate of the yard locked, or has Machaera got into the yard in the opposite corner from Headsman? In the latter case, Machaera will slink along the wall towards where Headsman went over, not wanting to risk a light yet. Otherwise, she’ll back up a bit towards the middle of the stockade wall and try to climb over into the same section of the yard as Headsman did. (So, if necessary, Climb: 1d20 + 2 ⇒ (5) + 2 = 7 Dangnabbit. See, this is why she usually has spells for this.)

OK. Since that roll wouldn't work, if, again, climbing is necessary to get into the same section of the yard as Headsman, Machaera will line up a running leap at the top of the stockade and then try to pull herself over. She'll take 10 on the Acrobatics check if a result of 16 would be high enough, otherwise: Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8, Climb: 1d20 + 2 ⇒ (3) + 2 = 5. Nope. The dice hate me tonight. Machaera will swallow her pride and head back to the others for a boost and/or a locksmith.


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

Corvus will move to the back door and try the knocking and phrase again. If needed, he will resort to throwing a rock at the upper window as well.


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)

Eight people, huh... We'd better be careful.

Headsman opts to jump the fence back and rejoin the group.


Machaera, Headsman is in the front of the stockyard. When you walked around the fence, you noticed it continued on and that there is a locked side gate into the building as well further down the stockade. I updated the map again so it makes a bit more sense. Corvus, you go around to the side gate that Machaera found and knock, saying the phrase, but receive no answer. I assume you're throwing the rock at the lighted window?


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

Ah, thanks. Everyone, how about before we throw any rocks, we try unlocking the side gate, either with thieves' tools, if we have any, or the barbarian way? It does mean giving up the bluff if we get caught, but if we do make too much noise, the Black Merlin and Io can get their dramatic entrance, and while the bad guys are off-balance we can rush through to help? Just floating some ideas.


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

I don't intend to bust in through the windows with 8 of them upstairs.


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 totally would, but could be persuaded otherwise.


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
The Black Merlin wrote:
I don't intend to bust in through the windows with 8 of them upstairs.

Oh, naturally. I didn't think everyone's as crazy as Machaera. But if we can sneak in on the ground floor, since not all of us are trained at being sneaky devils, I imagine at some point the bad guys will make their Perception checks, a few will go to investigate, and Bob's your uncle.


You could always go get some gunpowder and blow the doors. I'm sure that would get their attention. It might set the shop on fire, but hey, what's an adventure without PCs' burning down stuff?


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)

"Lets just open the doors down here and go up?" Yanis asks


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

Well, I do have more powder and rounds on me than I'll probably go through in a single encounter...


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

Corvus already said he threw a rock; it would be at the lighted window. Since I wouldn't go back on that IRL gaming, I think I have to PbP as well.


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)

"Sounds like a plan to me. I've got a vendetta here, but even after Lamm, I don't like our chances against eight people."


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)

"Kick in the door Headsman, we don't have all night to wait." Yanis readies himself.


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)

Headsman shrugs and tries opening the door the normal way. If that fails, he attempts to open it the barbarian way.

Strength Check: 1d20 + 7 ⇒ (13) + 7 = 20


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

As the Albatross’ rock sails through the air and Headsman tries the door, Machaera does her best to school her expression to at least calm, if not demureness, on the off chance that the butcher shop’s inmates aren’t jumpy enough to respond violently to unexpected late-night callers. Still, she mentally prepares for the worst, anticipating that the night will likely get loud quite shortly.


perception: 1d20 + 2 ⇒ (9) + 2 = 11
perception: 1d20 + 2 ⇒ (5) + 2 = 7

The Albatross' rock flies into the window, but bounces of the thick glass and onto the first floor roof. No one comes to the window. Nor does anyone respond to Headsman breaking the door down.


Map updated

Updated Map

Room Description

A sign bearing the image of a fat, smiling cow hangs above the entrance to this shop. Inside, a long counter runs over half the room’s width, beyond which a door stands ajar. A low bench sits against the east wall, while to the north a marble-topped table displays cuts of meat before a wide, grimy window. A few flies circle in the air above the meat. No creatures are visible.


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 watches the door below splinter and buckle and begins gettiing in position just above the window on the opposite side of the building from the card-playing men and draws his pepperbox. Let me know when you'v engaged. I'll hit them hard and fast.


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

When no one responds to either sign of the group’s presence, not even the forced entry, Machaera concludes that either the Cowhammer Boys are about as observant as she is, or they’re planning a double-bluff. She peers into the darkness inside the shop to see if she can glean any hints on how to proceed.

After a second, she whispers to the others, “Alright. If they’re not moving yet, I don’t think they will be. I don’t see any stairs here, and we can’t really pretend we accidentally made our way in any deeper. I suggest we send the quietest of us to find the stairs, possibly with a nice surprise in hand, with the rest of us a breath or two behind them, ready to rush in if they get spotted.”

“I think I’ve got a useful trick: it takes a few seconds to get going, but that will give the rest of us time to get in position. It will take a person’s edge off, but it will only really be dangerous for us if they have mage support.” With that, she indulges in just the slightest bow.

The trick in question is a chroma grenade: it dazzles people in its area, but more importantly, makes an illusion (pattern) like colour spray a bit likelier to take hold.


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

Apparently we should have drugged the mead.


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

Hearing that the ex-guards are as dedicated outside of the military as they were when active, Corvus pulls out a few thin tools and begins to work at the door after checking for any alarms or traps.

perception: 1d20 + 7 ⇒ (15) + 7 = 22

disable device: 1d20 + 10 ⇒ (18) + 10 = 28


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)

Headsman nods to Corvus as he moves into the room.

He draws his axe and stands ready, expecting a foe to burst in at any moment.

Ready.


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 moves in with the group, words of power on his lips ready to attack or defend as necessary.

"We just need to knock them out so that we can return them to the guard." Yanis reminds


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

"I've got a spell prepared that ought to help with that," Machaera nods, vaguely checking the pistol-dagger at her hip as she extracts her alchemical grenade from her other gear. Tactfully, she doesn't mention that that spell is likely to be delivered on the point of a blade.

Following the others' lead, Machaera spares the day-old meat a second glance on her way to taking a peek through the door behind the counter. Plausible deniability? she muses. They don't seem to be working tonight, but I hope whichever poor soul gets a day's leftovers gets a discount on the 'night's special cuts.' Pretty neat racket, with a code word that fits. This Vancaskerkin seems like he has half a brain about him.


Map Updated

Corvus finds no traps on the door that leads deeper into the shop, and the lock slides open to his deft touch.

The room beyond appears to be a hallway, with stairs that lead up to the west. A single door to the east smells of blood and meat, while the scent from the double doors to the south are even stronger. There still appears to be no response to your entry.


Oops, forgot map link. Apologies, old man syndrome.

Updated Map


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’s nose twitches at the scent as it gets stronger the further she goes into the building. She tries to calm her paranoia as the stillness of the place begins to get to her. Is it really going to be this easy? She silently jerks her head in the direction of the stairs, silently asking for confirmation that the others will follow if she tries to slink up to where the gang seems to be holed up.

If everyone agrees that it’s go time, Machaera will start taking chances with her whopping +3 Stealth modifier. Incidentally, can she ready an action to light the fuse on her grenade if a whole bunch of thugs spot her?


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

Do you want our pieces on the map to move round by round now?


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)

"See, people." Headsman whispers. "This is the kind of guards your tax money pays for. Real useful, right?"

Headsman nods to Machaera and follows along (if she goes).

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


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)

I cannot see my icon on the map


@everyone, You guys can go ahead and place your pieces on the map. It's half movement to keep in stealth, but there is plenty of cover downstairs.

@Machaera, sure. That also applies to anyone else who wants to ready an action to rage, throw a weapon, use a power, cast a spell, etc.


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

I don't see any icons for players on the map :(


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

I just copied my avatar image over and scaled it down.

Machaera cautiously advances to the foot of the stairs, where she pauses briefly to listen for anything unusual above, or else the sound of shuffling feet, surly conversation among the men at their cards. Perception: 1d20 + 3 ⇒ (19) + 3 = 22 Here’s hoping it’s not a trap and they’re actually zombies or something while the real Cowhammer Boys are somewhere else. Only one way to find out, I guess.

Bracing herself, she starts up the stairs, now moving as quietly as she can, trying to get just close enough that she can easily lob her grenade into the midst of the men while still afforded some cover by the stairwell. Stealth: 1d20 + 3 ⇒ (2) + 3 = 5 Yikes! Unfortunately, her nerves take over as she gets closer to the line of the next floor, and her foot kicks audibly against the next step. I’m not sure if she could safely get as far as I’ve placed her token on the map. Please adjust as necessary, GM.

Moves as necessary to get in position, readied action to light the fuse when spotted. Sadly, that is very definitely going to happen.


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

Good idea, I hadn't thought to do that!

The Merlin tenses his legs, ready to push off, drop, and break through the window. With his free hand he readies his pepperbox.


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 also tenses outside, mentally preparing to take down everyone inside.
Here we go....

Using Martial Flexibility to grab Improved Trip.

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