[AP] Curse of the Crimson Throne by GMs Rutseg, Zek and Snowheart (Inactive)

Game Master Balacertar

COMPLETED

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Info
Bashiel's Loot Table
Commanded creatures


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Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

"Yes...it will be fine," Ilsa says as she retains her weapons.

"Now that we're working together, can we just go say one more thing to Sarge?"


Belial's Maps; Dispater's Maps

Jerald is initially unsure about this idea of returning your weapons to you, but eventually shrugs and gives in. "It's not a real policy, anyway. We just thought it'd be a good idea." With that, he fetches your weapons.

Bashiel, what is your plan out front? Are you trying to hide? Sneak in when he isn't looking? Because he's about to do something but I'm not sure exactly what you're doing and how the two might interact.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel is currently right outside the building, leaning against the wall, in the spot indicated on the map (which should be out of view of any of the windows).

Plan was to stay put and keep an eye out for any other people approaching the building while also listening to what is going on inside All the World's Meat. If it sounds like there's any kind of trouble, especially if it sounds like violence is about to break out, Bashiel will step in around the corner to support (no stealth).


Belial's Maps; Dispater's Maps

As Jerald retrieves the weapons for Brin and the others, his dim-witted companion seems to have found a line. Bashiel watches the front door swing open (towards him) then slowly close as he walks around to the left of the building in a somewhat hurried manner.

The rest of you are inside. I'm not going to drop us into initiative quite yet, but please be mindful of skipping too far ahead. If someone does want to go into combat, let me know and I'll roll.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Seeing that the stupid guard didn't respond to her when she asked if they could see 'Sarge', she turns to Brin and whispers again.

"See if he will let us go talk to Sarge ourselves, and see if you can figure out what his real name is. It looks like this spell you cast makes it so he mainly responds to you."


Belial's Maps; Dispater's Maps

Oh s*~#. I'm sorry guys. For some reason I thought Brin had cast the spell on the smarter of the two guards "when he was at the top of the stairs" We can retcon what's happened so far, or go with it as is. I'm sorry. Our kid was fussing and puking all weekend so my brain was not firing on all cylinders..

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

It may have actually been the smart guy...I may have mixed up which one went with us...


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

We can continue as-is unless Brin wants to retcon.

Assuming actions are unchanged: Bashiel keeps his ears open for the sounds of whatever the guard that just left is doing on the (map) west side of the building.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

'This entire situation, it's completely gone out of my hands, should've bought some rope or a net. Dammit, I've been off the streets too long. too out of practice. okay first thing to do when this is said and done, buy some rope and a net, than start getting some practice on the streets. would it help to see if any of my old contacts are still in town? No, that either died or fled by now. Sarenrae help me I'm young by elf standards yet I've outlived all of my original friends.' He thinks while staying towards the back letting the situation play out.

I haven't had much to do or say on here for a while so I thought I'd do something, even if it is just an internal look at his thought process


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

I'm ok with just continuing because I cast it on the smart one. I also asked what the "sarges" name is. I am hesitant to do anything more without conformation.


Belial's Maps; Dispater's Maps

Jerald hands your weapons to you as he responds, "We call him Casker, but it's actually Verik Vancaskerkin. Think he's from Magnimar originally. Got some big plan with his lady friend but won't tell us about it. Hopefully your support can stiffen his backbone a bit. I don't know why he doesn't want to see you. You can go on up, but don't expect a warm welcome. He's really on edge."

Back outside, Bashiel sees the other guardsman-cum-butcher drawing a sword as he moves around the stockyard.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

"Okay...we'll go talk to him. You've been very helpful," Ilsa says as they prepare to go talk to Vancaskerkin."[/b]

She nods to the others, hopeful that Brin's magic will hold.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

I would love to have the Message spell on all of us right now :>

I doubt he's going to be using that sword to butcher cattle out there... seems like trouble is brewing. And that Vancaskerkin has some big plan? I don't like the sound of it.

He cracks the door open slightly, just enough so that his voice can carry into the building more clearly, and then whispers to whoever is closest to the door (Varor in this case it seems). "The guard that left just drew a sword. Let everyone know. Lets move up and grab Vancaskerkin quick before he comes back."

If Bashiel hears the guard that drew the sword coming back to the front entrance, he'll open the door before Biff rounds the corner. The idea is to use the door as cover so that he's not spotted, while making it seem like the door just swung open on it own (or Biff forgot to close it).


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

Brin will drop a piece of candy, looking at Jerald "hey Jerald good buddy could you get that my back gone out recently and I cant bend over, I'm Fat as you can see....." as Brin points to his Gerth. when Jerald bend over to get the candy Brin quickly motions to anyone that can see him the ol' anyone got a frying pan to knock him over the head. I do not want to make the motions with my dagger. to make sure I don't look like I want him murdered.

bluff check for secret message.
Bluff: 1d20 + 7 ⇒ (15) + 7 = 22

dip to get him to pick up candy just in case needed.
DIP: 1d20 + 7 ⇒ (1) + 7 = 8


Belial's Maps; Dispater's Maps

He will pick up the candy; don't want to write anything until we know whether anyone acts on Brins suggestion


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

not there inside with them, so I can't... and would most likely flub it if i could, being more a lover than a fighter, lol


Belial's Maps; Dispater's Maps
Quinlan wrote:
not there inside with them, so I can't... and would most likely flub it if i could, being more a lover than a fighter, lol

You're not? Where are you?


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Maybe I'm just confused... I thought the rest of us were outside... only Brin and Ilsa went in ... that's why I haven't said much of late...


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Just like Snow, I thought everyone else went in! At least the map is showing that you guys are inside the building. Kalem was even talking to one of the guards. Quinlan, maybe you should move yourself on the map to where you're standing, since it looks like combat might break out any moment now.

I'd do the head-cracking honors Brin, but I'm outside :<


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Ah, must have missed a crucial post. Will move on map when I get home l8r


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

I'm hoping Kalem will lol.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Hit with rage and power attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage with Infernal fire: 1d4 + 1d6 + 7 ⇒ (2) + (4) + 7 = 13

As the man bent over Kalem brought his cestus covered fist down onto the back of his head. As he did so his fist burst into flames and his eyes briefly Infernal power.

Assuming that this was enough to down the man, he growls (with the rage of his tainted blood still flowing through him) as he pulls his hammer off his back "Alright Brin. Let's do this."


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

"SHall we go see this Vencaskerin now? It's time, I think. Get to the root of whatever is going on here."


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor gives Bashiel no response as he moves to inform the others. After witnessing the scene play out he goes up to check on the man, assuming he's unconscious. "Guy that just left had his sword drawn, time to dash and grab."

My healing domain makes my touch immediately stabilize, assuming he's not dead.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa gasps as Kalem strikes the man, still not accustomed to such violence.

Averting her eyes, she tries not to fall asleep on her feet.

"Let's go," she whispers.


Belial's Maps; Dispater's Maps

The man smiles at Brin, "Sure thing but might want to ease up on the sweets." As he bends over to pick up the candy, Kalem drops him to the ground like a sack of potatoes.

Outside, the guard moves around the corner and out of Bashiel's view.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel eases the door open a bit more and slips on in before closing it quietly behind him. He takes in the hallway and then says "The other guard went somewhere on the west side of the building. Looks like we have a minute. I overheard the part about Vancaskerkin being upstairs. Lets do it now, before they realize what's happening."

Bashiel holds his sap at the ready, eyes the staircase, and listens in to hear if anyone else in the building might have been alerted by the events so far.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

Brin clasps Kalems arm and says "Good Job, my friend." anyone can notice that for a baker he didn't seem as squeamish to the violence as you would think.

Brin pulls out a piece of candy and holds it in his hands (mage armor).

"Now lets go see about this Noble, that is striking against our country."

I am so sure we are fighting the wrong side though. I never played this AP but we are attacking a guy that gives out free food. AND just me but I never trust the government.


Belial's Maps; Dispater's Maps

Ooooh! Moral uncertainty. GM Mission Achieved!

Map updated. Move yourselves as appropriate; give yourselves the equivalent of one round's worth of actions/movement.

GM Rolls:

Perception Check: 1d20 - 1 ⇒ (8) - 1 = 7
Perception Check: 1d20 + 0 ⇒ (5) + 0 = 5
Perception Check: 1d20 + 0 ⇒ (1) + 0 = 1
PC Perception Checks
Brin the Baker: 1d20 + 0 ⇒ (2) + 0 = 2
Quinlan: 1d20 + 6 ⇒ (18) + 6 = 24
Gregor: 1d20 + 8 ⇒ (18) + 8 = 26
Kalem Darkborn: 1d20 + 4 ⇒ (19) + 4 = 23
Bashiel Eland: 1d20 + 4 ⇒ (1) + 4 = 5
Ilsa: 1d20 + 2 ⇒ (11) + 2 = 13
Varor: 1d20 + 2 ⇒ (2) + 2 = 4

Despite the scuffle with Jerald, you don't hear any reaction elsewhere in the slaughterhouse. However, Quinlan and Kalem both here the sounds of a muffled conversation through the double-doors to the south. The sounds are relaxed, not indicating any sense of alarm or concern and they don't seem to be particularly close to the door, either.

Following spoilers are descriptions of rooms that you might go into. Providing descriptions now in anticipation of possible actions.

Room at the Top of the Stairs:

A round table sits in this room, surrounded by four wooden chairs. A stack of cards sits on the tabletop. A cabinet to the southwest hangs open, revealing a tangle of dirty clothes and blankets. Four thin bedrolls lie rolled up against the north wall. In the south wall is a closed door leading to the next room.

Room through Door to East:

The air in this room is stale, stinking of day-old meat and blood. Straw litters the floor, scattered to catch the drips from the meat as it hangs. Meat hooks are affixed to the walls and ceiling on metal rods. To the north is a low blood-stained table and two barrels of salt, while double doors stand in the wall to the south. An iron bar extends through a narrow hole at the top of the doors; the bar runs along the ceiling for five feet before ending at a vertical pole running floor to ceiling.

Room through Doubledoors to South:

The floor of this grim chamber is strewn with blood-stained straw, and the reek of slaughter is almost overpowering. The room is a killing floor. Meat hooks dangle from a metal track affixed to the ceiling that allows the hooks and their gory loads to be moved easily around the room. In the northwest corner, a large hammer sits on the floor amid a permanent bloodstain. To the south, a bloodstained grill covers a wide hole in the floor. Just north of the grill sit two large vats of water, one boiling and one cold. Two large butcher blocks stand to the east next to barrels of salt, and in the southeast corner sits a reeking vat of cast-off meat and bones.

There are also two Cow Hammer Boys in this room.

If you came in here, alert everyone to stop what they're doing until I can post additional details.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Quinlan starts up the stairs, following the lead they got that Vencaskerin was upstairs. He will move out of the way of anyone who wants to pass him, otherwise, he'll be in the lead.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem takes point, moving with his hammer at the ready. He enters the first room as carefully as he can, trying to move quietly.

Stealth: 1d20 - 1 ⇒ (11) - 1 = 10


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

Brin says, "the rest of you go upstairs, ill wait at the stairs as a lookout. I'll cast sleep on anyone who tries to interrupt our business. Just scream , if you need me." Brin readies a sleep spell to cast on anyone coming in through the doors.

"oh and cookie don't think I forgot about you, get your doughy butt back here."


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel heads on up, but takes up the rear so as to not give away the group's approach with his armor's metallic scraping.

He whispers on ahead "Remember, only knock him out... less of that infernal fire if you don't have to use it. We need him to answer to Cressida."

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa swallows hard. Though the shadows were further away in the daytime, they still pressed at the edge of her consciousness.

She points at the closest door to the east.

"Let's try that one," she whispers as quietly as she can.


Belial's Maps; Dispater's Maps

Quinn, Kalem and Bashiel begin moving upstairs. Kalem makes it to the door on the far end of the room, with Quinn and Bashiel behind him

Brin and Varor remain in the downstairs hall, while Ilsa opens the door and discovers the meat locker.

Okay. Go ahead again.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa reels at the stench of the meat locker and promptly closes the door.

"Not that way," she says. "What about the double doors to the south?"


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel walks on over to right next to Kalem at the door on the 2nd floor. He leans into the wall, stays still and tries to quiet his breathing. With an ear up against the wall, he tries to hear if there is any movement in the southern room.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

He also inspects the door, looking for any traps that may have been set up here.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Assuming he finds nothing: He whispers to Kalem and Quinlan, "Probably expecting us. Be careful opening the door. He doesn't have many ways out so he'll likely be violent."

He hefts the sap in his fatigue and poison weakened hands. Hopefully we can get this over with quickly. I don't know how much longer I can push myself today...


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor shakes his head as he goes to the southwest corner of the room drawing his scimitar. He waves Brin and Ilsa over once he gets there.


Belial's Maps; Dispater's Maps

Hey all. My apologies. Been busy with family and 4th of July stuff today. My assumption is one group will be going through the door upstairs while Ilsa is opening the double-doors downstairs. Let me know if that's not right.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

sounds about right, matches what I understand


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

Brin thinks I got a bad feeling about this, we are split up in too many places. everyone should have gone up stairs he is the priority.

Brin smiles a reassuring smile at Ilsa when she looks at him, and Brin gives her a thumbs up.

still readying a sleep spell if we run into any hostile creatures.


Belial's Maps; Dispater's Maps

Two doors open almost simultaneously.

Upstairs, Kalem opens the door into an office. A single large desk stands in the eastern part of this large office, transformed into a makeshift bed by a bedroll and several blankets and pillows. A chamber pot sits under it. A table and three chairs sit to the west; several papers lie strewn over the table’s surface. One of the papers is pinned to the tabletop by an exquisite silver dagger.

Behind the table is a handsome man who still wears a Korvosan Guard's livery and armor. He looks up as Kalem opens the door and at first seems irritated until he realizes none of you are his men, at which point he becomes outraged. "Who in the Nine Hells are you!? I said I wasn't seeing any damned 'investors'! Jerald! Get them out of here!"

Downstairs, Ilsa opens a door into a large room filled with equipment. The floor of this grim chamber is strewn with blood-stained straw, and the reek of slaughter is almost overpowering. The room is a killing floor. Meat hooks dangle from a metal track affixed to the ceiling that allows the hooks and their gory loads to be moved easily around the room. In the northwest corner, a large hammer sits on the floor amid a permanent bloodstain. To the south, a bloodstained grill covers a wide hole in the floor. Just north of the grill sit two large vats of water, one boiling and one cold. Two large butcher blocks stand to the east next to barrels of salt, and in the southeast corner sits a reeking vat of cast-off meat and bones.

Two men are working in this room, chopping up something on one of the tables.

Perception DC 15:
It's a human leg.

They look up, expecting to see one of their own, when instead they see Ilsa, Brin and Varor. At the same time, the door to the west opens as Biff (from out from) comes through the side with his sword drawn. "Something weird is... He stops when he also sees the party through the north door. "... going on. Get them!"

Initiative (Heroes Go First!):

Brin the Baker: 1d20 + 1 ⇒ (8) + 1 = 9
Quinlan: 1d20 + 4 ⇒ (6) + 4 = 10
Kalem Darkborn: 1d20 + 2 ⇒ (12) + 2 = 14
Bashiel Eland: 1d20 + 1 ⇒ (7) + 1 = 8
Ilsa: 1d20 + 2 ⇒ (7) + 2 = 9
Varor: 1d20 + 6 ⇒ (19) + 6 = 25
-----------------
Vancaskerkin: 1d20 + 3 ⇒ (15) + 3 = 18
Guards x3: 1d20 + 0 ⇒ (8) + 0 = 8

Status:

Vancaskerkin: Flatfooted; Unarmed
Biff: Flatfooted; Armed w/ sword
Guard 2: Flatfooted; cleaver
Guard 3: Flatfooted; cleaver

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Heh...I must have misread the map and everything else. I thought I was with everyone else going upstairs, and only just realized I'm opening a door on the wrong floor! Oooops!

perception: 1d20 + 4 ⇒ (13) + 4 = 17

Is that...a leg?!? My nightmares are becoming all too real!

An image from Ilsa's mind, one with grasping, rotting hands and a frightful being just outside of her vision, opens up on the floor beneath the two men with the cleavers.

All they have to do is fall and the nightmare will be theirs, too.

Casting grease, DC 15 Reflex. I put a template on the map.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Moved myself on the map.

Seeing the man in armor, and thus armed, Kalem moved forward. He knew that it would be best to take the man in alive, but at the same time he knew from experience that going 'easy' on a foe could just lead to getting yourself stabbed. With his hammer at the ready, he ran around the table and swung at the man's arm (whom he assumed to be Vancaskerkin). As he swung, his eyes briefly glowed and the hammer erupted into flames. He was aiming for the man's arm, with the goal of disabling him and hopefully bringing him to the point where he both wasn't a threat so that he could be dragged back.

Hit: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d6 + 1d6 + 7 ⇒ (2, 6) + (4) + 7 = 19


Belial's Maps; Dispater's Maps

Yeah, I should clarify, in the status when I said "unarmed" I meant only he didn't have a weapon drawn and in hand. He does have weapons on him (and the dagger on the desk).


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

I figured as much. Someone in armor likely has a weapon nearby. Kalem's actions remain the same. Flaming hammer of ouch towards the man's arm.

It's probably too late, but I just found this: http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/calledShots.html

I said 'attack the arm' for fluff purposes. But it turns out that there are actually rules for this.

"Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make a Fly check to avoid descending involuntarily"

There is a -2 to hit penalty for trying this. So if you would like to use these rules, Kalem rolled a 16 instead of an 18 to hit. But so long as it does, his foe will take a -2 penalty for 1d4 ⇒ 2 rounds.


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

Brin sees the people cutting up something; He assumes it is meat.

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

But when Biff comes running through the door. Brin realizes it just became serious. deciding not to use his sleep spell. Brin eats one of his candies as a move action to give himself mage armor, and draws his dagger.

"Varor can you take them?" Brin doesn't know if the three of them can take these three. because him and Ilsa are not fighters.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Quinn lofts a brow as Kalem smacks the guy for a massive amount of damage. If he's still up, Quinn will shoot him.

to hit: 1d20 + 4 ⇒ (15) + 4 = 19
dmg if hits: 1d6 ⇒ 1

if he's down, Quinn will attempt to stabilize him, using the above 15 as my roll.


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor rushes forward, not even hearing Brins word's, and takes a swing with his scimitar.

Scimitar: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (3) + 1 = 4Critical: 1d20 + 1 ⇒ (8) + 1 = 9

Perception: 1d20 + 4 ⇒ (7) + 4 = 11 And Varor notices nothing.


Belial's Maps; Dispater's Maps

K. I think that just leaves Bashiel. Don't assume Vancaskerkin is down; he's not (yet)

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