DM NomadSage's Curse of the Crimson Throne (Inactive)

Game Master nomadicc

Part IV: A History of Ashes


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Seren follows Segang up onto the boards, and they begin to splinter and buckle with all the weight.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Perception: 1d20 + 4 ⇒ (2) + 4 = 6.

Ooh, ouch. Glad I'm not in that first group on the boards; I would have to be the one to pilot the boat.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren moves forward away from Segang quickly, slipping into the boat if necessary.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

And Segang, weapon ready, moves cautiously closer to the structure.


Sorry for the delay(s). Very busy at work today.

The boards settle down as Seren and Segang distribute the weight.

While the second group is shuttling over, you get a closer look at the side entrance. It appears to have been out of use for nigh a decade. The door is in the same poor condition as the rest of the wall, swollen and encrusted so as to be nearly a part of it.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Demitri will climb up first and help both Rosa and Absinthe up onto the boards.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Segang stands ready to defend the team, shield in one hand, and sword in the other. He eyes the old swollen door carefully, worried that opening my make the barking of a dog seem quiet.


The rest of the group shuttles over a minute later, and you all gather along the boardwalk. Mimicking Seren and Segang's reaction, you keep a fair distance between each of you to prevent the planks from breaking.

Now what?


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Demitri puts his ear to the closest door.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren hisses quietly at Demitri when he starts to move forward, "Dogs! Maybe we should send someone quieter in toward the door!"


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Seren, check the door for possible traps, we open it if it can be opened.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

"Well then you check the door then." Demitri whispers back.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren stares at Demitri for a moment, and then shakes his head, mumbling, "Ah, yeah ... me. Right, of course." He then hesitantly creeps forward to the side door to look it over

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe starts to roll her eyes, then focuses on the creaking wood and the circling sharks below and she takes a breath.

She holds her position and mutters something about dawn-blasted doors with hidden traps undetectable from the other side. "Sun-blasted logfalls any clumsy elf could set up in a trice...how will he listen for that? Bright-blasted sun-slapped plan of a fool's Harrow..." her curses fade to inaudibility as she shivers slightly.


Seren:
You find no traps visible on this side of the door. Notably, it has seen no recent use, and appears to be barred from within.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren makes a couple hand signs that he taught Absinthe earlier.

Come here

DM:

Other than the bar, could the door open easily or is it jammed? Any chance of wedging something slim like a dagger or rapier and removing the bar?
Disable: 1d20 + 7 ⇒ (17) + 7 = 24


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Absinthe ghosts forward, adding her skills to Seren's.

Perception check: 1d20 + 4 ⇒ (8) + 4 = 12. Stealth check: 1d20 + 9 ⇒ (20) + 9 = 29.


Seren & Absinthe:
You can disable the bar with a DC 25 DD check (can be aided), but the door is definitely swollen in its frame.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Can she just aid the roll I just made?


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

In case I can: Disable Device check: 1d20 + 7 ⇒ (4) + 7 = 11. Using my thieves' tools might help...


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe continues to shiver, to the point where her teeth actually chatter. She pats the lump on her back as if to reassure herself, and her shaking begins to subside. Her eyes are fixed on the door.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

If the door is stuck, there will be no opening it quietly. When we go in, we should be as prepared as we can be to fight.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

"Agreed. He'll know we're here as soon as we walk in. We need to move fast if he decides to make a break for it."


With Absinthe's help, Seren is able to use a small gap in the door panels to remove the bar. It lands on the floor inside with an audible thump.

You wait several anxious moments, but there doesn't appear to be any reaction or alarm from within.

The door is still swollen stuck, and will need some force to open.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe breaks her stare at the door to look at Segang meaningfully.

She then looks at the door again, then does a double take and pulls a small piece of cured leather from within her vestments. Muttering quietly in something that might be Elvish and might not, she focuses on the leather piece for a moment.

"Ready," she says.

Mage Armor.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

"On three?" Demitri looks at Segang.

He attempts to aid the Shoanti in breaking down the door.

Strength Check: 1d20 + 3 ⇒ (7) + 3 = 10 Just barely


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"Brother Segang," Absinthe whispers, beckoning to the Shoanti. "Your assistance for friend Demitri, please."


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

The barbarian will remove a pry bar from his backpack and place it strategically in the door jam. Then with a mighty heave he throws his weight into the bar.

Strength Check: 1d20 + 5 + 2 + 2 ⇒ (13) + 5 + 2 + 2 = 22 (+2 assist, +2 crowbar, +2 for a round of rage)


The door breaks open with a loud crackle and snap, taking half of the frame with it as it falls inward. Segang can do nothing about the noise, but manages to catch the shattered portal before it hits the floor. Unfortunately, it is enough to alert the sentries. Dog barks erupt from the right and distant left, and you hear an annoyed voice to the left call out, "What in Hell was that?"

You have no source of light, currently.

Darkvision (or after you get light):
This room is a cramped office. A wooden desk sits in one corner, its side preventing the western door from opening all the way. The table is heaped with dozens of slate boards covered with chalk scrawls. To the east a cabinet slouches against the wall.

Dice:
A Perception: 1d20 + 8 ⇒ (12) + 8 = 20
B Perception: 1d20 - 1 ⇒ (20) - 1 = 19
C Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Initiative:
Absinthe: 1d20 + 3 ⇒ (11) + 3 = 14
Demitri: 1d20 ⇒ 16
Melianthe: 1d20 + 3 ⇒ (14) + 3 = 17
Rosa: 1d20 ⇒ 9
Segang: 1d20 + 2 ⇒ (4) + 2 = 6
Seren: 1d20 + 2 ⇒ (15) + 2 = 17

A: 1d20 + 1 ⇒ (10) + 1 = 11
B: 1d20 + 1 ⇒ (20) + 1 = 21
C: 1d20 + 2 ⇒ (14) + 2 = 16

Initiative Order: B [21], Melianthe, Seren [17], C, Demitri [16], Absinthe [14], A [11], Rosa [9], Segang [6]

Actions? You're not in combat presently, but it is imminent. I'd like to start resolving actions round-by-round. Remember the requirements for movement on the boardwalk.

EDIT: Map sent


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Demitri waits for a light source before slowly creeping to O14 and readying to defend himself against whatever comes through that door.

So move and Total Defense after we get some kind of light going.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Prep Round 1
HP: 8/8
AC: 14
Status: none

Since he's moving early, Seren strikes a tindertwig and lights his hooded lantern placing it in his left hand and aiming it into the room. He pulls his rapier out in his right hand next move action (next round, I believe).


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

I forgot to mark my Init as +7 with Hloire. Will do so.

Prep Round: 6/6 HP, AC 15

Melianthe winces at the tindertwig's flare, her darkvision dissipating. She delays until Seren and Demitri have moved, and then cautiously steps to the doorway.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Sagang winces at the noise but is unable to help it. He calms himself, letting his controlled rage drop for a moment, but being prepared to use it again if needed. Once a light is supplied he will move the the desk partially blocking the door to the left and try to move it to completely block that door. As he moves he will drop the crowbar as a free action.


Female Human Cleric 2

Round 1

Rosa cautiously brings up the rear, pulling the whip from its' place at her waist and glancing about.

Spells Prepared:
Because I forgot to say anything before...

[ooc]0th: Detect Magic, Guidance, Light.
1st: Bless, Command, Charm Person (D)


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Rosa, start "Guiding" us on these skill checks. :)


Round One
Initiative Order: Seren [17], C, Demitri, Melianthe [16], Absinthe [14], A [11], Rosa [9], Segang [6], B [1]

Melianthe pauses at the door a few moments as the others enter. Seren lights his lantern and moves cautiously inside, Demitri not far behind.

The dog barking from the right (east) grows louder and more intense until you can tell the dog is just beyond the door. You hear it sniffing, growling and ultimately barking. Additional barks can be heard to the left (west), but from a distant room.

Rosa moves up to the door, but it is quickly getting cramped at the entrance. Segang rushes across and shoves the desk against the door, a moment before someone tries to open it. The latch throws a couple times, followed by a loud thump, but Segang holds the desk firm.

"Hey! Who's in there!" a voice (not Lamm's) calls.

Absinthe still has a pending action for R1. Actions for all for R2?


Female Human Cleric 2

Rosa glances around at the others before she smiles and whispers. "Hide now, and quickly. Behind the door, where he won't see you." Then she moves into the opposite position, so that she'll be the first thing the speaker sees when the door is opened....

gm:
Ready to cast Charm Person when the door is opened.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

"What are you.. Nevermind, should have known. I'll be over there." Demitri whispers back before moving to N15 to hide.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe ducks out of the doorway (to R15) to allow Rosa to take her place. She glances at the bag of candy.

"Treats for tricks?" she mouths.


Female Human Cleric 2

"More like the currency of choice for bribery," Rosa whispers back.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Absinthe uses her best favour; she quietly draws her rapier -- and hides beside the door.

Stealth check: 1d20 + 9 ⇒ (2) + 9 = 11. Absinthe is wherever the door won't hit her if it is thrown open, and will try to sneak attack anyone who enters - for subdual damage.


Confirm you're all waiting for the door that Segang blocked to open?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

My plan was for us to go through the door immediately to the right as we entered. I think a dog is there. But if you want me to open this door just say so. Either way, lets do something quickly and not wait for any reason.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Considering my amazingly bad Stealth roll, I'm down with that!


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Let us let the door open, yes.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

My door, or Demitri's door? Mine is the one with the desk currently in front of it.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Push through the door to the right (unblocked/Demitri's) and take out the dogs there before the intelligent folks figure out a way around. Seren will keep the lantern shined where we're headed and stay in the middle/back ranks

Dark Archive

Agree. This was my plan. Slow the humans and take out the dogs.


Chelish Inquisitor 8 - HP: 67/67 - AC 24, T:13, FF:21 Fort: +10, Reflex: + 5, Will: +10 Perception: +15 (Effects:)

Go for it.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Sorry about the wrong alias. Going for it, means you open the door beside you Demitri.

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