DM-Salsa presents Curse of the Crimson Throne (Inactive)

Game Master AdamWarnock

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Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Yeah, he said to just GMNPC him.


Kassen Battle Maps

A-whoops, guess that shows how much I pay attention :P

Zellara begins to shuffle the deck, silver edges flashing in the light. The cards dance over her fingers. She takes nine cards from the top and spreads them before her on the table.

"Normally, I would ask want it is you all want, but I believe that we all want to bring about the destruction of Gaedren Lamm. The first step of the Harrowing is the Choosing. Each of you must pick a card, but choose wisely. While many decks are loath to reveal their true power to anyone but those that know the art, mine can show you your salvation, or your doom."

either chose or roll a number 1-9.

Aerodus is first to pick one of the cards.

Card: 1d9 ⇒ 6


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

Card: 1d9 ⇒ 5

Raina picks a card at more or less random.


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

Tusilak nods and draws a card. 1d9 ⇒ 3


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev seems to be on the edge of another snarky comment, but Raina's chastising remarks cause him to hold his tongue. He rolls his eyes and half-heartedly points at a card.

1d9 ⇒ 8


Kassen Battle Maps

Aerodus: The Rabbit Prince
Raina: The Peacock
Tusilak: The Juggler
Sev: The Crows

I'm just going to go with what I picture in my head, even if I can find the images. The image you paint is going to be so much better.

Zellara looks at each card in turn, before continuing.

"These cards tell you about your place in the world. Even if you think it is different, the cards never lie."

She first turns to Aerodus, a wry smile on her face. The card he chose depicts a rabbit with a crown and a sword standing over a slain fox. "You are a trickster, a cunning opponent and one that takes you lightly often finds out too late what a mistake that is. Wit is your blade and you are mastering it well."

Raina follows, a stern look on her face. The fighter's card was the same as the one Sev had when he had come. "Your view of the world is on shifting sands. Whether you, or the world, is changing is not clear, but you may find that what have become is not as strong as what you think. Ware the coming times, for they hold many perils."

Next is Tusilak, her expression changes to one of bemusement. His card shows a thin jester juggling all manner of things. "Ah, brave Shoanti. One of your clans called this land home long ago. Fate has not been kind to your people, and I fear that fate is not done dealing the Quahs its abuses. Yours is perhaps the most vexing. You hold your people's fate in your hands, but others will do everything they can to destroy the Shoanti, both knowingly and unknowingly. I do not envy you, all I can do is pray that you will have the wisdom to help you people survive."

The last is Sev, and Zellara's expression is trouble. The last card of the choosing shows thirteen crows feasting on nine bodies. "Thievery and violence are you tools. You take what you can to survive and leave broken and battered people and families in your wake. This cycle of self-destruction can be stopped, but you, and only you, can stop it."

With that, she sweeps up the cards and begins shuffling the cards once more. Her hands make the cards dance in seemingly impossible ways, but Zellara is focused on the four around her table, as if she's not aware of what her hands are doing.

"The spread is where the true power of the Harrow lies. It reveals the past as it was, untainted by the decay of memories or the nostalgia of old fools who pine for youth. It shows the present as it is, without the lies and trappings we drape over it to make it more appealing. It tells us the future, as it is destined to be. The future, however, is always in motion, ever changed by the actions of ourselves and others. You can avert a horrid fate, or a pleasant one just as easily as you can bring it about." By the time she finishes, nine cards sit in the center of the table, face-down. Zellara begins to flip each one over, revealing the card, and what it knows.

Card orientations are from Zellara's point of view

Top-left Card: The Vision
Suit: 1d6 ⇒ 4
Card: 1d9 ⇒ 6

The first card shows a sorceress with eyes aflame with arcane fire and her hair about her head like a halo that slowly fades into visions of war, peace, and the stars. Zellara looks puzzled for a moment, but then her face brightens.

"Someone began seeking knowledge in the past. They can be a great boon to you."

Middle-Left Card: The Tyrant
Suit: 1d6 ⇒ 6
Card: 1d9 ⇒ 7

The second card shows a fair queen upon a throne of bones surrounded by a pool of blood. Her haughty gazes is one that would strip your soul bare if it was real.

"A tyrant brought great pain, but was defeated. he may be harmless, but it is more likely that he may be returning."

Bottom-Left Card: The Cyclone
Suit: 1d6 ⇒ 1
Card: 1d9 ⇒ 9

The third card shows a spiraling vortex of pain and destruction, anyone who looks too closely sees demons performing the seven sins against the mortals caught within.

"Evil plots from long ago that could break the back of empires are renewing."

Upper-Middle Card: The Brass Dwarf
Suit: 1d6 ⇒ 3
Card: 1d9 ⇒ 4

The fourth card bears a stout dwarf clad in brazen armor gilt in interlocking patterns of gold. Numerous foes lie exhausted at his feet.

"But the trials you face now will be overcome."

Middle Card: The Courtesan
Suit: 1d6 ⇒ 6
Card: 1d9 ⇒ 6

The fifth card shows a beautiful woman peering above three masks, one sad, one neutral, and one happy.

"Things are not as they appear. beware the harlot. She may be the one to seal your fate."

Lower-Middle Card: The Uprising

Bad roll:
Suit: 1d6 ⇒ 3
Card: 1d9 ⇒ 4

Suit: 1d6 ⇒ 1
Card: 1d9 ⇒ 6

The sixth card shows a vast crowd crying for a tyrant's blood.

"There is something rising now, and it will bring Korvosa to her knees."

Upper-Right Card: The Courtesan

Bad roll:
Suit: 1d6 ⇒ 1
Card: 1d9 ⇒ 6

Suit: 1d6 ⇒ 1
Card: 1d9 ⇒ 4

The seventh card shows a smith working a roaring forge.

"There will be an opportunity to forge greater bonds, and both parties will be stronger for it."

Middle-Right Card: The Publican
Suit: 1d6 ⇒ 5
Card: 1d9 ⇒ 3

The eighth card reveals a stately man giving an address in an ancient Taldane Forum (think Roman)

"You will find friends and camaraderie, but a safe haven will be difficult."

Lower-Right Card: The Carnival
Suit: 1d6 ⇒ 5
Card: 1d9 ⇒ 6

The last card shows a cheerful festival, but when you take a closer look, everything seems to take a more sinister air.

"My cards give one finally warning, do not trust you eyes, they can be fooled. There are dangerous plots afoot, that much is clear, but the most insidious appear to be something innocent. The only advice I can give you is look beyond what you see. Follow the path the other took to arrive where they are now, and maybe thinks will become clear."

With that she shuffles the cards one last time before resting her hands over the deck.

"That is all the hope I can give you, I wish you the best of luck and wisdom. Every journey's different, but I feel that yours is something special."

Any questions before we move on?


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev remains eerily quiet during the reading, and offers no response. His posture is rigid, and his tail does not have its normal, idle sway.

No questions!


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

I took a break from my homework tonight to whiz up this image of our Harrow Reading! It doesn't exactly match the card descriptions Salsa gave us but I think it's cool nonetheless.

Raina develops a deep frown the moment she receives the very same card that Sev had been summoned here with - and, of course, the rather serious meaning behind it. She seems uncharacteristically still and nervous all through the reading.

No questions here.


Kassen Battle Maps

Nice work. I think I managed to get every single description wrong. :)
There's another reason for the reading (besides indulging in a lame attempt at foreshadowing.) Harrow Points! Every one has 1 harrow point, and I'll detail what they can be used for in this adventure a little later today.


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

Raina/Alice - very nice work! I have to ask with your skills putting this together and all the great map work - do you have a background in graphic design?

DM-Salsa, great description! Looking forward to know what happens with the Harrow points

Aerodus smiles, almost conspiratorially as Zellara read the cards. "Impressive," he states, "I don't know whether it is the cards or your skill, but you know much." When the Varisian read's Sev's fortune Aerodus lets out a snort and mutters, "Right again..."

As he watches her work her card magic his eyes follow her hand movements keenly, his own fingers twitching as he mentally begins to copy her gestures.

***
Aerodus makes a last few adjustments to his equipment, mostly making sure the straps are on tight, nothing will rattle or make any noise, etc. He asks of Zellara, "Will we meet again? Are we to be strangers once again, or may we call on you for information?" The last thing he says before they head out is "Is there something we can bring back that was your son's? An heirloom or memento...?"


Kassen Battle Maps

Harro Point Rules:
A character can spend his Harrow Points in the following ways.
Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result
(although if you have additional Harrow Points remaining, you
can use them to attempt additional rerolls).
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can spend
up to 3 Harrow Points per encounter to increase your Armor
Class in this manner.
Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter—you cannot spend
multiple Harrow Points to increase your speed multiple times
in one encounter.

Zellara shakes her head at Aerodus' last comment. "No, but I do hope we meet again. Until then, may the stars guide you."

A short Time later, you find the Fishery, everything is dark, save the light peeking through the cracks in the door.

What's everyone doing? Oh, and the Harrow Point Rules will be posted in the campaign tab.


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

No formal background, but I've done web design on-and-off and taught myself Photoshop through that for something like 10 years now.

Raina is quiet en route to the fishery, but she gradually rekindles her 'fire' and has a determined swagger to her step by the time they arrive. She scouts around the outside of the fishery, looking around for any windows to peek inside of or any alternate entrances.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

"... Sev. You can see well in the dark, right? Give us a hand and see if you can spot anything."


Kassen Battle Maps

I do web development for a living actually. I've been learning the practice and theory behind design while on the job. I'm also going to be adding our monitoring software to my list of proficiencies soon since we're likely losing the only person who knows it at the end of the month (We do both web and it work, and we are very good at what we do.) It's an interesting field, and one that you have to have the right mix of design and technical know-how to be good at.

Even without Sev's help, Raina can see that the walkway tacked to the side of the building is unsafe, and hear the loud noises of a card game in full swing coming from the light area.

Map tommorrow, unless one of you is feeling up to it.


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

Tusilak stays in the shadows while Raina scouts the situation. When she returns, he asks "Should we wait for them to go to sleep or try to draw one out?"


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

"I think we should draw them out," Raina says, pointedly cracking her knuckles as she says so. "Who knows how long they'll be playing for. We could be here all night."

GM, can I tell how many people are playing the card game from the number of voices I can hear?


Kassen Battle Maps

No stealth check so I assumed you didn't get close enough to be able to get that much detail. You can go back and check again if you want.


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

Perception 1d20 + 4 ⇒ (2) + 4 = 6
Stealth 1d20 + 5 ⇒ (20) + 5 = 25

As they approach the fishery Aerodus keeps his eyes on both Sev and Raina. The former out of suspicion, the latter because he is afraid her need for revenge may lead her to take unnecessary risks. Somehow the Shoanti, though strangely out of place, has a calming effect on him. Strangers in a strange land, I suppose.

Raina proposes luring them out and Aerodus is silent for a moment as he considers it. "If we create any kind of action to draw them out the ones that remain inside will likely go for their weapons and we've lost the element of suprise. However, we may be able to create a trap for them just as they come out the door."

So if we do want to lure them out, I can cast grease right in front of the door on the ground. Not only does this create a choke point, but as soon as they come out they will start slipping. However, this may also give Gaedren Lamm a chance to get away (and we won't even know if he is in there). So, given he is our target might be better to barge in and surprise them. With my stealth roll I'm sure I can sneak up to the door and around without being caught to check things out.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev stalks around the perimeter of the fishery, keeping an eye open for anything suspicious -- or a way they might be able to get in without being noticed. When he's close enough to hear the voices inside, he tries to determine how many of them there are and whether or not any of the voices he hears is Lamm's.

Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
Perception (Darkvision): 1d20 + 4 ⇒ (13) + 4 = 17

Are there any visible windows or other possible points of entry/ways to see inside? Also, I definitely think we should consider a surprise assault or covert infiltration over trying to lure them out. We can always fall back on brute force if those plans go awry.


Kassen Battle Maps

Both Aerodus and Sev get up to the door, silent as death. While Aerodus hears voices and snatches of conversation, he can't make out how many.

Sev:
You can here four voices, there seems to be some good-natured joking that comes from playing a game of chance, but a good bit of it seems to be heated arguments about whether a move is legal or not. From what you can understand, they're playing towers.


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

So no other doors/windows/entrances besides the dangerous-looking walkway?

"Yeah, but what other choice do we have? Either we bust down the door or we dawdle around here for god knows how long. Let's just get in there, take out the lackeys, and sniff around for Lamm before he has a chance to slither on out of here."


Kassen Battle Maps

Sorry I almost forgot that Sev said he was stalking around the building. The windows are grimy and boarded up, so not much of a chance to look through those.

Sev:
Besides the front door, on that lets out to the creaky, dangerous walkway and a set of double doors with the foul reek of rotting fish coming from them.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev returns to the group and whispers.

"Sounds like there are four of them just inside. There's a door across the walkway, but I'm not stepping foot on that deathtrap. There's also a set of double doors that stinks of fish. That might be a quieter way in. I'd rather go in unseen than spook Lamm."

"Raina, you know as well as I do that not everyone who works for Lamm deserves to die. I'd rather avoid killing anyone here unless we absolutely have to."


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

"If you knock them unconscious, I can make sure they do not die. At least as long as you don't hit them too hard. Perhaps slipping in quietly is best." Tusilak has stabilize prepared if you don't want to deal with the penalties for non-lethal.


Kassen Battle Maps

Map! put yourselves on it once you know what you're doing.


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

Improved Unarmed Strike allows me to switch freely between lethal and nonlethal damage. Woot.

"I won't be killing anyone," Raina sniffs indignantly, "unless they really ask for it. Trust me, I know how much force you need to put into a blow to knock someone out or do much worse than that."

I put myself on the map for now, but I misinterpreted the alternate entrance thing... I think we should try the other door towards the top of the map.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Isn't the door near the top the one on the dangerous walkway? Is this door on the side near Raina the side entrance or the main entrance?


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

I don't think so. The dangerous walkway is on the other side of us. But perhaps best to let Salsa weigh in.


Kassen Battle Maps

There are two double doors and two single doors (Sorry I had forgotten about that last one until I was doing the map.) No one's said that they were checking them so you don't know if they're locked or not. and Tusilak has it right, the dangerous walk way is to the right of the map.


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

I put myself in B13 but not sure if it saved. Anyway, are the doors from double doors from the fishery at I and J16? I agree with Sev for all of us to sneak in that way. Also, thanks for the map, it does make things easier.

Aerodus slings his quiver down off his shoulder to look at the arrows within. He pulls up a few and looks at the sharp steel tips. He shrugs his shoulders and says, "I don't usually shoot people and hope to keep them alive. Still, I'll do my best." Excellent. I didn't even have to propose to keep them alive. Four, likely humans, all known to Lamm. So many more personas...


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

I see you there Aerodus. It saved. I think we're standing in front of the stinky fish doors. I think I and J16 are the front door.


Kassen Battle Maps

Doors are fixed. waiting on the group.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev shrugs and quietly approaches the fishy doors and gives both handles a slight turn -- just enough to see whether or not they're locked. If the doors aren't locked, he attempts to crack one slightly and take a peek through the narrow opening. If they are locked, he removes a set of tools from a hidden pocket and attempts to pick the lock. As he does all this, he tries to remember if he's heard anything about this place before.

Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge (Local): 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

Tusilak watches Sev work silently. Ready to act if his actions draw any attention and impressed at the smoothness and quiet of his work.


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

Aerodus moves closer to the door, both to give him the chance to enter and watch Sev's handiwork. He raises an eyebrow as he watches the devilish creature. He has the manners of a pig, but he is skillful.. Bow in hand, he nocks an arrow ready to fire it...

For the suprise round I'd like to activate Archeologist's luck as a free action to give +1 essentially to most rolls. Then I will fire an arrow at whoever either appears the most dangerous or against someone who doesn't have cover.


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

Whoops, forgot my attack/damage rolls
Initiative 1d20 + 3 ⇒ (7) + 3 = 10
Attack 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1d6 + 1 ⇒ (2) + 1 = 3


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

Raina remains at the ready behind Sev, scowling quite profusely at his 'handiwork' on the door. In deep contrast to Aerodus being seemingly impressed, the girl is deeply bothered by the tiefling's finesse with lockpicking. Looks like he's improved since back then... must have had a lot of experience...


Kassen Battle Maps

Post in a few hours.


Kassen Battle Maps
The Upper Workfloor wrote:
The stink in this room, a mixture of fish and sweat, is enough to make the eyes water. To the east, a large wooden trough holds a hideous mound of half-rancid fish, seaweed, and brine. Filthy seawater and fish blood stain the floor around this trough. A pair of wooden chutes lead from this trough through holes in the northern wall into a larger room to the east. To the west, a desk and chair sit in one corner while a tall cabinet sits in the other. The room is dark and quiet, with only slivers of light coming from the doorway in the wall to the south.

map

The door here appears to be thinner than the double doors out front, You can clearly hear the voices now, although it is possible they have simply gotten louder.

"Aw, come off it Yargin. Ye lost fair'n'square." says someone with a big gruff voice followed by an unsettlingly high-pitched giggle.

"I don't think so. Wouldn't be the first time Hookshanks has been a sneaky little cheat!" replies another with a thin, nasally voice.

Sev and Raina:
You recognize these as Giggles and Yargin.


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

A flash of anger and hatred crosses Raina's face at the two men's voices. She clenches her fists tightly, to the point of her knuckles going white. The emotion is enough to even allow her to ignore the overwhelming stench of fish... at least for a while.

"So those three bastards are still kicking it..." she mutters angrily. "Wonder if Yargin still has his disgusting mutt, too."

She then whispers to the rest of the group, "There's at least three in there, I think. Probably a dog as well if things haven't changed."


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev's tail stiffens as he hears the familiar voices. With a silent lash, it whips around his waist and tightens there.

"We might not ever get another opportunity like this. I say we explode through that door and tear them apart. I know what I said about killing..."

"I've changed my mind. These ones have to die."

The tiefling stalks through the doorway and turns to face his companions for their reactions, especially Raina.


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

Tusilak whispers, "Keep one alive at least. We don't know if Lamm is here for certain and we may need to question them. I'll take care of that."


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

Raina nods in fervent agreement with Sev's sentiment. "We can keep one alive... temporarily, at least."

Assuming no-one protests, Raina will sneak closer to the door through which they can hear the voices and carefully check if it's locked. If it's not, she'll silently hold up three fingers, and, when the group looks ready, count down. On the count of zero, she'll thrust the door open and charge into the room, raising her fists in a defensive posture.

Stealth: 1d20 + 1 ⇒ (5) + 1 = 6

Maybe I should've let Sev do this. :P


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

Aerodus re-checks his arrow. He isn't sure who these people are or what they have done to cause a such a strong reaction but that doesn't change his plan that much.

I'm okay with the plan so far. I didn't move Aerodus yet, depending on where everyone else wants to be. My plan was to fire an arrow round 1 if possible so I can be behind whoever else wants to rush forward. DM Salsa - let me know if you want me to reroll initiative/attack/damage


Kassen Battle Maps

GM Screen:
Perception: 4d20 ⇒ (13, 16, 15, 18) = 62

"Aw 'ell. One o' tha bloody brats is loose." says a high-pitched voice.

Before anyone can answer, Raina throws the door open, revealing three people that both her and Sev know, along with a forth that neither of them have seen before.

Init: 1d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (9) + 1 = 101d20 + 2 ⇒ (4) + 2 = 61d20 + 1 ⇒ (12) + 1 = 13 You guys have a surprise round. Roll initiative when you post your action. Beat a 13 and the group gets to go first. Let me know where you're starting from.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Sev is right behind Raina, so I'll wait for her to take her surprise round action first.

P.S. - It might be easier/faster to roll initiative for the PCs as well as the enemies whenever combat starts. You could just have a formatted initiative block with our modifiers already plugged in that you could copy/paste into your post when combat starts. Easy!


Female Human Brawler 2
Spoiler:
HP: 22/22 // AC: 15 (16 CE), touch: 12 (13 CE), flat-footed: 13 // Fort: +5, Ref: +6, Will: +1 // Init: +2 // Perception: +6

Agreed on the pre-rolling Initiative - it makes first round go faster because everyone already knows the order of their actions.

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

"One of the brats indeed got out," Raina growls, casting a quick glance around the room. Looks like he got a new recruit. "Leave this one for later," she says flatly, nodding towards the closest man (Chuckles). "The rest? The rest are going to get a taste of their own g~+-d~~ned medicine."

And with that, she punches him cleanly in the jaw.

Bouncing on the balls of her feet, Raina steps back out of any counter-attack, cocky grin almost daring the rest to come after her. "Remember me?" she taunts. "Didn't think ghosts of the past would come back to haunt you, eh, guys?"

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage (Nonlethal): 1d3 + 3 ⇒ (2) + 3 = 5
Also 5-ft. step back away from the door. Let them come to us!


Kassen Battle Maps

I wasn't going to have Initiative like normal. Far too clunky for PBP. I was planning on taking the highest roll for each group and using that. Order of actions is in the order you post. In this case, if one of you beats a 13 for Initiative, you guys get to go before Lamm's lackeys. Since Sev rolled a 23, go ahead and take you're first round actions as well.


HP 8/8 || AC: 17 (touch 14, flat 13) || Fort/Ref/Will +1/+6/+3 Init +3, Perception +4, Stealth +5

I am not going to roll initiative since Sev already won it for us. Also, I had not previously moved Aerodus but I think it was clear he would have been in the room. I have him marked at E13 and assume that's where he started his turn (he will not move).

Well, I didn't expect them to hear us. Aerodus glances at Raina's face as she lands the blow wondering if the joy she feels will be evident. Then he raises his bow and lets loose an arrow, happy as it buries itself in his flesh.

I just repasted my attack/damage rolls from above so it's easier to find.
Attack 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1d6 + 1 ⇒ (2) + 1 = 3


Kassen Battle Maps

Who's your target?


Stats:
AC 13/10/13 HP 8/8 F+2 R+0 W+7 Init +0 Per +3

Surprise Round

"Servants of Lamm, we bring the judgement of the slain upon you. Flee into the night or face it eternally." Inspire courage: +1 morale bonus to attack and damage rolls. 1 round expended.

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