Darkwings Curse of the Crimson Throne (Inactive)

Game Master DarkWingD

this campaingn has several changes, I will be doing a table FtF CoCT and I will trying out several ideas I had after reading the AP.

Korvosa

Loot


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Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

There is a moment of confusion, as Kesso looks distruting at Domir. 'He's one of them!' is her first thought. 'Regardless, he seems to be helping us now.' she decides as she continues munching on her fish cake. "I'd be glad to help with that/" she adds.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

" No thank you, Dom. There would be hells to pay if i would leave my post. The boss man wouldnt like it. We both know that if I wuz to leave it would be my life. But If you wanna Go I to take care of Him I wouldn't say anything that way I can leave to my Family. Because It looks like a riot is happening. "

You see that the man while friendly he dones not appear to want to move.

Chr chk for charm person, Dom: 1d20 + 2 ⇒ (19) + 2 = 21

Chr chk for charm person, Merchant: 1d20 + 0 ⇒ (11) + 0 = 11

Sense motive: 1d20 + 10 ⇒ (2) + 10 = 12


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Kesso stares at amazement at the merchant's sudden change of heart. She tries to lock eyes with Dom and questioningly looks at him and then the door to the Fishery.


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

Dom looks at the man for a moment, himself mildly surprised by the vendor's statement. Not the change of heart -- that was to be expected when Dom began to intrude on another's mind -- but the suggestion that Dom and his friends should "take care of" the boss. He glances at Kesso, then back to the merchant. "Thanks. I didn't know you had a family. What's the best way in? And do you know where any kids might be kept?"

Sorry for the delay, weekend was crazy.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

The "merchant" thinks for a moment before answering.

"Sure, the kids are in the back. Most of the Guys are asleep. Probably. I would go in the back way. on the left side of the building. I havn't seen much of the place. So I don't know more than they are in the back. I don't like seeing the stuff they do, I'm th only one with a kid."


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

"Well, Dom's got him talking, so far, so good. Motioning to the left?"


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

"I'm not equipped to advance covertly. I'll move up once stealth is no longer an option. No point me giving you location away."


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

The mindbender's mismatched eyes stare at the merchant for a moment longer -- And now, if you don't finish the job, you've condemned him and his child to death... well done -- before he nods and says, "Thanks. Do you, uh, want us to knock you out or give you a bruise or anything?"

Judging by slide 9, looks like we're looking at area A2 of the building. Two doors on that side.


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

"Thank you." Kesso says to the merchant. She stays to see if he wants her to knock him out as a cover story and then gestures to the rest of the group, motioning over to the left side.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Looking at the others, Dervin motions for them to follow, ensure each saw him, and easily heads over to the left side of the Fishery.

Not a run, not quickly, and not attempting stealth, any of those could awkwardly attract attention


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

Nanta moves up and gives Nanta her blade before casting guidance on her.


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Kesso takes her naginata from Nanta with a heartfelt "Thanks. It's obvious the blade means a lot to her. She follows Dervin over to the left side and stands guard. "This is a side entrance to a Thieves Guild hideout. I bet it has a trap on it. Anyone good at burglaring?" she asks.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Dervin doesn't even bother to check with the others, grunts a little to himself, "Guess I'm up."

Perception for Traps: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13

After giving the place the once over, "Nothing here, all clear.

Dervin abandons trying to listen at the door; the various commotions and bells due to the news would interfere too much. He instead softly tries the door handle (assuming there is one?), applying more pressure as he meets any resistance.

If he is able to get the door open, it is just a sliver to look inside first and gauge the interior & occupants.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

The merchant looks at Dom, "No thanks, just make sure you take care of them, I feel a need to get the cart off the street due to the Commotion." with that the merchant calmly walks down the street with the cart whistling.

When Dervin tries the door it appears to be locked. With a quick rattle Dervin realizes the door wont budge.

softly trying door handle stealth: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 + 5 ⇒ (6) + 5 = 11


Male Human Rogue (cutpurse) 2/spirtaulist (shadow caller) 2

Amadune moves sluggishly to follow the group. "its been a long time since I moved like this." pulling out a bladed scarf "Hmmppph, I don't suppose any of you know how to use this? Anyone got better than a scarf? "


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

Domir watches the "merchant" shuffle off with his cart, then looks at Kesso with a flat expression. Whether he noticed her looks of alarm and distrust isn't clear but, given his apparently poor ability to lie, it seems unlikely. That or he simply doesn't care. "Sorry for budging but seemed like he wasn't takin' to you."

And you displayed what you could do to another's mind. She'll never trust you. None of them will. You should... He winces slightly, as if from a headache, rubbing the back of his head, then -- after listening to any response from Kesso -- makes to follow Dervin and the others to the side of the building.


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

Nanta draws an alchemical silver mace and holds out the haft towards Amadune without further word.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Not catching on to the real purpose of the conversation between "Amandune" and Nanta, Dervin incorrectly assumes they mean to bash the door in, "I appreciate the enthusiasm, but a little more finesse might suit us better," Dervin takes the time to extract his tools and starts to work on the lock, "There may definitely be a time for sudden, violent entrances, and I'll happily step aside when that is needed. Let's see how problematic this lock may be first, though."

Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Amadune bows deeply to Nanta, "Thank you sir, May Abadar bless you."
and takes the weapon and makes a few quick swings back and forth to get a good feel for it.

@nanta- you get the feeling that Amadune takes religion very seriously even if not his own, remember he is a dead Shaman.

@dervin- I am afraid the door still stubbornly resists your attempts to unlock it.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Embarrassed at his poor showing at a time when his skills should make a difference, Dervin steps back, "Well, unless anyone else wants to give that lock a go, looks like a violent entrance may be the way. Are we sure this is the best way in?" Dervin shrugs a bit, "There are two other possible entrances -- is this a tactical advantage thing?"

He searches the faces of his companions, unsure how determined they all are to go through THIS door in particular.


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

"Let us try another entrance before we go raising too large a ruckus."


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Kesso looks toward the fish cake merchant. "Domir's friend told us this was the best way in, and their urchins are in this area. That's the only reason we're over here. we could try busting in and if that doesn't work them move immediaately to another entrance. With some luck they'll rush to the door they think we're attacking and we may catch them out of position. No luck and they are forewarned"


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

Dom follows and observes the others' efforts to gain entry into the building with an affect that almost seems disinterested, like his mind is elsewhere or he is seeing something the others are not. But when Kesso mentions his 'friend', his attention snaps back to his immediate surroundings and he whispers, "Not a friend. We'd never met 'fore. I can make people do things, or to fall asleep and then enter their dreams to..." He pauses, looking for a word to explain it. "Make them feel certain ways towards me, either turn them into a friend or frighten them into doing something."

And you'll do it to them, too, won't you? "No. I mean, um, I wouldn't do it to any of you." Yes you would. "I mean, I haven't. And wouldn't." Not that they'd know.

His jaw clenches slightly then he turns to focus on Dervin, "Sorry. I don't care what door, but if there are kids inside, quiet might be better than noisy."


Male Human Rogue (cutpurse) 2/spirtaulist (shadow caller) 2

"I don't know what I can do either, I might be just a extra set of hands now, but I said I would be with you and I meant it. " she shakes her head.

" I think that if all the children are sleeping in there, and we are busting in a light would be best. I would hate to break in then get caught in the darkness. If we are doing this option. "

Unfortunately I see a tragic death for her inside this place, lol


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

"I have a shield sconce which I can put a torch in and can cast light on Kesso's weapon again."


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Taking a cue off Kesso's suggestion, Dervin makes one of his own, "Diversion. One of us stay here, the others go to another entrance. After a beat, the one here makes the ruckus in a half-hearted attempt to break the door down and immediately exits to rejoin the others. Give it another beat, enough time for whomever to check the urchin door, than actually DO break the second door down?"


Male Human Rogue (cutpurse) 2/spirtaulist (shadow caller) 2

"what if Lamn will escape once we are in we should hurry to secure the place as fast as possible."

to move things along a vote? Or someone make the decision.


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Kesso agrees with Dervin. "I'll stay here and be the diversion. As soon as you leave my sight, I'll pound the door after 10 seconds."


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Dervin nods to Kesso and with the group? quickly moves around to the other door. Examines it quickly.

He'll motion for the bigger and stronger to take the front, "Wait a few seconds after Kesso to give any guards time to react and move to that door, then go at it... Would not be surprised if some came out this way to outflank, be ready..."


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Once the rest of the group leaves, Kesso starts to slowly and silently count to herself. 'One thousand and one, one thousand and two....' Once she reaches the end of the count she throws herself against the door as hard as she can.
Strength check to break door down: 1d20 + 3 ⇒ (5) + 3 = 8
Bouncing off the door she rapidly moves to rejoin the party. "It's done" she whispers, rubbing her shoulder.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

move your characters to where you are at on google sides

Almost immediately when Kesso hits the door you immediately hear a dogs bark from inside the bottom room.


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

Dom follows the others to the other door then winces when he hears the dogs. "Damn. I can't charm animals. May Desna smile on us."


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Kesso reaches the door the others are by. She opens the door and warily steps inside.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

moved


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

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.

There is a door that you can hear a dog barking near a tank.

Perception chk DC 15:

you hear shouts coming from the room where the dog is barking.


Perception chk DC 20:

There are children cries mixed in with the shouting.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Dervin gestures to the north door, "Dogs and kids."

...But he makes no motion to enter first.


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Kesso nods towards Dervin and moves towards the northern door. She opens the door just a crack and then steps back far enough to give her room to use her naginata, hooking the door and pulling it open, ready to attack any dogs that come running through.


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Dervin moves in behind Kesso, nocking an arrow in his shortbow and takes a position next to the trough.

Dervin is actually paying more attention to the other door to the east. If a dog charged out at Kesso, he'd lose a round before reacting to it - he's more for taking on anything coming from the east door.


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

Dom’s Nose is sonoffended by the stench he hardly notices the signs of dogs or children until Dervin says something. Covering his mouth and trying not to gag, the mind bender enters the room behind the others. As he does so, he forces himself to let go his mouth and draw and load his crossbow.


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

Nanta casts guidance on himself again preparing to move in and support the others but letting them get a lead in case they wished to perform and covert actions.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

When Kesso opens the door-

The floor here is slick with seawater, bits of seaweed, and fish blood—the air is thick with the accompanying scent. Wooden catwalks to the north and south allow access to the western part of the fishery, while the floor here is only five feet above the river below. An open bay to the south allows direct access to the sloppy, muddy water, while to the northwest stands an immense ten-foot-tall wooden vat, its sides caked and waterproofed with tar. Inside is a foul-looking mixture of chum, seawater, and who knows what else. To the east are stacked many barrels and crates, each marked in paint with a fish. Nearly two dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.

You see that the children have lit lights in the room when the dog must have started barking. The children are huddled up against the walls, shadows play in the room as only two of the children have lights. (each child represents three because they are so small, skeletal street orphans.)

The dog runs forward when kesso opens the door, snarling Bloo the dog snaps at Kesso narrowily avoding getting hit by a swipe of her weapon the dog snaps at Kessos Leg drawing blood. The dog gets lucky as it appears the hit was to a major artery.

kesso attack of opertunity: 1d20 + 4 ⇒ (8) + 4 = 12

Dog attacks Kesso: 1d20 + 2 ⇒ (14) + 2 = 16
Dog bite: 1d4 + 2 ⇒ (4) + 2 = 6 wow max dmg
Round one go heros no initative for dog it will go last in the round.


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5

Kesso stumbles back 5' after kicking the dog off her leg. She scans the faces of the children, looking for her brother. "We mean you no harm. Stay out of this fight." she tells them while swinging her naginata at the vicious animal in front of her.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Dervin gets a moments distraction at the dog attack, "You got the mutt, right?" Then maintains his bead on the other door awaiting a reply.


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

Nanta moves before Kesso swinging his morningstar at the mutt but misses in the gloomy conditions.
Cold Iron Morningstar: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4 Conditions: n/a

Damn. Dogs. Dom raises his crossbow and fires off a shot, trying to avoid hitting Nanta or Kesso in the back.

Atk (firing into melee): 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4 Dmg: 1d8 ⇒ 5


Female Human Fighter (Sensate) 1 |HP9/11| AC16 Flat14 Touch12| F+3 R+2 W+1| Perception 5, Sense Motive 5
Dervin Oskander wrote:
Dervin gets a moments distraction at the dog attack, "You got the mutt, right?" Then maintains his bead on the other door awaiting a reply.

"Yes, I've got him." Kesso says confidently


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Kesso kills the dog with a vicous swipe from her weapon "YYIPPP!!!!". you hear children crying still in the opposite room. You can hear movement in the room of to the left of the main room. When a man opens the door and then runs away.

ok this place will be one long combat instead of multiple combats one after another. until there is either your deaths or the enemies. I will post the enemies turns at 8-10pm every day. so you will be required to post before then or you "lose the turn" and i'll type some random effect if you miss like a floor hole you stumble in that will take a full round action to get out of to use your turn. It will go your turn and their turn. and at the bottom will be a tactics area.

Heroes go!

Tactical info-
Skulls are dead people
Children downstairs and man running.
+ are open doors.


Male Human Rogue (cutpurse) 2/spirtaulist (shadow caller) 2

Amadune runs into the room and trys to heal Kesso. "By My ancestors, you will be healed."

Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4


Rogue/Alchemist 1/1 | HP 15/15 | Fort +2 Ref +6 Will +1 | Init +4 | Percep +5

Dervin quickly moves through the doorway, shouldering the door a bit to open it completely, takes a quick look around to track the target, clears the doorway itself for the others and calls out, "Dog's dead -- Got you dead to rights, keep moving and I fire."


Strength 4(5), Agility 4(5), Toughness 4(5), Intellect 3, Willpower 4, Fellowship 3, Initiative 5, Speed 7, Defence 4, Resilience 6(10), Soak 5, Shock 6, Wounds 7, Conviction 4, Corruption 0, Passive Awareness 2, Resolve 4, Influence 3, Wrath 3

Nanta casts Guidance on Kesso before starting to move down the stairs into the next room.

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