GM Birch's Curse of the Crimson Throne

Game Master Birch33


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Male Dwarven Ranger Lvl 4 | HP 36/45 | AC:16 T:13 FF:13 | BAB +4 Melee:+5 Rng:+7 | Frt:+6 Rflx:+8 Wll:+3/+5* | Init:+3 | Per:+9
STATS:
Climb +7 *(-1/5ft) Handle Animal +8 Know:(Geo)+5 (Nature)+7 Sns Mtv: +4 Stealth +10 Survival +9/11 Swim +1 | Endurance

Do'na need cards ta know he'd be tha first ta go snoop'n. Gwernach grins at Eltanin as he switches his battle axe to his shield hand. This forces him to struggle with his cloak in an attempt to keep it tightly around himself while juggling his gear.
Having adjusted himself, Gwernach watches the paladin move off to scout the building. Well, see'n as we're here... Keeping to this side of the street, Gwernach too moves off but in a different direction. Rather than heading directly for the building, he moves in parallel to the building trying to adjust his line of sight to get a better view of number 17 Westpier and Galen's progress.

Quote:
You see that the old double doors in the side of this weathered building are tightly closed, with a drooping signpost hanging above. The sign it once displayed is long gone, leaving behind only a single short length of rusted chain.

Can you give us a more detailed description of the building from where we're standing? Are there windows visible for us to see if lights are on inside? What can we see around the building? Based on the address I've imagined it being on a pier, is this right? Is it at the end of a pier, the beginning? Don't suppose there's an image we can look at just yet, is there?

Battle axe is in his left hand with the shield - adjusting AC:17


Female Half-Elf Alchemist lvl 3

"I think we should- well, that takes care of that. " Eltanin finds her own opinions of 'keeping together or splitting up' aren't going to be called for; she dithers indecisively for a moment, then: "Professor, try to stay with Master Gwernach and Master Wilthorn. They seems stout enough, but they might need a wizard's touch if they meet anyone nasty. I'll try to stick with Master Galen and Master Matam; I'm not a real wizard, but they might find me handy nonetheless. I suppose we'll meet later, I'll try to make it back here if nowhere else." With that she trots off after the other two.

She can already tell she isn't going to manage stealth like Matam so she tries the alternative approach, not hiding herself but trying to make no more noise than Galen, looking like she is 'with him' while giving Matam and Tamat no notice. Hopefully, if someone does get attention it will be the paladin and the alchemist.

With all that, however, she doesn't neglect their destination. Eltanin strains her senses to catch any sign or glimpse of what might be outside Westpier 17, or what might lie within. The name 'Giggles' preys on her imagination especially, making it hard to dismiss.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


https://www.dropbox.com/s/wyztyt7955xpoqb/Photo%2019-10-2013%2022%2004%2053 .png

Despite the hour, most of the windows suggest there is life inside the building. You are at the front door A1 and can see a few more access points but the windows are so dirty, you can't be sure if there are people in the rooms.


I'll post more eloquently tomorrow...


Due to your scouting, you are able to piece the following together:

There are a few obvious access points to the Old Fishery. To start with here is of course the front-door.

A fifteen-foot-wide loading dock abuts the side of the building here. A few carts sit nearby, partially loaded with large tar-caked barrels marked with a fish-shaped splotch of red paint on the side. Double doors to the immediate south of the loading dock’s ramp clearly provide access to the building’s interior, while a rickety flight of stairs descends nearly to the river’s surface to the east, where a second door provides a secondary entrance.

A slippery boardwalk clings to the side of the fishery, held together by barnacle-thick pilings that have been worn halfway through their thickness at the waterline. This boardwalk remains about 10 feet above the water as it winds around the building. The dock itself is slippery and you’re not sure how much weight the old wood can support.

As far as you can tell, the entrances are locked.

You can also see the rotten deck of an ancient barge in the water that seems to be barely intact, its hull worn and thick with seaweed and barnacles. The barge appears to be held together primarily by the layers of old rope that lash it securely to the pilings that support the fishery and the nearby boardwalk.

A narrow space exists under the fishery, with about four feet of room between the floor of the building above and the languid, foamy river water below. Wooden pilings support the building, and moss and cobwebs hang thick from ropes and rusted chains between them. A wooden walkway floats on the river surface, winding along the inner wall of pilings that supports the building’s frame above, leading from the sodden barge to the east all the way west to a wooden door that leads into an understructure below the fishery’s land-bound half.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

Tamat and Matam will close the second door near the rickety stairs.

Perception (Tamat): 1d20 + 4 ⇒ (5) + 4 = 9

If it looks safe . . .

Disable Device (Lockpicking): 1d20 + 5 ⇒ (2) + 5 = 7


Male Dwarven Ranger Lvl 4 | HP 36/45 | AC:16 T:13 FF:13 | BAB +4 Melee:+5 Rng:+7 | Frt:+6 Rflx:+8 Wll:+3/+5* | Init:+3 | Per:+9
STATS:
Climb +7 *(-1/5ft) Handle Animal +8 Know:(Geo)+5 (Nature)+7 Sns Mtv: +4 Stealth +10 Survival +9/11 Swim +1 | Endurance

By second door, do you mean the ones on the loading dock (A2)down the stairs?

As Matam and his shadowy friend move to the loading dock doors, Gwernach crosses the street towards Wilthorn. The sight of the boardwalk's poor condition makes the dwarf edgy. In a hushed voice he turns to Professor Ettinmoor, Professor, I don'na like tha looks of tha boardwalk.
I'm assuming that the Professor has taken Eltanin's suggestion and is with Wilthorn and Gwernach :)
Gwernach peers around the side of the building to take a second look but shakes his head and steps back. Wilthorn, we should regroup with tha others on tha'otherside. The dwarf jerks his head in Matam's direction, Better ta stick tagether, Gwernach cautiously steps away from the boardwalk side and heads to the loading dock to regroup with Matam and Eltanin, adding to himself, an at least tha sides got rail'ngs.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

yep


Male Human Urban Ranger 3 | HP 28 | AC:16 T:12 FF:14 | F:+4 R:+5 W:+3 | Init:+2 Per:+8 (+4 and +10 within Korvosa)

Wil nods at Gwernach, and replies "Yeah, let's go. No sense standing around." He sneaks over to the double doors (The ones from A2 to A7), and after giving the area a quick sweep to make sure no one is watching, crouches down and begins working on the lock.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Disable Device: Taking 20, total of 25 after 2 minutes of work.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

After Tamat (most likely) fails on his first attempt, Matam will whisper, "Take your time on it."

Tamat will also take 20.


M Human 1 Paladin

Galen unsheaths his sword, and whispers an invocation for the Inheritor to guide his arm should he need to strike. He leans against the doorway as Matam works the lock, ready to jump in the doorway should trouble start.

Ready an attack should something threatening be in the doorway when the door is opened.


Matam wrote:

Tamat and Matam will close the second door near the rickety stairs.

[dice=Perception (Tamat)]1d20+4

If it looks safe . . .

[dice=Disable Device (Lockpicking)]1d20+5

The door appears to be bolted from the inside.


Wilthorn Gwanae wrote:

Wil nods at Gwernach, and replies "Yeah, let's go. No sense standing around." He sneaks over to the double doors (The ones from A2 to A7), and after giving the area a quick sweep to make sure no one is watching, crouches down and begins working on the lock.

Perception: 1d20+6

Disable Device: Taking 20, total of 25 after 2 minutes of work.

Once more, the doors appear bolted from the inside.


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

"I agree, it seems most prudent that we stay together as a group, particularly with Lamm's reputation being what it is."

The gnome scurries behind the dwarf, appearing very out of place. Every now and again his robes bunch up around his feet, which forces Walden to slow and kick to untangle them. His large leather satchel bounces against his hip, the vials of ink within clinking together as he walks.

He speaks to Gwernach in a not particularly quiet voice as they move around the building to join the others, "I admit that I got caught up in tale of Lamm's villainous deeds earlier. Hmm. Yes, now that we're hear, at this late hour, I wonder..."


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

How sturdy are these windows? I know in real life, you can sometimes slide the panes out of those old warehouse windows from the outside.


Matam wrote:
How sturdy are these windows? I know in real life, you can sometimes slide the panes out of those old warehouse windows from the outside.

As mentioned, they haven't been cleaned in many, many years and so you can't see through them properly. You could try to remove a pane, but there could be someone standing on the other side watching you. It's a risk you take.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

"Eltanin, does your professor know the cleaning magic?

If, she doesn't think he does, I'll take the risk and slide out a pane. Otherwise, I'll wait for him to clean a spot on the window to give us a better gander.


Matam wrote:

"Eltanin, does your professor know the cleaning magic?

If, she doesn't think he does, I'll take the risk and slide out a pane. Otherwise, I'll wait for him to clean a spot on the window to give us a better gander.

Let me know exactly which pane you want to clean/remove


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

The one near A3?


There are three windows and one door along that walkway. If the closest window is W1 and the furthest is W3, let me know which one when you post the action. Plus are you going alone or as a group?


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

For the sake of planning, I don't have anything like that prepared...though my prepared spells don't really fit RP purposes in the context that I was in my study, not preparing to have an adventure, this morning


M Human 1 Paladin

"If it's the window you want opened, the hilt of my sword will open it just fine. Say the word, we need not fear what's behind this door, as we fight for Justice." says Galen mimicking smashing the glass with his sword pommel.

"Let's do away with this subterfuge and confront this evil man now!"


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

"Justice is all well and good, but not even justice likes to be flat footed and ambushed. Wouldn't you prefer that we all be inside before those who we are prepared for us?"


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

W2 (I think it's closest to the door.) Sliding it out of its pane. Then seeing if we can get everybody inside.


Male Human Urban Ranger 3 | HP 28 | AC:16 T:12 FF:14 | F:+4 R:+5 W:+3 | Init:+2 Per:+8 (+4 and +10 within Korvosa)

"No good, this one's locked from the inside. I'll check the other door, 'round the other side of the building." Wil moves around, trying to stay underneath the windows field of view, and checks the lone door on the east side (The one to A6 from A3). If it's not locked from the inside, he'll take his coat off and take 20 (total of 26) to pick it, else he'll regroup with everyone else, wherever that is.


Female Half-Elf Alchemist lvl 3

To Matam: "Oo, that's a good one! I'm not sure the Professor does his own cleaning, though..."

To Galen: "I know just how you feel. I've been itching to blow something up ever since I learned how, but remember we're still in step one of the plan, and whatever the plan is, step one is always silent. Speaking of which..."

To Professor Ettinmoor: "You'll do fine, Professor. We're the epic soldiers of destiny, and don't you forget it! But I don't think it's quite time to hold the parade, so let's keep our voices down. It'll minimize unhealthy excitement. On the other hand..."

With that, Eltanin walks over to the door and stands in front of it. She's watching Matam but glancing at the door, getting ready for something to do if it should open, and an alert guard should look out. If that doesn't happen, no harm done. But if it does, someone had better be ready.


M Human 1 Paladin

Galen stands biting his lip, sword in hand, waiting for the moment when he can spill evil blood. He taps his foot, impatiently, a frown forming at the sides of his mouth and color rising in his neck as his frustration with delays continues to mount.

He continues to stand aside the door, ready if it should open and an enemy appear, but it won't be long before he gives up on sneaking (despite Eltanin's words) and just bashes on the door with is mailed fist.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

Matam is removing the glass pane no, need for all that. We should be in in a jiff.


Wilthorn Gwanae wrote:
"No good, this one's locked from the inside. I'll check the other door, 'round the other side of the building." Wil moves around, trying to stay underneath the windows field of view, and checks the lone door on the east side (The one to A6 from A3). If it's not locked from the inside, he'll take his coat off and take 20 (total of 26) to pick it, else he'll regroup with everyone else, wherever that is.

This door is also bolted from the inside.


Matam removes the pane as quietly as possible. I’d ask for a roll but that would delay things, so I rolled for you

Peeking inside, you are able to see by the light of a few lanterns. You see that the floor here is slick with seawater, bits of seaweed, and fish blood— and 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.

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, pillow and small human occupant.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

I give you approval to roll for me whenever you think it is appropriate.

"There you go, good knight. Please try to enter softly. I suspect the Lambs are in those hammocks."

Tamat and Matam will slide inside.


M Human 1 Paladin

Galen suggests to Matam: "Once inside, why don't you unbolt the door if possible. These weapons and armor will make a ruckus if i try the window. If the door cannot be opened, I will enter this way."


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

Can I see the bolted door on the inside? From the description I was unclear, but if I can, I will do exactly what Galen suggests.

Matam nods his head.


Male Dwarven Ranger Lvl 4 | HP 36/45 | AC:16 T:13 FF:13 | BAB +4 Melee:+5 Rng:+7 | Frt:+6 Rflx:+8 Wll:+3/+5* | Init:+3 | Per:+9
STATS:
Climb +7 *(-1/5ft) Handle Animal +8 Know:(Geo)+5 (Nature)+7 Sns Mtv: +4 Stealth +10 Survival +9/11 Swim +1 | Endurance

Seemingly, no sooner does Gwernach and the Professor regroup with the others on the west side of the pier, than the party leaves. Having let his thoughts wonder, Gwernach had expected the doors to have been opened by now. Flabbergasted by the exodus, the dwarf stretches out his hands to his sides, gesturing "What?!" Spinning on the spot he tries to catch the attention of any of his new companions as they rush by.
In reality I've been sidetracked with plumbing issues...am in need of a new tub :(
Not wanting to be left alone on the loading dock, he hastens after the rest of the party muttering, All this blither'n'bout, it'll be no small wonder Lamm's no' figured we're out here by now...if he's 'ere at all. :)
Gwernach stops short of the boardwalk on the east side of the building. The slippery surface and worn out pilings remind him why he'd chosen to regroup with the party on the other side. Nervously, Gwernach turns to Professor Ettinmoor You go ahead Professor, I'm in no 'urry ta get there jus'yet. Swallowing hard he watches carefully as the rest of the group take up their positions high above the murky waters below.


Matam wrote:

Can I see the bolted door on the inside? From the description I was unclear, but if I can, I will do exactly what Galen suggests.

Matam nods his head.

The door is on the opposite side of the room i.e. the party will have to go around to the other side of the building to enter. You can go ahead and open it - it appears a simple few bolts holding it closed - and I'll need a roll for how quietly you open it - assuming you are attempting to be stealthy.

I presume the majority of the group are with Gwernach on the left hand side, Matam is in the building and Galen is outside the window at A3


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12

Well, I am quieter than Elan :-p


OK, if looking at the map, North is at the top: Matam is inside opening the door to the west. Galen is at the window A3 (on the east) and the remainder are on the SE corner of the building (so they can see and hear Galen if he gives them an instruction).

Matam crosses the floor quietly enough and pulls back the bolts on the door without making too much noise.


Male Fetchling Summoner (Shadow Caller) 1 l HP: 9 l AC: 12; T: 12; F: 10 l F: +1; R: +3; W: +2 l Init: +2; Per: +0

With a prayer to the Grey Master that they regularly oil their hinges, Matam will open the door for his compatriots.


Matam opens the door - albeit nobody is there as yet.


M Human 1 Paladin

Galen strains his eyes to see Matam across the floor of the large room, headed over to unbolt the door. He quickly gathers the others and tries to get them headed, quickly but quietly, to the other side of the building where the now open portal should be awaiting.

C'mon you lot! The burglar has entered and is opening the door around the side for us. Carefully now, but quickly! We don't want that shadowy fellow to get into trouble while we're still out here. Quickly, but quiet, quiet Master Dwarf..."


Male Human Urban Ranger 3 | HP 28 | AC:16 T:12 FF:14 | F:+4 R:+5 W:+3 | Init:+2 Per:+8 (+4 and +10 within Korvosa)

Seeing Galen come back up from the dock, Wil sneaks over to where Matam is, motioning for the others to follow. He gives a silent nod to Matam as he reaches the doorway, stepping into the room. The kids? But no sign of that gnome... After a quick inspection, he points at the nearby set of stairs going up, before slowing creeping up them.


Galen Zanderholm wrote:
C'mon you lot! The burglar has entered and is opening the door around the side for us. Carefully now, but quickly! We don't want that shadowy fellow to get into trouble while we're still out here. Quickly, but quiet, quiet Master Dwarf..."

Galen walks back along the slippery boardwalk heading to the rest of the group – issuing instructions as he walks. As he is half-way he hears the boardwalk start to creak and groan alarmingly and without warning, the wood collapses, dropping Galen into the water.

Fortunately the fall into the water here is short enough, and the water deep enough, to prevent any damage from the fall.

Galen, I need a swim check and a perception check. For the remainder of the group at the end of the boardwalk, I need a perception check too.


Male Dwarven Ranger Lvl 4 | HP 36/45 | AC:16 T:13 FF:13 | BAB +4 Melee:+5 Rng:+7 | Frt:+6 Rflx:+8 Wll:+3/+5* | Init:+3 | Per:+9
STATS:
Climb +7 *(-1/5ft) Handle Animal +8 Know:(Geo)+5 (Nature)+7 Sns Mtv: +4 Stealth +10 Survival +9/11 Swim +1 | Endurance

I'd imagined Gwernach facing the boardwalk at A3, but this works :)
Wilthorn passes Gwernach and the others on his way back to the loading docks. Spinning to watch the ranger pass the dwarf shakes his head muttering, Gett'n dizzy now .

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Presuming Gwernach hears Galen's words from where he is, he should also hear wood cracking and the splash of water from Galen's fall. Considering his position, I'll let his perception dictate and add to his actions then.


Gwernach Nickelbeard wrote:

I'd imagined Gwernach facing the boardwalk at A3, but this works :)

Wilthorn passes Gwernach and the others on his way back to the loading docks. Spinning to watch the ranger pass the dwarf shakes his head muttering, Gett'n dizzy now .

[dice=Perception]1d20+4

Presuming Gwernach hears Galen's words from where he is, he should also hear wood cracking and the splash of water from Galen's fall. Considering his position, I'll let his perception dictate and add to his actions then.

Gwernach:

You see and hear the fall but from where you are you can't see any more as he's hidden by the boardwalk from your vantage point.


Male Dwarven Ranger Lvl 4 | HP 36/45 | AC:16 T:13 FF:13 | BAB +4 Melee:+5 Rng:+7 | Frt:+6 Rflx:+8 Wll:+3/+5* | Init:+3 | Per:+9
STATS:
Climb +7 *(-1/5ft) Handle Animal +8 Know:(Geo)+5 (Nature)+7 Sns Mtv: +4 Stealth +10 Survival +9/11 Swim +1 | Endurance

The sound of cracking wood and an ominous splash alerts Gwernach. Aware that Galen may have fallen into the murky river, the dwarf gets the attention of both Professor Ettinmoor and Eltanin. In a hushed voice he quickly say, Oi! Sounds lik'es fall'n in!
Gwernach then rushes to the corner of the boardwalk to get a better look.

Gwernach moves approx. 20ft to the space in between the rotted boardwalk and the abandoned warehouse; 10ft directly east from Ettinmoor. I've moved him on the docs page but I don't know if this shows. What can he see from there?


I'll wait for others to respond before I tell Gwernach what he can see


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

perception: 1d20 + 1 ⇒ (19) + 1 = 20

Walden looks up from his notebook,slips it into his satchel and shuffles over to beside Gwernach.
What do you mean "fallen in?"He sighs audibley. This was a foolish plan to begin with, racing off in the night like some would-be heroes. Well, where is he?THe professor demands, using his most authority laden "professor voice."


Walden:

You miss the fall into the water but as you peer to see what's happening, you notice a jigsaw shark nearby that immediately makes a move towards Galen.


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Confound it all, there's that fool.
Walden adjusts his spectacles and squints into the water below the boardwalk. And I believe he's found himself in a bit of trouble!

Walden begins scurrying down the boardwalk hurriedly, muttering arcane words as he goes.

knowledge nature, if its relavent: 1d20 + 8 ⇒ (6) + 8 = 14

These are his actions for the first roudn if we're heading into initiative


M Human 1 Paladin

"Ah Iomedae, protect me," the paladin cries as the planking underneath his feet gives way, sending him splashing into the river below. Weighed down by his armor, gear and weapons, Galen struggles mightily once in the water, he sputters and chokes as he swallows some water, trying to regain the surface. He turns his head this way and that, looking about in the water for a purchase, some way to leverage himself back to the slippery dock.

Swim: 1d20 - 2 ⇒ (16) - 2 = 14
Perception: 1d20 ⇒ 17

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