GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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Wife 50th reunion over, 42 of 177 graduates attended. First person we ran into was my wife best friend from the 3rd grade on till end of high school! Good times.

"Whatever Croft reason are, we are taking you back with us, now turn around and put your hands behind you" Girad says to the men. He takes out the manacles that were given to them by the Field Marshal and puts them in the chains as soon as they turn around and comply with his instructions.


The conscious ex-guards don't have any more fight in them, and grudgingly obey. The non-conscious ones have no say in the matter.


After putting on the manacles and chains, for both the conscious and unconscious prisoners, Girad turns to Parns, and asks him, "and where is your leader Verik Vancaskerkin, or do we have to search this building room by room?"

Life link on Shaeda still in affect, and she is correct in her assessment before. Never played an Oracle with this mystery so I was confused.


Helping put the men in their manacles, "You made an oath and you broke that. You broke the trust that the people of Korvosa had in the Guard. That is why we are here."


Parns mutters that he doesn't know, Verik is probably around somewhere. Unless he heard the fighting and took off.


"Verik doesn't know about what?" growls Girad, looking over at Searok, nodding at the rough dwarf.


"He doesn't know...about our side business."


@GM - Is there a way to chain them to something in this room, so they cannot escape while we search for Verik?


Yes, you could use the manacles to chain them to the counter.


After chaining all the still alive ex-guards, including the unconscious ones to the counter, Girad gathers up the others, "we have one more to find, let us get Verik" and he begins to head further into the building.

"Searok, you might get another chance to punch someone in the nose" he chuckles at the dwarf.


The door to the south leads to a hallway. From here there are doors to the east and south, as well as stairs leading up.


Other than the southern double door, the map is not clear as to where the east door, and stairs up are located.


Apologies. Lighting settings needed messed with. Stairs should be visible now. East door has Shaeda's and Searok's tokens partially obscuring it, but is easier to see now.


Sorry for the slow posting. Do you need checks for me to check them over and make sure they do not have stashed weapons or something to let them selves out.

Moving from each man after they have been restrained and digging though their pockets. "They are visible to the whole road from there. I think one of us should stay. We also need to get the Guard here."


If you want to make a perception check to make double sure, feel free.


Perception: 1d20 ⇒ 10


Emma finds another knife on the unconscious Baldrago, but none of the others have any additional weaponry.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

”We are proceeding on, right?”


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

"Let's go others might of their gang might come through this way looking for these four."


"Yes, we are proceeding" replies Girad. He moves to the double door ahead and opens it, ready for either talking or battle.


"I never said we shouldn't only that leaving them alone and not getting the guard might bite us on the ass."


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

The grill in the floor has hinges, and appears to lead to a sewer beneath the room. There is a double door in the northwest corner of the room, and another in the southwest.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

"I say we dump that boiling water down the sewer, and see what rats get boiled."


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)
Girad wrote:
"Searok, you might get another chance to punch someone in the nose"

Searok smiles a toothy grin.

As they leave the prisoners chained, he growls. Don't make a fuss an' make us come back here or ye'll be sorry!

Shaeda wrote:


"I say we dump that boiling water down the sewer, and see what rats get boiled."

Aye! An' any that come up, we'll stomp 'em no matter if they be human-sized! He says with a laugh.


Shaking her head, "I don't think it would go far enough and if that is connected to the sewers of of the city they would escape. How about we try the doors first. Either left or right."


Looking at Emma, "I agree, not worth an effort to dump that boiling pot. Southwest corner door first, then northeast" replies Girad as he strides over to the door and opens it.

Hopefully Verik won't try to leave before we clear this place he thinks to himself.


You find yourself in a shed adjoining a livestock pen. This pen is open to the air, and the stink of manure, mud, and animal is strong, despite the breeze that wafts through the stockade’s wooden fence. A wagon filled with straw is within the shed.

Please make a perception check.


Girad Perception: 1d20 + 6 ⇒ (1) + 6 = 7 Oh, that sucks....


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Searok's nose twitches and the pungent smells.


perception: 1d20 ⇒ 1

Frowning at the smell but looking around anyways.


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

perception: 1d20 + 1 ⇒ (11) + 1 = 12

The odour burns his noise and instinctively Makall raises his hand to fan away the smell.


Searok notices something odd; there are several animals in the pen, cows and pigs, but they are all hanging out in the one corner, looking somewhat nervous.

He also thinks he hears something rustle within the cart next to you.


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

I don't think we're alone. Somethin' got them animals scared! He says as he points his hammer to the cart. Whatever is in that cart, come on out of there!


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Shaeda stands ready to disarm something if an enemy comes out of the cart.


The rustling noise pauses for a second in reaction to the sound of Searok's shouting. A moment later, three vicious looking creatures the size of dogs leap out, each resembling a cross between a crayfish and a centipede. They lunge forward aggressively with their claws bared, while the livestock in the pen begin mooing and squealing in panic.

Initiatives for monsters:
Init: 1d20 + 5 ⇒ (9) + 5 = 14
Init: 1d20 + 5 ⇒ (19) + 5 = 24
Init: 1d20 + 5 ⇒ (1) + 5 = 6


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok Initative: 1d20 + 1 ⇒ (17) + 1 = 18


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18


init: 1d20 + 1 ⇒ (6) + 1 = 7


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

ini: 1d20 + 1 ⇒ (15) + 1 = 16


Still waiting on one roll, I can bot if Girad isn't around.


Bzzt...bzzt..Target Accepted...Girad The True. Preparing for battle.

Ini: 1d20 ⇒ 17


Initiative order will be:

Monster 2
Searok
Shaeda
Girad
Makall
Monster 1
Emma
Monster 3

One of the creatures swipes at Shaeda with a pair of nasty claws.

Claw Attack: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 2 (plus grab and poison)
Claw Attack: 1d20 + 2 ⇒ (12) + 2 = 141d4 ⇒ 1 (plus grab and poison)

It misses both attempts. In the pen, the livestock panic and try to climb over each other in an attempt to get as far from the beasts as possible.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Shaeda lashes out with her whip at the creature just to her south:

Scorpion Whip Hit: 1d20 + 5 ⇒ (20) + 5 = 25
Scorpion Whip Damage: 1d4 ⇒ 3

Crit Confirm:

Scorpion Whip Hit: 1d20 + 5 ⇒ (7) + 5 = 12
Scorpion Whip Damage: 1d4 ⇒ 3


Male Dwarf Barbarian (Invulnerable Rager) 15 (HP 229/229 AC:30 T:16 F:29 Saves F:+20 R:+11 W:+9 CMB:+21 CMD:37 Init:+1 Perc: +18 Intimidate +24)

Searok snarls and lashes out at the one in front of him.

Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

But he is so distracted by the animals in the pen, he misses.


Shaeda's whip cracks the carapace of the creature that attacked her, but Searok is less lucky.

Monster 2
Searok
Shaeda
Girad
Makall
Monster 1
Emma
Monster 3


Melee falchion; power attack (two-handed); +3 (2d4+7/18-20): 1d20 + 3 ⇒ (15) + 3 = 182d4 + 7 ⇒ (1, 1) + 7 = 9

Well, another mess we have gotten ourselves into thinks Girad, as he moves around Emma, and attacks the creature crawling out of the front of the wagon.


Girad's falchion slices several legs off the beast, but it has plenty to spare.


Neutral Good | Human Male | Sorcerer 5 AC 11 (T 11/Fl 10) | hp 28/28| Init +1 | F:+3 R:+2 W:+5 | Perception +1 | Spells Remaining 1: 6/7 2: 2/4 | Heavenly Fire: 7/7 | Conditions: Resist acid/cold 5
Known Spells:
[ooc]1 (DC:15):[/b] Color Spray, Mage Armor, Magic Missile, Vanish, Bless (b) | 2 (DC 16): Summon Monster II, Glitterdust, Resist Energy (b)

Tapping into the elemental plane of ice he sends a ray of frost at the creature that Girad has engaged with.
ray of frost: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d3 ⇒ 2


Makall's ray fails to connect, and the creature retaliates against Girad.

Claw Attack: 1d20 + 4 ⇒ (4) + 4 = 81d4 ⇒ 2 (plus grab and poison)
Claw Attack: 1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 1 (plus grab and poison)

Grapple: 1d20 + 8 ⇒ (13) + 8 = 21

One claw scratches Girad's arm, just barely breaking the skin through his mail, but holding on fast. He feels a slight tingle where it connects.

Fortitude save, please, Girad.

Turn order
Monster 2
Searok
Shaeda
Girad
Makall
Monster 1
Emma
Monster 3


rapier: 1d20 + 1 ⇒ (10) + 1 = 11
dmg: 1d6 ⇒ 4

Stepping up and swinging with her rapier

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