GM Kamro's Curse of the Crimson Throne

Game Master overlord_laharl

CotCT - Updated Edition

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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 ⇒ (7) + 1 = 8


Perception: 1d20 + 4 ⇒ (8) + 4 = 12


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)

Eh! Another ghost-lady! Searok says surprised.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

”Aye, this be one of the most strange of weeks for me.”


Both Searok and Shaeda happen to glance out the window and realize what's happening. A second Trinia is visible outside, creeping across the maze of interconnected rooftops that makes up the Shingles. She's moving slowly due to the need to concentrate on her spell, and glancing back frequently.

Realizing she's been spotted, Trinia lets out a yelp, abandons the spell, and bolts.

This encounter uses the Chase Rules from the GameMastery Guide, so please take a look at those if you've never played with them before.

The short explanation is that instead of just running after each other (two characters with the same speed could keep doing that basically forever), the route is divided into "cards", each of which contains some sort of obstacle. Moving to the next card is a move action. Once there, you must make a skill check (there are two to choose from) as a standard action. If you succeed, you can move to the next card on your next turn, and so on. Fail, and you need to face that obstacle again before you can move on. Spending a Harrow Point is an automatic success on a check.

As a full round action, you can attempt both skill checks to move ahead two cards, but if you fail either of them you don't move at all, and if you fail both you will fall from the rooftops and take damage.

You can also take actions that aren't about moving forward, like casting spells or firing arrows.

If your speed is 20, you take a -2 penalty to the skill checks. Emma, however, gets a +2 on these checks; this is the event foreseen by Zellara when she drew your Harrow cards, and her card had special significance here.

Trinia's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


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)

Makall turns as Searok and Shaeda point to the window.

ini: 1d20 + 1 ⇒ (18) + 1 = 19


Freaking Woot! I have been wanting to try the chase stuff. Also the +2 helps as all those skills are bad.

Init: 1d20 + 3 ⇒ (12) + 3 = 15

Letting out a groan, "Why can't things ever go the easy way." Turning to the window and getting ready to give chase.

Are we waiting to see how the initiative falls?


If you want to declare your actions now, you can. Unlike combat, chases are mostly an individual thing, and what other players do likely won't affect what you do much. Although buffs and things could make a difference.


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 looks out the window and points.

An' der's another ghost lady out der!

Init: 1d20 + 1 ⇒ (4) + 1 = 5

Searok will follow the others out the window.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Shaeda will give chase!


So many fives. Three way roll-off.

Trinia: 1d20 + 3 ⇒ (20) + 3 = 23
Searok: 1d20 + 1 ⇒ (20) + 1 = 21
Shaeda: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative Order:
Makall
Emma
Trinia
Searok
Shaeda

Trinia is starting the chase with a 3-card lead. Exiting the window onto the roof is a move action (the flat is very small, so you are all effectively adjacent to it just by being in the room), and the next card is a Cluttered Rooftop that can be traversed with either an Acrobatics or Climb check.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Climb: 1d20 + 1 ⇒ (19) + 1 = 20


Acrobatics: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Scrambling out the window, Think I would have rather benn stabbed."


Shaeda and Emma both exit the flat winding up on the rooftop beyond, which is piled high with old flower pots and crates. Shaeda scrambles over these, and Emma vaults them.

That puts Emma and Shaeda on the first card, but having passed the obstacle they can move to card two next round as a move action. Trinia is on card three, and Makall and Searok are still in the flat.


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)

acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2

Hesitating Makall heads out the window after Trina.


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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)

Climb: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

Der's a reason we dwarves live undergroun' Searok complains as he scrambles out the window.


Makall and Searok make it out the window, but find themselves stymied by the obstacles that Emma and Shaeda overcame with ease.

Climb: 1d20 + 10 ⇒ (14) + 10 = 24

Trinia comes to a gap in the wall in front of her, thinks better of trying to squeeze through it and clambers over instead.

So the current positions are:
Trinia: just made it to card 4
Emma & Shaeda: Card 1, but have beaten the obstacle
Makall & Searok: Card 1 and have not beaten the obstacle


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)

In this chase are we not allowed to double move?


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Do I need to tell you then that I move to the next card?


@Makall You can double move.

@Shaeda I can just assume you probably will, unless you have something else you want to do with your actions.


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)

Get 'er! Searok shouts as he again tries to get onto the roof.

Climb: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14


Arg! It ate my post! Anyways so on the fourth paragraph of the Running a Chase section it says I can try to move three cards with two checks. I will assume that I can use Acrobatics. If I am wrong let me know and I will reroll.

Acrobatics: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Acrobatics: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21


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)

Makall tres again to chase along the rooftop.

Acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

I don’t have any real ranged attacks, so unless the “cards” are close to one another, close enough for me to try and trip with a whip, then double moving will be my action until I catch up.


Makall again tries to pursue, but stumbles on the detritus of the roof and fails to progress.

Emma jumps across to the next roof and finds that it is unstable and nearly collapses beneath her feet, but she just barely makes it across.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Trinia spies a shortcut around some pipes and takes it, but on the other side she kicks a next of baby stirges which swarm up into her face.

Searok makes it over the clutter and onto the next roof.

@Emma Acrobatics works for one of the checks, but not the other. "A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage)."

@Shaeda Although you can take two move actions, if one of your actions is leaving a card, you still need to have passed the challenge on that card as a standard. "When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon." So while your first move will take you off Card 1 and onto Card 2 (you already passed that roll), you can't move onto Card 3 without making another check.

Current positions (with explanations, because this stuff can be complicated)

Trinia: Card 5

Emma: Either Card 2, 3 or 4 (She had already passed the check on Card 1 last round, so she can move to 2. Since she's trying to move 3 cards this round, she needs to pass both checks on Card 2. One is Acrobatics, and she passed. She must also make a Climb check. If she succeeds, she moves two more cards to 4. If she fails by less than five, she goes to 3. If she fails by more than 5, she stays at 2)

Shaeda: Card 2 (Passed Card 1's check last round, can move to 2. If she passes Card 2's check, next round she moves to 3)

Searok: Card 2: (Failed Card 1's check last round, passed it this round, moved)

Makall: Card 1: (Hasn't passed any checks yet)

Here's the obstacles on the cards so far, and their checks:

Card 1: Cluttered Rooftop (Acrobatics/Climb)

Card 2: Crumbling Rooftop (Acrobatics/Climb)

Card 3: Gap in Wall (Escape Artist/Climb)

Card 4: Hidden Shortcut (Escape Artist/Perception; you all take +2 to the perception since you saw which way Trinia went)

Card 4: Stirge Nest (Intimidate/Perception)


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

So one cannot then take two move actions? One to overcome an obstacle, and then one to move to the next card?

Shaeda will attempt to acrobatics the roof...

Climb: 1d20 + 1 ⇒ (7) + 1 = 8


Climb: 1d20 + 2 ⇒ (6) + 2 = 8 I was not sure what check it was gonna be. I am sure that doesn't help.


I mean technically you can take two move actions, but overcoming an obstacle is always at least a standard.


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)

Searock yells good-naturedly back at Makall, Stop yer loungin' an' come on!

Climb: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18


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)

"I'm trying! Just reach her is all!"

Climb: 1d20 + 1 ⇒ (13) + 1 = 14


Makall at last makes it over the clutter (now more cluttered than ever due to everyone else scrambling over), and makes it off the roof. Searok likewise manages to progress.

Emma tried to catch up, but didn't make as much progress as she hoped. Shaeda tried to get across the crumbling rooftop but her foot got caught in a crack and she stumbled.

Since Emma failed the 2nd roll, but not by more than 5, so she makes it to Card 3. But that was still technically her action for last round, since she was attempting two checks as a full round action. So she can still take an action for this round.

Trinia waves her hands at the tiny stirges swarming around her, trying to shoo them off.

Intimidate: 1d20 + 3 ⇒ (14) + 3 = 17

She succeeds and bounds ahead.

Positions:
Trinia: Card 6
Makall: Card 2
Searok: Card 3
Emma: Card 3 (though she still gets to act this round)
Shaeda: Card 2

Since Trinia got to card 6, here's what's on that: Narrow Rooftop Leap (Acrobatics / Climb)


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Turning to look behind her, "Makall can you reach her magic?"

Turning around without waiting for an answer and pointing a finger at Trinia, "Stay put." Emma shadow dances strangely on the ground and for a moment looks like it darts off but it is still with her.

Casting Shadow Trap DC 13 will save.


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 continues to climb. Why can't she stay still so we can catch her! he says to Emma.

Climb: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11


Climb: 1d20 + 10 ⇒ (14) + 10 = 24

Will: 1d20 + 3 ⇒ (2) + 3 = 5

Trinia jumps up and grabs the next rooftop, but as she pulls herself up she feels something tugging her back. Her own shadow has grabbed onto her ankle and is holding her in place. She kicks at it, trying to get free.

Searok just barely manages to pull himself over the rubble and proceed.

Searok makes it to Card 3, Trinia passes the check for Card six, but can't leave it. Good spell for this, she's going to have to waste at least one full round to get free.


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)

Watching the others move further away from him he does his best to move past the next obstacle.

climb: 1d20 + 1 ⇒ (16) + 1 = 17


Wish I had thought of it earlier.

Letting out a sigh of relief before starting to move forward.

Escape artist: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 To get off of card three? Also I like the chase stuff. It makes for an interesting encounter.


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)

Am I on Card 3 or 4. It looks like a couple of posts up I was at Card 3 and then I made my climb check.

If still on Card 3: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
If on Card 4 (perception): 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14


Sorry, typo above, Searok makes it to card 4.

Makall climbs along a section of wall to avoid falling off the crumbling roof.

Emma squeezes through the gap that Trinia chose to climb over.

Searok looks around for the hidden shortcut he saw Trinia use, but misses it.

Makall: Card 3
Emma: Card 4
Searok: Still Card 4


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)

Makall keeps climbing, but this time cannot secure his footing.

Climb: 1d20 + 1 ⇒ (5) + 1 = 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)

I know she went through here somehow!

Perception: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11


Perception: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Moving next to Searok and looking around, "I don't know."


Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

Trinia pulls in vain, unable to escape the grip of her enchanted shadow.

Emma and Searok look around in confusion for the way to get to her, but fail. Makall can't seem to catch up with them.


Female Halfling Whipmistress 16 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 28 (+4 vs disarm/trip) | HP: 162/163(0NL) | F+19*, R+14*, W+19* | Init: +4 |Perc: +6)

Shaeda makes a second effort to get over the roof...

Climb: 1d20 + 1 ⇒ (8) + 1 = 9


Perception+ trina bonus + harrow bonus: 1d20 + 4 + 2 + 2 ⇒ (19) + 4 + 2 + 2 = 27
escape artist + harrow bonus: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Full round action to try to move both cards to catch up with her. Does that let me catch up with her?


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)

Makall continues to try to catch up with the others...

Climb: 1d20 + 1 ⇒ (11) + 1 = 12


Neither Shaeda or Makall can get over the obstacles in time...but Emma has a sudden burst of inspiration, spies the shortcut Trinia took, slips through it speed that would give a greased quickling pause, and slides to a halt next to the the immobilized artist.

Trinia grabs a dagger from her belt and pulls back her arm to slash...but the fight immediately leaves her. She lets the dagger drop, falls to her knees on the rooftop and begins to cry. Only occasional phrases are audible through her sobs, like "set up" and "don't want to die."


Taking a step back and grabbing for the rapier at her hip. Letting out a breath and kneeling down in-front of the sobbing woman. Reaching out and putting a hand on the Trinia's shoulder, "I don't want to see you die for something you didn't do. But running only makes you look guilty in the eyes of the law.

Tilting her head so that she catches Trinia's watery eyes, "Can we talk? I swear I don't want to see anything bad happen 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)

Searok will continue to try and go where Emma went.

Perception: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17


Since she's no longer running, everyone can catch up by taking 10.

Trinia looks up at Emma with big soulful eyes. She sniffs and manages to hold back the sobs enough to string a few sentences together.

"I didn't kill the king, I swear. I'd have no reason to, he was kind to me. He...stared at me a lot, but he was a gentleman. I just painted his portrait, that's all. I don't know why everyone thinks it was me!"


Glancing over to see the others catching up before looking back at Trinia, empathy painted all over her face, "They wanted someone to be guilty but if you aren't then you just have to come to the Guard and explain that. There is magic that can prove that."

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