GM Peachbottom's Curse of the Crimson Throne
(Inactive)
Game Master
Peachbottom
Chapter Six: Crown of Fangs
Part Three: Legacy of Blood
Charisma Rerolls: A PC can spend a Harrow Point to reroll a Charisma-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).
Destiny Shall Not Be Denied: A PC can spend a Harrow Point as an immediate action to force the GM to reroll a d20 roll. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to force additional rerolls).
Psychic Wrath: A PC with levels in a class that grants bonus spells based on her Charisma score can spend a Harrow Point to increase the power of a spell from that class’s spell list as she casts it. She increases the spell’s DC by 2 and gains a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on attack rolls for that spell.
Roll Card: Gain a +2 bonus on all Charisma-based checks. In addition, he treats his caster level as if it were 1 higher when casting spells gained from a class that grants bonus spells based on his Charisma score.
Ayako wrote: Ayako does not appreciate the backhand and clonks him. Having quite enough beatings
Time for init
Okay then that ends Lucien's diplomacy. I'm not sure if Nadya is still with us. I'll give her a few more days.
Ayako: 1d20 + 4 ⇒ (19) + 4 = 23
Lucien Endrin: 1d20 ⇒ 10
Nadya Dimineata: 1d20 + 3 ⇒ (5) + 3 = 8
Sebastian Merrin: 1d20 + 7 ⇒ (5) + 7 = 12
Lavender Thug: 1d20 ⇒ 4
Round 1:
Active Effects: Lucien: Roll Card
Initiative:
23 - Ayako
12 - Sebastian
10 - Lucien - +8 temp. hp (46 hp); +2 on Con rolls
8 - Nadya
4 - Lavender Thug
The Teamster Harrow Card glows in Nadya's hand and a similar glow surrounds Lucien.
Lucien gains the Roll Card Bonus: Gain a +2 bonus on all rolls modified by Constitution and a number of temporary hit points equal to twice your character level. These bonuses last for the encounter's duration.
The thug was clearly not expecting Ayako to retaliate and is caught flat-footed as she attacks him.
There is a link to the map at the top of the page.
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Ayako 5' to the north. Shadows seem to drop from her eyes and pitch black insect legs rattle from between her teeth as she hisses at the thug.
Strike you to the earth and let the shadows feast on your eyes.
Intimidate,Demoralize: 1d20 + 9 ⇒ (5) + 9 = 14
Club: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 1
Ayako, Intimidate to Demoralize and Attacking with the Club are both Standard Actions. Which one are you doing? Or do you have a method to do both?
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LG male human (Chelaxian) paladin of Abadar 5 | HP: 41/47 | AC: 20 (10 Tch, 20 FF) | CMB: +8, CMD: 21 | F: +9, R: +4, W: +7 | Immunity: disease, fear | Init: +0 | Perc: +7, SM: +3 | Speed 20 ft | Special abilities Smite Evil 2/2 | Divine Bond 1/1 | Lay on Hands 7/7 | Aura of Courage 10 ft. | Active Conditions None
Lucien stands astonished at Ayako sudden reaction, but tries to stay calm and bring the situation under control. He's just about to speak to calm things down when Ayako threatens the guards with dark words. Too dark...
Lucien stands still for a few seconds, unable to understand what's going on. "Ayako, calm down!" he cries out. Does she even realize what she's doing? We're not in a dungeon, fighting undead and derros. We're in our city's streets, and she wants to fight against humanoids. If we kill them, not only we'll be morally guilty, but also legally. This would be considered as a murder attempt, no doubt about it. I can't take part in this butchery!
He struck a lady! Defend my honor! I will just try to intimidate then
Ayako turns to glare at the paladin, the shadows down her face turning to mascara and the spider legs vanishing into a split lip and trickle of blood. Some protector you are.Fine, deal with him as you wish. Ayako hobbles back to the others.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
So...would we like to clarify exactly what happened here? Ayako tried to seduce the guard and was backhanded, while Lucien stands there and has a friendly chat with him? The response to the backhanding would seem to cut off Lucien's interaction before it can really happen.
Sebastian raises his eyes up from Ayako's backside just in time to see her get backhanded. He grabs his hat in surprise, but holds back from jumping into the fray to watch how Lucien handles the situation. That's exactly the kind of action this show needs!
Yes, Sebastian has the gist of it. But since you averted the fight, I'll allow the conversation to continue.
Ayako successfully intimidates the thug but Lucien holds her back.
The thug stares in fear for a brief moment then shakes it off. "This whore is with you?" he says to Lucien. "You need to keep her in line. I'll go fetch Vendra but if you are wasting her time, you'll regret it."
The man goes around the back alley and enters the apartment using a key. After a minute, Lavender and two other guards (3 guards total) emerge.
"What do you want?" Vendra demands. "I am extremely busy. My liniment is in high demand and I must replenish my stock. Who's going to tell the sick that I ran out of cures because you had to disturb me?"
LG male human (Chelaxian) paladin of Abadar 5 | HP: 41/47 | AC: 20 (10 Tch, 20 FF) | CMB: +8, CMD: 21 | F: +9, R: +4, W: +7 | Immunity: disease, fear | Init: +0 | Perc: +7, SM: +3 | Speed 20 ft | Special abilities Smite Evil 2/2 | Divine Bond 1/1 | Lay on Hands 7/7 | Aura of Courage 10 ft. | Active Conditions None
Lucien respectfully bows to Vendra as soon as she arrives. Then, with a confident smile, he speaks with calm words. "Your liniment is in high demand indeed, milady. But does it really serves to the purpose you proclaim? I suppose that the sick won't blame us for preventing them to waste their money on a useless remedy. We've tested your liniment, and got an opinion from both a local alchemist and the Church of Abadar. They agree on considering your supposed panacea nothing more than river water, sugar, and perfume. Your liniment won't cure anyone at all. We're here to inform you that you should cease the liniment production immediately. Otherwise, we'll inform the Korvosan Guard and have you arrested. Your choice, madame."
_____________________________
Diplomacy: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
Well this is definitely going to go sideways. Nadya sizes up the distance to the first guard. Just close enough. She gets ready to put the first guard to sleep as soon as Vendra laughs in Lucien's face.
Ready action to use a slumber hex on the first guard as soon as its clear Vendra won't surrender. DC 16 Will save.
"How dare you make such false accusations! I am a highly respected upper class merchant. I would never deceive my customers. My liniment does everything it claims to do and more. Now I don't have time for such charlatry in the middle of the night. Bring your so-called "evidence" to the Guard for all I care. The truth will speak for itself. I am done talking to you. Now if you'll excuse me, I have work to do. Do not come back here again."
With that, Vendra huffs and marches back into her apartment and slams the door behind her. Two guards follow inside and the third stands outside the door.
Bluff: 1d20 + 12 ⇒ (10) + 12 = 22
So much for justice Ayako mutters.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
Can't make that check.
"What's it going to be? Are we going to keep after her and more evidence or go with what we have? I'd just as soon take out the smug b#$+!."
I suspect that she will be quick to pack up. So she is shut down and out of the city either way perhaps.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
"Are you sure this is what you want Lucien? She's probably just going to take her racket to some other town. We could end this now and capture her for the Guard."
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
"If you want to alert the guard, I can stand watch and follow if they try to escape," Sebastian offers.
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LG male human (Chelaxian) paladin of Abadar 5 | HP: 41/47 | AC: 20 (10 Tch, 20 FF) | CMB: +8, CMD: 21 | F: +9, R: +4, W: +7 | Immunity: disease, fear | Init: +0 | Perc: +7, SM: +3 | Speed 20 ft | Special abilities Smite Evil 2/2 | Divine Bond 1/1 | Lay on Hands 7/7 | Aura of Courage 10 ft. | Active Conditions None
Lucien looks Nadya in the eye, and his certainty suddenly starts to crumble in dust. I...I thought things would have gone differently.
With a thoughtful expression written on his face, Lucien spends a few, long-lasting seconds pondering the options available to him. He looks at Ayako, thinks to the backhand she received. Then he thinks to the words Vendra uttered. So much disdain in those words. So much hate. So much cruelty.
Lucien smiles to Nadya. He nods. "You're right. Let's take custody of her. Please, do not kill neither her nor her guards. She's our proof, while the latters are innocent. But first let me try another approach with them."
Lucien approaches the guards again. His face is not cheerful anymore. "You heard what your employer does. Do you want to work and die for her still? We're going to arrest her. I'm going to give you a choice: fight against us, lose and risk your own life for a cruel woman who defrauds your own city or let us pass without getting in our way and get away with your life, knowing that you've done something good for your city...and with your regular payment for the day of work". As he concludes his speech, Lucien pulls out a few golden coins from his pouch.
_______________________________
If my diplomatic approach fails, this time I'm going to attack.
How many gold pieces would be a reasonable sum for the guards' day of work? Regardless, Lucien is going to give that amount to them as a part of his Diplomacy check.
Diplomacy: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Lavender
9:30 pm – 5 Abadius 4709 AR
Lighting: Dim Light
Guards probably don't make more than a single gold piece in a day.
The guard pockets Lucien's coin and tosses him a key. "You're right. The gig is up. I bet Vendra is packing her bags right now. I'd rather get out of the city myself than wind up in a jail cell."
Assuming he's free to go, he turns and saunters down the road to the east while whistling a tune.
The door the Vendra entered is now unguarded.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
Nadya nods appreciatively at Lucien's approach, "Not killing them is fine with me. I usually put them to sleep, drop them in pits, blind them, make it easier for you to hit them or harder for them to hit you. You're the ones that need to worry about killing. I do have some new tricks to try out soon, but not tonight. I don't think knocking is going to work either. Are you ready to go in?" Nadya makes sure she has mage armor protecting her and gets ready to enter.
I can aid in hindering them, I can snatch their weapons away and sap their endurance. I am ready.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
"Splendid job, Lucien! Now, if we're quite ready, let's get on with it."
Is the door unlocked or do we get have to kick it down?
The door is locked, but the outside guard gave Lucien a key.
LG male human (Chelaxian) paladin of Abadar 5 | HP: 41/47 | AC: 20 (10 Tch, 20 FF) | CMB: +8, CMD: 21 | F: +9, R: +4, W: +7 | Immunity: disease, fear | Init: +0 | Perc: +7, SM: +3 | Speed 20 ft | Special abilities Smite Evil 2/2 | Divine Bond 1/1 | Lay on Hands 7/7 | Aura of Courage 10 ft. | Active Conditions None
"Here, let's try this key they gave to me" says Lucien as he puts the key into the lock and opens the door. "We must move quickly" he says as he starts climbing the stairs to Vendra's apartment.
Ayako follows. Demand surrender first or knock them senseless?
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
"I think we just start taking them in. Knock them out with magic or carefully with weapons."
Vendra's Apartment
9:30 pm – 5 Abadius 4709 AR
Lighting: Dim Light
Lucien unlocks the door and swings it open. The group follows inside, ready to attack.
Delicate wall hangings, artistically shaped candles, and the fine scent of cherry blossoms fill this well-decorated apartment. A table sculpted with swirling ivy leaves bears a fragile porcelain tea service and an exotically curved hookah in a kitchen nook to the east. A door adjacent to the kitchen opens into a bedroom furnished with an antique armoire and a bed sheeted in purple silks and heavily laden with round pillows.
Vendra and the two remaining guards are frantically moving around the room, collecting anything of value, and shoving it into a sack.
They are not expecting you so everyone gets a surprise round.
Ayako: 1d20 + 4 ⇒ (2) + 4 = 6
Lucien Endrin: 1d20 ⇒ 6
Nadya Dimineata: 1d20 + 3 ⇒ (15) + 3 = 18
Sebastian Merrin: 1d20 + 7 ⇒ (20) + 7 = 27
Vendra Loaggri: 1d20 + 6 ⇒ (7) + 6 = 13
Lavender Thugs: 1d20 ⇒ 3
Surprise Round:
Active Effects: Lucien: Roll Card; Nadya: Mage Armor 4 hrs.
Initiative
27 - Sebastian
18 - Nadya - 16 AC
13 - Vendra - Surprised, Flat-footed
6 - Ayako
6 - Lucien - +8 temp. hp (46 hp); +2 on Con rolls
3 - Thugs - Surprised, Flat-footed
Ayako will cast a Bless spell+1 Hit/Saves vs. Fear 4 minutes When she is able.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Suprise Round
"Knock knock," says Sebastian as he enters the room, bashing one of the guards with the hilt of his sword.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9
LG male human (Chelaxian) paladin of Abadar 5 | HP: 41/47 | AC: 20 (10 Tch, 20 FF) | CMB: +8, CMD: 21 | F: +9, R: +4, W: +7 | Immunity: disease, fear | Init: +0 | Perc: +7, SM: +3 | Speed 20 ft | Special abilities Smite Evil 2/2 | Divine Bond 1/1 | Lay on Hands 7/7 | Aura of Courage 10 ft. | Active Conditions None
"A wise man once told me that a fleeing man is always guilty of something. He was right, apparently" comments Lucien as he enters the room. He takes advantage of the surprise attacking the guard to his left with his greastword. "You should go, now, unless you want to be involved in this!"
__________________________
Mwk Greatsword Power Attack (Furious Focus): 1d20 + 8 ⇒ (8) + 8 = 16
Mwk Greatsword Damage (Power Attack): 2d6 + 10 ⇒ (6, 3) + 10 = 19
What about if said man is fleeing a dragon that wants to eat him?
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
Surprise Round
"I think these ones are involved already, but if he wants to flee..." Nadya begins casting a sleep spell.
Surprise Round:
Sebastian and Lucien take down the closest guard. He falls unconscious on the ground. Ayako blesses the party and Nadya begins her sleep spell.
Round 1:
Active Effects: Ayako: Bless 4 min.; Lucien: Bless 4 min.; Roll Card; Nadya: Bless 4 min.; Mage Armor 4 hrs.; Sebastian: Bless 4 min.; Lavender Thug: Sleep 4 min.
Initiative
27 - Sebastian - +1 Hit
18 - Nadya - 16 AC; +1 Hit
13 - Vendra - (14 AC)
6 - Ayako - +1 Hit
6 - Lucien - +8 temp. hp (46 hp); +2 on Con rolls; +1 Hit
3 - Thug - (16 AC) - Asleep
Lavender Thug Will Save DC 15: 1d20 ⇒ 14
Nadya finishes her sleep spell and the second thug falls asleep.
Nadya and Sebastian are up, then Vendra.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
"Do be a dear and fall asleep Vendra." Nadya fixes her stare on Vendra and wills her to join her guards in the dreamlands.
Slumber hex, DC 16 Will save. I think I have line of sight, but if not, I'll move to the open space between Lucien and the sleeping guard or even on the other side of the sleeping guard.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
"Don't make this harder than it has to be," Sebastian says, leveling his blade at Vendra.
Ready an action to attack if she attacks.
Vendra's Will Save vs. Slumber Hex DC 16: 1d20 + 5 ⇒ (5) + 5 = 10
As quickly as it started, the fight is over. All three criminals lay unconscious on the floor.
Ayako stabilizes any wounded. Time to get them disarmed and tied up for delivery to the guards.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
While tying up Vendra, Sebastian searches her pockets for a refund.
Vendra's Apartment
9:30 pm – 5 Abadius 4709 AR
Lighting: Dim Light
Vendra has on her two magic wands, two doses of poison, a masterwork dagger, magic bracers, and silver and violet jewelry.
Each thug has chainmail, a masterwork sap, one dose of Lavender's Luxuriant Liniment, and 20 gp.
In the sack that Vendra was filling is an assortment of random coins and valuables totaling 422 gp.
You know enough about local law, that even though you are making a citizen's arrest, taking her stuff would be considered robbery...but no one would notice if one or two things went missing.
Vendra's apartment strives to mimic the salon of a Chelish noblewoman. The place is quite neat and clean, the perfumer's collection of tawdry romances and maudlin poetry being particularly well organized. Two pieces of amateur artwork hang among candle sconces and painted dishware—one a soul-soothing landscape of a mountain lake and another a sketch of Cheliax's famed opera house, Her Imperial Majestrix’s Melodeum. The room is peculiarly devoid of any sort of mixing or alchemical equipment.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
"There you go Lucien. Captured, not killed. Let's see what she has here." Nadya takes a moment to detect magic and to assess her poison and jewelry. "I have no idea how much the jewelry is worth, but some of the other items would be very helpful to us. I've no use for the jewelry or the poison, but the wands and bracers might be helpful. Maybe we should see if the Field Marshall would let us keep them."
Spellcraft Wand 1: 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft Wand 21: 1d20 + 11 ⇒ (13) + 11 = 24
Spellcraft Bracers: 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge (Nature) Poison: 1d20 + 11 ⇒ (17) + 11 = 28
Appraise Jewelry: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 ⇒ 11
Spellcraft Wand 1: 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft Wand 2: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft bracers: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Such interesting wands, perhaps we can use these to heal any unfortunate citizens we encounter. The rest an go as evidence. *cough cough*
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Sebastian takes just enough gold to cover the purchase of a vial of Liniment. "Mmm. They might be useful, but perhaps they could be sold to cover the cost of healing some of Vendra's swindled clientele?"
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
You are taking those? That is quackery snake oil, only fit to toss into the sewer.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Not taking the vials, taking gold to recover the cost of purchasing a vial earlier. Like a refund.
"What? No. I'm merely taking my money back. I think a refund is in order."
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
"Let's get back to Croft. If we're going to get to the bottom of this epidemic, we might need to get a lot closer to the disease. We might need that wand. I don't mind selling the other one and the bracers and donating the money to help treat people."
Very well, time to get moving.
Citadel Volshyenek
11:15 pm – 5 Abadius 4709 AR
You strip the cons of their gear, and with them bound, march them down the streets to Citadel Volshyenek. Vendra complains and shouts injustice the entire journey. Despite the late hour, Cressida Croft is awake although she looks exhausted and haggard.
"Well, what do we have here?" Cressida asks.
LG male human (Chelaxian) paladin of Abadar 5 | HP: 41/47 | AC: 20 (10 Tch, 20 FF) | CMB: +8, CMD: 21 | F: +9, R: +4, W: +7 | Immunity: disease, fear | Init: +0 | Perc: +7, SM: +3 | Speed 20 ft | Special abilities Smite Evil 2/2 | Divine Bond 1/1 | Lay on Hands 7/7 | Aura of Courage 10 ft. | Active Conditions None
Lucien nods to Cressida and quickly explains the situation to her. "Before you stands Vendra, owner of the shop named Lavender. This woman started to sell a particular liniment, which she calls Lavender's Luxuriant Liniment, to our good citizens, asserting that this liniment would heal everyone who has contracted the recentmost plague affecting our proud city. We purchased multiple doses of this pretended panacea and took them to a local alchemist you should know, whose name is Col, and he revealed us that the liniment is nothing more than sugar and river waters, and it cannot heal anyone at all. To confirm our friend's judgements, we consulted the Temple of Abadar, and the priests there told us the same as Col did: the liniment this woman sells cannot heal anyone at all. Therefore, this woman has violated a law of our city, and hence is guilty of fraud against our fellow citizens. We have brought her here so that she can be judged for her infringements and punished accordingly."
Indeed, there is plenty of evidence on her actions.
"Gods. Thank you for putting a stop to this. Korvosa cannot abide false cures in a time like this. Vendra will be put in holding until she can be properly tried, which with everything going on, won't be for a very long time. I will send a contingent of guards to Lavender in the morning to ensure the shop is properly closed down for good.
You continue to serve this city well. Korvosa needs more heroes like you. Your work tonight probably saved hundreds of lives.
I hate to trouble you again so soon, but since you are here, I've heard a disturbing rumor that I'd like you to investigate.
In the days since the start of the plague, the disposal of bodies has become a great concern, leading us, the Korvosan Guard, to contract dozens of plague carts to collect the dead and see them buried in the city's Gray District or transported to wards where they can be safely burnt. However, it seems that some of the lazier northern plague carters aren't delivering their bodies to the Gray District as ordered. I fear they are instead disposing of them in one of several secluded alleys.
If you have time, please look into Racker's Alley in Old Korvosa. Racker's Alley, with its strange shape and shadowy corners, has long been a site of illicit exchanges, quiet murders, and criminal business near the eastern edge of North Point. Already shunned by the locals and constantly hidden from sunlight by looming buildings and the nearby wall, the alley would make a perfect dumping spot. We cannot allow these bodies to fester on the streets. Unless they are properly disposed of, they'll only spread the disease even faster."
I am certainly available, we do have the expedition to check out the river as well to consider.
Since no one else speaks up, you all return to the inn to rest for the night. Zellara gives another mental urging to perform the harrow reading.
Where do you want to go next?
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Since the dog has not acted yet can I move through its square without provoking an attack of opportunity or will I need to make an acrobatics check?
You cannot move through an opponent's square unless it is 3 sizes categories bigger or smaller than you (which the dog is not). However I will allow you to move diagonally into the room past the dog. You will not provoke because the dog has not gone yet.
The evil eye was a held action so I'm counting it as precombat. Nadya gets another turn on round 1.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
FYI Col, you roll damage twice for crits unless GM Peachbottom is house ruling it different. In PbP I see most people roll the extra damage after the crit confirmation in case it doesn't confirm to make it easy to separate.
Yes, Nadya's correct. You should roll again roll crit damage. 15 does confirm the crit.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Whoops, sorry I don't roll many crits, I'll roll here:
Crit damage: 1d6 ⇒ 2
Whelp, since Col went first and killed the dog outright, I'll proceed right to round 2. Nadya, I'll allow you to hold your evil eye for Hookshanks, and if Sebastian or Ayako wanted to hold an action they can too.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
Cool, let's hit him with -2 to AC when he shows up.
No worries on the crits. At some point, simply multiplying it was either the norm or a very common house rule. I get a lot of new PFS players who don't realize it's rolled.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
I went ahead and moved Nadya up to the doorway. I'd be posting from mobile and hadn't realized how far into the room the action had moved. She had plenty of move actions available to move up.
Sebastian, when you get a chance, can you finish updating your online character sheet, or put a link to the character sheet you posted in the recruitment under your alias so its easier to reference?
Thanks.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I am delaying for tactical reasons, because of the confined space only 1 person at at time can reach Yargrin, Sabastian does more damage than me and between his attack of opportunity and regular attack he may be able to take him out. If Yargrin survives and takes a 5ft step away from Sabastian I can rush into the room.
It sounds like you want to continue searching for Gaedren before thoroughly searching the rooms you've passed through or the bodies. Let me know which door you want to check next, and we'll continue.
The two northern doors, the one north of Nadya first.
Sebastian wrote: Are there any doors up top where Sebastian is? The description indicated there was access to the western part of the Fishery. If not, I guess our next order of business is to find a boat?
Sometimes I cut and paste the room descriptions. The west is down on the map so the western part of the fishery is where you came from.
You can still search each room you've been in and sort through the enemy's gear. There is also the outdoor walkway, the ship, or the hole in the floor as options to explore to find a way to the underpier.
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Down being west makes a lot of sense. I was looking at the fishery on the map of Korvosa and the encounter map and noticed that the water was on the wrong edge. The hole in the floor sounds like a bad idea if we don't want to be shark bait. Walkway or the ship.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
No to the hole, unless we can't find another way even then I would rather wake the half Orc up and ask if he know of another way down.
Nadya wrote: I'll plan to move at half speed on the walkway unless even that seems dangerous. Since you rolled high enough, half speed or normal speed is fine. If you run or double move you'll need to make an Acrobatics check.
If a Large character, a character in heavy armor, or two Medium characters within 5 feet of each other stay in one spot for more than 1 round, the dock collapses. None of you are Large or in heavy armor, so as long as you don't stand next to each other, you are not in danger.
You also aren't in combat at the moment so as long as you take your time, you should be fine.
This is for the boardwalk area. The barge, which also looks in disrepair may have different rules but you haven't inspected it close enough to know yet.
Is that a new rule rolling an untrained Knowledge check capped at 10? I'm not familiar with it.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
That is how I have always understood knowledge checks (untrained DC limit is 10) I'll check when I get home where it is stated.
I looked it up and I see where it says that. I learned something new. I always though you could only use Knowledge trained.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I lied I didn't wait until I got home. Here is a quote from the srd I also provided the link the statement is under the section titled modifiers.
Training You cannot make an untrained Knowledge check with a DC higher than 10.
Go to Link..
Ninja'd
I checked the previous posts and if my math is right, Giggles surrendered with positive hit points but then took 11 non-lethal damage. Non-lethal hit points recover at a rate of 1 hp/hour so you'll have a while to wait unless you magically heal him.
Hookshanks is also not dead, he stabilized at negative hit points and is just lying unconscious on the ground.
Yargin is dead.
Bloo the dog is also dead. =(
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
I've got a healing potion if we need to use it. Or we could just throw Yargrin and Bloo to the shark and try to swim.
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
I think we can probably poke around some more ourselves before wasting resources on Giggles.
I'm thinking we look down that hole and try to see if there is a way to climb down or if we see a walkway we haven't followed that leads down there.
Worst case, I think we definitely consider "borrowing" a boat. Throwing the bodies to the shark is also a pretty good idea.
I'd seen that Hookshanks had stabilized, but I didn't feel like it was in character for Nadya to check on him. Might have also been able to stabilize Yargin before he died, but I think Nadya doesn't have a lot of experience with this sort of thing yet and figures when they fall they're dead.
*Weeps for doggie*
Ayako can probably get Giggles revived but doesn't want to waste spells or potions on him
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I have an extract that will give me a climb and a swim speed that could come in handy if we can't find another way we can all go I can try scouting ahead.
Hopefully we can find a way before needing to swim with the sharks.
You can let me know whatever treasure you want to keep in the discussion board so not to clutter the gameplay.
Also if you want to do a more thorough search of any room, let me know. Col just did a brief periphery search. No Perception was required to find anything that I listed.
TREASURE
Wand
Acid vials(2)
Tanglefoot bag(2)
Thunderstone
Leather armor
Dagger
Light crossbow
10 boltsGarnet amulet
2 Cabinet keys
Small studded leather armor
Small kukri
Disguise kit
Studded leather armor
Light shield
flail
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
Are we keeping all of that? Y'all can go ahead, the murderhobo thing just seems weird.
Just think of it as helping pay for the kidnapped children's care after we are done here.
To be fair, looting bodies is pretty much standard procedure to reach the right wealth/level and not particularly frowned upon in Golarion.
I personally don't care what loot you guys take along the way. I'm not going to track carrying capacity. But it also has to make sense. You can't carry hundreds of pounds of stuff without magically bags or the like.
A vial of acid/tanglefoot bag on everyone can help for a pre-melee attack.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
keep it, especially the academical weapons will come in handy.
I added all the treasure to the Campaign Info page. I'm not assuming you are taking any of it necessarily but it is there for reference. I'll check off what's claimed as you claim it and whatever's not claimed when you're done in the area I'll assume is left behind.
I don't think there are any rules for rousing someone with non-lethal damage with a heal check. If there are and you can point me in that direction for accuracy, all the better. If not, I'm going to still allow it. On the fly, I'll say it takes 1 minute per non-lethal damage to rouse the subject, so it'll take 11 minutes to rouse Giggles. If that's not cool, we'll figure something out together.
That sounds ok with me, unless we want to try searching for secret doors
M Human Swashbuckler 12 | Init +9 | Percp +9 | HP 93/93 | AC 27| Fort +9, Ref +16, Wil +6 |
In that case, two of us could start funneling the children to an orphanage while Ayako wakes Giggles and we'll interrogate him until the other PCs finish with the children.
You are welcome to do a Perception roll in any room you want.
I found this piece of information on orphanages in Korvosa:
It is an unfortunate truism that, in a region as fraught with peril and war as Korvosa, people frequently die long before their time. When those who pass on leave behind children, their wards suddenly need some place to live and grow. Korvosa answers that unfortunate need with five relatively small state-run orphanages that receive frequent inspections from the churches of Abadar and Sarenrae. These orphanages also house children taken from abusive parents or parents convicted of violent crimes.
Life in these orphanages is strict and highly regimented, providing early training for those interested in joining the Korvosan Guard, Sable Company, or even the local Hellknights. Many of those who turn 18 and leave the orphanages do indeed join the military organizations, and most of those who do not take up the wandering life of adventurers.
The three middle-sized orphanages stand in Midland (with one apiece in High Bridge, Pillar Hill, and Slope), with the largest in North Point’s Mainshore ward and the smallest in East Shore. All together, the five orphanages can house up to 450 children, although they frequently only hold about 150.
Or you can try the Temple of Pharasma.
Either way, it will take time to round up the children and once there arrange for their care. It'd probably be best to save that for once you are done dealing with Gaedren Lamm, but if you prefer doing it now, you can. It'll probably take 5 minutes organize the children, another 15 minutes to walk to your destination, 30 minutes to negotiate for an orphanage to take the children in, and another 15 minutes to walk back.
Let us wait until we are done with Lamm(or he is done with us!Eeeeeeeeee!)
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
We should wait. Its middle of the night anyway. Probably not the best time to be traipsing around with a bunch of kids.
Sorry for the lack of Gameplay posts. Should rectify that tonight or tomorrow.
2 damage is enough to knock Giggles out again.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Time for the sudden but inevitable betrayal! I am actually NE and offer up children to savor their pain the the Night Lord!
F Samsaran Witch (Cartomancer) Init +3, Per +0 HP 22/22, AC 12/12/10 (mage armor 16/12/14), Fort +2, Ref +3, Will +4
You better watch out for the gator then. Inevitably its the betrayer that winds up in the nasty critter's belly :-P
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