Lilith's Curse of the Crimson Throne (Inactive)

Game Master Liz Courts


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M Dwarf Cleric/1

Finishing all his meal and some of the others' that they didn't seem to have the motivation for...

"Well, I'm all for scouting it out tonight, if ye all are.
I cannot speak for all of ye, and though I've noticed Humans are a bit blind at night in comparison to my folk, if you don't feel it'd bother you, I'm all for it.

First, if you two decide WHAT approach we want, then we can figure WHEN we can achieve it, and what may best be left for the daytime or tomorrow night. As my people say 'Knowing is half the battle'... I believe the other half involves getting sodding drunk, but I think combining the Wisdoms of our peoples might be best in this situation."

This game has gotten off to a slow start, unfortunately...
If everyone can pipe in now, we can at least get a picture of who's on board... Any thoughts, Lilith?
Otherwise, whatever we come up with I can do. I think Lilith would be happy to fastforward to whatever we can pull together (getting a boat, or when we arrive in the neighborhood, etc)


"Well if you think using a boat, and waiting for the fog to roll in is a good I'm for that. As long as we get a hold of Lamm I could care less on our entry plans."


To get this ball rolling...

Everyone:
Finding a fisherman to take the afternoon and evening off by renting his rowboat out to you is a fairly simple matter in the docks. (Dunzeltoff, Zarak, deduct 2 sp from your inventory.) Waiting until the sun sinks deep into the Arcadian Ocean to the west, you wait uneventfully for the early morning, keeping yourselves awake with cups of strong tea. Taking the rowboat out, you row yourselves out into the wide expanse that is the Jeggare River. To your rear is the East Shore district and facing you is the old docks which sprawl upwards towards the Midlands and higher still to the oldest part of the city where dwells Castle Korvosa and the Heights.

The long evening gave you plenty of opportunity to study the area in question as well as give you an excellent idea of guard patrols. From your observations, a light guard patrol of two to five city guards walks the main thoroughfare dockside, but observing the address that Zellara gave you reveals much more. You manage to see small figures moving near the fishery's single ramshackle barge, likely a once-proud fishing vessel now downtrodden and dirty, much like the building itself. Even from your distance from shore, the smell of putrid rotting fish wafts out towards you, and you thank whatever gods you believe in that there is a light chilly breeze blowing westerly. From what you can tell, the fishery has two levels, the upper level glowing with bright lantern light and the lower level dimly from somewhere in the interior.

As expected, a fog rolls in from the sea, coating the area in a misty veil that prevents any vision. Anything beyond 30 ft is not visible (without assistance), including darkvision.


M Dwarf Cleric/1

OK, my idea was that we should bring a tall ladder so we could get up to a higher level direct from the boat if we want (better than messing with a grappling hook & rope). It sounded like the barge was moored on one side (or the end?) of the warehouse, with people milling around it last we saw... Maybe a ROUGH map would give us the best idea of this, Lilith?

I want to hear what Z says, but I'm thinking we could approach unseen, and come up to the Barge. We may have to deal with a guard or two (probably not as many people, in the dark & fog), but we deal them if they're there, and then we can cut the ropes to the barge, and set it drifting, which could be a distraction (maybe even toss a flaming oil flask onto the barge as we push it off).

Then we jump back in our boat, between the piers under the warehouse (or just row around - but anyone who comes wouldn't be looking under the pier) and tie off on the other side, climbing up our ladder to look in the lit windows, while hopefully there's some sort of distraction with the barge threatening to float away, pulling guards away from their normal stations. Our retreat option is climbing/jumping down to the boat, and rowing away, either across the bay or just into another warehouse/pier.

They'll know someone's doing something, but we can point the attention in the wrong way, to the barge... We COULD just skip the barge distraction part, and take the ladder straight to the windows... or... Z?


As requested, a map of the fishery. The red icon is the rowboat. The fishery map with current fog conditions.


Quickly checking his equipment he nods to the dwarf, "Shall we begin"


M Dwarf Cleric/1

"May Shelyn smile upon us, this foggy night."

OK, starting the plan, details in the discussion, Lilith
The fog is is blocking all sight, so the only giveaway would be noises, right?
So we'll try to be extra quiet... Actually, if my SPELL Obscuring Mist isn't any more obscuring than the natural fog, I'd prefer to have prepped just before launching our boat, and have a Shield of Faith I can cast on both of us right before we go up the ladder (along with Bless). I can cast them right before we leave the cover of the adjacent pier, they last 1 minute each.


As the two of you cautiously pull up anchor and try to navigate the strong spring river current, you are pulled several feet down river and away from the fishery. Zarak, you clumsily try to fight against the current, and are unable to assist Dunzeltoff in gaining any headway. You both continue to try and finally are able to head towards the dark warehouse to the south of the fishery.

Dunzeltoff, yeah obscuring mist is not any more dense than the natural fog, but it would cover the area right in front of you. I'll consider you to have cast shield of faith and bless at this point. For clarification, "up" on the map is east.

The warehouse that you pull up to is silent and only the quiet whistle of wind through the pilings and piers gives any sign of motion down here.

Zarak:

Spoiler:

You see the shape of a large creature swimming under the docks between the lower level of the fishery and the decrepit barge, circling as if seeking something.

Watching the fishery's south side, you have a fairly good view of both the upper and lower levels. The dim light coming from the lower level occasionally blinks repetitively, as if something keeps blocking the light.

Coyote:

Spoiler:

The wretched ache in your shoulders startles you awake, and the incessant dripping of grimy sweat and congealed blood into your eye stings as you take a look at your surroundings. Dangling from rope and iron manacles over shallow lapping river water, stripped down to your trews, you easily spot the enormous gator watching you from one corner, gazing at you with its distinctively cold reptilian gaze. The chill from the water palpable, making the bottoms of your naked feet ache even more than from the beatings that they took. Several mossy pilings emerge from the water, supporting the roof and narrow walkways surrounding the pit over which you're dangling. Other ropes dangle nearby, with impossibly small rusty iron manacles attached to them. Across from you, a small chamber with old lockboxes and cabinets arranged haphazardly, while a beaten door leads into a room.
Make a Perception roll, please, as well as any other rolls you may want to make. Make a Wisdom check if you want to try and recall how you got in this predicament.


Male Human Rogue 1

Spoiler:
Perception 25, Knowledge (local) to figure out where I am 13, Wisdom check 5, Escape Artist 12 to try and get an arm free, Climb to try to get up to where the rope is anchored 6.

Coyote will take stock of his situation and the tools at hand, especially any visible means of escaping the shackles or any people present. Is there any chance to swing over to the walkway, or is he dangling too far to reach anything of interest?


M Dwarf Cleric/1

plan updated for the newest maps, Lilith. I'll wait for further input from Zarak, but it looks like we can follow the plan (no sign of guards, as I took it.)


"I've got a bad feeling", Zarak whispers to Dunzeltoff. "I could've sworn I just saw something moving in the water."

I'm sure this won't help, but Perception 1d20+2=5...cries...


Coyote:

Spoiler:

The area is quiet and you don't see anything out of the ordinary, and the only creature you see is the gator. You hear a slight snoring from the closed room. A single lantern hanging near the room has illuminated the area which allowed you to see your surroundings. You manage to spy your gear, tossed carelessly among the piles of goods across from you (Perception). Judging by the smell of fish, you're fairly sure you're in the docks, but whether in the Narrows of Old Korvosa, Midland docks, or East Shore, you're not sure (Knowledge {local}). The throbbing in your head makes trying to remember anything painful, but you are able to put together a mental picture of Giggles, one of Lamm's men overly fond of the cudgel and a disturbing tusked grin distinctive to half-orcs (Wisdom). The manacles around your wrists are tightly locked and you are unable to free yourself from them (Escape Artist). Damp with moisture from the river, you can't get a good enough handhold on the rope to try and climb up (Climb). You're situated in the direct center over the pit - swinging over to the walkway is possible, but you're too high up to be able to touch it with your feet.

Zarak:

Spoiler:

You thought you saw something, but perhaps it was just a trick of the fog.


Male Human Rogue 1

Spoiler:
Coyote will try to swing over to one of the nearby ropes with small manacles, wrap his legs around the rope, and use the other manacles to saw through the rope attached to his own manacles. Hopefully, not falling in the water after the rope's cut.


M Dwarf Cleric/1

"W-Where? What is it?"
Perception Check: 16
So we're pulling up to where we would tie off, are we doing anything else, Zarak?


Coyote:

Spoiler:

Strength check, Acrobatics, then an Escape Artist check.

Dunzeltoff:

Spoiler:

You see a large mottled gray and brown shark slowly swimming underneath the docks, its coloring hiding it among the fog and docks.


Male Human Rogue 1

Spoiler:
Strength check: 3, Acrobatics: 8, Escape Artist: 13. I'm going nowhere. :D Failing to even move himself, let alone actually go anywhere, Coyote hangs dejected and feels sorry for himself for a while.


M Dwarf Cleric/1

"Psst... Zarak... Careful... We've got a shark under us here..."


"Well hopefully it's not hungry"

Nothing I can think of.


Male Human Rogue 1

Spoiler:
After a brief rest, Coyote will try again. Strength check: 17, Acrobatics: 12, Escape Artist: 15.


M Dwarf Cleric/1

If Zarak doesn't have another idea, we pull into the square between the barge and the cornermost pile, adjacent to the other dinghy (which we likely notice once close enough)

"Are you OK? We're all clear on the plan right?" It seems like there's no guards to overhear us

barring other events,
we climb up to the deck with the muffled ladder. Go ahead and roll perception checks for me, Lil.
-That's how I've played in person anyways, otherwise you know you COULD have noticed something :-)


Zarak & Dunzeltoff:
I'll be updating the map with grid/line intersections so that you can clearly define your where you want to dock. Edit: Maps updated.

Coyote:

Spoiler:

You manage to swing yourself over to the other rope and successfully wrap your legs around the rope, but the hemp rope you're attached to is soaked through - you'll need a sharper edge than what the other manacles have to cut the rope. Trying to wrest your hands free from the manacles themselves is next to impossible without a lubricant of some sort.


OK: (I'm assuming our dinghy is 1x2 squares)
Docking at (C7-D7) or (D7-E8) if possible, as it seems more concealed.


Dunzeltoff Haelcannon wrote:

"Are you OK? We're all clear on the plan right?"

"Ya, let's just be quick. Being on the water is making a ill." Zarak answers his face turning pale. "Shark doesn't help matters either..."


Male Human Rogue 1

Spoiler:
How are the ropes anchored to the ceiling? Would it be possible to pull the rope free or climb up and undo it? If so, I'll try that. Otherwise, I'll try to take some of the strain off my arms and reassess the situation.


Map updated with Zarak & Dunzeltoff's position. Both of you, go ahead and make Stealth and Perception checks.
Coyote:

Spoiler:

Your surroundings.
The ropes are looped through a series of pulleys and tied securely onto the pier base in the upper right corner of the room. You think that if you manage to climb up to where the pulleys are secured to the ceiling, you might be able to work the rope free from the first pulley, but you have a good chance of dropping into the water.


M Dwarf Cleric/1

Perception Check: 20 (add Dwarf bonus if appropriate), Stealth Check: 2 "quiet, Zarak!" :-)


Making his way behind Dunzeltoff, Zarak is just happy to be getting away from the boat.

Perception 1d20+6=13; Stealth 1d20+3=11


Zarak & Dunzeltoff:
Both of you now spot the lazily swimming shark underneath the walkway and surrounding areas. F9 to M13, for reference. All seems to be quiet, despite the startlingly loud footsteps from Dunzeltoff as he steps off the rowboat. At the end of the walkway (N8) is a ladder leading to the upper level, while at the opposite end is a doorway (M13). The flickering of the light coming from the windows has stopped.


"Where to know my friend", he whispers to Dunzeltoff.


M Dwarf Cleric/1

Well, proceeding with the plan, if we haven't done so yet, we'll climb up to the ship deck, hauling the ladder up with us, as quick and silently as possible.


As the two reach the ships deack,Zarak begins to pull the ladder up.

He carefully looks around the checking for any movement, and looking for any loose rope.

Perception 1d20+6=26;Stealth 120=3=10


M Dwarf Cleric/1

OK, Once the ladder is up under the first window (against the mast if possible?), I'll head up while Zarak holds it, stopping at the top, just under the window, to let Zarak follow. I'll do the Touch of Luck thing on myself, unless Zarak asks for my special ju-ju instead. Then I guess I'll go in thru the window, listening & looking at the light/shadows for clues to what's going on before I bust in.

Perception: 24 Stealth: 3 Oh well... At least since we're not talking, and our approach is wierd enough, some-one might just hear a bump outside from the deck right before we come in...
I noticed a thread in the Beta section, someone noticed how Travel's 5'/level Teleport power is a Swift action, yet all the other ones are standard... Goofy...


After the I'm on board i'll use inertial armor. Go ahead and use your touch of luck. I think I'm good as is.

"Sure is quiet", Zarak checks his surroundings. "You'd think there's be a bit more noise, despit the hour."


M Dwarf Cleric/1

Cool, just ask if you'd like that Touch of Luck later... It just needs to be used within 3 rounds. I think Lilith is a tad busy for now, but once we get going again... :-)


Male Human Rogue 1

I'm baaaaaack! ;)

Spoiler:
Is there a way to get just enough slack to made it down to where my gear is located? If not, I'll just try to get free. Do I hear the noise the other two are making? Perception check: 14


Maps have been updated.
Dunzeltoff:

Spoiler:

As you creep up the ladder and peer into the room, you see the curled up form of a sleeping child directly beneath the window. In the middle of the room, pacing around two large tubs of filthy, slime-filled water, is the mangiest cur of a dog you've ever seen.

Across from you is a walkway that wraps around the room with two doorways, and to your right is a stairway leading up to a closed doorway.


M Dwarf Cleric/1

Hey, welcome back!
Lilith & Zarak:

Spoiler:
Err... what's that square space/object just "south" of the circular tub?
Ducking back under the window sill, I whisper to Zarak:
"There's just a scroungy dog (that's awake) and three kids sleeping. A stair goes up one more level, and there's two other doors."
(I presume Zarak can look at the map & spoiler now, from my description.) Whad'ya say, Z?


"I'd perfer not to wake the children, or alert the dog" Zarack ponders the options. "Let's try the stairway"

Zarack tightens a gauntled fist.


M Dwarf Cleric/1

OK-doke, then...
After checking to make sure Zarak is right behind me ready to go,
I whisper a quick prayer to Shelyn, spitting and rubbing it in to myself, :-)
and slide open the window, using the back edge of my glaive.
I'll lurch to the right as I enter, and if possible take a further step in. (-->G9)
(Zarak, you might want to cover with your X-bow as I slip in, if the dog is immediately hostile)
Would I need a Handle Animal Check in this situation? I'll use the Touch of Luck then: A 16 it is!
"Here, Fella!" (quietly) "Aw... that's a good pup..." (if things go well :-)
Didn't you say fish was laying around the boat when we were scoping it earlier? I could have Zarak hand up a fish if some is nearby.
Otherwise, might I have some 'leftovers' in my beard to offer the mutt?


Zarak readies his crosbbow incase Dunzeltoff's plan fails.

If he fails handling the dog, Attack 1d20+3=13; Damage 1d10+1=8


Dunzeltoff & Zarak:
Dunzeltoff slowly creeps over the sleeping figure and offers a tidbit to the mangy canine. With a snarl and a deep growl, the dog starks barking loudly. The three children by the window jolt awake and quickly move as far away from you and the dog as they can. As Zarak tries to hit the dog with his crossbow, but sails harmlessly over its back and into the walkway on the other side.

Coyote:

Spoiler:

The loud barking of a dog overhead alerts your attention, as well as the sounds of feet hitting wood. There must be a floor above you where this activity is taking place. Thankfully, you do not see any sign of the shark, but the room with the beaten wooden door shows signs of activity. The door flies open, and the gator turns his head to watch the occupant, a slightly stooped old human male. He doesn't seem to notice that you're conscious, and walks on the walkway around and behind you, fumbling with a latch and exiting through a doorway.

Maps updated, Zarak and Dunzeltoff, roll initiative.


M Dwarf Cleric/1

Toff's Init: 17
BTW, I thought I was going into the squares against the wall (G8/J8, w/ dog in Reach), but no big deal...
Could you describe the space/thing just "South" of the big round pool?
And I'm not sure about the 'walkway' part, it seems just like the edge of the room...? But the floor is more see-thru there???
Or is part of it a stair? Is there a railing? The map isn't so clear :-/


"Gods be damned," Zarack curses to himself as he quickly tries to reload him bow

Initiative [url=http://invisiblecastle.com/roller/view/1743617/ ]1d20+5=12...yesh, could be worse though


Toff, I've adjusted your position, sorry about that, map updated.

South of the round pool is an upper level, from which there are two narrow gaps. On said upper level is a large tub, which drains out through the narrow gaps into the round pool below. The upper room appears to be mostly empty, though you're not 100% sure because of the angle of your view.

The stairway on your right leads up to the upper room, while the wrap around walkway on the left side leads to the other two doors.

Toff, you're up in Initiative, followed by Coyote.


M Dwarf Cleric/1

whoa, I hadn't noticed that link to the dog picture before...
I hesitate for a moment, not having a true grudge against the dog, but it seems to be guarding the children for Lamm,
and Shelyn surely couldn't object to allowing it's spirit a chance at a less revolting body...
Whispering a quick prayer to Shelyn, I aim to give a quick ending to the mutt: 14 to-hit, 7 damage...
I'm praying that does it for the mutt, and with my 5' I step to F9 as well.
(whispering) "Hush, children. You're about to be free of this Lamm. You can make your way down to the boat, but it's probably best to stay tight until we've taken care of the situation. Where is Lamm? What is up there, and thru these doors?" (indicating the upper door and the others on this level)


Finally loading his crossbow, Zarak moves to cover 'Toff.

If the dog is dead Perception 1d20+6=20 to see if else has noticed the fight and is on there way.

If the dog's not dead. Zarack moves to the closest place to fire from and Attack 1d20+3=18; Damage 1d10=6.

"Are the children okay" Zarak looks with concern.


Nimbly stepping aside from Dunzeltoff's glaive, the dog continues to bark loudly.

The children seem to be too terrified to speak to you, but one of them looks at you sullenly. "Naw, Lamm's down wit' his croc, but up is - "

The child is interrupted before he gets a chance to finish, jumping with a start as one of the doors on the upper floor flies open, revealing a one-eyed half-orc covered with pucker-shaped scars over his face and neck. He lets out a childish giggle, incongruous with his bulking frame, drawing out a flail and shield. He launches himself over the railing, landing solidly on his feet, continuing to cackle madly (i-11).

A solid twang from Zarak's crossbow and the meaty *chunk* silences the barking dog. The force of the bolt makes the dog slide several inches and stops right at the half-orc's feet. His one eye glares back at you from his scarred simian face. "Oh, the boss ain't gonna like that."

Zarak's Perception result: You definitely hear further footsteps coming from the same area that the half-orc came out of.

Another figure comes out of the same doorway, half-dressed in a fancy coat and leathers, he looks down at the body of the dog, yelling out, "Bloo!" With a snarl, he draws out a thin black stick set with green-painted runes, pointing at the wielder of the crossbow and utters a single word. A sticky green glob hisses out of the end of the stick, heading unerringly to Zarak (21 to hit, 3 points of acid damage). The children, shrieking, flee towards a side door, scrambling at its lock, tears pouring down their face as they are unable to exit.

Whimpering, the dog tries to stand, but can only crawl away from Zarak & Toff.

Map updated. Zarak and Toff, make Perception rolls for me. Toff, you're up again.


M Dwarf Cleric/1

OK, a 19 on that Perception...
Could you help me and clarify about the walkway and doors?
Are ALL the doors on an 'upper' level, and the walkway is ABOVE the main floor? Is there a staircase up to the walkway (@K-8)?
I had been under the impression the 2 other doors besides above the stairs @ SW corner were on the same level as us, and thought the walkway was just continguous with the floor I'm on... &_& ???

BTW We both have Bless (+1 att/ Fear Saves) and Shield of Faith (+2 AC) up until you deem them to expire (they both last 1 min/ level).
I forgot to take those into account for my previous attack, and I presume Zarack did also...
I'm adding them to Toff's sheet next to his Combat Stats (as bonuses, not calculated in), until the spells expire, so I don't forget!


All the doors are on the upper level, yes. There is a walkway to the door at E13 that starts at E10. There is another walkway that starts at K8 that wraps around that part of the room - the two doors are at i13 and at M13. With the adjustment to your attack because of the bless spell, the dog is most definitely dead.

With a pitiful whimper, the dog keels over and doesn't move.


M Dwarf Cleric/1

"I don't think the boss'll be liking much at all tonight..."
Great, I understand the room better now...
As I understand it, Zarak and my Initiative are both ahead of the opponents?
If so, I'll delay to see what he does, as I don't want to leave him in a bad spot.
Actually, Zarak, were you purposefully staying in the window sill for partial cover, or did you want to step into the room last round?
BTW: anything special with that Perception check or just keeping us off-balance? ;-)

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