Lilith's Curse of the Crimson Throne (Inactive)

Game Master Liz Courts


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"AH, BY THE GODS", Zarak shrieks as the acid begins to eat into him. Moving into the room, he aims his shot and launches a bolt in retaliation for the acid blob.

Move to H9; Attack 1d20+5=19; Damage 1d10=9.

Perception 1d20+6=19

He drops the crossbow and raises a gauntleted hand. "Dunzeltoff are the children okay", he asks with a grimace of pain on his face.


M Dwarf Cleric/1

Seemingly in slow motion, I watch Zarak's bolt sail across the room to where the blob of acid had shot out from. Thinking for the briefest moment, "Could we have handled this differently?", I snap back to action, eyeing the Cyclopean thug:
I kick, or shove with the butt of my glaive, some of the junk against the wall into H-10, hopefully making it 'impeded terrain'
Stepping to G-10, I swing my glaive at the Half-Orc, but he brushes it aside like a mosquite. (too bad to bother linking)
...but in case he provokes an AoO: 16 to-hit, 6 damage
BTW I think the 3.5 version of Luck's ability is alot better, applying to ALL d20 rolls for 3r, even if you can't share it. /shrug


Dunzeltoff:

Spoiler:
In the upper room with the narrow windows, you see a slight figure creeping around. You suspect foul intentions.

Zarak:
Spoiler:
Coming up over the same side where you and Dunzeltoff came up, you see a stooped figure step off the ladder and quietly move towards you. He appears unarmed from your viewpoint.

The distinctive odor of garbage and fish spills out from the crates and barrels that Dunzeltoff upends, layering the area with debris. The half-orc continues his cackling, swinging his flail at Dunzeltoff. Ready for his attack, Dunzeltoff swings at the half breed, landing a solid blow into his side. The half-orc's laughter is briefly interrupted by a grunt of pain, and the glaive's head is covered in fresh blood. A wide grin appears across the half-orc's face, wrinkling the shiny scars, as he swings the flail at you, but Shelyn's grace is with you. The flail harmlessly swings by you as the half-orc's foot twists on the slippery floor, causing him to misjudge his blow.

Zarak lands deftly into the room, managing to avoid the worst of the foulness that was in the crates, but steps right into the reach of the grinning half-orc. Once again, the flail swings harmlessly by as Zarak take aim at the wand-wielder on the walkway. Gurgling, the wand-wielder keels over back into the hallway, the bolt landing up to the feathers in the center of his chest.

The children watch the fight with fascination, a look of glee on their cherubic faces as they see the wand-wielder fall and the half-orc take the glaive blow.

Coyote:

Spoiler:
A thud from overhead catches your attention, and some sort of liquid starts to drip through some of the cracks in the ceiling, conveniently right onto the pins that hold your rope pulley in place.

Initiative order:
Toff
Coyote
Giggling half-orc
Zarak
Updated map.


M Dwarf Cleric/1

Stepping back to gain space on the Half-Orc (5'-> F-10), I draw back the haft of Shelyn's Glaive,
and with a quiet calm as I meet the thug's gaze, drop the blade into him (18 to-hit, 10 damage)
Hopefully that drops him...?
I glance back at Zarak, indicating the presence of someone in the upper rooms
You might want to head up there, or at least half-way & reload if you need to
Although the kids said Lamm was down below with his Croc, so we might want to skip it...?

Making sure the children are quiet, I tell them:
"Don't worry, we're here to put an end to Lamm's crimes. ...Actually, Mightn't some o you fellas play a bit o make-believe,
and pipe up like one of you'd kicked over a crate onto the dog, and that's what caused all the ruckus...???"
If the Half-Orc is down, I'd also like to nudge the kid out of the way, so the way up the stair is free...
I'm talking and generally being as quiet as possible, to keep as much surprise as we can.

Also, (I couldn't really ask them this same round, but next round) I would ask the children again what is in the upper room(s?),
and maybe even what the water is about... And then who else besides Lamm and his Croc might be down below...


If the half-orc is down I'll take the round to reload my crossbow, and see what the figure does. If the half-orc isn't down Attack 1d20+2=22...CRIT!; Confirm 1d20+2=11...not so good; Damage 1d4+1=4...if by luck i did confirm 8

"Looks like we have one left" Zarak peers at the unarmed stranger.


Male Human Rogue 1

Spoiler:
With all the commotion, I'll do my best to get free. I'll wrap the rope on the other side of the pulley around my leg to try to mitigate the distance I'll fall and then do my best to work the rope free.


With an uncontrollable chortle of laughter, the half-orc drops to the ground, his shield-arm not quite fast enough to raise up and block the glaive. Bloody phlegm bubbles up from his lips and his pierced side.

One of the children, the eldest by appearance, though it's hard to judge under the grimy sweat on his brow, looks up. "You ain't got Hookshanks yet - I know he's gotta be watching." At the mention of the name, a brief flash of fear crosses over him, and the trio starts to back away towards the open window.

Zarak:

Spoiler:
The figure has moved completely out of view from your current position, but you get the sense that he's not far.

Coyote:

Spoiler:
Swinging yourself back and forth, the pulley wrests loose from its screws, dropping you several feet. You manage to swing your aching body to the nearest pilings just as the pulley and ropes drop into the water, splashing the icy water onto you. You hear the splash of water behind you, but the gator is no longer where it was.

Zarak & Dunzeltoff:

Spoiler:
Perception checks please.


M Dwarf Cleric/1

Perception: 22
I suggest to Zarak and the kids that perhaps it's not the best idea to leave right away,
without us present to keep them safe, for all we know Lamm or his lackeys could come across them.
I tell them that we will take them somewhere safe where they will be able to play, study, & eat well
(the last part with a small frown on my face)
Do I get any more info from the kids?
Besides what I mentioned last post, I also wonder if there are any more kids. I had the impression there were more than 3...?

ALSO: CdGrace against the Half-Orc: Damage 17 (& Fort Save if not REALLY Dead now)


Perception 1d20+6=16


Male Human Rogue 1

Spoiler:
I'll do my best to wriggle out of the ropes and get to my gear. Any sign of the creepy old guy or any guards?


Raising the glaive, Dunzeltoff stabs the half-orc laying on the stinking offal-covered floor. A last wheezing burble and blood-flecked spittle dribbles out of the corner of his mouth and his head rolls to one side.

The eldest child looks at you suspiciously, then whispers back to his compatriots. They have a brief discussion amongst each other, then the leader turns to you. Diplomacy success! "You get rid of Hookshanks an' Lamm, 'kay? Then we come with you. Mosta what's upstairs is offices and cots, but not sure. We spend mosta our time down here in the fish," he says, pointing to to the large tub.

Another one of the children speaks up. "Giggles took somebody down to see Gobblegut. He looked pretty bad - looks like him n' Hookshanks did a number on 'im."

Zarak & Dunzeltoff:

Spoiler:
From beneath the floorboards, you hear the sound of something dropping into the water, followed shortly thereafter by a loud voice below.

Coyote:

Spoiler:
Twisting your hands and fingers around, you manage to loosen and free the rope attached to your shackles, though the shackles themselves remain fast. Looking around to see if you attracted attention, lurking in the water not ten feet from where you clutch at the pilings, you see the shape of the gator in the water, swimming rapidly towards you. Just then, the door swings open, and the old man you saw earlier strides around the walkway, right in front of where you're clinging.

"Had I known you'da brought friends, I'd have fed you to my pet FIRST!" he growls at you, kicking at you (and missing). Glacing down, he sees the gator in the water and he grins widely at you, revealing a row of broken and yellowed teeth. "Looks like I don't hafta wait after all." He hops back from the edge and moves in a jaunty step to the room he emerged out of earlier.

You have enough time to either hit the gator, or try and move 5 feet. Map for you.


M Dwarf Cleric/1

I'll leave it up to Zarak whether we continue into the upper rooms (which presumably connect to the lower level rooms by ladders/stairs) and deal with this "Hookshanks", or take heed of the commotion going on outside, and go back out the ladder. If we continue up, maybe we should both go thru the same door, since we don't know if it's one room or separate ones... If we go back down the ladder, perhaps I go first, followed by the kids (so they aren't up here alone), and you last, covering us with your X-bow. Once on the ship deck, we can have the kids lay low against the far railing of the ship, to stay hidden...?

Also Lilith, from my backstory, I presume I'm able to recognize Lamm on sight, right?


Yeah, you'd be able to recognize Lamm immediately once you saw him. There is a ladder to get to the lower level (O7 on the map, you saw it on your arrival).


"Lets clear out the upper rooms. After that we're sure this place is clear we can contimue down." Casting a caring look at the kids.

"But what do we do with the kids while we're sweeping up?" He looks a to Dunzeltoff. "Do you kids have a place you can hide till we come back?"


The children look alarmed. "I don-wanna go nowhere until they're gone...They'd hunt us down worse than a rabid cinderhound."

You can try and convince them to go somewhere with a Diplomacy check, or figure out another way to keep them safe.


Male Human Rogue 1

Spoiler:
I'll move onto the ledge and as far from the water as I can, keeping an eye on the "crazy old guy" as I do so.


M Dwarf Cleric/1

Diplomacy = 19 Aid another if necessary?
I will suggest they stay at the base of the stairs while we go up, hiding amongst their blankets, or using the stairs for cover if possible.
Once it's safe, they can then follow us up, so they aren't too far out of sight/ out of our protection.

I say we both go thru the same door. (on the left side of map)
We can ask the kids if certain steps are squeaky/ one side is quieter than the other.
If you don't have a better melee weapon, you might want the Half-Orc's flail (if you are proficient?)
Stealth Check going up stairs (with all precautions taken) = 9 ...meh...
Perception (listening at top door if anything is near other side): 13 (Zarak?)
I will load my X-bow before going up the stair. If I don't hear/sense anything nearby the other side of the door, I'll arm myself with it, but holding the Glaive flush with it's stock, so I can drop the X-bow and switch back to the Glaive instantly, if necessary. If I *DO* hear something close to the door, I'll keep my Glaive armed, and the X-bow slung over my back, but loaded & ready for action.


Following dunzeltoff's lead, Brujo reloads his crossbow and follows close behind.

[ooc]Can't use the flail. Proficient with claw, heavy blades, and basic weapons.

Perception [http://invisiblecastle.com/roller/view/1762263/ ]1d20+6=15[/url]; Stealth 1d20+3=9. We're as stealthy as to drunks fresh from the bar.[/url]


Coyote:

Spoiler:
The crocodile snaps at you as you jump out of its way, its jaws missing your foot by mere inches. Thrashing its tail, its dives beneath the surface, out of view. You can hear the sounds from the room the old man went into - chests opening, the sliding of heavy furniture.

Dunzeltoff & Zarak:
"Awright, we'll hide here then..." the child replies, climbing back on top of the boxes and hiding themselves as best they can. Arming yourselves, you make your way up the staircase, the weathered wood creaking and groaning incessantly. Listening carefully at the top of the stairs, you hear nothing but the sounds of lapping water and a slight whistling of the breeze through the cracks in the walls.


M Dwarf Cleric/1

A new idea popping to mind, I gesture to one of the children, peeking out and watching us from their hiding place, and mime to them that they should throw some object towards the other set of doors above the walkway, as an auditory diversion... As soon as they toss some rock up against the door, we'll enter thru this one. I'll go straight thru the door (5'), and allow Zarak to go thru diagonally...

My X-bow armed, but ready to drop it and switch to Glaive if necessary. Initiative Roll = 16


Male Human Rogue 1

Spoiler:
I'll head off to where my gear is being kept, presumably entering the same room where the old guy went. If possible, I'll sneak up behind him and garrote him with my manacles. Stealth roll: 25; attack roll: 13


"Let's get this ove quick", Zarak follows in crossbow at the ready.


Stupid work, interfering with PbP...*shakes fist*

Coyote:

Spoiler:
Quietly moving down the walkway, you make it halfway to the room when the water starts churning up. The same crocodile you saw earlier half-jumps, half-climbs out, its claws leaving deep grooves in the old wood. With a rumbling snarl, it snaps at you, its teeth leaving jagged tears in your flesh. Attack 22, damage 3. Glancing blow.

Hearing the commotion, the old man comes out of the room, holding a hand crossbow. "I see ol' Gobblegut found you," he says with a smile. Leveling the crossbow, he takes aim, squeezes the trigger, and the bolt lands solidly in the center of the crocodile's head. Screaming with what could only be anger, the crocodile thrashes its tail, causing the nearby wall to splinter under its force.

Dunzeltoff & Zarak:
Understanding what you're trying to do, the children toss empty buckets at the other doorway, gleefully aiming for the slumped figure in the doorway. As soon as the two of you step through the doorway, Dunzeltoff narrowly avoids a slashing blade as he moves past. A child-sized figure darts out of the large trough next to you, moving to the center of the room. Dunzeltoff takes a swing at the figure with his glaive, landing a glancing blow. Readied with his crossbow, Zarak takes deadly aim, toppling the figure over.

The stench in this room is incredible. Smelling of fish and sweat, a large wooden trough holding a hideous mound of half-rancid fish, seaweed and brine lies against the wall. Narrow chutes lead out of it through the narrow openings to the large tub in the main workroom that you just came out of. Against the opposite wall is a desk an chair in the corner, while a tall cabinet sits in the other.

Perception checks Zarak & Dunzeltoff.


M Dwarf Cleric/1

Phew! Thank Shelyn for Shield of Faith!

Perception: 10 (Scent: 12... UGH!)
I meant to earlier, but I now direct my Detect Poison Orison towards the tanks, here and in the first room...???

Can we see the dude with the wand here, or is that a separate room? Anyhow, will wait for map update before anything else...

"I'm tempted to search here first, to see what this Lamm is up to with this mess, but we probably shouldn't waste any time."


Map was updated, forgot to repost linky...Wand dude is in a separate room, the single door on the right side of the room (to Dunzeltoff's left).

Dunzeltoff: You think your beard hairs are curling from the stench and rot. Your orisons reveal a glimmer of poisonous potential from the putresence, but the figure on the ground coughs as you enter in the room. Rolling slightly over, he reveals himself to be a gnome with long sideburns. He beckons you over, the floor creaking and groaning ominously as you do. With a wide grin and a insane glint in his eye, he gasps at you, "Watch yer step...."

With a loud screech, the rotting floorboards give way, wood splintering and flying everywhere.

Reflex save please, Dunzeltoff and Zarak.


M Dwarf Cleric/1

Dang. (8)


"Ugh, what a reck" Zarak tries to wave the smell away.

Perception 1d20+6=25

GM Lilith wrote:

With a loud screech, the rotting floorboards give way, wood splintering and flying everywhere.

"Oh, not good" Zarak tries to get move from the floorboards.

Reflex 1d20+3=9


Unable to get a grasp on any handhold, Dunzeltoff and Zarak crash through, falling down on your faces without a modicum of grace. The gnome's body hits the edge of the floor and bounces off, splashing into the water. Staring at you with a surprised look on his face, is a hunched over human with a dirty knapsack tied over his chest.
Dunzeltoff:

Spoiler:
You immediately recognize him as Gaedren Lamm.

Zarak:
Spoiler:
Held in Gaedren's hand is a unloaded hand crossbow.

On the other side of Lamm, both of you notice two things: the enormous crocodile, and the mostly naked human he's attacking. The human's wrists are bound with manacles, and he has a profusely bleeding wound on his leg.

Toff, Zarak, you're both lying prone on the ground. Order is thus:
Manacled human
Toff
Zarak
Old man
Crocodile
Top level map, current level.


Zarak briefly rubs his aching skull, when he notices the old man holding the unloaded crossbow. He quickly levels his crossbow, but notices the dangling man.

He fires a bolt at the old man's leg.
Attack 1d20+3=18; Damage 1d10=1 What the...


M Dwarf Cleric/1

"Aaach!" I yell out as I hit the deck amid a cloud of rotting wood.
Looking up to see Lamm ahead of me, seemingly caught while taunting the bloodied human 'tween him and the 'gator,
I draw myself up to my feet:

"You recognize this face, Lamm? I know not if you follow the Harrow, but know that your hand is up!
And what have you gained of it all? At least the Abadarans know when to sit on their gold and gloat. Yet you wallow in filth!"

I nudge Zarak back, making it clear I need room for my Glaive.
Z: could you stand up and 5' step back w/ that attack? i'm kindof cramped where I am :-)
(I delay to see if Zarak makes room for me to move back and use the Glaive...?)

If Lamm's response is anything hostile to us or the other figure, or evasive,
I'm Readying a 5' step back to G-17, melodiously humming a favorite line from a Varisian ode to Shelyn,
swinging my Glaive in perfect balance with the harmony:
Or so I thought. (5 to-hit)

If provoked (I don't think you can 5' step around corners like here), AoO: 20 to-hit (not Nat.), 4 dmg.


I'll stand and move back to give 'Toff Room


M Dwarf Cleric/1

"Hold on as best ye can, chap! Your 'bout to be free of this fiend Lamm, so don' sweat the Gator!"
...If Coyote can't Tumble away (maybe past Lamm by the door), maybe just go Full Defense?


Male Human Rogue 1

Trusting that the arrival of the strangers will prove a suitable, if fleeting, distraction, Coyote will bolt forward and attempt to club Lamm in the head with his fists. Attack roll: 6. Oops.


Please read here.

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