The Curse of the Crimson Throne (Inactive)

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The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

The Bailer's Retreat: The man nods appreciatively, draining it in one long pull. "Thanks, pal. Daft or desperate? Perhaps you would, but I'd say loyal or ambitious first. A couple of his boys, and I won't name names in this place, but a couple of them have been with Lamm for going-on-twenty years. Yeh don't last long in the underworld without some loyalty, especially if yeh're not part of the Circle. And then there's ambition. I mean, Lamm was the best, and even if he's not fast enough or hard enough for more than orphans, he still knows how. If yeh're looking to learn the trade, you could do much worse than to work for Lamm. Why do yeh ask? Yeh lookin' for work? Do yerself a favor, pal, sign up with the Circle. Safer for yeh that way."

#17 Westpier: Pressed up against the railing, Litsy doesn't see any lights on from her side. She does, however, briefly hear footsteps from behind the double doors. Off in the harbor, perhaps thirty feet away, she can see a ship moored against the fishery, but the pier on her side doesn't offer an easy way on board.

GM screen:
Dice #1: 1d20 ⇒ 8
Dice #2: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
Dice #3: 1d20 + 8 - 10 ⇒ (6) + 8 - 10 = 4

Player Rolls (You can Look):

Litsy Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio gives a significant glance over to the corner where the guards were sitting. "Thankee for the advice. Probably best not to say my path, just now, but you've given sound advice. Good night." With that, he gets up, and walks out of the tavern, pausing around the corner to scrape off his disguise and wait for any followers.

Presuming Giorgio remains unfollowed, he'll wait to make sure Aerodus makes it out safely, and meets up at the rendezvous with the others.


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Thanking the guards, he looks around the tavern and sighs. He's around still, and the guards are afraid. That never bodes well. Leaving the tavern soon after the guards, he looks around, finding Giorgio, still in his get-up, and slowly walks towards and then passes him. "Come on."

He continues on, back towards Zellara's.


At Wren's
Laijri didn't want to admit it, but the pastries were the best part about visiting Wren. She carefully picked out a pastry and nibbled on it, the taste making her smile briefly before she tamped down on it a little. "I understand." She said around the pastry. "I heard rumors about Lamm today-- I told you my sister was being held by him via threats of harm to the others, didn't I?-- but whether or not they're true is something else. I'll try to talk to my sister when I-- if I get the opportunity." Frowning a little, she sighed. "Zavi was always the softer-hearted one of us."

Feeling like she had said enough, with Nagha concurring by the way she slipped back under her scarf, she waved to Wren, still nibbling on the pastry as she headed for the exit. "I'll let you know what I hear," she promised.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Do you need another Stealth check, GM?

Litsy waited for a few seconds, making sure that nobody is getting out of the house. Then, she progressed in the direction of the harbor, seeing another door a few steps away from her.


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Giorgio, Aerodus, and Laijiri make their way back to Zellara's without any incident. Zellara, true to her word, can be heard upstairs, and it would seem she's a snorer.

If you guys want, you can RP giving each other information. Otherwise, you can assume it happens.

#17 Lastpier: Meanwhile, at the old fishery, Litsy sneaks forward. As she does, she hears a board under her feet creak, followed by faint, but excited, whispering from behind the door. It's a child's voice and it sounds muffled and broken up from the door, but from her practice with Gern's heavy accent, Litsy is able to make out a few of the words.

"'o's out there? You don' ... like one of 'em. Too quiet. Lis'n, 'oever you are, tell my ... that Imperia's 'ere. 'e'll save me. Us. The lock on ... door is rusty. maybe ... break ... Hurry, 'oever you are. Tell him ... Aerodus is his name."

Before the child can continue, another voice cuts in. "What you doin, talk after dark-time? Giggles knock your block, Lamb! Ha. Haha. Ha!" The voice on the other side of the door falls silent, and a few seconds later, Litsy hears heavy footsteps approaching the door.

GM Screen:
Dice #1: 1d20 ⇒ 2
Dice #2: 1d20 ⇒ 14

Player Rolls (You can Look):
Litsy Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Litsy Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

#17 Westpier


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus looks over at Giorgio and Laijiri, sighing some. "The guards are on edge. They fear what Lamm and a person known as a 'laughing man', probably a half-orc. Took out several guards recently." He leans against a wall and pulls out his holy symbol, looking at it with sadness in his eyes.

"Hopefully the others are doing fine..."


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Oops! Who was talking about taking risks, again?

Litsy knew she couldn't run. Because if she did that, then the thug would be able to raise the alert, and catch her; she couldn't yell neither. And although she might manage to knock him out, she just might getting beaten up before even hitting him.

So, she stood flat straight against the wall not to be seen, and she remained absolutely motionless, even stopping herself from breathing.

With Desna's grace, he won't have the idea to look behind the door... If it actually works, then I'll... In fact, I'll just probably be happy being alive.

Stealth: 1d20 + 7 ⇒ (4) + 7 = 11

Well... I am so sorry, everyone!


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

#17 Westpier: As Litsy presses herself against the wall, the footsteps move closer and closer. They stop just before the door, and then a thump can be heard, as if two heads were smacked together.

Meanwhile, Gern's vigil outside the fishery is interrupted by the sounds of a group of orphans approaching the building. As they get close, a light flicks on and the western double doors open. Another orphan ushers the group in and closes the door.

DM Screen:
dice 1: 1d20 + 1 ⇒ (1) + 1 = 2

I'll be posting from a tablet over Thanksgiving, so if no one posts, I'd be okay with a break until Monday.


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

That sounds fine, Aest. Happy Thanksgiving to my fellow Americans, and have a nice day anyway to all others


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Yeah! Happy Thanksgiving to everyone!

Did he just hit her? Litsy thought, filled with anger.

However, she couldn't just get inside the building and beat the boor all by herself. She was lucky enough not to be spotted. She had to go fetch Gern and Kazadarin, if she wanted to have a chance against the thugs.

And she had to do it quickly.

She started to walk away, cautiously at first, and, keeping away from the doors, she accelerated when she was close to the street, trying not to be noisy.

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Gern watched the young lass rush towards him from the building and relay what she had heard. His jaw clenched in anger, but the dwarven pragmatism that his uncle had driven into him these last few months won over.

"Easy lass. Those baerns* willnae suffer unduly. It seems ta me as these scunners need em fer tha money they make. I'll see 'em as hurt the wee ones dead, dinnae worry yeself over that. But first we need tae collect tha otherrrrs. Then tha blood starts"

He nodded back towards the way of the tarot readers house. "One o' ye two had best run back and collect 'em. Bring 'em here so we can make a plan. Then we spill blood. Prolly best that ye run and do that Tiny."

"Me and quiet man will stay and watch yon fishery in case someat changes. Dinnae be long."

His voice held an edge of repressed rage. He'd not put up with wee baerns being hurt for some cruel scunners amusement.

*Baern is Scottish for child if anyone was wondering.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin had stopped his scouting after his sword gave away his position. The ranger silently cursed himself as he watched Finney moved soundlessly around the target. Better let her do the scouting ya doorknob!

He watches as Tiny moves back to Gern, making sure she isn't followed before catching up in time to hear the end of the dwar's plan. "I agree. We should enter that door first to get those children out of there."


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Thanks! I was wondering!

Tiny listened carefully to the men.

"Alright. I go immediatly. However, if you have to enter somehow," she added, "Imperia told me that the lock of the door is rusty. You might be able to break in... Good luck, anyway.

She then ran through the streets as fast as she could. She only stopped when she was in front of the fortune teller's house, short of breath.


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Gern and Kazaradin keep watch on the old fishery, but the decrepit building stays silent through the half-hour or so that Litsy is gone. A crier makes his way down the street, yelling "Midnight hour and all seems well!", and then the street becomes quiet again.

Litsy returns to Zellara's house to find the others discussing what they've learned. Zellara's snores can still be heard throughout the house, but while everyone was out, the wine was replaced with a pitcher of water and a stack of glasses.

Feel free to RP the exchange of information. I won't have a post again until tomorrow around this time. Other than that delay, we're back in business. Thanks for being patient over the break.


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio recollects his "trouble gear" and sits down for a brief. "I've got a good news, bad news situation. Lamm isn't at the top of his game, but he hasbeen playing this particular hand for a long time, and he's very good at it. The adult helpers he's got are quite loyal, for whatever their reasons, and are unlikely to be swayed. The children, however..." He looks around the room, his eyes lingering for a meaningful moment on Kazadarian's face. "The children are likely to not have been treated well, and might easily turn against their masters on the promises of freedom and comfort. I've no indications of numbers, I fear, but my best guess, based on the size of the place, is that we're unlikely to be outnumbered by adults."

"I know that some of you have loved ones who need rescuing from that place. And some seek only to bring Lamm to justice, wether temporal or eternal. I propose we seek to get the young ones to safety first, and put a stop to Lamm secondarily. Is this acceptable to everyone?"


At Zellara's

The pastry was good, but it was not filling enough for her to count it as her dinner for the night. When Laijiri returned, she returned to the table and sat, idly picking at the bread. She was concealing a case of nerves, and his statement was enough of a distraction. "A half-orc?" She stopped nibbling on the bread and looked up with her question. Frowning thoughtfully, she did want to point something out, however. "Have you accounted for the very likely possibility that the adults that are with Lamm will not take well to our retrieval of the kids?"


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Behind the wooden door, Litsy was hearing nothing but the muffled voices of her "partners", as Fang would surely have said. She threw the door wide open when she entered.

Could have been quieter...

Thinking about the kid being beaten up, she tried her best to make it short:

"I'm really sorry to interrupt, but we have a problem. Good new: we just found Imperia. Bad new: she is inside the building, which seems heavily guarded. Gern wants to make a plan, but he needs you over there."


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio nods at Laijiri. "Indeed. I suspect we'll still have the advantage of surprise, though. I think we should..."

He stops talking the moment the door opens wide. Once Litsy says it's time to go, he shoulders his things, and heads out as the group does.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

The group heads out, arriving near the old fishery. While a few beggars have passed by, the only change either Gern or Kazaradin have been able to note is a light on, once again from the western double doors. The night is so still the sound of waves lapping at the pier can be heard on the far side of the street.

Alright, up to you. A light is on from behind the double doors in area A1. The double and single doors from A2 are locked with padlocks and chains, but the single door is rusty. Area A3 has not been explored, and that door is an unknown. Here we go.

Current Map: #17 Westpier


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

"Alright. I've check the door over there, its lock is rusty enough to let us enter, but it seems that it is guarded, and we risk to be ambushed. We didn't check that area over there, though. Maybe we could scout a little more..."


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus nods. "If I find so much as a missing hair on my daughter's head, Lamm will woe the day he ever got into his 'profession'." But as Litsy bursts in & informs him of Imperia, the cleric grabs his crossbow. "Lead the way!"

Once at the Old Fishery, Aerodus lowers his voice. "Do what you must, Litsy, but we need to save those kids. I'll watch your back."


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

If you all want to do some more scouting, be my guest. I'll let you know what you find. If not, I'm ready to run your infiltration/assault/whatever it is you decide to do.


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

"Simple plans tend to be best, since they're most adaptable. Let's use the door we've got the best chance of entering. Aerodus and I can try and turn the younglings against their masters, then focus on getting them to safety. Repeat until sufficiently cleansed. Surprise should get us a decent way in; strength, faith, and magic should cover the rest. Any objections?"

I'm ready when you are, though my workload for the next 24 hours might keep me otherwise occupied. I'll be good for the remainder of the week, though.


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

A bit crook at the moment sorry. I struggle a bit with my health at the moment if you hadn't picked that up. Might be a day or two before I can muster a proper post. Gern will support the front door approach and happily smash it open if needed. DM< feel free to NPC me if needs be


Laijiri kept her cloak wrapped tight about her as they traveled to the pier. This sort of sneaking was something that she was not accustomed to, so she stayed silent and tried to not be in the way. The sounds of the water lapping against the posts of the pier became more pronounced, as well as that characteristic smell of the water of the docks. The old wood under her feet seemed uncertain, like it knew that she was uncomfortable and was not inclined to help her in the slightest. Still, she was doing this for her sister, and there was no way that she was going to turn back.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin squats as he watches the target and listens to the others. He pulls his greatsword from its sheath and lays it across his knees as he speaks. "As soon as we begin combat we must assume we will lose all surprise. Lamm and his men will not hesitate in harming the children to hinder us, I believe we must remove the children as quickly as possible, then kill anyone adult that sides with Lamm."


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

Okay, so my understanding of the plan is that you're planning to go through the single door in A2 since that's where Litsy heard the orphans, kill whoever's in there, and get the kids out, correct? Go ahead and give me a strength check to break the rusty lock when you're ready. Also, don't forget to use the map!

#17 Westpier


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

"Er... I think Kaz is right, losing all surprise could be really dangerous, both for the kids and us. Besides, we don't know which door are guarded, and which door aren't, and we don't know where exactly are the children. Maybe we could gather more informations first, go to the south of the fishery, and try to make a better plan."

Litsy hesitated.

"It's just an advice, though... And both options seem risky... Ah... Can't think of what to do..."


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Looking over at Kazadarin, Aerodus nods. "Agreed. If it helps, I have can pray to Abadar for assistance, and if he finds our path right, then we can be blessed in his honor and name."

Turning to Litsy, he then looks to Kaz. "Though perhaps discretion is the better part of valor as well. Litzt, Kazadarin, do you two think you could sneak close enough and determine the best entrance in? If not, we should do as you suggest Kazadarin."


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

"I'm not terribly proficient at combat; Sarenrae called me for another reason. I'll see what I can do to rally the children and keep them from harm."


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Gern spoke with an urgent whisper. "I am good at fightin' though. I'm all fer tha front door. Losin' surprise early is much better'n not gettin' surprise at all, ye ken. The longer we send the wee lass out ter explore, the greater tha chance we'll tip our hand."

He glowered at the others, the tension of upcoming battle already making him edgy enough to seem annoyed. He wasn't though, this was just how he oped with the pre battle nerves.

"I say we go, and we go now. Tha longer we wait, the greater tha beatin' some o' them baerns is coppin'. Nae more chit chat, lets kill Lamm and be don wit' it"


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

Going for it, Gern?


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio looks around at the eager faces, then nods at Gern. "I believe we're agreed. Lead us in, Gern. Kazadarin right behind him would be best, I think, then Aerodus. The rest of us will make our way and manage as we can."

Nothing for it but to get it done! Let's get this party rolling! (Puns partially intended.)


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin nodds his head at the dwarf and stands. "My adopted father had a term for this. Violence of action. Let us begin fthis bloody work.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

So, through the door in A1? That's the front door, after all. Going to get the action started. Post your actions whenever, I'll sort them out and put them into order once everyone's posted/in 24 hours. Also, your tokens are on the map, but they might not be where you want to be. Go ahead and position however.

Gern and Kazaradin lead the way, striding across the road toward the front door of the old fishery. When they reach the front door, they open it, revealing a darkened room. The faint moonlight floods in through the open double doors, casting its pale light on a single desk in the center of the room, an old chair, and a pile of mildewing rags and straw. The sound of the door opening wakes an old, grizzled bulldog, sleeping in a bed of mildewed rags and straw. It growls menacingly and shakes itself awake.

Kaz Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Gern Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Aerodus Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Giorgio Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Litsy Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Laijiri Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Bloo Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Order will be Bloo, Aerodus, Giorgio, Laijiri, Litsy, Gern, Kaz.

The bulldog gathers itself up and launches itself at Gern, delivering a savage bite to the dwarf's calf that penetrates nearly to the bone.
Bloo Bite Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Bloo Bite Damage: 1d4 + 1 ⇒ (4) + 1 = 5

GM Screen:
1d20 + 1 - 10 - 2 - 5 ⇒ (17) + 1 - 10 - 2 - 5 = 1
1d20 - 1 - 10 - 2 - 5 ⇒ (1) - 1 - 10 - 2 - 5 = -17

#17 Westpier (Front Door Open)


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Gern swore as the dog tore into his leg. He swung his axe reflexively, hoping to kill the damned thing before it could tear into him again.

attacking the dog if it's still alive on my turn. Otherwise move in defensively. 1d20 + 4 ⇒ (15) + 4 = 191d10 + 3 ⇒ (4) + 3 = 7


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Attack : 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio arms himself with his crossbow, and readies an action to fire at any other hostile that comes into his view.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Litsy let the warriors do their job, and took a step back, preparing her shortbow.

Litsy will stand back, using sneak attacks (if possible). She will draw her rapier if the fight is too confused.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

While the majority of the party delays, Gern lays into the dog, giving it a savage blow. It yelps loudly, but remains standing until Kazaradin's greatsword comes down on its back, cutting through the spine. As it falls to the floor, it gives a confused look at the door to the right and the room falls silent.

Combat Over

In the silence, the sounds of a scuffle can be heard faintly through the thin wall between this room and the one to the left, followed by a high-pitched scream, cut short suddenly. It sounds like a child! At the same time, a thudding sound echoes in the room to the right.

GM Screen:

1d20 + 1 ⇒ (15) + 1 = 16
1d20 - 1 ⇒ (19) - 1 = 18
1d20 + 7 ⇒ (13) + 7 = 20
1d20 - 1 ⇒ (3) - 1 = 2
1d20 - 1 ⇒ (13) - 1 = 12
1d20 + 1 ⇒ (3) + 1 = 4


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Pressing his hand to the bloody wound in his leg, Gern moves towards the room the child screamed from. His gut told him the real trouble was where the dog was looking, but he couldn't ignore the fact a baern was in danger.

Dwarven children were few enough that his clan went above and beyond to ensure their survival. It was in his blood.

"Check tha other door Kaz, keep 'em from comin' in behind us. I'm gonna kill whoever's hurting that wee baern in yon door.!"

He spoke clearly, not yelling his words, but not being overly quiet as well.

Gern moves to the door where the child screamed. Opening the door but maintaining defensive stance to keep his AC up.


Fortitude: 1d20 + 1 ⇒ (7) + 1 = 8

The sight of the dog's corpse caused laijiri to break her silence rather messily, the fortune teller losing everything that she had recently eaten. She did what she could to not make a mess on her clothing, but as for being able to do anything, she was going to need a few seconds.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Litsy watched Lajiri with horror, and, seeing her feeling so bad, her stomach was in knots as if she was also about to throw up. She didn't feel well neither. Her mouth had suddenly gone dry, and her heart was beating so wildly that it was deafening. She could cope with the death of a dog, but now... People? They were criminals and murderers, but still... Fang's voice echoed in her mind:

"There's a huge difference between stealing something, robbing someone, even knocking out someone, and getting blood on your hands, Litsy. Never forget that. We're thieves. Not murderers."

F****.... I don't want to kill anyone...

Her head was spinning, but she didn't dropped her shortbow.

What am I doing?... Do I really want that?

She was too confused to know. Her mind was filled with subliminal images of a little girl crying on a bridge, a cold and night dark, warm smiles and embraces, and her mother's scarf around her wrists.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

Through the open door, Gern sees a number of small figures. A pair of orphans, including one boy who looks to be nearly thirteen, have moved to the east side of the room, where they've grabbed a couple of pitchforks and are now shifting their gazes from the dwarf in the doorway to another pair of orphans. The one in the back has pinned the arms of the girl in the front and holds a vicious-looking kukri to her throat. The girl bears more than a passing resemblance to Laijiri. It seems like the other orphans aren't sure whether to flee, attack Gern, or fight the one with the knife.

"Now, Dwarf, don't you come a step closer. I don't know who you are, but once the boss finds out about this, you'll pay for what you've done. You want to just back out of here and forget your pathetic plans."

Perception (DC 15):
Anyone looking closely at the orphan with the kukri can see a little bit of facial hair. It's not a child at all, it's an adult gnome!

GM Screen:
1d20 + 5 ⇒ (10) + 5 = 15

Updated #17 Westpier


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin just nods his head at the dwarf and moves towards the door to the right.

Stealth: 1d20 + 5 ⇒ (4) + 5 = 9


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Perception 1d20 + 2 ⇒ (6) + 2 = 8[/dice]

Gern stared at the lad holding the girl with the Kukri. Here was a teenage boy threatening the life of a younger girl, most likely related to one of his new companions. His dwarven sensibilities raged, and he wanted nothing more than to drive his axe into the whelps head. 14 was old enough in human years to know better'n to threaten a girl, let alone a baern.

He spoke rather than charge though, not willing to risk the young ones life for dwarven pride.

"Listen ye well, boy. Me 'n tha ones as is here will find yer boss and kill him where he stands. Me axe is sworn ter take his life, and tha lives of those as stand with him. Ye have but one chance nooo, and it's runnin' short e'en as I speak. If ye let tha lass go, I'll ferget ye held yon wee blade to her throat. I'll forget ye threatened a baern and a lass. I'll forget ye was here workin' with the scum o' this city."

He glared hard at the boy, showing in his visage that this was his one chance at life.

"I'll ferget all o' that and let ye and the other baerns here walk free. But if'n ye don't do that nooo, I'm gonna split yer skull in twain like I just did ye wee puppy. I won't even think twice aboot it either. Harm tha lass, and I'll kill ye slow instead, I'll bleed ye inter the waters out yonder and let the fish and crabs gnaw at ye fer a while first. Nae one's comin' ter help. Right now, it's just you me and me axe. Dinnae think on it too long ye ken."

The talk was long, hopefully giving his companions inside some idea of what was going and also give them time to come in and assist.

Trying for intimidate. 1d20 + 6 ⇒ (19) + 6 = 25. And hopefully that roll is enough to make him let the girl go at least.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

I think you were pretty persuasive, buddy, but I can still try to give you a hand!

Hearing Gern's speech, Litsy turned to him, and, after she approached a little, she discovered the whole scene.

Oh, no... He won't do that...

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

She then realized that her bow was still in her hands, and it seemed like it was aiming at the kids on the front.

"Come on," she said rather friendly. "Lives can be easily spared. Drop your weapons, let the girl go, and you'll leave that shabby room free... And alive. Isn't that what you wanted?"

She had lowered down her weapon.

Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)
Tiny Litsy wrote:
Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

Think I made a mistake here... Since Litsy doesn't want to shoot, maybe I needed a Bluff check, and not a Diplomacy one?


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

The kid with the kukri seems unsure what to do. He starts talking nervously. "I wanna believe you. I really do. I wanna believe you're just going to let me walk out of here. But even if you do, either Gaedren will kill you and hunt me down in the street or you'll kill him and one of these sewer-rats here will slit my throat while I'm sleeping." The orphans, especially the bigger one with the pitchfork, nod enthusiastically. "Your offer's not good enough, dwarf. Besides, I think someone iscoming to help." The massive half-orc standing in the doorway seems completely oblivious to the armed figures in front of him.

The door in front of Kazaradin bursts open as if hit by a massive force. "AHAHAHA! Door broken! Hooky! You see door break!? Hahahaha..." A brute of a half-orc stands where the door once was, a flail in one hand and a shield in the other.

"GIGGLES, YOU GIANT IMBECILE! Stop laughing and stop blowing my cover, and start killing these intruders!" As the kukri-wielding orphan yells at the half-orc through the door, his blade wavers from Zavi's neck. The bigger orphan boy sees an opportunity and slops a pile of fish-guts into Hooky's face. At the same time, a man steps up behind the half-orc. A man Kazaradin recognizes; Yargin, Lamm's second-in-command, accountant, and chemyst.

Kazaradin Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Gern Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Litsy Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Laijiri Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Giorgio Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Aerodus Initiative: 1d20 ⇒ 14
Enemy Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Orphan Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Order is Laijiri, Gern, Litsy, Aerodus, Kaz, Giorgio, the orphans, the enemies. Poor enemies.

#17 Westpier

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