The Road to The Crimson Throne. (A Merger of Road to Revolution by 0one Games and Curse of The Crimson Throne) (Inactive)

Game Master Dread

Can you help steer the course of Korvosa as it suffers under The Curse of The Crimson Throne?


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Female Human (Chelaxian) Cleric (1) HP 8/8 (AC 11 Tch 11 FF 10 ) (F +2, R +1, W +5) (Init +3, Perc +9)

Ashimar glances at the weapons belt beside the corpse but her focus remains on the woman. What kind of a monster was this man? Justice comes in many forms and tonight, he got what he deserved.
Using the dagger from the weapons belt, she quickly severs the bonds tying the woman down. Can you stand sister? You may lean on me if you wish. My companions and I will see to your safety but we need to stay together!
Ashimar supports the woman the best she can as they both stagger towards the rest of the group.

Ashimar will grab the rest of the weapons belt if it's a free action to examine it later and hand out wand etc. to the group as appropriate. If not a free action, leave it behind except the dagger which I used as a standard action to cut the woman loose.
Move to M10 or M11 as appropriate since Ashimar likely wouldn't have full movement if she is supporting a drugged woman.


Male Human (Varisian) Bard (Detective)/1

Jarrin speaks to the group. No time to wait for an answer. We have to stop Lamm now. Let's move.

Jarrin will motion for those ahead of him to continue their pursuit of Lamm. Addressing the gnome, You would be better served to drop your weapon and leave the Master to us. Otherwise you can join those we left behind us in the afterlife, if there is one.

Intimidate: 1d20 + 10 ⇒ (10) + 10 = 20


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Dam it where is that cleric? how come she isn't following, i am Bleeding here Yell cedric as soon as he realise that she isn't here.

Jarrin i need your help please.

Dam it the chidlren can delay us enough time for lamm to male his escape. I told them this was going to happen. Faster cedric
you have to move faster only 30 seconds before lamm exit the building

If i understood correctly DM in order to access the lower level to get to where Lamm is we need to go trough the open bay with large basket?

If the children do not move out of the way this round, (cedric will delay until the last second possible) Cedric will spring into action. trying first to kill the gnome and KO the children. But from my understanding of the description we have to go trough the children first in order to get to him

Short Sword 1: 1d20 + 4 - 4 + 2 ⇒ (13) + 4 - 4 + 2 = 151d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (all subdual damage)

5ft step to the next one

Diplomacy : 1d20 + 0 ⇒ (3) + 0 = 3 He is just Knock Out you can drag him out of this fight and leave
Short Sword 2: 1d20 + 4 - 4 + 2 ⇒ (19) + 4 - 4 + 2 = 211d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 (All subdual damage)

Akremdar Kill the gnome if he doesn't give the order to stand down.


Male Human Wizard (runesage, scroll scholar) 2

Ellismus waits until there is an opening for him to stand and see the scene below (I believe Tolenn vacated her spot). "Cover me," he says as he begins muttering mystical phrases, his hands and fingers tracing symbols in the air.

Move action: to spot where he can see down.
Standard & next round's move action: Cast Sleep. I'll give a Point of Origin next round when I see how things are placed and whether the Lamms are still active combatants.


As Tolenn begins to speak you see doubt flicker across their faces. The truly do not believe her. There'a a couple snickers and one boy even says Right. Bloo is too fierce to beaten by the likes of some bint with a sword.

shift reaction from Indifferent to Unfriendly

Then Jarrin starts speaking from behind Akrem'dar and it raises a few eyebrows and a tough blond girl in the corner says Hold on Niles. Lets here what they have to say. shes obviously the talles and the oldest looking of the Lamms. Shift reation from Unfriendly to Friendly

Hookshanks yells Dont listen to em. The Master wouldnt want you to listen to em. Intimidate: 1d20 + 5 ⇒ (19) + 5 = 24 and you see fear cross their faces...all know how the master is.

shift to Indifferent

and Akrem'dar tries clumsily to undo Hookshanks fear tactics and it has no effect at all.

==================================================================

picking up the belt and pulling the dagger The Priestess began cutting the girls bonds, Ashimar helps the struggling young woman away from the scene of carnage into one thats worse, with 4 dead bodies leaking bodily fluids onto the floor of the room. . She immediately has to pause as the young woman begins to gag and then throws up all over the doorway.. Some of it splattering onto Ashimars leg. yeah its a move action to pick up the belt....but Ill allow it to be combined with the move action to cut the bonds, since you had to pull the dagger and I cant see how it would be any slower with one hand to pick up the belt and pull the dagger with the other.

===================================================================

Once Jarrin begins to Intimidate the children, and they glance at the blood on all the weapins of those on the catwalk, and see the fierce determination in Cedric's, Akrem'dars and Tolenn's eyes, they begin to back away from the stairs towards the back door. another youg girls speaks up You killed them all?

with a glance at each other they nod and move away from the stair case, trying to stay clear of Hookshanks space..

Youve effectively elimiated the Lambs threat for at least 1 round. Shift to too helpful and they will leave.

The are friendly towards the party.


Cedric Thargayrian wrote:


If i understood correctly DM in order to access the lower level to get to where Lamm is we need to go trough the open bay with large basket?

Yes. Or jump down the 3 feet into the water.. The basket can hold 2 medium size people and can take 1 trip down a round, or 1 trip up a round. It requires dex check of DC 10 to get out of the basket and onto the lower boardwalk without falling into the water. so a character could take 10 and do it without fear, or could take the risk of falling in, and have an action available when they got out. someone has to operate the device to control the raising and lowering. The device is on the catwalk in space H13


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

understood


Old Fishery mid way through rd 5

at this point everyone has 1 action left. except Akrem'dar who has taken no actions, and Ashimar who has finished her actions for the round.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Seeing the Lamms, at least for now, listen to their words gladdens Tolenn's heart. It would have been hard for her to have to fight the children in any way.

To the Gnome

"There you have it... Hooky... is it? You stand alone. Surrender and you will be treated fairly, it is Lamm we are after. Resist... well, I think you can figure that out yourself."

Diplomacy 1d20 + 8 ⇒ (20) + 8 = 28

To the tough blond girl, "You remind me of myself at your age... please wait. If you could help us find Lamm..."

Diplomacy 1d20 + 8 ⇒ (13) + 8 = 21


Male Human (Varisian) Bard (Detective)/1

Seeing that Tolenn has found a way to connect with the children Jarrin will go and cast Cure Light Wounds on Cedric.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Now run along, children. You are no longer scared little Lamms. Leave this horrible place and take control of your own lives.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Much appreciated Jarrin

Turning toward Tolenn:

They have 6 seconds to make up their mind after that we need to get going As we need time to go down in the basket. And lamm is getting closer to the outer exit doors.


The little Girl, the defacto Leader of the Lambs turns and looks up at the warrior maiden and says He's downstairs ma'am

The lambs pause at the door, scared to leave. Not willing to fight, but scared of the alternative.

Hookshanks looks at them and nods. Fine Ill not stop ye from goin downstairs. Lamm's getting old anyway. Losing his edge. Prolly no future in stayin on with him. He moves back and puts his back to the large vat slipping his curved dagger in its sheath.

Cedric and Ellismus both have an action yet. Akrem'dar has a full round. then we advance to the next round.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

pointing to Ellismus and Akrem'dar Get in the basket i'll lower you.

letting go of his weapon Cedric will activate the device

the rest of you get ready to jump in the basket as soon as i raise it back.


Male Human Wizard (runesage, scroll scholar) 2

Seeing that his spell will not be needed, Ellismus instead hops down from the ledge floating to the floor by the open bay, keeping his eye on Hookshanks in case he has another change of heart.

Activate feather fall.

Question could someone with feather fall use momentum or whatnot to go through the bay and land on the lower boardwalk?


Tricky but sure, he'd have to make a Dex Check at DC 12 to be able to guide himself along support pillars and beams. itd be easy if it wasnt for the short distance of only 3 feet til you get wet.


Remember Cedric you have to make a successful disable device check to know how to use it.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Disable Device: 1d20 + 6 ⇒ (10) + 6 = 16


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Seeing that any immediate danger has ebbed, Tolenn hurries down the stairs as Cedric maneuvers the basket.

Giving the Lamms leader a nod as she passes, she walks up to the Gnome, then grabs a spare rope.

"It's not that I don't trust you, Hooky...." Tolenn says, indicating that the gnome should turn "None shall harm you, any that do will answer to me." she says looking meaningfully at the Lamms.

She will then take his belt from him and toss it in to the corner, then wait for the basket.


Wow. Things move fast. Got some job interviews today, so Akrem'dar will either go down the stairs or the basket, whichever is faster.

Akrem'dar shows silent resolve, preparing his mind for this battle ahead."Let's get Lamm. Anyone else isn't worth the time."


The stairs only go to the fishery floor. The basket goes below


Then in the basket we go.


As Akrem'dar and Ellismus are lowered by Cedric who is pumping the handcrank on the baskets block and tackle They cant help but be fearful as they cross below the floor level to barely above the waterline. The lower boardwalk sits on wooden pylons suck into the riverbed. It is unknown how deep it is here, but as they can see the the ground rise up out of the river near the front of the building, so that the majority of the building is just a few inches above the water-level. It cant be too deep, can it?

worse yet...they notice a fin break the surface of the river a few yards away in the moonlight and move through the water seamlessly in lazy circles around the area. One thought creeps into their minds...Shark!

Zephyr lands on one of the wooden spars supporting the boadwalk and watched Ellismus sit in the basket a few inches above the water.

Rd 6

Old Fishery Rd 6


Female Human (Chelaxian) Cleric (1) HP 8/8 (AC 11 Tch 11 FF 10 ) (F +2, R +1, W +5) (Init +3, Perc +9)

Rd 6

Ashimar carefully guides the woman to the chair closest to her in the room. Rest here a moment, sister. I need to follow my companions and make sure they don't get too over-zealous with Lamm! We will be back for you as soon as possible.
After ensuring the woman is in no immediate danger, she races after the rest of the group, hoping to catch up before they get too far ahead.

Heal Check for the woman if needed: 1d20 + 9 ⇒ (6) + 9 = 15


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Round 6

Cedric will crank up again the basket once its 2 passengers have disembarked

do i need to roll again?

Once the basket is up again: Last ship leaving port now all Aboard. Next Stop Lamm's Revenge


naw you know how to use it now.


Male Human (Varisian) Bard (Detective)/1

Jarrin will proceed to the basket since Cedric is operating and Ashimar is catching up. Jolenn, I'd really appreciate an escort.


Male Human Wizard (runesage, scroll scholar) 2

Ellismus steps out of the basket and onto the boardwalk keeping further back to allow room for others to arrive and prepares his magic should Lamm or one of his cronies be seen at the door.

Exit basket to F13
Ready to cast Daze DC 14 on first humanoid bad guy he sees when the door opens


to repeat myself ;) Yes. Or jump down the 3 feet into the water.. The basket can hold 2 medium size people and can take 1 trip down a round, or 1 trip up a round. It requires dex check of DC 10 to get out of the basket and onto the lower boardwalk without falling into the water. so a character could take 10 and do it without fear, or could take the risk of falling in, and have an action available when they got out. someone has to operate the device to control the raising and lowering. The device is on the catwalk in space H13


Akrem'dar will exit the basket, of course, to get out of the way, keeping the hammer out and attempting the climb out of the basket. On my cellphone & cant open the map, so just put me somewhere appropriate.

Dex Check: 1d20 + 2 ⇒ (14) + 2 = 16


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Any problems binding the Gnome? Is it possible to climb down the ropes attached to the basket?


Probably, with the appropriate Climb or Dex roll?


Tolenn wrote:
Any problems binding the Gnome? Is it possible to climb down the ropes attached to the basket?

make a survival check and thats how effective your knots are. Please dont meta-game that though. you could take 10 which makes it a full minute to tie them. or take 20 which is a full 2 minutes (10-20 rounds respectively)...I know you wont, but so everyone understands how I work taking 10 and taking 20. Climbing down the ropes could be done. DC 15 climb check as it is a bit tricky to manuever down them and over to the ledge on slippery ropes and wood from algae and water. :D...or as I said you could raise the basket and dive into the water ...please oh please oh please ;)


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn grabs a spare rope and wraps it about the Gnome's forearms, lashing them together.

Survival 1d20 + 1 ⇒ (15) + 1 = 16

Satisfied with her work, she says "We'll let you free once we're done with Lamm."

Turning away from the Gnome, she walks to the opening where the basket descended. She eyes the water below, remembering the fishery in her time having sharks and other predatory fish below.

Eyeing the slippery ropes from which the basket hangs, she sighs resigning herself to riding the basket down. "I'm with you Jarrin on this trip. Remember I told you about the sharks and such under this fishery in my time as a Lamm, I doubt now is much different. "


Male Human (Varisian) Bard (Detective)/1

Jarrin looks at Tolenn and quickly nods his head. That's why I have you as escort, my lady, to take care of the sharks. Upon reaching their destination Jarrin will allow Tolenn to take the lead. We must be quick. Lead on!


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Cedric will raise the basket up after its 1st trip then lower it again with jarrin and Tolenn


Male Human Wizard (runesage, scroll scholar) 2

Ahh, ok. No rush. Take 10.


Akrem'dar jumps out and moves to the door on the lower boardwalk. He has to hunch over as the cieling above him (the floor of the Fishery) is only 5 feet up. Anyone over 5 feet tall takes a -2 circumstance bonus/penalty on all attacks from fighting in cramped quarters To his left he can see the upper boardwalk just a short distance away some 8 feet above the lower. Behind him the old barnacle crusted ship, that has seen better days is tied and lashed to the two boardwalks. It bobs in the water, green tinted algae covering it from about a foot above the waterline on down.

The door before him is of solid oak with iron bands around it. An uncharacteristic door for the surroundings.

In the distance the night becomes a bustle of activity. Screeches can be heard in the night sky. From the vantage point at the Fishery, noone can see what the screeches are about. Ellismus can make an Intelligence Check to remember them There are two distinct types of screeches. The first takes a DC 13 Intel check The other takes a 15. The significance takes an 18. Zephyr seesm to get agitated at the screeches and starts frantically jerking her head this way and that and hops over to get closer to Ellismus.

Ellismus rubs his leg subconsciously. The dog bite barely scabbed over. It's soreness reminding him of the shortcomings of Ashimar's healing burst.

Cedric pulls and pushes the hand ratchet for the basket and the block and tackle work to bring the basket back up to the interior of the fishery where Tolenn and Jarrin climb in and are lowered below. They two see the fin of the shark circling the fishery. They too hear the screeches in the night.

Ashimar comes around the corner of the catwalk a weapons belt draped over her shoulder.

Old Fishery Rd 7


Male Human Wizard (runesage, scroll scholar) 2

Intelligence check #1: 1d20 + 4 ⇒ (15) + 4 = 19
Intelligence check #2: 1d20 + 4 ⇒ (16) + 4 = 20


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

so that leave just me upstairs correct?


To Cedric- And Ashimar. see the map ;) + a drugged up victim, 8 Lambs, and a tied up Hookshanks.

Ellismus:
Conjuration is the primary school at Acadamae, and the favorite creature to summon for the final is the Imps. Not all are bonded as Familiars. Some end up staying and over the years that means there's hundreds of them hanging around in nooks and crannies here and there. They stay out of trouble usually, and help keep the vermin population down. That's the first screech. The 2nd Screech belongs to Pseudo-Dragons. Korvosa sits on one of the migratory nesting places and during the spring hundreds of the little dragonets come here to nest and bear their young away from the harsher winters of the Storval Plateau and Mindspin Mountains. This time for the year there's always 'territorial disputes' between the Imps and the Pseudo-Dragons. They vie for the same food sources. Its normally a handful fighting at any one time. Its almost commonplace. However whats significant about the sheer volume and number of the screeches is it sounds like something has caused all of the Imps and all of the Pseudo-Dragons to take to the air at once and fight ....why? that is the question


Male Human Wizard (runesage, scroll scholar) 2

Ellismus stretches out his arm to allow Zephyr to hop on and make its way to his shoulder. He steps back (to F13) to leave room for the others as he absently strokes it's head and puzzles over the strange cries. He blinks when the realization hits him.

"Let's try to be quick about this," he says. "Something is going on that's... astounding... and likely has wider implications than merely bringing Lamm to justice."

He then gathers his magic for the task at hand.

Ready to cast Daze DC 14 on the first enemy humanoid seen through the door if/when it opens.


Male Human (Varisian) Bard (Detective)/1

Nothing could be more important than bringing justice to Lamm. Let's go, now.

Damn wizards and their mysterious ways, we do not have time for the nonsense that he thinks is important. The only thing that matters to me is the task at hand, and that task involves finding and killing Lamm. He can tend to the astounding afterwards.

Jarrin will move up behind Akrem. Open the door, unless there is another way that Lamm could have taken. We need to catch him now.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Cedric will once again raise the basket for the cleric to get inside it. Then he will lower her.


to re-repeat myself for Jarrin. to repeat myself ;) Yes. Or jump down the 3 feet into the water.. The basket can hold 2 medium size people and can take 1 trip down a round, or 1 trip up a round. It requires dex check of DC 10 to get out of the basket and onto the lower boardwalk without falling into the water. so a character could take 10 and do it without fear, or could take the risk of falling in, and have an action available when they got out. someone has to operate the device to control the raising and lowering. The device is on the catwalk in space H13


Male Human (Varisian) Bard (Detective)/1

I know, I said that somewhat sarcasticly in character, not asking ooc. Jarrin wants to get to Lamm and he feels its thru that door. Sorry if made it look confusing.


;) To put it simply, you gotta roll the Dex check if you want to get out of the basket without falling in the water on this round, or you could take 10 (which would take longer) but you wouldn't have to worry about falling in. Hopefully Cedric doesn't fall in.


Akrem'dar has it right choice- 1. Dex check and be able to move behind Akrem'dar. fail and fall in the water next to the basket.. or 2. take 10 and step out of the basket onto the walkway and no other action.(assuming the bonus for dex is +2 otherwise you still have to roll.)


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Riding down in the basket, Tolenn regards the swirling waters below.

When the basket rattles to stop, she gathers her balance and makes the step across to the walkway.

Dex check , DC10 1d20 + 1 ⇒ (8) + 1 = 9

Whether the basket moved or her balance wasn't quite square; Tolenn slips on the edge of the walkway and falls into the water between the basket and the walkway, holding herself up by one hand.

There you go, GMMike, the random dice gods heard your plea :D


Well, Tolenn, you better hope that's an unholy shark ;)


Female Human (Chelaxian) Cleric (1) HP 8/8 (AC 11 Tch 11 FF 10 ) (F +2, R +1, W +5) (Init +3, Perc +9)

Ashimar rushes around the corner on to the walkway. did they all just forget about me?! Oh, there's that sullen one... She looks around for Jarrin, Akrem and Tolenn. Hearing a splash down below she peers over the edge in time to watch Tolenn floundering in the water.
uh oh - We had better get down there... wait I need to ride in THAT thing?!

She gingerly gets on board once the basket comes back up, doing her best to stoically ignore the rat-catcher's looks and comments.

Ashimar will hop on in the basket and play it safe... and maybe nuke some popcorn and settle back to watch Jaws.

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