Dark's Curse of the Crimson Throne: Team Ragtag

Game Master Darkmeer


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With Grigori well and gone with Sister Sicara, you leave the Orphanage, somewhat heavily hearted and into streets filled with violence. You hear screams every now and again, before you hear "it's a trap" and more violence.

People seem to be finding their basest nature's while they are here. Thankfully, you find Zellara's home unmolested, albeit empty of all furnishings. The dust on the floor from the party's footprints from the prior eve are showing, but not Zellara's.

Dennvyn:

Spoiler:

You hear Zellara's musical voice in your head again. [I]Would you be so kind as to arrange my harrow cards in a circle, face down on the floor, please?[/b]


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Dennvyn cocks his head, then shakes it in disbelief, I don't know if I should worry more about the dead person making requests than I should filling the void that I've been left... Still, despite the strange disbelief and amusement, he produces the deck, his nimble hands fanning out the cards as directed.


As the party watches Dennvyn place the Harrow deck in a circle on the floor, they all probably wonder at his madness, except perhaps Ernhild. As the last card is placed in the circle, a light flashes, temporarily blinding the the group, before you hear Zellara's melodic voice.

Good morning everyone, it is good to see you again. I am sure you are all confused about the situation. As am I. But I know a little bit, and, I can still use my Harrow Deck you used to summon my spiritual presence. But thank you for avenging us. All those hurt by Lamm and his dastardly deeds.

Everyone, if they were a bit tired before, feels VERY awake right now.


(Abandoned Game/Character)

Watching Dennvynn arrange the cards, Who am I to judge his actions. I have seem some strange things. Just because I know now the source of power, does not make it bad.... Idle thoughts of a sheltered clergyman.

When they flash, Riren jumps back. In a bit of shock when the voice is heard.

"It was our pleasure" he stuttered out. That's the best you can come up with?


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

Rocking back on his heels, eyes wide open, the sailor scans the room for exits again, just in case. "Hells, they weren't kidding, were they? How'd a dead woman gather us together?"


Thank you, Riren. Thank you all, really. After Lamm killed me, I became part of the heart of the city. Through my harrow deck, and it's allies, I have been charged with protecting Korvosa from its many threats. Those attuned to an act, such as defeating Lamm, protecting those poor children, and defeating the Green-hatted men stand with Korvosa and its citizens. I fear, with the death of the king, there will be a need for heroes, not just vigilantes. The people need someone they can see, but not fear. Someone they can speak to, and not fear reprisal. You, with all of your abilities and with your hearts in the right places can do just that. What say you, would you join a dead Harrower in her quest to protect the city? I can. Aid in small ways with my harrow deck, as well as help identify magic items a few times per day if that helps you decide.

Zellara looks to the group, waiting for more reactions and amswers.


(Abandoned Game/Character)

Is this the chance to be given a new direction?

Looking around, feeling the pressure of speaking first. Well he already did.

"I can't speak for the rest, but I can't say no to a righteous path laid in front of me. You have my blade"

Looking around the group, "We may all have very different reasons," Riren's eyes linger on Maria, "but a chance like this can better this whole city."

Suddenly aware the is speaking more than normal, he steps back and leans against a wall again.


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Maria considers for a moment. There is danger in this path, but also a chance for greatness. "I am with you lady."


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Dennvyn pauses for a moment, then speaks, saying aloud his train of thought, "This offer, is basically a version of what I've been trying to figure out in the brief seconds of peace since we killed Lamm. Certainly seems a better idea than hanging out a single declaring myself to be a revenge expert. I like the idea of being able to right the wrongs that happen to people who can't look out for themselves... and actually preventing the wrongs seems even better... and not just because it's more efficient."

The halfling shrugs, then chuckles, " I've already done one mission for a dead Harrower to protect Korvosa, and it turned out pretty well. Why not a few -- or a few score -- more?"


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet blanches as Zellara's voice floods the room, the singer's hand reflexively grabbing the hilt of her sword. Nope. Na-a. No way is anyone in this roo-

And then one by one, they do take Zellara up on her offer. And with the city in chaos, there likely wasn't much else for Juliet to do, anyways. The opera house wouldn't be open, which meant she was - at least for now - unemployed. Might be a good chance to make some money, get her name out there.

Shrugging, Juliet relaxed. "Eh, I'm in."


Ernhild, looking to Dennvyn, and just as unsure of the events, joins the rest of the group in joining with Zellara's goal of protecting Korvosa.

Zellara says to you, My harrow is powerful, and can provide magic in the case of certain events. It provides small bursts of magic during times when your actions protect Korvosa. But only if you believe and accept a Harrow reading. Right now, in Korvosa, there are people being taken advantage of, the guards are overwhelmed. And you still have to sort the stuff from Lamm, perhaps locating the rightful owners. We shall see. Would you like a Harrow reading before my spirit disperses for this day?

Her spirit flickers, as if she has expended a great deal of energy. I guess I haven't fully recovered from pushing away from my deck as I did last night.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

"I . . . guess I'm in? A reading from beyond? What the hells. Sure."


(Abandoned Game/Character)

"I too would be interested in a reading."


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Dennvyn nods, "I would love a reading."


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

"You may read the cards if you wish." Maria says cautiously.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

In for pence... Juliet thinks, and shrugs. "Sure. Just don't do like my mother and be all cryptic and crap, chinney?"

Grand Lodge

F Dwarf Cleric (1)/ HP 10/10, AC 17/ T 17/ FF 10/ Saves: Fort +6, Ref +1, Will +7/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/3/ Lvl 1 0/3/ Harrow 0/2

This whole day is getting crazier and crazier, but something about Zellara's words leaves Ernhild wanting to know more.

Something about embodying the City. Something about knowing what it needs to flourish.

Perhaps their encounter had been a blessing after all.

"Korvosa's interests are mine. I will do anything in my power to protect it."

When Zellara mentions the Harrowing, she nods.

"An insight into the future would probably help."


Zellara provides everyone's readings. She smiles, and completes them all.

At the end of all of the readings, she begins fading. "Try talking to the guard for leads. Maybe you can help, or even return some property Lamm Stole for a reward?"

Tawni:

Spoiler:

Zellara bears you sit before her. She smiles.
"Not much for the Harrow, are you, Tawni? I understand. Nor was I as young as you are now." She shuffles the 'cards' in her hands.
She lays out her reading.
"Well now, you aren't one for sore pasts." She eyes you. "In your past, I show the Carnival, a card of illusions and False Dreams, the Mountain Man, the card of a power outside of your control, of which survival is paramount, and the Mute Hag. All of these cards represent your past with Lamm. Let them go. You don't need them now. Truly, my friend. "
"In your present, we have the Wanderer, the Peacock, and the Vision. You collect things others may see as junk or trash, but may find tru worth in that. The peacock shows a sudden shift, either in personal attitude, or a societal change. With the monarchy changing, I feel it may be the latter, unless you're hiding something from me, cutie." She giggles at Tawni's uncomfortableness. "The vision shows an encounter with madness or arcana beyond your ken. Beware of this, as it can be either true genius, or it can be true madness."
She points to the final column. "This is the future. Something I expect to see in all of your futures. You have the Winged Serpent, The Teamster, and the Snakebite. Please know the Winged serpent is all about prudence when on the attack. Know when to attack, and don't do it rashly, you will lose. The Teamster helps you keep going when no one else can keep going. Be that rock. You can do it. And finally, the Snakebite. I see poison coming to the city. Something in the hearts and minds, and, sadly, something else plaguing the city, quite literally. And soon. Beware of this, and be on the lookout for anyone who can help."
You gain Two Harrow Points!

Riren

Spoiler:

Zellara bears you sit before her. And she "kneels" with you. "Riren. Poor Riren. Your doubts need to let go of those doubts. Your past, brings the Misaligned Tangled Briar, the Brass Dwarf, and the Twin. The Tangled Briar, your pained history, that which gives you doubt. It should bring you hope. Your dark past has saved others around you from a greater danger in stopping Lamm. Look what you did for those children. Did it take years? Yes. But you are now better for it. The twin makes me a bit wary, but what I see before me is a set of divided loyalties. Not among you, but among the city. People love Korvosa. Not the Monarchy. With the King dead, I fear that the divided loyalty will cause problems in the present.
She pauses as she considers the middle column. "In your present, we have the Theater, the Queen Mother, and the Misaligned Midwife. The theater is true prophecy. Something large is about to happen, and the Queen Mother is the one who knows all about it. But, with the Midwife being misaligned, whatever the prophecy is, the prophecy will not inspire any joy... this is the present?" As if on cue, Zellara fades for but a moment, as if this particular bit of information drains her of energy.
"Apologies. I believe your present is true prophecy. I believe that what we see in your future will be the next year or two in Korvosa and the surrounding territories. And you and your newfound friends will play a pivotal role in this. You have the Marriage, the Publican, and Crows. Marriage is the card of permanent change. The Publican is a place of refuge for the needy, and the crows are a dangerous group who are violent in taking that which is loved. Something powerful is happening. Refugees will be had from Korvosa! With the other readings, I believe a great plague is coming, and soon!"
You gain Two Harrow Points

Dennvyn:
Spoiler:

Zellara looks at you and smiles. "I'd ask you to sit, Dennvyn, but I'm already at eye level with you. I'm terribly sorry, please have a seat on the floor with me if you'd like."
She places a spread out of past, present and future cards. and begins her reading.
"In your past, I see the Courtesan, the Wanderer, and Sickness. The Courtesan is a woman of power, attempting to shape events, perhapse even now. The Wanderer represents someone who found something of true worth, you, and brought you up to be the hero you are today; while the Sickness was Gaedren Lamm."
"In your Present, we have the Empty Throne, the Hidden Truth, and the Vision. The Empty Throne shows a palpable loss. The city is grieving, even Castle Korvosa itself is grieving. Perhaps even the Ancient Pyramid, too. I wonder why? You, like Maria, see the Hidden Truth, something behind the veil, so to speak. Someone will not be forthcoming, and you will need to pierce that veil. Finally, like Tawni, you have the Vision. Beware that this brush with madness or great arcana doesn't lead you off to madness. You're a good boy, and I would like to see you again when I'm summoned."
Finally, she points to the future. "I see your future as the most near. I see the misaligned Fiend, the Cricket, and the Misaligned Survivor. You wil rescue, or perhaps attempt to help rescue someone from a great calamity, or mistruth? The Cricket shows travel and treasure. There may even be a reward for such bravery! And the misaligned Survivor is the part that worries me, given that I fear for a great plague coming to Korvosa. There is terrible news coming, perhaps evena profound loss. Hug those you love, Dennvyn."
Two Harrow Points for you!

Maria:

Spoiler:

We find your past much more deeply than others. Something in recent history, perhaps not your own, shows us the Liar Card, although it is misaligned. There is a new relationship beginning somewhere in Korvosa, something dark, although it is disguised as something beautiful. We also find the Fiend. It is well known that this area is of ancient Thassilon, but this fiend is closer, endangering all of us. Maybe in the city of Korvosa now, lurking and plotting! And, finally, we come to the Mountain Man. You survived Lamm and his horrible behavior towards you as a child, no? This part of your history no longer bears repeating, but the mountain man has been cut down.
In your present, we see the Carnival, which can heighten your arcane power. You can use this to your advantage, as you will move along in your powers. Within this, you alsow find the Hidden Truth, which helps you see past the obvious, to greater truths within. We know something is happening, and I think you will have the logic that will put those pieces together. My fear for you is the misaligned Keep in the Present. Do not fall into temptations of power, and be wary of others power, be willing to back down when necessary, lest you fall to greater strength.
Finally, in your future, we have the Forge, which is near, a dangerous event that will cause you to need many sources of strength to overcome, and even utilize some hidden truths you find. You also find the Teamster, which I can tell will be a theme with all of you. You will push beyond your limits, but will succeed. The final problem in your near future is theSnakebite. Someone will poison either your friends or literally poison the city, either literally or metaphorically (in their minds). If in their minds, it will be via propoganda, or even by beating them down. Either way, it will be very dangerous to strike against whomever does this, until you know the source of their power.

You gain One Harrow Point!

Juliet

Spoiler:

Zellara chuckles at the thought of being 'like your mother.'
"I will do my best. Harrow's not an exact science." She smiles as she spreads her cards out in front of you.
"In your past, we have the Inquisitor, the Locksmith, and the Eclipse. So, you have had some brushes with the Korvosan Guard, no? The Locksmith, while in the past, may be something from your past that you will remember soon. There are strange things afoot here, and your father's people know some bit of history, it may be wise to find some of them. The Eclipse. Self Doubt. Really, for such an outwardly confident woman, Lamm did a number on you, did he not? Be glad that the Eclipse of your life is done."
She dusts her hands and moves onto the present. "We have the Courtesan, the Demon's Lantern, and Peacock. All o fthese represent today. The Courtesan is a woman of power, deciding the path of the city. The Demon's Lantern are tricks of a person who are trying to represent an impossible situation. Be wary, as the situation will be impossible, at first. But help where you can. The Peacock shows change, but located in the negative as it is, it will be a sea of changes for bad. Work against this tide, the riots, and help those you can."[b]
She moves on, finally, to the future. [b]"We have the future showing the Carnival. Someone near you, or even you, will have an imprudent plan. We also have the Juggler. If the Juggler and the Carnival stay together, in step, that plan may just work, but beware, there is a tide of poison coming, soon. We also know that someone will consolidate their power soon. The final piece is the furthest from now. The misaligned winged serpent. Someone is going to seize a moment in a rash manner. This will have horrendous consequences, both for Korvosa, and for those that protect it."

You gain Four Hero Points!

Ernhild:

Spoiler:

In your past you had a great deal of doubts, you found astonishing beauty, but a great personal shift, left you in the great self-doubts. That lead to your drug use. Yes, the cards tell me this. The cyclops of the Publican shows me you found a place of refuge, the church in your case.
Today, in our present, we have the Teamster, something that drives you forward, no matter what. You can continue, and this force, being in your positive aspects, can be a great force for good. Please continue it. There Paladin, normally a card in the past, stands at your center, you must do what you need to do, showing that you know right from wrong. The best part of our present is the misaligned Juggler. The tragedy of Gaedren Lamm, he faltered and lost everything. Saving all of us.
In the future, you have the Mute Hag, misaligned. You have those around you with unshakable loyalty, even those with lucidity of speech. Some of those you may yet not know. keep that in mind as you search throughout Korvosa for those who will help you. The Joke shows in the future, this part isunclear. There is a terror, and this is what I have been trying to unwind as part of my life, and now, unlife. The monster or being may only be defeated by trickery or artifice, perhaps a combination of arms as well, but I know not what this monster is.Finally, we have the Survivor, misaligned. There will be terrible news coming. And soon. Something rotten is eating at the core of Korvosa, and the signs shall show soon. Perhaps unlikely allies will show themselves?
You Gain 3 Harrow Points!

More on Harrow points and recent rewards in the Discussion Thread!


(Abandoned Game/Character)

Staying quiet during all of the readings. Not quite knowing what to think of each in turn.

During his own reading, there is a brief tensing when she uses the term "Poor Riren", but then softens as she continues.

When everyone is done he chimes in, "Yes. We should talk to the guard. I am sure they have enough dealing with everything. I am sure they would be happy with people who are willing to help. At least some of us."


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

"Agreed. if the cards are to be believed it seems that trouble is brewing in this city, and it looks like it will be hard to unravel. Perhaps if we can help restore order to the city first, the source of disruption will be easier to spot."


no one ever assessed the treasures from Lamm's chest, correct?

As Zellara's finishes fading, and the room darkens, you hear the sounds of rioting beginning anew. Mobs of people here and there, thankfully further from Westshore, but close enough to make you uncomfortable.

There are nearby guard posts, one to South Shore, or one of the handful in the Midlands, although the Midlands is probably where the heaviest riots are. You could even go towards Thief town and East Shore.

You have lots of options.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet listens to the Harrow Reading, nonplussed given the nature of everything, as the cards seemed to be mostly pointing to herself. Imprudent, possessed of self-doubt, at times on the wrong side of things. Yep, that's me.

And working against the tide, that was also Juliet, to a "t". Her hand going to Spite's hilt, the singer goes to the door, opens it, and listens.

"Closest guard posts are on South Shore and the Midlands. Should we see if they need help?"


(Abandoned Game/Character)

I know we got the +1 dagger and +1 armor. Then a big list of items. But we never appraised all the items. Or figured out what the wand does, I don't think

"Best place to start, it sounds like. We also have all of Lamm's items. We should find out if any of it belongs to local families, or has other uses. It seems to me that lot of it would be worth some value."

I assume we detected magic and put all of those aside. Also the dagger that looks like a key, is likely something we need to keep. Should I create a document to start tracking?

Grand Lodge

F Dwarf Cleric (1)/ HP 10/10, AC 17/ T 17/ FF 10/ Saves: Fort +6, Ref +1, Will +7/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/3/ Lvl 1 0/3/ Harrow 0/2

Once again, her future appears grim. Ernhild tries not to overthink it, and refocus on the task at hand.

"I can take a look at them before we go," the cleric offers when Riren mentions the items.

Can roll Appraise check if needed


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

"Based on the noise, Midlands needs more help. The question is do we want to help against rioters, try to return anything significant, or see if there's anything we don't expect that the watch might want from us. Going to Midlands and offering to help there seems the obvious immediate choice, I think.


Midlands it is.

The walk to the Midlands is not terrible, a few small groups scuttle with small amounts of food back to their homes. The Sable Company flies overhead as you walk the nearly empty streets. A group of thugs start to pick a fight, then a dirty look from Tawni and Juliet sends them packing.

But in the Midlands, there is fire. A small fire brigade is working to save a small block, made up of ordinary citizens, as well as the Korvosan Guard. Looking up, you see another Sable Marine riding his Griffon, but this one is much too low and much too unstable. Suddenly, the rider lurches over the side and the pair of them slam into the wall of the burning building, falling flatly 15 or so feet down.


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Dennvyn winces as he sees the marine crash, Ensis?, then rushes forward toward the fallen marine, to see if it's his friend..


(Abandoned Game/Character)

Seeing the crash, and the people attempting to stop the fire, Riren runs out to the fire itself. Joining any of the citizen's who are trying to help. Trying to help put the fire out, or at least keeping it from spreading.


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Maria takes stock of the situation. There is not much she can do to help the downed rider. Truth be told, there is not much she can do to help stop the fire either - she is not exactly built for physical labour. If the fire spreads it could quickly get putt of control however so she grabs bucket and helps as best she can.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Without thinking, Juliet springs into action. A fire, that had the possibility of burning a large chunk of the city! Looking to the nearest citizen she shouts, "Where's the nearest water? The river? A well?"

Grand Lodge

F Dwarf Cleric (1)/ HP 10/10, AC 17/ T 17/ FF 10/ Saves: Fort +6, Ref +1, Will +7/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/3/ Lvl 1 0/3/ Harrow 0/2

Ernhild hurries towards the fire, thinking they would need someone to take care of the possible victims. She asks the brigade if the building has been fully evacuated -knowing that her symbol of Abadar would be enough to recognize her as a healer.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

Shaking his head as the rider and mount basically fall out of the sky in front of him, the sailor joins the others at the serious threat, the fire. As Ernhild is asking if there might still be anyone inside, Tawni is looking at the structure, trying to decide if there's a path in to try to rescue anyone who might still be inside.

Peception: 1d20 + 6 ⇒ (18) + 6 = 24


The good news, for Tawni, that is, is no one is inside the building. The fire brigade takes a few hours of backbreaking and exhausting work.

there are three Fortitude saves involved here. Fort DC 15 or take 1d6 subdual damage. Succeeding the first means no increase in Dc, failure increases the DC by +3 each failure. Each player may roll their own saves and potential damage if they are helping as declared above..

Anyone with Diplomacy may make a check to organize the labor. If you succeed at DC 18 here, the above Fortitude saves are reduced by 3 because the labor is being divided more evenly. This check cannot be aided this time due to the crowd and panic.

Dennvyn rushes to the Sable Company Marine. He finds that both the Griffon and the Marine are riddled with crossbow bolts, and we're likely dead or dying as they smashed into the wall. Sadly, the wall finished the job. Given the number of bolts, this was a team effort. The Marine is not Dennvyn's friend, but Dennvyn does know that they keep a bracelet with their information coded on their wrists. His appears intact.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

"C'mon! Form up a bucket line! We'll get more water to the fire faster if we work together. You! Over here! You! Over there!" As the other volunteers ignore him, the sailor grunts in frustration before just bending his back to doing this the hard way . . ..

Diplomacy (organize a work party) DC18: 1d20 + 7 ⇒ (8) + 7 = 15

Fort DC15: 1d20 + 2 ⇒ (18) + 2 = 20
Fort DC15: 1d20 + 2 ⇒ (8) + 2 = 10

Nonlethal Damage: 1d6 ⇒ 4

Fort DC18: 1d20 + 2 ⇒ (10) + 2 = 12

Nonlethal Damage: 1d6 ⇒ 3

7 Nonlethal Damage taken from back-breaking work.


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Dennvyn smiles when he realizes that it isn't Ensis, then chides himself for the reaction, It may not be your friend, but this was someone's... and he was killed... He quickly grab's the man's bracelet, then heads over to join in the bucket brigade, I hate the idea of letting the mob that took his life also take his things, but there's no helping it -- and that fire isn't going to put itself out.

Grand Lodge

F Dwarf Cleric (1)/ HP 10/10, AC 17/ T 17/ FF 10/ Saves: Fort +6, Ref +1, Will +7/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/3/ Lvl 1 0/3/ Harrow 0/2

Apparently, there is no victim yet. Seeing that everyone ignores Tawni, Ernhild tries to interfere.

"Evereyone stop panicking! I need volunteers to fetch water -the rest of us has to form a line!"

Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8

But the confusion is such that she is unheard. Grumbling, the dwarf still gets to business.

Fortitude DC 15: 1d20 + 7 ⇒ (3) + 7 = 10
Nonlethal damage: 1d6 ⇒ 5

Fortitude DC 18: 1d20 + 7 ⇒ (20) + 7 = 27

Fortitude DC 18: 1d20 + 7 ⇒ (4) + 7 = 11
Nonlethal damage: 1d6 ⇒ 6


(Abandoned Game/Character)

Pointing at a group of unorganized people, "You! Here, focus your effort. Fire can actually be predictable, if you know what to look for."

Deplomacy: 1d20 + 5 ⇒ (19) + 5 = 24 Success

Getting the group to organize on a section, Best to focus on at least a portion. Others have other areas.

Fortitude DC 12: 1d20 + 5 ⇒ (3) + 5 = 8
Non Lethal: 1d6 ⇒ 2

Fortitude DC 15: 1d20 + 5 ⇒ (12) + 5 = 17

Fortitude DC 15: 1d20 + 5 ⇒ (1) + 5 = 6
Non Lethal: 1d6 ⇒ 2

Coughing through the smoke. Fire being something often in his own control, blessing of the sun, this is sure wiley and the smoke is hard to get away from.

Yelling out, "Are there any other injured people out there? I can offer support!"


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

"Oi! Listen to the sailor and the priest!" Juliet yells, putting herself directly in front of the fire brigade. The brigade however, simply moves around Juliet, leaving the singer with nothing to do but join in.

As she suspected, as Juliet hauled her tenth bucket, sweat already matting her hair and shirt to her skin, it was probably much better to do the one managing than the one hauling. This work sucked.

diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

fortitude: 1d20 + 2 ⇒ (4) + 2 = 6
fortitude: 1d20 + 2 ⇒ (15) + 2 = 17
fortitude: 1d20 + 2 ⇒ (15) + 2 = 17

nonlethal: 1d6 ⇒ 2


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Juliet doesnt speak. She doesnt bother trying to instil order in the masses like her companions do. She simply concentrates on hauling buckets. One at a time. Bucket after bucket. It is a kind of work that she is not used to, and the strain tells, but they need to get this fire under control.

Fort save DC15: 1d20 + 2 ⇒ (4) + 2 = 6
Fort save DC18: 1d20 + 2 ⇒ (4) + 2 = 6
Fort save DC21: 1d20 + 2 ⇒ (14) + 2 = 16

3 failures, ouch

non lethal damage: 3d6 ⇒ (4, 3, 3) = 10

Her whole world narrows to passing buckets. Time seems to stretch into eternity as her muscles begin to burn. By the time they are finished she is panting heavily and barely on her feet. As she passes the last bucket she collapses in releif. They are finished. The city is saved. Surely it is time for bed now.

Then she remembers the riots are still ongoing. She pulls herself painfully back to her feet and seeks out her newfound companions.


Juliet would have taken 2d6 more points of subdual damage. First save was failed, making the second save DC 18, the third save was then DC 21
Subdual Damage: 2d6 ⇒ (6, 1) = 7
After Dennvyn checks on the Sable Company Marine, he finds what he needs to, then returns to the bucket brigade.
Fort Save 1: 1d20 + 5 ⇒ (12) + 5 = 17
Fort Save 2: 1d20 + 5 ⇒ (18) + 5 = 23
Fort Save 3: 1d20 + 5 ⇒ (8) + 5 = 13
Subdual Damage Dennvyn: 1d6 ⇒ 5

The hours go by, and the party and the former rioters eventually get the blaze down to a slow ember, then down to nothing. It's evening by the time this is all over, and everyone is completely exhausted. The nearest bar/inn from here is the Three Rings Tavern in the Northlands, thankfully, two blocks away at the Bookseller, the fire didn't reach it. That would have been a travesty.

The owner of the bookstore, one Costa Serimus, thanks you profusely, and offers any assistance to you from any of his books if you need them, on loan or even a non-rare for free of charge!

Other than that, you have the evening free, and you can continue onto your guard station if you'd like.

Anyone with a perception check DC 20

Spoiler:

On the far side of the fire, on the rooftop of a building, you see a man wearing a green top hat. His features are difficult to make out, other than hawkish, and he's not the half-orc you ran into at the orphanage. He's wearing a matching green coat, carrying a cane, and wearing a bright magenta kerchief at his throat. He is flanked by two other men in duller green hats, who are taking care to hide in the shadows.


(Abandoned Game/Character)

After a long day of working on the fire, feeling accomplished. Helping people.

As things settle Riren approaches Costa Serimus, "Excuse me, I think during the fire I lost my copy of Sarenrae's texts. Do you happen to have a copy of The Birth of Light and Truth? I could ask the temple, but I do not wish to take those copies from possible petitioners. I would be willing to pay, especially if you have a small copy I can carry around with me."

--Later--
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Looking over the city, feeling the calm of sunset. Riren looks to the group, "I think I will continue to the guard station. What are all of your plans?"

Grand Lodge

F Dwarf Cleric (1)/ HP 10/10, AC 17/ T 17/ FF 10/ Saves: Fort +6, Ref +1, Will +7/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/3/ Lvl 1 0/3/ Harrow 0/2

Once everything is finally over, Ernhild is exhausted and covered in soot. She keeps thinking that everything would have gone faster and smoother if only they could have been more organized...

But now isn't the time to complain. Gathering what was left of her energy (and the wounded members of the group), she mutters a prayer to Abadar.

Channeling Positive Energy (heal): 1d6 ⇒ 3

She thanks the bookowner. Although she currently has no money to spend, his offer can definitely be of some use later.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Her attention is suddenly drawn to a rooftop.

The cleric visibly tenses up again.

"Everyone," she says hurriedly, once the bookseller is out of earshot. "We are being watched. Look to the right."


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Dennvyn whispers a spell and passes a hand over himself, cleaning away the sweat and soot, Better prepared today..., then smiles as Ernhild's healing energies wash over him. "That feels better," he says gratefully, then offers, "Do you need me to prestidigitate your clothes clean?"

He tries not to tense at Ernhild's warning, "Where, exactly? One of our friends from last night?"


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

Wiping sweat out of his eyes, Tawni gathers with the others.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

As the healing energy flows through him, he sighs lightly, recovering some of his stamina at least.

4 non-lethal still in place.

He turns and looks in the direction Ernhild points out, but misses seeing what she's trying to point out, because he's looking at ground level . . .. "I don't see anything special. What are you talking about?"


Using my opportunity to post from PC...

Before:
Costa replies to Riren, "I do, in fact, have that book in stock. It's not one that people ask for regularly, I'd be happy to part with it. I'll put it on hold for you for after the riots calm down. May I have your name, sir?"

Juliet Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Maria Perception, not bright light: 1d20 + 1 ⇒ (5) + 1 = 6

Near:
After Ernhild points it out, both Juliet and Riren may look at the above spoiler and this (she conferred a +5 bonus):

Spoiler:
As Ernhild begins pointing out the man he bows, as if he was waiting to be noticed, perhaps not by you, but by someone... He turns with the other two men, walking away. They are too far away to likely catch in time without a great deal of magical help, as you'd have to run through the burnt buildings to reach them or through a very crowded alley (extremely difficult terrain), and, at best, reach them street a few minutes after them.

At the moment, you have a relatively exhausted group of commoners, who are lauding you as heroes for helping put out the fire. A few Korvosan Guards were in the mix, too. While the scene is that of dilapidated, fire torn buildings, and a dead Sable Company Marine, you have actually saved some lives today. That healing burst of Ernhild's actually brought a few commoners who had passed out back from the brink.

One of the guards approaches Tawni and the group, clapping Tawni and Juliet on the shoulders. "You did good work there. Field Marshall Croft would like to meet good citizens like yerself there." one of the Korvosan Guards says, "She's up in Hightown, I'd get there if you want any business done with the guard. All the other stations are overwhelmed with stuff like this. Some stations are unmanned. People just didn't show up for work, spendin' the time protectin' family an' such. Name's Dover. Midtown station 2. I worked with Kressida when she an' I were younger. Not a finer officer in the guard."


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

"The ship still burned to the waterline. Wish we had been faster." He wipes more sweat from his face and forehead, using his already soaked shirt-sleeve. Then he turns and looks Dover in the eye. "Thank you for the recommendation, Dover of midtown station 2. We'll certainly give her your regards." He looks back at the rest of the gang of murderers he's joined. "Assuming we're going to keep trying to help?"


"You kept it from getting to the other 'ships' as you say. I'd call that a win. We can rebuild it. The kid and 'er mum can hang out at Gringott's toys down the way. We'll even provide the escort." Dover smiles, obviously a strained smile as he's just as sweaty and exhausted as the rest of you.


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

"Thank you." Maria says, as healing energy washes over her, helping to ease her aches

6 nonlethal left

She glances round, unable to spot the supposed persuer, shrugs, casts prestidigitation to regain a semblance of dignity, and turns her attention to the guard.

Grand Lodge

F Dwarf Cleric (1)/ HP 10/10, AC 17/ T 17/ FF 10/ Saves: Fort +6, Ref +1, Will +7/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/3/ Lvl 1 0/3/ Harrow 0/2
Dennvyn Fealthan wrote:
"That feels better. Do you need me to prestidigitate your clothes clean?"

"That would be wonderful, thank you," Ernhild answers gratefully.

She can't wait to lie in a hot bath and scrub herself clean. It's like the ashes went underneath her skin.

Dennvyn Fealthan wrote:
"Where, exactly? One of our friends from last night?"

"The half-orc isn't among them -and they're all wearing green hats. Not exactly your typical Gorumite fashion. Their leader has a cane and a purple handkerchief. It's hard to say at this distance, but I recognize any of them."


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Dennvyn smiles and redirects the lingering magic to Ernhild, cleaning away the dirt, leaning in and whispering, "Leader of some other gang, then? Maybe the ones who set the fire? We can ask around about the green hats.". He then pulls his hand away, speaking at his normal volume, "Not as soothing as a bath, but it does feel better to be clean."

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