Curse of the Crimson Throne - Foxy Quickpaw

Game Master Foxy Quickpaw

Bad things are going to happen in Korvosa.
Maps, etc.
Roll20 Game


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Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Not sure if this is bluff or disguise to mimic a voice, bluff is +6 disguise is +5
Bluff to mimic voice of the guy who sent her in this morning: 1d20 + 6 ⇒ (11) + 6 = 17

Tisha tries to play into the man’s expectations.
Ya

Trying to keep it short and sweet to not give Vancaskerkin much of a chance to determine her voice is odd.

After saying this: She draws her sap and keeps hiding behind the water tank to surprise the man when he comes in.

Initiative when needed: 1d20 + 4 ⇒ (2) + 4 = 6


Kitsune Game Master

Vancaskerkin keeps coming, but moves cautiously looking around as if suspecting something is wrong.


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Narciso quickly backs off from the doors, to behind the meat-cutting table, where he will be able to throw spells without being charged down...

@Tisha - you probably want to be in the pink square, where you can jump out for the initial sneak attack and then flank with Briggi.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi waits, ready to thwack Vancaskerin when he comes down.

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ernhild moves in closer, but stays hidden behind a wall, ready to jumpthe guy as soon as he sets foot in the room.


Kitsune Game Master

That is not a wall, but the rail at the ceiling. Moved you to the door instead.

Vancaskerkin opens the door, looks inside and inquires "Where are you?" looking around he notices Ernhild. "What are you doing here?"


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Narciso steps forward and replies to Vancaskerkin's questions with a spray of colorful lights.

5' step and cast color spray, hitting the pink shape. Will save DC 15


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi waits for the light show to end before stepping up
Init: 1d20 + 2 ⇒ (15) + 2 = 17


Kitsune Game Master

Will: 1d20 + 2 ⇒ (15) + 2 = 17
"Gah!" Vancaskerkin closes the door.

Initiative:

Tish: 1d20 + 4 ⇒ (7) + 4 = 11
Briggi: 1d20 + 2 ⇒ (12) + 2 = 14
Narciso: 1d20 + 2 ⇒ (1) + 2 = 3
Ernhild: 1d20 + 1 ⇒ (8) + 1 = 9

VANCASKERKIN: 1d20 + 3 ⇒ (12) + 3 = 15


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Color Spray is just not the star of the show; quit making all your will saves Foxy...

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ernhild strides to the door, and tries to force it open.

Strength: 1d20 + 2 ⇒ (15) + 2 = 17


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi goes to the door and opens it.


Kitsune Game Master

The door opens easily, and as Briggi opens the door for Ernhild both can see, that the guy is on his way to leave the uninvited company.


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Tisha breaks stealth and dashes to get next to him.

If he does anything that provokes an AoO:

Sap: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 ⇒ 5


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Ok, I cast color spray. Vancaskerkin closed the door and retreated. Briggi and ernhild opened the door, and Tisha chased him down. So I think I am up again.

Narciso lopes after Tisha, and pauses to hurl another spell at Vancaskerkin...

move action - move 25'
standard action - cast daze at Vancaskerkin, will DC 14

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ernhild cannot do much to catch up with the guy immediately, so she casts a spell instead for when she does.

Cast Magic Weapon on her sap. Weapon enchanted for 1 minute/ 6 rounds


Kitsune Game Master

Will Save: 1d20 + 2 ⇒ (13) + 2 = 15

Vancaskerkin takes his chances, opens the door and leaves. Tisha only manages to hit his armor with no effect.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi double moves and runs.

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ernhild races after the guy. She isn't as fast as the elves, but her heavy armour doesn't appear to slow her down.

Double Move as well


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Narciso continues the chase, and sets himself to try a third spell. Rather than test Vancaskerkin's will again, he opts for something trickier...

Move action - 20'
standard action - ready an action to cast a spell - Grease, targetting the yellow box, once Vancaskerkin opens the door. DC 15 reflex save or fall down. Also "walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details)."


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Yikes 18 missed? What kind of armor is he wearing? Must be
Tisha runs up to him and tries to hit him again with her sap.
Sap: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 1

Surender and you will not be killed by us. If you keep running or fight, I can make no such promises. Your men are already captured for their crimes.


Kitsune Game Master

Ref: 1d20 + 4 ⇒ (13) + 4 = 17
Vancaskerkin opens the door, steps out and closes it again.


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

That's a DC10 acrobatics check as well to move out the door Foxy... Include ACP please. Failure means he doesn't move and must make another reflex save or fall. Failure by 5 or more means an automatic fall.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

How difficult to Kool-Aid Man through the door?

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ernhild moves inside the room. Move Action 20ft; delaying the second action in case an Acrobatics check needs to be rolled


Kitsune Game Master

Acrobatics: 1d20 - 1 ⇒ (5) - 1 = 4
Pity.

Vancaskerkin sits himself on his ass.


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M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Yay, I did something!!!

Narciso follows up by coming up behind Tisha, another incantation rippling from his tongue.

Move action - 15'
standard action - cast daze at Vancaskerkin, will DC 14

@Party - he's prone for a +4 to hit in melee, and both crawling (5' move) and standing up draw AoO's, so get in close and beat on him! @Briggi, It might be worth jumping through the window, to avoid the acrobatics checks yourself...


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Ok questions.
1) Vancaskerkin is in the same square he was in last turn right?
2) can I stand in the square above B1 without squeezing? Just trying to see if I can clear a space so that three of us can surround him without being in the grease.
Assuming 1&2 are true I do the following:

Tisha steps over and smacks at the man on the ground.
Sap vs Prone: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
Damage: 1d6 ⇒ 2

If 2is not true above skip the stepping over part


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M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi lifts his shield and goes through the window. You're under arrest!

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ernhild moves up to the fallen guard, sap in hand. Move Action

I think we're still in the same round, so this count as a Double Move? She's now in Melee range, and if she cannot attack this round, she's still close enough for an AoO


Kitsune Game Master

"I surrender!" Vancaskerkin calls out, raising his hands.


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Tisha closes the door that was opened as she says:
Shackle him.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi shackles Vancaskerkin.


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13
Foxy Quickpaw wrote:
"I surrender!" Vancaskerkin calls out, raising his hands.

Narciso replies: "Smart decision, it'll make thing easier on you. Now tell me, is there anyone else in the building? When are the rest of the cow hammer boys coming back here?"

As Briggi shackles Vancaskerkin, Narciso searches the room.

Perception: 1d20 + 2 + 3 + 2 + 2 ⇒ (1) + 2 + 3 + 2 + 2 = 10
2 rank +3 trained +2 wis+2 racial

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

"It's not like you have much of a choice," Ernhild calmly informs him, while the spell on her sap dissipates. "Help is on the way. But I doubt they'd focus on taking your men alive if they resist arrest."

Bluff (+ Stone Face): 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Briggi hauls Vancaskerkin up. Don't make this harder on yerself


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Tisha helps Narciso search and keeps an eye out for anyone else in the building as she waits for an answer.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13


Kitsune Game Master

"I don't know. They are out doing business. Might be back in the morning, might be done earlier." Vancaskerkin answers.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

We can take him to the brig and then come back.


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M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Narciso pulls a rabbit off his arm, literally, the tattoo coming to life, and hands it to Tisha "Ok, new plan, Tisha, you get Bun-bun here set up on the roof to keep watch for any of the Cow Hammer boys coming back... Then let's search this place properly, top to bottom, for more evidence and such. If any of the boys come along, Bun-bun will warn me, and we can hold a welcoming party, and they'll join Vancaskerkin in chains. If not, when we are done, we can haul this clown off to the brig, and call it case closed..."

@Foxy, what does Vancaskerkin have on him? I will use detect magic as I search him.

Perception, take 10: 10 + 2 + 3 + 2 + 2 = 19
2 rank +3 trained +2 wis+2 racial

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

"I wouldn't have thought you the kind of guy to name a rabbit Bun-Bun", Ernhild raises an eyebrow.

She moves Vancaskerkin to a corner of the room along with the other mercenaries they knocked unconscious or shackled, so Tish and Briggi can keep an eye on them. She gags the ones that are not KO'd before moving on to exploring the house with Narciso.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Vancaskerkin is the only prisoner right now. The other two guards we dropped off at the guard post and we are missing two.

Tisha sets up the familiar on the roof then returns to watch Vancaskerkin so the others can search the building. As she watches him (after making sure the front door is locked so nobody can come in)she asks:
So why did you defect from the guard? And don’t you have any idea what your men are up to? Mercenaries have a tendency to get themselves in trouble if not given some oversight…


Kitsune Game Master

Gear of Vancaskerkin:
potion of cure light wounds (3), mwk chainmail, mwk composite longbow (+3 Str) with 20 +1 arrows, mwk spear, 28 gp

"The guard failed the people when the riots broke out. Am I supposed to sit on my ass and watch that failure?" He ignores the second part of the question.


Kitsune Game Master

The search of the building brings up nothing but normal stuff found at every butcher's.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Well let's sit down and wait then. We should stay in pairs.


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 2

Some nice stuff here for a guard... Tisha says as she collects the weapons away from Vancaskerkin. But she keeps his stuff separate so that it can be turned in or split up as needed.

Then as she waits she responds to the prisner..
So why do you say they failed? Because they didn't stop the riot or do you have a seen deeper issues?


Kitsune Game Master

"Were you not there? Everything fell into chaos!"

"Me working here did much more to help the people of Korvosa than all these failed attempts to silence the angry mob."


Kitsune Game Master

The night passes and in the early morning Bun-Bun warns Narciso. What is Bun-Bun's ability here? Emoting? Checking on the alarm you find the two guards driving three cows towards the butchery.

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2
Tisha Nerifaren wrote:
Vancaskerkin is the only prisoner right now. The other two guards we dropped off at the guard post and we are missing two.

Damn! Thank you. I have trouble keeping track.

Ernhild pockets the potions of Cure Light Wounds that Tisha has placed away from the prisoner. (if you want one, feel free to take it!).

AS Vancaskerkin is interrogated, she carefully watches for his reactions. He looked like he had not just someone to protect, but perhaps something to hide as well. It made him more likely to lie.

Sense Motive: 1d20 + 4 ⇒ (19) + 4 = 23


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13
Foxy Quickpaw wrote:
The search of the building brings up nothing but normal stuff found at every butcher's.

So no evidence these guys are putting together a rebellion against the new queen...

Foxy Quickpaw wrote:
The night passes and in the early morning Bun-Bun warns Narciso. What is Bun-Bun's ability here? Emoting? Checking on the alarm you find the two guards driving three cows towards the butchery.

Pretty much - he gets all excited and that passes that through the link.

Narciso's head comes up and he whispers (to everyone using Message) "Bun-bun has spotted something."

After taking a peek our the window (he was in the upper floor bedroom sitting room B7), he reports "Two more guys driving 3 cows. I figure they'll come in the back, through the wagon shed, put he cows in the paddock, and head through the butchery (B4), so that's where we'll jump them. I have one big spell left in me before I need to rest. I drop it on them and you guys jump them..."

I have put Narciso on the map in B4. The green oval is where I figure they will come in. If you guys set up along the wall (pink boxes), should make for a decent enough ambush...

Rolls I think Foxy will want:

Stealth, to hide behind the big vat of water: 1d20 + 2 ⇒ (11) + 2 = 13
+2 dex

Init: 1d20 + 2 ⇒ (10) + 2 = 12
+2 Dex

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