Curse of the Crimson Throne

Game Master EltonJ

The Curse of the Crimson Throne is a campaign dealing with one of the curse on the rulers of Korvosa. Can you alleviate the Curse? Can you prevent a queen in her evil and mad bid for immortality?

Map of the Old Fishery


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Male Human Psion 10/Atlanteologist 10
Thoric Stiffbeard wrote:

Dwarven Waraxe Attack: 1d20 + 2 ⇒ (18) + 2 = 20

Dwarven Waraxe DMG: 1d10 + 2 ⇒ (8) + 2 = 10

Thoric moves forward and grips the thick wooden handle of the ornate waraxe. Muttering something in dwarven under his breath he brings the two handed weapon down on the neck of the dog. Make it quick and painless

Thoric chops off its head.


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

Azig moves past the carcass of the dog to quickly listen at the doors. He whispers to the dog's body as he passes, "Good doggie. Sorry."

Perception to hear anything at the doors?: 1d20 + 6 ⇒ (4) + 6 = 10 Nope. Guess there are too many other noises distracting him!


Kellid-Gloomkin Half-orc Beastkin Berserker Barbarian 1 | ❤ 17/17 | AC 13 – T 10/FF 11 – CMD 16 | Fort +7, Ref +3, Will+2 | Initiative +2 | Darkvision, Perception +4 (+6 to avoid surprise and to detect invisible and incorporeal))

Neghed sighs heavily and looks at the dead dog on the floor. "Ya death was unneeded." He then casts a look at Thoric before shaking off his frustration and turning to follow Azig.

I was hoping that the nonlethal damage would have knocked the dog unconscious but I guess it was unclear if it had worked.


School Savant Arcanist 1 | AC 11, T 11, FF 10 | CMB -1, CMD 10 | HP 8/8 | F +2, R +1, W +2 | Init +5 | Perc +3

Daranil's posture softens for a moment. His frown could be made out, even through the mask and bandages. "Disappointing."

He continues to hold his weapon, idly twirling an arrow between his fingers. He briefly considers casting prestidigitation to give it a fancy color, but decides against it. Better to be ready in case Lamm actually starts taking this seriously.


Cleric 1 | HP: 13/13 | A: 18 T: 11 F: 17 (+4 Dodge v Giant) | CMB/D: 5/13 (+4 V Bull Rush/Trip) | F: +5, R: +1, W: +6 (+2 PSN, Spells & Spell-Like Abilities) | Init: +1 | Perc: +4 (+6 Stonecunning) | Darkvision 60 Ft Dwarf | CLW Wand 50/50
Thoric Stiffbeard wrote:
Thoric moves forward and grips the thick wooden handle of the ornate waraxe. Muttering something in dwarven under his breath he brings the two handed weapon down on the neck of the dog. Make it quick and painless

(Minor Retcon)

As Thoric moves forward into the room, he sees that the dog is unconscious and signals Azig pointing to the desk. He then moves to stand besides the grouping of 3 doors incase something comes through. (Northwest corner?) He stands defensively, shield between him and the doors.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15 (Listening if anything is approaching the doors.)


Halfling Paladin (Divine Hunter/Knight of Coins) / 1 |♥️12/12 | AC: 19/T: 15/FF: 15 | CMB: +1, CMD: 15 | Fort: +5, Ref: +5, Will: +5 | Init: +4 | Perception: +8

I wonder just how many children Lamm has conscripted and abused over the years... I pray we can save all that remain.

Pak exits his hiding place to confront the approaching children. He keeps his crossbow lowered as not to frighten them outright before speaking.

"Now is not a good time to be here, young ones. It is not safe. I suggest you move along quietly."

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

He points his weapon down the street away from the fishery.

"If you have nowhere else to go, then simply wait outside across the way until I return. I will help you find proper food and shelter for the night."


Male Human Psion 10/Atlanteologist 10
Thoric Stiffbeard wrote:
Thoric Stiffbeard wrote:
Thoric moves forward and grips the thick wooden handle of the ornate waraxe. Muttering something in dwarven under his breath he brings the two handed weapon down on the neck of the dog. Make it quick and painless

(Minor Retcon)

As Thoric moves forward into the room, he sees that the dog is unconscious and signals Azig pointing to the desk. He then moves to stand besides the grouping of 3 doors incase something comes through. (Northwest corner?) He stands defensively, shield between him and the doors.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15 (Listening if anything is approaching the doors.)

You hear people approaching the doors, they are big steps. You might be able to surprise them if you use stealth.

Pak Miniweathers wrote:

I wonder just how many children Lamm has conscripted and abused over the years... I pray we can save all that remain.

Pak exits his hiding place to confront the approaching children. He keeps his crossbow lowered as not to frighten them outright before speaking.

"Now is not a good time to be here, young ones. It is not safe. I suggest you move along quietly."

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

He points his weapon down the street away from the fishery.

"If you have nowhere else to go, then simply wait outside across the way until I return. I will help you find proper food and shelter for the night."

They hear your voice and trust you. Thus they stand across the street, waiting for you to give the clear.


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

Azig moves over by the door, hiding to let whoever enters pass by him. Rapier ready

Stealth: 1d20 + 10 ⇒ (16) + 10 = 26


Halfling Paladin (Divine Hunter/Knight of Coins) / 1 |♥️12/12 | AC: 19/T: 15/FF: 15 | CMB: +1, CMD: 15 | Fort: +5, Ref: +5, Will: +5 | Init: +4 | Perception: +8

Pak nods at the boys and smiles.

"Alright. Good. Be sure to warn any other kids who might return to keep out as well. With Abadar's blessing, I'll be back soon."

With that, he enters the fishery to rejoin his companions and closes the door (or what's left of it) behind him. Pak then quickly takes cover under the desk, amid the ratty furs and readies himself for an attack.

Stealth: 1d20 + 6 ⇒ (13) + 6 = 19


Kellid-Gloomkin Half-orc Beastkin Berserker Barbarian 1 | ❤ 17/17 | AC 13 – T 10/FF 11 – CMD 16 | Fort +7, Ref +3, Will+2 | Initiative +2 | Darkvision, Perception +4 (+6 to avoid surprise and to detect invisible and incorporeal))

Neghed moves as quietly as he can to be opposite of Azig, hoping whoever passes comes between them. He nods to Azig to signal he is ready and he grips his axe. I doubt we'd be so lucky ta knockout who ever is coming in one blow.

Stealth: 1d20 + 2 ⇒ (8) + 2 = 10

Well, it was bound to happen.


School Savant Arcanist 1 | AC 11, T 11, FF 10 | CMB -1, CMD 10 | HP 8/8 | F +2, R +1, W +2 | Init +5 | Perc +3

Stealth is an option... but the best form of stealth works with a proper distraction!

Daranil gets an idea. He casually pulls a chair out from the desk and takes a seat. He crosses one leg over the other, relaxes his posture, and idly begins to run his fingertip along the string of his bow. A shame the dog didn't take to him; The scene would have been perfect if he could be petting it.

When the enemies come in....

The elf cocks his head to the side, looking at whoever enters. "Oh, hello." He lets out a soft chuckle. "Can Lamm come out and play?"


Male Human Psion 10/Atlanteologist 10

The names of the bad guys are really . . . stupid.

The door opens and in comes three thugs. One is a half-orc, another is a human, and another is a halfling.

"Bloo!" says the human upon seeing the dog. "What have you done with him?"


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

Azig steps up from his hidden location and stabs at whichever one stops between himself and Neghed. "He's better off than you will be!"

Attack: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 Actual attack since we should have flanking and/or be attacking against flat-footed AC if he didn't notice me. ??
damage if that hits?: 1d4 - 1 ⇒ (1) - 1 = 0 I think the rule is 1-1 does 1 non-lethal?

Possible Crit?: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
damage if that hits?: 1d4 - 1 ⇒ (2) - 1 = 1 LOL! Pathetic damage and this is for a crit!?! That's why I aid another!


Kellid-Gloomkin Half-orc Beastkin Berserker Barbarian 1 | ❤ 17/17 | AC 13 – T 10/FF 11 – CMD 16 | Fort +7, Ref +3, Will+2 | Initiative +2 | Darkvision, Perception +4 (+6 to avoid surprise and to detect invisible and incorporeal))

Unsure if the intention is to start combat or in what initiative order we should be going, so feel free to fit this in where is should go.

Neghed bellows as he steps up opposite Azig and swings his axe at the opponent. "Da dog was spared da axe."

greataxe: 1d20 + 6 ⇒ (6) + 6 = 12; damage: 1d12 + 7 ⇒ (1) + 7 = 8

Entering Rage and Attacking, though it seems my luck may have run out earlier.


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

+2 for flanking? And possibly against flat-footed AC? Might hit.


Male Human Psion 10/Atlanteologist 10
Azig Bohrs wrote:

Azig steps up from his hidden location and stabs at whichever one stops between himself and Neghed. "He's better off than you will be!"

Attack: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 Actual attack since we should have flanking and/or be attacking against flat-footed AC if he didn't notice me. ??
damage if that hits?: 1d4 - 1 ⇒ (1) - 1 = 0 I think the rule is 1-1 does 1 non-lethal?

Possible Crit?: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
damage if that hits?: 1d4 - 1 ⇒ (2) - 1 = 1 LOL! Pathetic damage and this is for a crit!?! That's why I aid another!

I can let you reroll your damage. Yes, that 0 is non-lethal.

Neghed wrote:

Unsure if the intention is to start combat or in what initiative order we should be going, so feel free to fit this in where is should go.

Neghed bellows as he steps up opposite Azig and swings his axe at the opponent. "Da dog was spared da axe."

greataxe: 1d20 + 6 ⇒ (6) + 6 = 12; damage: 1d12 + 7 ⇒ (1) + 7 = 8

Entering Rage and Attacking, though it seems my luck may have run out earlier.

Azig Bohrs wrote:
+2 for flanking? And possibly against flat-footed AC? Might hit.

I can go with that, he's flatfooted and +2 for flanking.


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

Nah. It is a legit roll. I just thought it was funny. A crit for 1 regular damage and 1 non-lethal? Azig isn't built to be a melee type!


School Savant Arcanist 1 | AC 11, T 11, FF 10 | CMB -1, CMD 10 | HP 8/8 | F +2, R +1, W +2 | Init +5 | Perc +3

Daranil stands and shrugs. "Well if you're going to just ignore me, then I suppose I'll not waste my talent on you."

The elf decides to take an idle pot shot at one of the enemies not yet tied up in melee.
shortbow: 1d20 + 1 ⇒ (5) + 1 = 6 damage: 1d6 ⇒ 5


Male Human Psion 10/Atlanteologist 10
Arcanist Daranil Aldaris wrote:

Daranil stands and shrugs. "Well if you're going to just ignore me, then I suppose I'll not waste my talent on you."

The elf decides to take an idle pot shot at one of the enemies not yet tied up in melee.
shortbow: 1d20 + 1 ⇒ (5) + 1 = 6 damage: 1d6 ⇒ 5

That's a miss.


Cleric 1 | HP: 13/13 | A: 18 T: 11 F: 17 (+4 Dodge v Giant) | CMB/D: 5/13 (+4 V Bull Rush/Trip) | F: +5, R: +1, W: +6 (+2 PSN, Spells & Spell-Like Abilities) | Init: +1 | Perc: +4 (+6 Stonecunning) | Darkvision 60 Ft Dwarf | CLW Wand 50/50

Not being stealthful, Thoric isn’t even sure if that is possible, he brings down his axe on the closest thug.

Dwarven Waraxe Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Dwarven Waraxe DMG: 1d10 + 2 ⇒ (5) + 2 = 7


Male Human Psion 10/Atlanteologist 10
Thoric Stiffbeard wrote:

Not being stealthful, Thoric isn’t even sure if that is possible, he brings down his axe on the closest thug.

Dwarven Waraxe Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Dwarven Waraxe DMG: 1d10 + 2 ⇒ (5) + 2 = 7

that's a miss.

The three thugs attack Neghed.

Thug attack: 1d20 + 2 ⇒ (3) + 2 = 5
Longsword damage: 1d6 ⇒ 5


Male Human Psion 10/Atlanteologist 10

Initiative:
thugs' initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Thoric's initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Daranil's initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Azig's initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Neghed's initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Pak's initiative: 1d20 + 5 ⇒ (9) + 5 = 14


Cleric 1 | HP: 13/13 | A: 18 T: 11 F: 17 (+4 Dodge v Giant) | CMB/D: 5/13 (+4 V Bull Rush/Trip) | F: +5, R: +1, W: +6 (+2 PSN, Spells & Spell-Like Abilities) | Init: +1 | Perc: +4 (+6 Stonecunning) | Darkvision 60 Ft Dwarf | CLW Wand 50/50

Seeing the thugs surround Neghed, Thoric tries to even the odds to move into flanking position.
attack: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
damage: 1d10 + 2 ⇒ (10) + 2 = 12


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

I really gotta get better initiative! And better rolls!


Male Human Psion 10/Atlanteologist 10
Azig Bohrs wrote:
I really gotta get better initiative! And better rolls!

Perhaps you can plan for the Improved Initiative feat later on?


Cleric 1 | HP: 13/13 | A: 18 T: 11 F: 17 (+4 Dodge v Giant) | CMB/D: 5/13 (+4 V Bull Rush/Trip) | F: +5, R: +1, W: +6 (+2 PSN, Spells & Spell-Like Abilities) | Init: +1 | Perc: +4 (+6 Stonecunning) | Darkvision 60 Ft Dwarf | CLW Wand 50/50

(Based on who is left)

Initiative: Round 1
Thoric 18 (Acted)
Thugs 10
Azig 8
Daranil 7


School Savant Arcanist 1 | AC 11, T 11, FF 10 | CMB -1, CMD 10 | HP 8/8 | F +2, R +1, W +2 | Init +5 | Perc +3

When the opportunity arises, Daranil will glance across the batlefield and attempt to let an arrow fly.

Shortbow vs the nearest target not in melee: 1d20 + 1 ⇒ (8) + 1 = 9 damage: 1d6 ⇒ 4

If everyone is in melee, we can drop a -4 to that attack.


Bonded Investigator 1 | HP: 9/9 | AC: 19/15/15 | CMB/D: -2/12 | F: +2, R: +6, W: +2 | Init: +4 | Perc: +6/+7 for traps Darkvision | Inspiration: 4/5

I plan on a familiar for +4 initiative, and later the improved initiative feat.

Since Pak is next but has left us?:

Pak fires his crossbow at the nearest thug. He has the precise shot feat.
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
damage if that hits?: 1d6 ⇒ 1

Knowing that his rapier has little effect Pak attacks to distract this time.
Attack to Aid Neghed: 1d20 + 5 ⇒ (3) + 5 = 8
Unfortunately he even fails to get the thugs attention this time.


Male Human Psion 10/Atlanteologist 10

One thug attacks Neghed.

Thug attack Neghed: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d6 ⇒ 1

Looks like the die roller doesn't like me as well.


Male Halfling Cleric 1 [HP 9/9 | AC:19 | T:15 | FF:15 | CMB: -1 | CMD:13 | Fort:+4 | Ref:+5 | Will:+6 | Init:+4 | Perc: +5 (+7 in dim/darkness) | Speed 40]

Dot to get the game on my Campaigns tab.


Male Human Psion 10/Atlanteologist 10

Another attack from a thug penetrates Pak's armor and causes a grievous wound.

DM: The new players can roll their initiatives and join combat as soon as possible.


init: 1d2 + 3 ⇒ (2) + 3 = 5

Does someone have the Jinxed perk from Fallout?
If so it would explain all the low rolls

currently planning and writing up her entrance onto the scene


Bridgette kicks door a closed door on the opposite side of the room and seeing a Thug she recognized from her childhood and takes one of her daggers and throws it to them while still having her Machete in her right hand

Ranged_Atk: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 ⇒ 2

Not sure if that is a hit or not...


Male Halfling Cleric 1 [HP 9/9 | AC:19 | T:15 | FF:15 | CMB: -1 | CMD:13 | Fort:+4 | Ref:+5 | Will:+6 | Init:+4 | Perc: +5 (+7 in dim/darkness) | Speed 40]

1d20 + 4 ⇒ (3) + 4 = 7 Geez

What room on the map are we in? Trying to figure out if ranged is viable or if I need to use the mace.

Lem crouches behind his shield to wait for an opportune moment to strike.


Bridgette Olivia Noya Yakov wrote:

init: 5 = 5

Does someone have the Jinxed perk from Fallout?
If so it would explain all the low rolls

currently planning and writing up her entrance onto the scene

Oh, wow, didn't notice it was a d2, not a d20.

init: 1d20 + 3 ⇒ (8) + 3 = 11
Still who is it that has that Jinxed Perk on them....


Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Karinna enters with the others, her rapier drawn. She is expecting to find Lamm, after listening to the ruckus outside.

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