Carpy DM run Curse of the Crimson Throne, part I: Edge of Anarchy!


Play-by-Post

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If it is of any consequence, for good or ill, it is now full dusk. Nightfall will be not long behind your arrival at the fishery if you choose to go now.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Knowledge: Arcana 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge: Local 1d20 + 8 ⇒ (12) + 8 = 20
"It will be dark by the time we get there if we leave now. It's just as well though, for what needs to be done ought to be done in the dark." Crux stands and prepares to leave.
"Thank you Zellara. I enjoyed your hospitality, the reading, and the information. Rest assured that I will all I can to make that man pay."


Male Human, Chelaxian Cavalier 1 (Order of the Shield)

Derrian stands, takes back his sword which he slides into his black leather scabbard. "I have no objection to a walk along the river this fine evening. Perhaps we will have a better chance of finding the man in his lair in the dark of night. I have no qualms about leaving straight from here. I have all I need." The young man places his hand on his sword.


Male Human Fighter

"I haven't been sleeping well anyways," Grent says simply as he stands again. "A walk might just do me good." He gives a small nod to Zellara. "Thank you kindly, ma'am. For all of this."


Evred touches the holy symbol affixed to the breast of his armor and nods, "Very well, let us be off."

Evred will make sure that the party stops a few streets away after they have spotted the fishery. "So how are we going to handle this? Charge with swords in hand? Some stealthy snooping? Try to talk our way in then get the jump on them?"


The fishery is a converted warehouse that partially overhangs the Jeggare River, a squarish building with a wooden boardwalk wrapping around the south wall and a dock, with a decrepit-looking fishing boat moored to it, on the river side. On the north wall is what looks like a loading dock for wagons, consisting of a shaky wooden ramp leading up to a broad platform, with wagon-wide doors leading to the fishery's interior currently shut tight. The reek of brine and week-dead fish hangs heavy in the air about the building, and the old double doors that face the street are closed and probably at least partly rusted in place. A drooping signpost holds nothing but a short length of corroded chain, whatever sign it may have once held seemingly long gone.

There are no sounds or signs of movement from within in the gathering darkness.


Derrian eyes the ramshackle building from the corner a ways away. "You pose a good question. What do any of us know of Lamm's nighttime activities? A couple of you mentioned your 'tutelage' under Lamm. From the sounds of what you all say, he may have children in there. I'll not have the harming of children, even if they are misled by a fiend."


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

Kazadarin wispers, " I agree, I will not suffer the harming of the children. If any spell casters have access to sleep, it may help us greatly. I can try checking out the building, and see if we can find a different entrance other than the 2 we see so far. If you agree i will skirt the building and see if I can tell what we are getting into."


Male Human Fighter

"There's probably a way in from the river. Any scouts should check that way," Grent says quietly. His eyes continue to scan the building. "I for one am about ready to stroll in through the front door. The faster I get my hands on Lamm the better."


"Then what if we took a peek around the building to get a layout, then tried to bluff our way inside so we can set up a surprise attack? That way we could have the strategic advantage, but also be able to avoid hurting any children inside."


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"I will wait for your scouting reports."


I need to know who is scouting around the building and what route they intend to take. I also need Stealth and Perception checks from anyone going scouting.


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

I plan on going in a clockwise motion around the building, peeking and listening at any window, and checking doors quietly. I will watch and listen before proceeding to another side or major area.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20


Male Human, Chelaxian Cavalier 1 (Order of the Shield)

Derrian is not a stealthy person and will be hanging back waiting.


Male Human Fighter

We've seen what happens when Grent stealths.


F Elf Bard (Arcane Duelist)

"Perhaps we should cut that boat loose, lest Lamm tries to escape."

Taelreth hangs back, keeping an eye on adjacent buildings and streets in case of any lookouts or ambushes.

Perception 1d20 + 8 ⇒ (8) + 8 = 16


Kazadarin Darlok wrote:
I plan on going in a clockwise motion around the building, peeking and listening at any window, and checking doors quietly. I will watch and listen before proceeding to another side or major area.

The doors around the building are locked tight for the night, and all the windows are boarded up; Kazadarin hears nothing within the building.

On the building's north side, next to the loading ramp, a set of stairs drop a few feet off to the east, over the river; at their bottom, a third door leads into a lowered section of the fishery, less than a dozen feet above the river's surface. There is no way to circle the building on the river side without jumping across to the boat (which, despite Crux's concerns, seems unlikely to be used as a means of escape for anyone, as it is seemingly being held together only by the ropes and chains that loop around the barge and bind it to the dock; accordingly, Kaz circles around to the south side, proceeding along the boardwalk there toward the eastern dock.

The southern walkway is slick and creaks ominously under Kaz's feet as he walks - though the boards hold him up, there are several moments where it seems as though they might not. Here he finds another door, also locked, and can step onto the shaky-looking deck of the moored barge if he wishes.


Welcome back!

Evred rubs his chin, considering the report from Kazadarin's scouting. "If we enter anywhere, I would want to go in through the top floor. I would rather have enemies below me than above me, pinning me against the ocean. Anyone else favor the front door? I'm still for trying to talk our way in rather than busting through. It would give us a chance to take a look before fighting."


F Elf Bard (Arcane Duelist)

"I'd rather we have the element of surprise...I don't think any story is going to convince them six heavily armed people knocking on the door after dark just want to talk."

Taelreth takes a few moments to appraise the situation, trying to decide the best plan of attack.

"We need to make sure there's no chance of Lamm escaping--we need justice, and we need answers, and we'll get neither if he gets away. I suggest we split into pairs, one taking the front door, one the loading dock, and one the south door. I agree that we don't want to enter through the lower floor...perhaps we can block or trap that door somehow."


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

Kaz returns after deciding to not chance the jump, and whispers his findings to the others.
”Stealth will fail us as soon as we enter. I suggest Violence of Force, we enter hard, noisy, and fast. If we can some how seal the lower level we can enter and force them down, leaving them with no escape.”
Was there a way to chain or tie the doors shut from the outside?


Evred shrugs, "Very well. But if we are to barge in, then I don't think we should split the party. Gaedren is a slippery cuss, with no telling if he has traps or surprises. Plus, I can't heal any wounds if you are too far away." The priest of Desna looks around the dock, "Is there anything we can use as a battering ram for the door? Perhaps a bench or a sawhorse?"


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"I say we go in hard and fast. Keep Lamm alive long enough to get the kids back. Then we leave with clear consciouses." Crux tightly grips his staff.


Male Human Fighter

"The quicker this is all over, the better. I'm tired of knowing Lamm's still alive, and I'd sooner not wait for us all to be in position to yell 'Surprise!' - every minute we wait is a minute he might get away," Grent says grimly.


F Elf Bard (Arcane Duelist)

"We're going to need light--it's probably pitch-black in there. Does anyone have a torch or a light spell? The brighter, the better...we don't want to mistake any children for enemies."


Kazadarin Darlok wrote:


Was there a way to chain or tie the doors shut from the outside?

It might be possible to use the length of chain hanging from the signpost out front to do so for at least one door, but it would likely be fairly loud. Rope could probably also do the trick, but in either case, the door wouldn't be completely closed, just unable to be opened more than a few inches - but that might be enough to allow someone with a knife to cut through a rope, should they have one handy.

Also, from his examination of the doors, Kaz is fairly sure he could pick the locks, given enough time. Which, of course, he may or may not have.

Evred Harvaldar wrote:
The priest of Desna looks around the dock, "Is there anything we can use as a battering ram for the door? Perhaps a bench or a sawhorse?"

Nothing like that stands out on the deserted night-time street, but the abandoned warehouse next to the fishery could theoretically have something usable if needed.


Male Human Fighter

Grent suddenly smiles and reaches to his belt. "Forgot I had this for a moment," he says, pulling a crowbar out of a loop. "This should be able to get us in quick and easy if those doors are locked."


F Elf Bard (Arcane Duelist)

Taelreth takes another look at the building, trying to determine if there is any internal lighting. She also looks at the state of the roof, wondering if the moonlight and starlight might be enough for her to see by. If not, she'll look around for any possible light sources--including checking the abandoned warehouse, hoping for a barrel of torches by the door or the like.


"May the Great Dreamer guide our paths. Gather on me for blessings, everyone."

Evred casts longstrider on himself. Just before they kick in the door, he casts protection from evil on himself and bless on the group.


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

”I can pick the lock to the first door and quietly check the first room, calling everyone up when needed. Or we can just hit them hard. I am good with either call.”


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

"I've waited long enough for my vengeance. Grent, if you can get us in there, do so. If any of you wish to wait out here and discuss this, please feel free."


Male Human, Chelaxian Cavalier 1 (Order of the Shield)

Derrian listens to the others for a moment. "If we attempt to kick in the door, and don't do so on the first try, it will give them a chance to prepare. I suggest picking the lock." He fingers his father's sword nervously.

Sorry I wasn't on this weekend. Weekends tend to be crazy busy for me


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

Kaz turns to the group and whispers,”Ok then, I will lead up to the door, give me some space between me and our less than stealthy partners. When I get there I will attempt to pick the lock, if I botch the job, Grent come up with your crowbar and do what you do. If I can pick it I will attempt to open it quietly to check what we are up against then motion the rest of you up.”
Perception:1d20 + 6 ⇒ (5) + 6 = 11
Disable Device:1d20 + 8 ⇒ (15) + 8 = 23
Stealth:1d20 + 8 ⇒ (7) + 8 = 15


Male Human Fighter

Grent nods at Kaz's directions and watches closely as he picks the lock. As the door slides open, Grent sighs. "Well, there'll always be another door," Grent says as he places the crowbar back in his belt and draws his knife.


Which door did you pick? The one facing the street, the one on the loading dock, the one at the bottom of the stairs leading down from the loading dock, or the one on the south wall?


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

The one facing the street.


Kaz's picks work their magic in a few seconds, and though there is a faint scraping and squealing from the door, he manages to ease it open without making too much noise. The room beyond looks to be some kind of office, with a single desk and a chair behind it against the far wall. The area looks fairly disused, though there is a small pile of ratty furs and straw heaped in a corner. Four doors - one on the north wall, one on the south, and two on the east - lead out of the room; only the one to the north stands open, though, and Kaz cannot penetrate the gloom inside the building to see what lies beyond it.


Evred points with his sword, "East door. Hurry, the spells won't last forever." The priest approaches the door and tests the handle. He will kick in the door if it is locked.


Arcanist 1| AC 12 , FF 10 T 12| HP 7/7| Perception +1| Lvl 1 4/4, Cantrip at will

Crux wishes he had a light cantrip ready. Instead he activates a sunrod and goes through the door.


Male Human, Chelaxian Cavalier 1 (Order of the Shield)

Derrian moves into the room with his companions, sword at the ready. He puts his back to the nearest wall and waits for his eyes to adjust to the darkness.


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

With sword drawn, Kaz moves through the east door.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26


F Elf Bard (Arcane Duelist)

Taelreth draws her sword and moves up to flank the east door, ready for combat. She offers a brief prayer to the elven gods in silence, then turns all her focus to the surroundings, watching for any movement and keeping in mind the inferior vision of her human allies (focusing on areas they can't see well, if there are any).


Uh, guys, there are two east doors... One to the north/left, the other to the south/right.


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

South right to work our way around.


Yes, southeastern.


Male Human Fighter

Grent walks in the door as gently as he can, grimly scanning the room, as though glaring hard enough would make Lamm appear then and there. He stays in the door of the room, ready to charge any enemies that enter from any of the other doors.


The southeastern door opens on a smaller office, but it almost immediately bumps into a desk that is partially blocking the doorway from the other side. Squeezing into the room reveals it to be tiny and cramped; the desktop is covered in slates, each with numerous scrawled notes and tiny equations, and a large cabinet slouches against the eastern wall, next to a another door. The south wall also holds a door - likely the exterior door leading out to the boardwalk and dock - but it has been nailed shut by a series of rotten, moldy boards.

Stealth and Perception checks from everyone, please.


Male Human Fighter

Uh oh... here we go again.

Stealth... 1d20 + 1 ⇒ (10) + 1 = 11
and Perception. 1d20 + 3 ⇒ (11) + 3 = 14


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

If you wanted you can use the one above.

Or if i gotta...

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Perception: 1d20 + 6 ⇒ (17) + 6 = 23


F Elf Bard (Arcane Duelist)

Stealth 1d20 + 2 ⇒ (12) + 2 = 14
Perception 1d20 + 8 ⇒ (2) + 8 = 10


Perception 1d20 + 6 ⇒ (18) + 6 = 24
Stealth 1d20 + 3 ⇒ (13) + 3 = 16

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