Dr. Si's Curse of the Crimson Throne OOC

Trying to decide if Dj'hân's plan is a good one or not. I keep having horrifying visions of tiny a halfling suffocating to death under a small mountian of sausages. Or more realistically being trapped in a very bad situation where help couldn't come in time.

It would be nice to have a better idea of what's going on in the inside though. Maybe we could lower him down a chimney or something (provided it's not the time of year there would be a fire...). How close are the neighboring buildings, how hard would it be to get to the roof of the butchery?
 

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It's certainly an unorthodox plan, but hardly more unwise or risky than what most adventurers do when raiding a dungeon. And we're not talking about a mountain of meat; just an equal weight. I can't imagine Dj'hân suffocating under 10-12 pounds of sausage; he's very small, but not helplessly weak.

Sure, breaking in is an option, but Dj'hân has no particular ability for climbing or dealing with traps and locks. I figured this was a creative way of circumventing such obstacles. Besides, it seems like fun to play out.

The map seems to show the butcher shop as being freestanding. Getting Dj'hân onto the roof would be relatively easy though; most of the building is a single floor. Walking past the back wall with Dj'hân hanging on the top end of Edmond's polearm would give him ready access to it. It remains to be seen if there are any smokeless chimneys for him to shimmy down though. Doc? As an alternative he could just pad over to one of the second floor windows facing the roof to see if any are open.
 

Ambrus, Edmond will charge and will shout "Dj'ahn, move aside!" or Duck or something. Since you already opened the door there won't be any problem with full charge and attack (non-lethal of course), slamming the archer back (if he survives your fire).

I'm warning this way so you can respond OOC, so I already know your reaction so can describe full action instead of waiting to see whether you move or not. If not, Edmond will jump over or simply move and attack (but then won't charge, obviously)
 

Some explanations/questions

Edmond WILL take attack of opportunity if Verik moves this round toward either weapon. With 10' reach there shouldn't realy be much that he cannot reach. Non-lethal damage only

Also, is Verik fatigued from the Touch of Fatigue?

Now, just for the record as he was blinded by color spray he should still be stunned even if 1d4 resulted in 1. Unless we passed through those rounds waiting for him to be able to speak. But, then there would be enough time for Edmond to pin him more securely.

[sblock=Color Spray]
2 HD or less: The creature is unconscious,
blinded, and stunned for 2d4 rounds, then
blinded and stunned for 1d4 rounds, and
then stunned for 1 round. (Only living
creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and
stunned for 1d4 rounds, then stunned for 1
round.
5 or more HD: The creature is stunned for
1 round.
[/sblock]

I realize that with increase in hit points this is harder to pull, but still
[sblock=Non lethal damage]
staggered: Having nonlethal damage exactly equal to current hit
points. A staggered character may take a single move action or
standard action each round (but not both, nor can she take fullround
actions).


unconscious: Knocked out and helpless. Unconsciousness can
result from having current hit points between –1 and –9, or from
nonlethal damage in excess of current hit points. A character who is
unconscious as a result of having current hit points between –1 and
–9 who becomes stable has a 10% chance every hour to become
conscious. A character who is unconscious as a result of having
nonlethal damage in excess of current hit points has a 10% chance
every minute to wake up and be staggered.
[/sblock]
 

Edit: Neurotic, sorry, didn't see your message up there. I re-checked Colour Spray and I think I muffed it completey with Verik as he shouldn't have been blinded in the first place. Well, I think let things stand as they are, since between you you've defeated him quite handily anyway.

In other news:

Your characters all now have 2090 XP, putting them all at 2nd level. Please update the RG accordingly...
 
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Welcome back Doc! We missed you. Nice to see this campaign picking up again. :)

Incidentally, does Dj'hân get any xp for the spiders he and Thorson encountered back on the old ship behind the fishery? As I recall, I never got any for that even though Dj'hân survived getting poisoned by one. ;)

I can't recall; what are we doing for hit points in this campaign? Are you rolling for our 2nd level?
 

Oh yes, the Drain Spider was worth 35 xp. You may as well take all you can get :).

Hit points: After 1st level you get the standard amount i.e. hit dice + Con bonus (plus optional +1 if in favoured class). I can roll them for you, or you can roll them on Invisible Castle (if you want a '1' ;)).
 




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