DM Crispy's Curse of the Crimson Throne (Inactive)

Game Master Bill Dunn

A group of heroes seeking revenge discover themselves in a quest to save Korvosa.

Maps
Slides
Korvosa
Loot Sheet

Current Adventuring Location Map
Vencarlo's Home
Pilts's Palace

Older Maps
Blood Pig Playing Field
Lavender Perfume Shop
Wererat Sewers
Rat Hunt in the Sewer

Harrowings
Chapter 3: Escape from Old Korvosa
Chapter 3 Harrowing
Chapter 3 Harrowing Roles
Chapter 3 Harrow Reading

Chapter 2: Seven Days to the Grave
Chapter 2 Harrow Reading

Chapter 1: Edge of Anarchy
Chapter 1 Harrow Reading


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HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

PFFT dammit Amira XD


That's it, I am getting Banishment as soon as possible.


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Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

"Ow, ew!" Cassandra exclaims as Wednesday erupts into a font of blood.

"Stupid..." Cassandra reaches down and grabs hold of his shoulders and begins dragging him away from the demon.

Not a lot of room here. I can't use the map on my iPad so someone please move me back one square and Sunday down and back one square.

And Tolenn, buddy I keep thinking the same damn thing.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

What?! No! Leave him there! That way he can take one more full attack before it goes after Tolenn.


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Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Yeah.... No. That's not what Tolenn wants, I'm guessing. Better to get you out of the way so Terri can heal you and you can go back into the fight.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

... fine.


The leuokodaemon's brutality takes the fight out of Wednesday (at least for the moment) but Cassandra's quick reaction pulls him from further danger. And, as it turns out, Wednesday's hardy stubbornness seems to have enabled him to stabilize. If left alone, he would recover in time, but is that time available?

Status
Cultist 2 (by Amira and flaming sphere): -11 hp, distracted and recently healed a little bit from being disabled
Cultist 5 (amid the tubes): buffed, distracted
Cultist 6 (near Amira): -7 hp
Daemon: -55 hp

Terri, Tolenn, Victor, and Amira are up. Tolenn and Terri are flanking the daemon.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

All Tolenn can see monentarily as the outsider tears into Wednesday is a mist of blood. She heaves a sigh of thanks when she sees Cassandra bodily haul Wednesday back from certain death.

"Tend to him, Terri! she calls out, her face grim with determination, gleaming scimitar flashing ....

attack 1,SE: 1d20 + 11 + 2 + 4 ⇒ (2) + 11 + 2 + 4 = 19
damage: 1d6 + 2 + 14 ⇒ (6) + 2 + 14 = 22

attack 2,SE: 1d20 + 6 + 2 + 4 ⇒ (9) + 6 + 2 + 4 = 21
damage: 1d6 + 2 + 14 ⇒ (5) + 2 + 14 = 21


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

"I will, but I gotta help you with this first!"

Glaive: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage: 1d10 + 1 ⇒ (7) + 1 = 8


Witnessing Wednesday go do was the final crack in the dam that was Victor's patience. It was almost an after thought as he directed the flaming sphere to assault the cleric that assaulted the cultist that recent approached Amira. The own man's shadow stretched its hand, grabbed the deadly fire ball and drew it near at incredible speeds.

Flaming Sphere Damage: 3d6 ⇒ (4, 4, 1) = 9

Victor could feel the anger taking hold and he almost welcomed it, but he gritted his teeth and refocused on the situation. He looked to the remaining cultists and wondered if they truly believed that they were getting out of this alive.

Sense Motive: 1d20 ⇒ 7

If he did notice that they weren't.

"Ya know we could keep the rest of ya alive if ya surrender now. Cause if ya ain't stupid ya can see there is no winning this...not for the rest of ya anyway. Ya will be long dead before we are done with this daemon" He said to them in nonchalant manner and waited for no response as he turned his grey eyes to the demon they faced.

Bluff: 1d20 + 18 ⇒ (7) + 18 = 25

What the sorcerer had in mind was risky. in all honesty he did not know if it will affect the daemon that much if at all...but when Cassandra mentioned it's resistance to damage she could have meant all types If it is...then I am taking a gamble on nothing Victor struggled to push his doubts aside. It was better to take this chance then to regret not acting later. He looked to Wednesday once more, the blood the monster spilled was all around him...it seemed that he was hanging in there though. Victor cast hateful eyes on the daemon. Placed both of his hands forward and felt a far darker side to his magic come forth. Greenish sickly sparks of eldritch sprang forth around his outstretched hands before a beam of similar quality lunged forwards towards the daemon.

Victor casts Ray of Enfeeblement. Fortitude save DC: 16, halves. Effect lasts for 7 rounds.

Ranged Touch Attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

Strength Penalty: 1d6 + 3 ⇒ (2) + 3 = 5

Move action to move the Flaming Sphere.

Free action to talk, lie and con.

Standard Action to cast Ray of Enfeeblement.


Getting this in quickly before Amira posts
Ref Save: 1d20 ⇒ 16

The badly wounded cultist at the flaming sphere fails again to dodge it and falls under the searing heat.

And I will need a caster level check from Victor to see if the ray of enfeeblement (which does hit the daemon) penetrates his spell resistance


Caster Level Check: 1d20 + 7 ⇒ (13) + 7 = 20


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Her blade spinning with dazzling speed, Amira swiftly slices her opponent twice in rapid succession.

1d20 + 8 ⇒ (18) + 8 = 26
1d4 + 2 ⇒ (2) + 2 = 4

1d20 + 3 ⇒ (17) + 3 = 20
1d4 + 2 ⇒ (2) + 2 = 4


Fort save: 1d20 + 9 ⇒ (2) + 9 = 11
The daemon is not only hit by the ray of enfeeblement, it penetrates his resistance to magic, and he is fully affected by the lassitude. Its shoulders visibly sag.

Net effect for a -5 penalty is -2 to hit and damage on all strength-based combat

Amira stabs her opponent twice with her blade. He is clearly badly wounded, but still survives. His face turns gray from the wounds (he's been hit quite often this fight).

In the fight against the daemon, luck does not seem to be on the side of the heroes. Neither Tolenn nor Terri can land a solid blow on the foul creature.

The cultists, however, both decide to exercise a bit of discretion. They withdraw and start heading down the corridor from the back of the chamber. The leukodaemon does not seem the least bit put out to be the last one fighting in the room. He turns his attention to the paladin. The evil being's claws and fangs slash, but not as much as they might have - 7, 6, and 10 points of damage.

Claw 1: 1d20 + 14 ⇒ (17) + 14 = 31 claw 1 damage: 1d6 + 5 - 3 ⇒ (5) + 5 - 3 = 7
Claw 2: 1d20 + 14 ⇒ (9) + 14 = 23 claw 2 damage: 1d6 + 5 - 3 ⇒ (4) + 5 - 3 = 6
Bite: 1d20 + 14 ⇒ (12) + 14 = 26 bite damage: 1d8 + 5 - 3 ⇒ (8) + 5 - 3 = 10

Status
Cultist 5 (amid the tubes): buffed, distracted, fleeing
Cultist 6 (near Amira): -15 hp (badly wounded), fleeing
Daemon: -55 hp, enfeebled

Harrow Points
One thing that I think I had better bring up - your harrow points. I was just thinking that I don't recall seeing anybody use them. Granted, the reading for this chapter was back in March, but I'll repeat what you can do with your points, as posted by GM Crispy:

GM Crispy wrote:

Also, each of you now has 2 Harrow Points. You can spend these harrow points on:

1 - Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude saving throw, Concentration check, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

2 - Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals—you heal a number of hit points equal to your class level and 1 point of ability damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.

3 - Damage Reduction: Spend a Harrow Point to gain damage reduction 3/—. This damage reduction persists for the duration of the encounter in which you spent the Harrow Point.

I'm guessing everyone has largely forgotten this resource. #3 would certainly have been useful for both Wednesday and Tolenn. I didn't catch this soon enough to help Wednesday this fight, but I'll apply it to this round's damage from the daemon since Tolenn had plenty of warning with him ripping through Wednesday and all...

Wednesday and Cassandra are up. Then Amira, Tolenn, Victor, and Terri.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Yup, let's burn the Harrow point.


Actually, since it's party vs one monster now, I have no preference what order you post in. Coordinate as you like.


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Park growls as Cassandra throws a last ditch effort at the monster, trying to buy the group some breathing space.

"Who you gonna call?!"

Caster Check to beat its spell resistance: 1d20 + 9 ⇒ (12) + 9 = 21

The daemon gets a Will save. DC 21. If it fails, it gets teleported to the Etheral Plane for 6 seconds (1 full round). It returns to the exact point of its departure at the start of my next turn.

If the daemon fails its Will save, Cassandra shouts the following.

"We only have a few seconds before it returns!"


Cassandra punches through the daemon's resistance. Feeling the extra planar tug, and interpreting it as a way off this plane where he had been trapped in a life-sucking bottle, he lets the spell take him (and auto-blows his save).

You have a safe round to reset, heal, whatever.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Hearing Cassandra's warning, Terri holds her holy symbol aloft before chanting a prayer.

"Shelyn, please bind the wounds and mend the hurts of my friends!"

Channel Positive: 4d6 ⇒ (1, 4, 6, 6) = 17

For a moment, the stench of the room is overpowered by the smell of a spring garden. Ghostly gold and silver images of flowers, shrubs, and trees spread from Terri, fading out about ten paces from her. A songbird can be heard faintly singing from somewhere as some of Tolenn and Wednsday's wounds heal.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

As Terri's divine gifts fall upon him Wednesday at first lays motionless. And then he begins to stir, hacking up some extra blood as he slowly rolls over in order to prop himself up. "Did ya get it?" he coughs out without looking, though he didn't currently hear the familiar sounds of fighting so he hoped the question was rhetorical.

Standing up somewhat upright he staggers over to where he dropped his sword.

HP: 15/60
Fatigue: 2/4


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

"Neutralized it for six seconds." Cassandra says as she watches the spot where the daemon will reappear.

"Get up and ready to fight."


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

"Groovy."


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn takes surprised step back as the daemon disappears, then relaxes for a bit at Cassandra'S explanation.

Smiling as Sheyln' healing washed over her, Tolenn rotated her shoulder where the daemon had stuck her. Still feeling a bit sore, Tolenn raises her scimitar and brings it down into a horizontal cut, Saranae, let you light bless and protect.

Where the scimitar cut the air, light sang forth, the warm, just broken light of dawn. Light plays over the group warming, healing.

channel positive : 3d6 ⇒ (2, 5, 1) = 8

Much refreshed, Tolenn makes ready for the daemon'S return.

dm, will Tolenn's Smite evil still be in effect?


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11
The Paladin wrote:
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

They can run but they can't hide :3

Feeling more of his wounds knit close as the divine poured into him Wednesday started to let his head droop in reverence before catching himself.

HP: 23/60
Fatigue: 2/4


In less then a second the foe they strived to take down disappeared from their vision. It appeared to be Cassandra's doing I'll have to ask her to teach me how to do that Thought Victor as he breathed a sigh of relief...which was cut throat when the wizard informed them that the daemon would make its return.

Victor clenched his teeth, he should have known it wouldn't be that easy "Wonderful" Sarcasm dripped freely from the sorcerer's comment, while he motioned for the flaming ball to move to where their enemy was standing. The ball rolled along what appeared to be a river made of shadows that guided it to tis destination "At least we'll be ready for him"

The dark patches in the area began converging on the shadow mage. Crawling on empty air and solid ground. Victor directed the darkness to his fist till it was a lightless beacon. With a snarl the shadow mage slammed his fist to the ground, causing the darkness that gathered to launch itself in a zigzagging, thick line across the ground. The stream of eldritch power slammed into Tolenn's shadow. In response the woman's silhouette erupted into an ebony pillar that crackled with energy. The pillar grew wider and larger...then it dissipated, leaving a larger version of Tolenn behind.

Move Action to move the flaming sphere to where the daemon was.

Caster Check: 1d20 + 7 ⇒ (1) + 7 = 8

Victor cast Enlarge Person on Tolenn. Time to roll some big numbers!


Tolenn wrote:


dm, will Tolenn's Smite evil still be in effect?

Yes, it will!

Victor, check the cast time on enlarge. It's a one round cast, not standard action. If you move the flaming sphere, you won't get the enlarge off, and vice versa. Got an alternative plan?


Bill Dunn wrote:
Tolenn wrote:


dm, will Tolenn's Smite evil still be in effect?

Yes, it will!

Victor, check the cast time on enlarge. It's a one round cast, not standard action. If you move the flaming sphere, you won't get the enlarge off, and vice versa. Got an alternative plan?

Just enlarge person then.

Forgot to mention that it will last for 7 minutes.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Tolenn sees her shadow rising behind her out of the corner of her eye and turns, thinking it was the returning daemon. Then she sees a trail of shadow leading back to where Victor crouched, his face a mask of concentration.

Nodding and smiling a little at her own jumpiness, she allows the spell to continue, marvelling as her vision rises with her frame until she towers above her companions.

Settling into her new size, Tolenn waits for the daemon's rematerialization...

Readied Attack

Current: Enlarged, Str:16 Dex:13 AC:20

Readied Attack 1, SE: 1d20 + 12 + 4 + 2 ⇒ (20) + 12 + 4 + 2 = 38 Crit threat!
Crit Confirm, SE: 1d20 + 12 + 4 + 2 ⇒ (13) + 12 + 4 + 2 = 31
Damage: 1d8 + 14 + 3 ⇒ (8) + 14 + 3 = 25
Crit Damage: 1d8 + 14 + 3 ⇒ (1) + 14 + 3 = 18

Readied Attack 2, SE: 1d20 + 7 + 4 + 2 ⇒ (19) + 7 + 4 + 2 = 32 Crit threat!
Crit Confirm, SE: 1d20 + 7 + 4 + 2 ⇒ (18) + 7 + 4 + 2 = 31
Damage: 1d8 + 14 + 3 ⇒ (6) + 14 + 3 = 23
Crit Damage: 1d8 + 14 + 3 ⇒ (7) + 14 + 3 = 24

uh...wow.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Ask and ye shall receivuh!

Blinking a few times as Tolenn grows, Wednesday knods his head approvingly once her transformation is complete.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

As the deamon vanishes and the others prepare, Amira chants the words to a spell running after one of the fleeing enemies and touching him as he flees, calling upon his wounds to worsen.

Touch of Bloodletting:DC 15 Will save or 1 point of bleed damage each round and become exhausted for the duration of the spell


Will save: 1d20 + 5 ⇒ (4) + 5 = 9
Amira's touch causes the fleeing cultist's wounds to spurt a little more blood. He gives out a sound that's almost like a sob as he slows down, crushed by both the exhaustion of the spell and becoming disabled (at 0 hp). He feebly tries to keep fleeing. His fellow is already well down the hall.

When the leukodaemon reappears, he seems to be in a towering rage as the shunt spell, rather than being a dismissal or route off this plane, brings him back. He turns to face Cassandra, intent on punishing her severely.
Since he spend his action off-plane, it is now the party's turn. Let's start with Tolenn's prepped attacks...

The paladin's scimitars slash deeply into the daemon's flesh, his daemonic durability offering him no benefit at all. He collapses!

Status
Cultist 6: -16, bleed 1, exhausted, disabled
Cultist 5: buffed, fleeing
Daemon: dead

Tolenn, the paladin only gets double their smite bonus on the first successful attack of the smite against dragons, undead, and evil outsides. Not all attacks. As it turns out, even with modestly reduced damage - you still killed the thing by doing over 60 points of damage in two hits! That was a nice shift in the prevailing luck of the fight. It's not often scimitars do that much damage.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Can I reach the other cultist with a charge?


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

"No one touch it." Cassandra says, "Even with the masks on, we might still end up infected. We need to be careful."

Cassandra leaves the mop up to others. Instead, she steps up to the tanks and examines them carefully, taking her time.

Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22
K (arcana): 1d20 + 14 ⇒ (4) + 14 = 18
K (planes): 1d20 + 17 ⇒ (19) + 17 = 36
K (engineering): 1d20 + 14 ⇒ (19) + 14 = 33

Essentially, trying to figure out if these were just storage tanks or were they siphoning off plague or magic from the daemons? Is there anything else nasty here to be aware of? Are the other daemons alive? Is there any way to send them back? Whatever else I can figure out that might be of help.

"Where are those notes we got?" Cassandra mumbles. "I think I'll actually have to read them."


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Terri shudders as the vile thing goes down. It was only a moment, for she has other concerns, namely stopping the cultist that was still up. She steps to where her glaive can reach the man just as he begins to dash down the hall.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d10 + 1 ⇒ (4) + 1 = 5

assuming she can reach him, if not, she'll double move.


Wednesday can't catch the cultist in a charge immediately, he's got to clear the tubes and have a clearer run at the cultist - who, truthfully is a little off the map now).

Terri can pursue the cultist, but he does have a substantial head start (he's about halfway down the hall) and, it becomes apparent, she's not really any faster than him.

The hallway off the back of the room is actually fairly long - maybe 100 feet - and slopes a bit downward (though not particularly steeply) before it enters a chamber. You all can hear the cultist running pellmell down it calling out "Milady! Milady! Intruders!"

Cassandra's quick examination of the tube apparatus and daemons yields a few ideas of their function. They seem to bind the daemons within them, keeping them from freeing themselves. The three full tubes each contain a leukodaemon body that appears to be quite dead, even somewhat emaciated looking as if something has drained it of... something. Exactly how it managed to do this is currently indecipherable.

Anybody who wants to pursue the cultist can, but will probably not be able to intercept him before he reaches the end (at least not without some special ability that I'm not anticipating). When he is intercepted, I think we'll have a new initiative roll since the situation will be reset. And I'll post a map shortly.

Temple Center


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

I guess Wednesday will double-move 80ft for his last turn and then either Run for 120ft or charge the cultist if he can.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3

Hope every having/had a great Chrismas/Holiday

Tolenn stands over the fallen daemon, taking deep breaths as the glory of Saranae's power slowly bleeds off of her form. The light emanating from her scimitar fades , as if the sun were going down.

She cocks her head at the cultists' cries, " Ah, we've found the center of this corruption it would seem. Let us hasten after the lackey and make our introductions..."

She then begins to stride down the hall...


The fiend finally lay dead. Still crouched and his fist kissing the floor, Victor rose up and released a breath of relief...a feeling that had a habit of leaving him early. For just as soon as he got up did he note the fleeing cultist.

Their target had a pretty strong head start but Victor had one or two ideas on how to make people freeze in their tracks.

"Yes, run that way! I hope ya will enjoy being food for my pet" He said in a brazen and arrogant voice that was not his own. Then placed a hand to his mouth and began whispering incoherently.

A lion's roar boomed from the direction the cultist was running to.

Bluff: 1d20 + 18 ⇒ (4) + 18 = 22

Victor moved as close to the cultist as possible then cast Ghost Sound, aiming for the area ahead of him. If the range of the spell isn't enough then Victor will instead direct the spell to be as close as possible. Will Save DC: 16


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Grinning at Victor's trick, Amira walks over to Cassandra, leaning on her shoulder. "That was pretty amazing what you did with the demon."


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Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Okay, Terri runs after the cultist then.

Terri hears Victor's words and the roar, and makes a split second decision to try something.

Bluff Aid Victor: 1d20 + 2 ⇒ (1) + 2 = 3

That's a fail

But she can't stop giggling at the idea once it hits her long enough to actually follow through.


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Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Park leaps off of Cassandra's shoulder and begins exploring the room, searching for hidden treasure.

Cassandra leans against Amira.

"Was like trying to cast a spell through gelatin." Cassandra admits. "Creatures like that have a... field around them that warps and disrupts magic. It almost didn't work. I'm pretty much tapped out, spellwise, unless we want a spiderweb shelter."

She smiles, eyes closing.

"Are we done yet? I want to get outside and see the sky with you."


Initiative
Amira: 1d20 + 3 ⇒ (6) + 3 = 9
Cassandra: 1d20 + 3 ⇒ (3) + 3 = 6
Terri: 1d20 + 0 ⇒ (2) + 0 = 2
Tolenn: 1d20 + 6 ⇒ (2) + 6 = 8
Victor: 1d20 + 2 ⇒ (11) + 2 = 13
Wednesday: 1d20 + 2 ⇒ (5) + 2 = 7

Cultist: 1d20 + 0 ⇒ (6) + 0 = 6
Andaisin: 1d20 - 1 ⇒ (18) - 1 = 17

Wow, not too much of a spread on the initiatives there, but that's OK - almost all the PCs beat the cultist (sorry, Terri). But this is about to get complex because the group is a bit strung out. I've marked the new map with relative positions of everyone currently off the main part of the map - Terri is just about to enter. Wednesday's faster movement has put him on it.

Andaisin starts off by casting a spell, but otherwise stands her ground, giving her cultist subordinate a stern look. "Yes, mistress," he says with a gulp as he turns to check Wednesday's progress.

Spellcraft DC19 for anybody up close, DC29 for 100' back:
Divine Power

Wednesday can successfully charge the cultist...
I'll let Wednesday roll that one.

Next up is Amira, Cassandra, Tolenn, and Victor, then the cultist (assuming he survives Wednesday's assault, and then Terri. Park will probably spend a few minutes searching for valuables if left to his own devices.

Meanwhile, back in the tunnel, the cultist afflicted with the bleeding spell and who has been limping alone for a moment or two, collapses to the floor due to the blood loss. He is out of the fight.


Oh, yes, the ghost sound.
Will save: 1d20 + 5 ⇒ (13) + 5 = 18
Unfortunately, the roaring of the ghost sound spell does not seem to have an effect on the cultist's resolve or focus.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Wednesday runs down the cultist.

Longsword (Charge): 1d20 + 7 + 2 + 1 + 2 + 2 ⇒ (20) + 7 + 2 + 1 + 2 + 2 = 34
Damage (Slashing): 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15
Confirm: 1d20 + 7 + 2 + 1 + 2 + 2 ⇒ (3) + 7 + 2 + 1 + 2 + 2 = 17
Critical: 1d8 + 3 + 6 ⇒ (4) + 3 + 6 = 13
So 28 if confirmed.

HP: 23/60


Not confirmed, unfortunately. He is, however, quite badly wounded.
The cultist staggers from Wednesday's blow, but is committed to his course of action. He readies his scythe for a return strike...

... which we will resolve after Victor, Tolenn, Amira, and Cassandra take their actions.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Well, phooey

Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9

Terri comes running up behind Wednesday, she sees the priestess casting a spell, but her mind is racing with too many other things to determine what it is.

Not her action, just seeing if she could see what spell was being cast.


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Spellcraft check from far away!: 1d20 + 14 ⇒ (1) + 14 = 15

Cassandra straightens up and off of her partner's shoulder.

"Where in seven hells did everyone go?"

She grabs hold of Amira's hand.

"Park! Come on!" Then she starts running.

Going to full out run until we reach the others.


For a few moments Victor's mind was somewhat occupied by Terri's giggle Wonder which is more fun to see...her giggles or her roaring speeches The appearance of a new and possibly their final foe here halted that thought in place, replacing it with possible stratagems and schemes to use against their enemy.

In the end though the black haired mage decided to go with a tactic he'd used a lot since he came into the hospice. Victor snapped his fingers and a small spark appeared from between his fingers, the spark fell into the ground into a shadowy trail that began expanding from the sorcerer and towards their new adversary. The spark grew into a consuming flame as it traveled on its path to its target. Finally taking the shape of a pulsing ball of fire.

Victor cast Flaming Sphere at Andasin.

Tolenn don't forget that enlarge person lasts for 7 minutes so it should still be active.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2
Cassandra Wagner wrote:
"Are we done yet? I want to get outside and see the sky with you."

”Soon baby. This will all be over soon.” Amira says comfortingly.

As Cassandra grabs her hand, she joins her at a full run taring toward the final confrontation in this vile place, eager to breathe their city’s air again.

Full run to get to battle


I've adjusted Tolenn's token size to account for being large. Just waiting on Tolenn's action to move forward - a full sprint would get her 10' into the room with her 20' move rate and current position.
Also, Amira and Cassandra could make it all the way to the central fountain if they so choose. I put them just about into the room as a matter of convenient guess.

Now that more people are close enough to see the room well, I'll post a description.

The long hall opens into a circular chamber rising into a high dome. Seven basins jut from the walls within evenly spaced alcoves around the room's circumference. Each is filled to the bring with a different liquid corruption - blood, bile, etc. Each also seems to have its own reek, creating a chamber with a truly noxious bouquet. Upon the floor near each basin like several small boxes, each carved with images of skulls.
At the center of the room, rising from a wide pool of crystalline water, rises a golden statue designed to be both erotic and horrifying. It depicts a beautiful nude woman, human above the waist, but below this the figure is nothing more than a skeleton - the common imagery used for Urgathoa, herself.

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