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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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

Seeing the others accept Tolenn's suggestion with sudden alacrity, Tolenn runs to catch up, stumbling a little as she'd forgotten about her enlarged form.

Skidding to a stop just withing the noisome temple, she notes the statue of Urgathoa , then focusses on the target of her righteous fury,
Lady Andaisin.


As the adventurers rush in to back up Wednesday and Terri, the sole remaining culstist rank-and-filer does his best to hold back the tide - starting with Wednesday. He almost laughs when his blow actually catches his target in a vulnerable spot (for 7 points of damage).
Cultist scythe: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7

Then his face kind of falls as he sees not only Cassandra and Amira sprinting in, but also an enlarged Tolenn.

Terri, you are up - then it's back to Lady Andaisin


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 comes sliding to a halt behind Tolenn. A prayer already on her lips as she began to bless the others.

"Protect our hearts and minds from those that would harm us," she says beginning her prayer.

Casts Communal Protect from Evil on Tolenn and Wednesday. 3 Minutes for Tolenn, 4 for Wednesday. Next round will be Bless, then Summon Monster IV with a Celestial Grizzly Bear. After that we'll have to see. I may wind up having to keep Wednesday alive though.


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

Sorry.


Sorry forgot to roll Flaming Sphere damage.

Flaming Sphere Damage: 3d6 ⇒ (1, 1, 4) = 6


Ref save: 1d20 + 4 ⇒ (3) + 4 = 7
Andaisin fails to avoid the flaming sphere but isn't burned particularly badly by it. In response, she starts walking away from it, up into the air above the fountain and Urgathoa statue (about 15 feet up in the end). From that vantage point, she casts a spell.

Spellcraft DC 18:
Blindness/Deafness

I need a Fortitude save from Tolenn - DC 18, and you do get an additional +2 resistance bonus on it due to the protection from evil spell

Status
Cultist: -15 hp
Andaisin: -6 hp

All of the party except Terri are up - and if you take out the cultist, Terri gets mixed in with the rest of you - initiative-wise


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

F%!+ing A. I'm a dumbass and forgot to add Wednesday's Favored Enemy bonuses to his charge -_-

Longsword 1: 1d20 + 7 + 2 + 1 + 4 ⇒ (10) + 7 + 2 + 1 + 4 = 24
Damage (Slashing): 1d8 + 3 + 6 + 4 ⇒ (1) + 3 + 6 + 4 = 14

Longsword 2: 1d20 + 2 + 2 + 1 + 4 ⇒ (12) + 2 + 2 + 1 + 4 = 21
Damage (Slashing): 1d8 + 3 + 6 + 4 ⇒ (2) + 3 + 6 + 4 = 15

HP: 16/60


Wednesday's first attack splatters the cultist (who was pretty badly wounded).
...which frees up a move action if you have one in mind


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 move a ways into the room out of the way of the others since he can't really get to her since she's flying.


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

Cassandra kisses Amira lightly. Magic flows from the wizard into the Druid.

"Your turn. Be careful."

Casting resistance. Amira gets a +1 to all saves for 1 minute.


Another corpse falls in a pool of its own blood, courtesy of his companions blades. This left but one adversary for them to bring down. She has already felt the bite of his magical fire and she may yet feel it again before this fight ends.

Victor's index and middle finger were pointed at his still burning spell. The sorcerer motioned his fingers in the direction of their foe, in response a shadow duplicate of himself leapt from his dark reflection, launched itself towards the flaming sphere and kicked it after Andaisin. The ball of fire bathed the area around it with a flickering, orange light as it rose into the air, its flames hungry for another taste of the sorcerer's enemy.

Flaming Sphere Damage: 3d6 ⇒ (4, 1, 2) = 7

Victor uses his move action to manipulate the flaming sphere and move it to Andaisin. As per the description of the spell the flaming sphere can ascend.

The same hand Victor used to motion towards Andaisin filled with a tar like liquid with an acidic tint. The mage swiftly flung the blackish liquid at the floating woman hoping to assault her with not only fire but also acid.

Ranged touch attack: 1d20 + 5 ⇒ (4) + 5 = 9

Acid Splash damage, using an acid flask as a focus: 1d3 + 1 ⇒ (2) + 1 = 3

Standard Action to cast Acid Splash


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

Fortitude Save: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19

Tolenn feels the ill-wrought magic steal over her, her vision blurring for but a moment, until with a shake of her head, Tolenn is able to throw off the enchantment.

Is the priestess in reach of Tolenn in her enlarged form?


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

Change of plans. Summoning then bless.

"Aid us as we fight those that would prey on the weak. Help us defend the innocent," the prayer continues.

The rumble of thunder echoes in the chamber as Terri's holy symbol begins to arc with blue-white sparks that soon begin to travel down her arm.

Lightning elemental appears at the beginning of Terri's next turn, I would like to put it right behind the priestess.


Tolenn wrote:


Is the priestess in reach of Tolenn in her enlarged form?

Yes, your reach can get to her while standing on the ground. But you will have to get closer - as in partly standing in the fountain - to do so.


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

Closing her eyes for a second as the kiss sends a flow of magic into her, Amira gives Cassandra a little smile. "Always." she says with a wink. Turning to face the enemy she moves closer to the fountain, sending her enchanted starknife spinning towards the woman.

1d20 + 8 ⇒ (9) + 8 = 17
1d4 + 2 ⇒ (1) + 2 = 3


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

Stepping carefully around Cassandra and Wednesday, Tolenn advances on the hovering priestess, wary of the water in the fountain, but certain her divine purpose will protect her.

She is tempted to entreat the woman to abandon the pestilence of her goddess and embrace the light of Saranae or the warm embrace of Sheyln, but seeing the malice marring the woman's features, realizes that such an offer would be rebuffed immediately.

Resigned to resolving this physically, Tolenn brings her scimitar to bear, calling upon Saranea's light to guide her....

Current: Enlarged, Str:16 Dex:13 AC:20, Protection From Evil

Attack, SE: 1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28
Damage: 1d8 + 14 + 3 ⇒ (8) + 14 + 3 = 25


By my reckoning, Victor is still about 70 feet back down the tunnel. Flaming sphere has a medium range so that was fine, but the acid splash is close and that's more like a 40 foot range max. I think the acid splash is too short range to get Andaisin from where you are, Victor. (pst...that roll would have missed anyway) Got another longer ranged spell or want to move closer using your standard action?

Ref save: 1d20 + 4 ⇒ (18) + 4 = 22

Andaisin sidesteps the flaming sphere this time and Amira's star knife bounces off her armor and protective wards. She cannot sidestep Tolenn's attack, however. And that's a solid hit.

The smite damage is doubled against evil outsiders, evil dragons, and undead - Lady Andaisin is none of those so the smite damage bonus should be +7, not +14. Still, a solid hit.

Lady Andaisin shuffles back a step (as if she's walking on air) to get out of Tolenn's reach and says, with a sneer, "You hopeful fools. You think you can save yourselves and your city from the Pallid Princess's touch? Prostrate yourselves and I shall make your end swift."
Her voice takes on a powerful tone as she commands you to "Halt!".

And that's a Will save for Amira, Terri, and Cassandra (Wednesday and Tolenn have ongoing protection against this sort of thing and Victor is too far away to be affected). DC 19.

Spellcraft DC 20:
Greater Command

Status
Andaisin: -24 hp
Cultist: dead


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

Is there anyway to get up to her? Aside from climbing the statue?


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

Will Save: 1d20 + 7 ⇒ (19) + 7 = 26

Spellcraft check: 1d20 + 14 ⇒ (16) + 14 = 30

"Wow. How does she not spit out her teeth with so many 'p' sounds?" Cassandra wonders, as the spell flows right over her.

Then Cassandra steps forward and twirls her grappling hook before letting go.

"Toleen!" Cassandra tosses the (currently) giantess her grappling hook and rope. "Bring her down!"


Victor will cast magic missile on Andaisin instead.

Victor aimed his hand at his own shadow and unleashed for blasts of force at it. His silhouette shuddered and splashed upward into the air as if it was a disturbed pool of water.

The four eldritch blasts came out of Andaisin's shadow and raced to slam into her.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


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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

PEWPEWpewPEW!


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

Will: 1d20 + 9 ⇒ (8) + 9 = 17

GM, Does Terri's summon go off or does it fizzle? Either way, Terri stops mid sentence in her prayer.


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
Cassandra Wagner wrote:

[dice=Will Save]1d20+7

[dice=Spellcraft check]1d20+14

"Wow. How does she not spit out her teeth with so many 'p' sounds?" Cassandra wonders, as the spell flows right over her.

Then Cassandra steps forward and twirls her grappling hook before letting go.

"Toleen!" Cassandra tosses the (currently) giantess her grappling hook and rope. "Bring her down!"

not sure what you want Tolenn to do here, Cass. She won't be able to catch the hook, holding shield and scimitar.


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

Whoops! Cass forgot that. Feel free to have them comically hit the ground.


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

Amira gives the woman a look somewhere between contempt and annoyance, clearly making no effort to stop.

Will save: 1d20 + 13 ⇒ (17) + 13 = 30


Wednesday: climbing up the statue of Urgathoa would work briefly, though I'd impose a difficult condition modifier of -2 because it would be a bit difficult to fight from there. You'd be really easy to simply avoid, though desecrating Urgathoa's image like that might really piss Andaisin off. But on the general subject - do you have a ranged weapon?

A volley of magic missiles streak out of the hall, pelting Andaisin fairly hard.

Terri, hopefully lucky at love because she's currently unlucky at die rolls, stops and stands, her eyes fixed on Andaisin. The spell she was casting is, unfortunately, lost.
But after the first round, you get a new save before your action to try to throw off the effect. I'll be sure to let you know when it's time for that.

Cassandra lobs her grappling hook Tolenn's way - only to have it clang off her shield and hit the floor of the chamber. Park slaps his forehead in dismay with a "D'oh!"
I have added it to the map as a magenta star.

Status
Andaisin: -41 hp
Cultist: dead

That spell of Victor's was from before Andaisin's spell. Now, it looks like only Cassandra has actually posted an actual action. So everyone but Terri, who stands halted for the round due to the spell, still can go.


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

He doesn't have a ranged weapon so I guess if it pisses her off...

Climb: 1d20 + 2 ⇒ (14) + 2 = 16


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 freezes, going quiet mid-syllable. The rumbling of thunder fades into nothingness and the energy arcing from her symbol and along her arm fades with it.

She couldn't move, couldn't speak, couldn't make a noise beyond a terrified whimper as the words catch in her throat. The divine power she had been gifted for the spell she was casting was gone. Just, gone.

She looks up at Andaisin, and worries about what else the vile priestess could make her do if she wished it.


Strangely enough it appeared Andaisin's own shadow reached out to the ball of fire, grabbed old of it and dragged it to her. All this occurred after Victor motioned towards her with his hand.

The sorcerer was advancing forward now and he found it strange that Terri was not charging onwards as usual. He found no explanation to this Impossible for her to be afraid of the floating lunatic...did she do something to her? Something I didn't notice?

Flaming Sphere Damage: 3d6 ⇒ (6, 6, 1) = 13

Move Action to manipulate the Flaming Sphere

Standard Action to move forward 30 Feet


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

The thown grappling hook lands with a clang, drawing only a momentary glance from Tolenn, Cassandra's idea had merit....had I an extra arm or two."

Seeing that the priestess had moved to keep the fountain between them, Tolenn moves to a more advantageous location, her scimitar flashing...

Attack, SE: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25
Damage: 1d8 + 7 + 3 ⇒ (1) + 7 + 3 = 11


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

Eyes narrowing as she studies the woman's movement, Amira realizes she is more walking in air than flying. Quickly drawing a shoanti bolas from her belt, she sends the unusual weapon spinning towards the @#$%^'s ankles.

1d20 + 8 ⇒ (20) + 8 = 28
1d4 + 2 ⇒ (4) + 2 = 6
Trip: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Confirm: 1d20 + 8 ⇒ (4) + 8 = 12
1d4 + 2 ⇒ (4) + 2 = 6


Ref save: 1d20 + 4 ⇒ (8) + 4 = 12
The flaming sphere catches up with Andaisin, giving her a bad burn.

Toulon steps around the statue in the fountain, as Wednesday clambers up it, and delivers a relatively weak blow to the priestess of Urgathoa. Fortunately, the power of the Dawnflower gives it a little extra mustard.

In the meantime, Wednesday makes it into position - precarious, but within reach of the priestess. Andaisin's eyes flash at Wednesday's crassness, but before she can do anything about it, Amira's bola hits her in the shins. They catch her in a particularly sensitive spot and she falls - sort of. She falls into a prone position about at her current level of elevation. Trip successful, crit confirmation not successful.

Andaisin, closely beset and increasingly angry, clasps the holy symbol around her neck and a wave of pain and dismay wash over many of the heroes.
Channel negative energy - Amira, Tolenn, Wednesday, and Cassandra are in range, Terri and Victor are not - Channel damage: 5d6 ⇒ (2, 2, 1, 1, 6) = 12
Will save DC 19 for 6 hp damage, or the full 12 if failed
Then, she stands back up.
Provoking attacks of opportunity from both Tolenn and Wednesday

Status
Andaisin: -65 hp+6 hp non-lethal


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

Will: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Wednesday frantically lashes out amid the negative energies breaking his body down at the basest of levels.

Longsword (Attack of Opportunity): 1d20 + 7 + 2 + 1 + 4 ⇒ (14) + 7 + 2 + 1 + 4 = 28
Damage (Slashing): 1d8 + 3 + 6 + 4 ⇒ (7) + 3 + 6 + 4 = 20

Longsword (1): 1d20 + 7 + 2 + 1 + 4 ⇒ (18) + 7 + 2 + 1 + 4 = 32
Damage (Slashing): 1d8 + 3 + 6 + 4 ⇒ (5) + 3 + 6 + 4 = 18

Longsword (2): 1d20 + 2 + 2 + 1 + 4 ⇒ (9) + 2 + 2 + 1 + 4 = 18
Damage (Slashing): 1d8 + 3 + 6 + 4 ⇒ (5) + 3 + 6 + 4 = 18

HP: 4/60


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

Will save, DC 19: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Tolenn grimaces as Andaisin's prayer causes unholy energy to course through her body. She is unshaken however in her resolve to see the woman brought down. Seeing an opportunity as the foul priestess stands up , she strikes...

Attack of Opportunty, SE: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31
Damage: 1d8 + 7 + 3 ⇒ (2) + 7 + 3 = 12

She then presses her attack with Wednesday...

Attack 1, SE: 1d20 + 12 + 4 ⇒ (8) + 12 + 4 = 24
Damage: 1d8 + 7 + 3 ⇒ (2) + 7 + 3 = 12

Attack 2, SE: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Damage: 1d8 + 7 + 3 ⇒ (6) + 7 + 3 = 16


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

Seeing Wednesday on the verge of collapse, Terri shakes the doubt and fear from he rmind and steps forward and channels Shelyn's grace to heal his wounds, hopefully without prolonging the fight.

Channel Positive: 4d6 ⇒ (1, 3, 5, 6) = 15

Terri will move to where she can catch Wednesday and Tolenn, but not Andaisin, if possible. If she can't she'll move to where she can heal Tolenn and Wednesday.


Terri Riverrun wrote:

Seeing Wednesday on the verge of collapse, Terri shakes the doubt and fear from he rmind and steps forward and channels Shelyn's grace to heal his wounds, hopefully without prolonging the fight.

Terri will move to where she can catch Wednesday and Tolenn, but not Andaisin, if possible. If she can't she'll move to where she can heal Tolenn and Wednesday.

Hang on there, Terri. You've ridden out the first round of the greater command spell - but it continues with a duration. You need to make a DC 19 Will save to throw it off for good.


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

Will Save?: 1d20 + 7 ⇒ (13) + 7 = 20

"Ow!" Cassandra says as the negative energy plays havoc with her aura. Or whatever it is negative energy does. "Watch it, lady! I'm fighting evil here!"

Cassandra hops over to Terri and touches her, infusing the cleric with magic.

Resistance for Terri. She gets a +1 to all her saves.


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

Can Terri make her Will save to throw off the spell after I've cast Resistance on her?


Cassandra Wagner wrote:
Can Terri make her Will save to throw off the spell after I've cast Resistance on her?

Yes, cooperation is a good thing.


As Andaisin stands, both Tolenn and Wednesday batter her. And then both batter her some more. Unable to withstand the divinely-fueled punishment, the priestess of Urgathoa dies - not falls unconscious, outright dies. Without any form of will behind it, the air walk spell on her gently wafts her dead body to the floor.

The greater command doesn't automatically expire with her death, leaving Terri halted in her tracks... barring a successful save.

Status
Andaisin: dead


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 watches tensely as the Priestess' body crumples and slowly descends towards the ground.

"Why is it that every time I climb up something it ends with me killing a woman?" he mutters to himself.


Looks to me like she hasn't moved away from the flaming sphere, so I'll just roll damage for it.

Flaming Sphere Damage: 3d6 ⇒ (4, 1, 5) = 10

The sorcerer of the street placed his hand to his mouth and began clicking his tongue several times. A ripple went through his shadow and soon after the sound of metal being bent and ripped erupted from the statue.

Victor cast Ghost Sound, the sound should appear to be coming from the statue, it will last for seven rounds.

EDIT: Please ignore this post, somehow I missed Bill's post and didn't know that combat was over.


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

Perception: 1d20 + 15 + 2 + 4 ⇒ (16) + 15 + 2 + 4 = 37

"Very funny." Wednesday lets out after a split second of concern.

Edit: oh, lol


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

Will: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16

Terri remains rooted to her spot, her hand still uselessly raised and holding her holy symbol.

Sorry guys, no Healy this round. :(


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 stares at the still, slowly descending body of their foe, a stillness coming over her.

She felt satisfaction , colored with regret; that such an obviously capable woman would pursue such an avenue to power

With a sigh, she turns to Wednesday, "Be at ease, Wednesday. This woman deserved her fate."


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

"Still, I'm noticing a pattern."


Gravity claimed the woman's body that has once ignored its grasp. Victor stared at the corpse for a few moments before turning away his concern saved for more deserving parties as far as he was concerned. The mage's eye focused on Terri who remained as she was seconds ago, almost frozen in place; as if chains he could not see restricted her movement.

The sorcerer placed a hand not far from the blond's face and concentrated. His ebony reflection upon the floor shifting, morphing and expanding before returning to its original form once more. While his face carried its usual scowl, a clear look of concern was in his eyes neighboring the focus that he placed on the spell.

Victor cast Detect Magic, focusing on Terri.


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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

Oh! Oh! A kiss always breaks the evil spell!


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Wednesday Daud wrote:
Oh! Oh! A kiss always breaks the evil spell!

Tonight we present to you Curse of the Crimson Throne a Disney movie.


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
Victor Rivilon wrote:
Wednesday Daud wrote:
Oh! Oh! A kiss always breaks the evil spell!
Tonight we present to you Curse of the Crimson Throne a Disney movie.

Depends on where you kiss her.

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