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Pava/Nips at Heels: 1d9 ⇒ 6 1d9 ⇒ 3 1d2 ⇒ 1
Zellara pauses before speaking about the last card, a shudder passing through her ethereal form. "This... has great importance, I feel. The card of the Rakshasa is in direct opposition, as old as you are young, enslaving and dominating where you are free-spirited. Beware those who would seek to control others, or manipulate you to their own ends. Of all the cards revealed tonight, this one carries the greatest weight in your near future."
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Oh no! I'm so sorry, I was just too tired when I posted. Pava is meant to be there, I'll add their Choosing.
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Whew! That last post took a lot of work. :D
I do have a physical Harrow deck, if everyone is ok with me using it for the Harrowing rather than rolling dice.
Re: hideout - both an underground route and one through the Shingles are available to you so you can move in and out more unobtrusively.

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You can finalize any purchases, downtime activities etc. retroactively.
Book 3: Escape From Old Korvosa
By chance - or not - everyone is gathered in the abandoned warehouse that Shrike has converted into a safehouse, and that Audria and Shane have made comfortable under the helpful direction of Majenko. Somehow, even the well-worn and well-loved stuffed armchair from Arkminos's laboratory has made it here.
The dusty air becomes suddenly charged as Zellara's familiar form fades into view, sitting cross-legged on the floor with an image of her Harrow deck on her lap.
"My friends," she smiles warmly. "You have done so much good, putting an end to this cursed plague. I- I could feel the other woman... Kasanda. Only a small part of her was left, but she was doing her best to protect her people. Like me, I suppose - even after death we do our best to help."
She nods to herself, picking up the deck and shuffling it slowly. "And alas, this city still needs me, and it still needs you."
Nine cards separate from the deck and hover face down, a hand's width above the floor. Suddenly, five of them shoot out to land in the hands of each person present.
"The Fool," Zellara intones. "A card of grave foolishness and greed. Cruel bloodsport called a game, the fool with delusions of royalty sinks into the depths of violence and depravity. My child, you are naïve at times, but you have a good heart. Do not let the sight of evil taint it."
"Spies and merchants, those who trade in gold and those who trade in information - all are subject to this card. It can be a bridge between faiths and cultures, and a bargain made under this auspice always concludes true, but its ramifications might go deeper than you think."
"The Wanderer," Zellara frowns, "is a collector who appreciates what others might think of as trash. But misaligned it can mean the opposite - the inability to see true value in a person or a situation. It also embodies a duality in home and body, mind the hidden nature of those you meet."
"The Vision strikes in different ways; it can take the form of madness or cryptic words, or a brush with genius. The burden of inspiration can leave some shattered and broken, and all knowledge has a price."
"Korvosa holds many secrets, and some of them shall be revealed to you soon. This card has the power to reveal hidden truths, but some of these revelations may be detrimental to you." Zellara fixes Shrike with a knowing look, seeming to look past her bird's mask.
Pausing before doing the actual harrowing to let people react to their chosen cards if they want to.
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I'm back! Apologies for the absence.
Is everyone good to start Book 3? I know Audria's player in away for a couple of weeks and the holidays may be a busy period for some, so I wanted to check in and see how everyone is doing on that front. I don't mind taking a short break until we're all back and recharged, let me know what you prefer. I am definitely committed to continuing the game, so no worries on that front.
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Work is still being ridiculous, so I won't have the bandwidth for gameplay posts yet (and I still need to study for my exam :sob:). Hopefully next week once holiday starts.
@Shrike: Yes and yes, let's keep things simple.
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Please provide input on which item you would like to become a relic, if you already have a design for it all the better, since you know your build best and what you plan for it. If not, just tell me what you want to focus on and I'll come up with something.
I also wanted to mention that Pava used Thousand Bones with my permission in their last post. I just joined a Kingmaker game that will be in writer's room style where everyone shares a measure of control over NPCs and even other PCs, and I'm very excited about this format; so I'm happy to let any of you use any of the canon NPCs in your scenes if you like, and I will provide information about their background and personality to help you write those scenes.
Again, this is entirely optional, but I'm really loving how we're all shaping this game together and I want to continue in that vein.

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You can have as much downtime as you need/want for item crafting, (re)training and whatnot. Just posting for flavour.
Rumours that agents of the queen - Doctor Davaulus and his Queen's Physicians - were in league with the foul creators of blood veil begin to surface as the hidden complex of Urgathoa's temple is revealed under the Hospice of the Blessed Maiden. The official stance is that the charming doctor duped Her Majesty, and that his actions and those of his masked minions do not accurately reflect her desires. Gray Maidens involved in the hospice claim to have had no knowledge of the true goings-on in the chambers below, and Dr. Davaulus is posthumously branded a traitor to the city and his holdings seized. Without hard evidence that she was involved, the majority of Korvosa's citizens find it difficult to believe that their queen, however vain and unpleasant, could be the source of such an evil. Most of Korvosa's citizens are simply thankful that the scourge of blood veil has passed, and are eager to get back to their lives. The city is too wounded to contemplate rebellion.
Yet as the rumors of the queen's involvement grow, so do her resources. The armored women in service of Ileosa become more prominent in the city, and progressively oppressive laws and edicts begin to appear. Regular patrols of Gray Maidens march along the major streets, and rumors spread that strike forces are breaking into homes and buildings reputed to house those who voiced dissenting opinions of the monarchy. Old Korvosa remains under a tight quarantine, with troops of Gray Maidens stationed along the Narrows and patrolling the Jeggare in swift barges to ensure that no one gets off Endrin Isle. The plumes of smoke as buildings burn and the periodic roars of riots that echo down from Old Korvosa alone are enough to warn away the curious.
Korvosa has survived the hideous plague, but not unscathed. The streets are dull and muted, strangely empty except for when markets quietly open. People seem to be more interested in staying home than going out, and when they do emerge, they shuffle quickly to their destinations and conduct their business swiftly. The Order of the Nail has withdrawn from Korvosa, retreating to Citadel Vraid for the first time in Korvosa's history. Some whisper the Hellknights are planning a full-scale invasion of Korvosa to seize control, but more knowledgeable sources know that dozens of Hellknights perished or failed to uphold their charges during the recent events. City temples have their hands full tracking down the last remaining pockets of sick residents and disposing of the dead, while the Acadamae continues to keep its doors shut and withhold its resources for the duration, hoping to wait out these troubled times. The Sable Company is falling apart, and the Korvosan Guard has taken staggering hits to both its personnel and its morale.
Ninja'd by Elric, adding a bit for the Sable Company below.
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Then you get the Cruel trait for free. Same for everyone else, at the end of each book you get one equivalent +1 trait, enhancement etc. for free for your relic weapon/item. This includes the end of Book 2 (where we are now).
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Hey team, now that you are gaining some fame I wanted to give everyone the option to make one of their weapons a relic that upgrades at the end of each book.
For casters, we can figure out another item that would be helpful, like a ring, amulet, circlet etc., just try to make it distinctive/unique and part of your character's description. So perhaps the ring is an antique with some history, or an heirloom or something similar.
The relic mechanic is from the War for the Crown AP, there are some example relics here.
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Yes, I don't see why you cannot make a Bolstering mithral breastplate.
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@Shrike - buying an apartment in the West Dock costs a minimum of 2000 gp, but just making a space livable would be around a quarter that - 500 gp - mostly because it's a warehouse, not a house, and there would be a lot of structural changes needed. This would be a party cost, imo.
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@Audria:
1) Yes, the scroll cane be used to attempt to raise Brother Theolan, since the clerics have been casting Gentle Repose on his body.
2) Halvara would likely be petty enough to do that, I think Embercat has other concerns at the moment.
3) Yes, she can ask. Sabina will take the letter.
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The books do not have any mechanical effect.
1) Correct, you can sell them at half price, since even with the cure it will take a while for the pandemic to die down.
2) You can sell both daggers for 2500 gp to the museum.
3) Yep, that's correct.
4) The clothes that the Queen's Physicians were wearing are not really worth anything, just a regular set of clothes.
5) You can sell the robe of bones for 400 gp.
6) Holy/unholy symbols made from precious materials sell at full price.
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No, the 2500 gp from the guard armory and the 5000 gp writ cannot be combined.
Yes, you can use either of them to upgrade your existing equipment. you can trade in equipment to the guard as well.
@Audria: Eliana was not at the ceremony. The only representatives was Sabina Merrin with an escort of Gray Maidens. Audria hasn't heard anything from Eliana since the sickness started, but Castle Korvosa has good healers so perhaps no cause for alarm yet.

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Audria's meals hit just the right spot - filling enough, but without making one drowsy, nutritious and tasty. Once copies of the cure recipe are made, they are distributed to every temple and skilled alchemist in the city. The church of Pharasma sends a few novice priests to care for the sick people at the Hospice of the Blessed Maiden, who try to stall the progress of the disease until enough doses of the cure are made.
Temple: 1d4 ⇒ 2
As the joyous news spread, the city of Korvosa lets out a collective sigh of relief. Many are mourning the loss of loved ones, but for the most part people are eager to get back to their lives - without the specter of a deadly plague hanging over them. The reputation of those who were instrumental in finding the cure and stopping those responsible for the ravages of blood veil also spreads. Nearly everyone in the city knows a version of what happened in the Urgathoan lair beneath the hospice, and the tales about those directly involved grow, sometimes to fantastical dimensions of the real people.
If you want to invent some outrageous rumours about your PC, now's the time.
Perhaps most importantly, their contribution is publicly - and materially - recognized. At a ceremony with closed attendance held at the City Hall in North Point, Sabina Merrin presents the city saviours with a writ and conveys the Queen's words of praise and gratitude. After the ceremony, everyone is invited to Tayce Soldado's house, where the Varisians rescued from the hospice and their families have prepared a thank you feast. Many bring modest hand-made gifts for the heroes to whom they own their lives - embroidered scarves, colourful jewelry, exquisitely illustrated Harrow decks, fine clothing). Almost everywhere they go afterwards, they are recognized and offered gifts and services in gratitude; artisans gift them items they made, scholars offer their knowledge, many even open their own homes as a place to rest in need. Lastly, Field marshal Cressida Kroft personally thanks the group for their extensive aid and officially deputizes them as members of the Korvosan guard.
REWARDS:
- mundane trade goods worth 250 gp per PC (from the Varisians)
- items/services worth no more than 1000 gp per PC (from grateful citizens)
- equipment (arms and armour, including magical) worth up to 2500 gp per PC (from the Korvosan Guard armory)
- a 5000 gp writ for purchases within Korvosa per PC (from the queen).
Everyone gets all of the above.
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I've been procrastinating, because wrapping up Book 2 means doing math. I do not like math.
ALSO.
Welcome to Level 9!

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Work is on fire again, so only swooping in to roll for Jessica.
Craft Alchemy, DC 20: 1d20 + 13 ⇒ (15) + 13 = 28
Craft Alchemy, DC 20: 1d20 + 13 ⇒ (16) + 13 = 29
Jessica L'Morie spends the night and most of the following day poring over the various notes copied by Shane and Pava and experimenting with some of the materials retrieved from the hospice.
In the morning, looking exhausted but triumphant, she presents one sheet of parchment and a vial filled with a milky orange liquid to the assembled group. "Here. This is the first dose of the cure - experimental, mind you! -and these are the instructions on how to make it. It's not easy, and it requires some rather expensive ingredients, but I'm fairly certain it will work."
She gingerly sets the vial back into its cloth-lined box. "I also discovered something veeeery interesting while I was researching this. Did you know this plague has a supernatural aspect? It was very difficult to trace the original strain amongst all the mutations and tampering, and once I did I had to re-check three times to make sure I wasn't hallucinating. But it's there, a spirit essence that infuses the disease; paradoxically, it's not part of it, but actively fights it. I think that's why some people are immune to it, and I think this will also help us cure people faster."
Ok, and a bit of exposition. :P
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I'll say that every institution researching the notes adds +1 to the Craft Alchemy roll needed to figure out the cure. Jessica has a +13 to Alchemy, so if you want her to be the main researcher I'll make the roll.
With 3 sets of notes, the DC is 20.
Making a copy of the notes takes a day for all three sets, but you can speed that up by having two more people trained in Linguistics (I won't require a roll for it though) do it alongside Shane.

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Gasps and shouts ring out in the sudden hush as the monstruous corpse of Urgathoa's Daughter is brought out. Even Kroft cannot suppress a sharp intake of breath and half a step backwards as the guards murmur around her.
"what in all hells..." "this thing was below?!" "merciful gods!"
The Gray Maidens turn their heads stiffly, seeking something or someone, but without leadership giving them clear orders they soon back down and allow the Korvosan Guard to enter the hospice.
The Field Marshal schools her face back into a neutral expression, wrenching her gaze away from Andaisin's mutated body. "A full investigation will take place to ascertain what has happened and how were cultists of Urgathoa able to operate here. Until then, please refrain from spreading rumours and accusations. The situation is bad enough as it is." She signals to her guardsmen, ordering a few to return to the Citadel for additional resources, while half the squad begins to head towards the cargo lift, stepping gingerly around the corpses.
Reminder that you have several sets of notes about the plague. What do you intend to do with them? Researching a cure requires a Craft Alchemy check.
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Edited my last post to account for the previous two (I got ninja'd while writing it). You can smash the vats as well, since everyone is wearing the masks you won't get infected (but it will take an hour for the spilled concentrated plague to become inert, so until then the whole downstairs space can be considered hazardous.

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Edited to take into account previous couple of posts.
The last bits to take care of in the underground cultist lair are the huge vats of concentrated plague and canvassing the vampire's secret room. Arkminos has departed, so the space he vacated can be explored freely. In the secret room, several open trunks spill piles of books across the dusty floor. Stacks of tomes, some apparently quite old, stand in orderly stacks and haphazard heaps, surrounding nearly every foot of floor space except for that occupied by an elegant black-canopied bed. An outline on the floor marks where a chest or trunk has stood until very recently.
it will take 20 castings of purify food and drink (or 2 minutes of repeated applications of the spell) to neutralize the contents of a single vat. A single remove disease spell cast on a vat immediately negates the infection (provided the caster succeeds at the required DC 24 caster level check).
Loot: The complete collection of books has a total value of 1500 gp, although many have rotted bindings and weak glue, causing them to deteriorate if handled with anything less than extreme delicacy.
The ruckus at the hospice has attracted the attention of the guard, and as Shrike emerges from the lift with its grisly cargo, she sees none other that Field Marshal Cressida Kroft pushing past a couple of disagreeing Gray Maidens, a whole squad of Korvosan Guards behind her.
She takes in the rows upon rows of sick beds, the heavy security, the notable absence of Queen's Physicians or any medical personnel. "I thought this was a place of healing," she says, her even voice carrying through the cavernous space. "Yet I get reports of..." She trails off as her gaze lands on the group exiting the lift.
This is not intended to be a combat encounter, although of course you can start a fight if you like. :D
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Since Undead Andaisin was mostly ecotplasm and bad attitude, Shrike can drag her corpse upstairs. And remember that you are also in possession of a cult's worth of unholy symbols of Urgathoa. :)
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Ruan recoils atthe sight of the mask, but Deyanira's name reassures him. "Oh my gods, Didi must be worried sick. I don't know who you are, but... thank you. Coming into this den of monsters to save me..." he shakes his head, at a loss for words, tears brimming in his eyes.
Gathering all the rescued captives who can walk, the group makes their way back to the surface via the cargo lift, a few people at a time. It seems that by now the bodies have been discovered, for the upper level of the so-called hospice is in an uproar, with Gray Maidens posted at the entrance and throughout the former warehouse.
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Ruan comes to with a start, eyes darting around wildly. "Wha- Who-who are you?"
You can insert RP here on what you tell him.
Once the young Varisian calms down a little and everyone is more or less recovered from their ordeals, it is time to return to the surface.
Or you can search through the complex some more, like in the secret room that Arkminos went in.
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Arkminos whirls in the doorway to glare - not at Elric as one might suspect, given the ranger's thinly-veiled threat of moments ago, but at Shane.
"I. Do. Not. Feed. On. Villagerz." the vampire enunciates slowly, biting off every word. "Or on any humanz, for that matter. Nor elvez. half-elvez, or ozer intelligent anzestriez." The ancient vampire shifts his glare to Elric. "And iv you muzt know, I vill uze zis item to rezearch how I might end zis curze zat affliktz me. I do not have high hopez, given itz original purpoze, but I am a patient man."
He lifts his chin and turns on one heel a bit stiffly, disappearing into the room behind the secret door.
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"A prezipitated departure, zen? Very vell." Arkminos unfolds from his armchair, setting aside his book. He walks over to the operating table and begins to operate the cranks on the side. The steel restraints open, releasing the unconscious youth.
Then, the vampire begins to sort through the papers scattered on the various surfaces in the room, setting some aside in a neat stack. "Zeze are my mozt pertinent notez on ze zubjekt of ze Varizianz' partial immunity to blood veil. Zadly, zey zeem immune to only ziz dizeaze and no ozer." He pushes the stack towards Elric, then walks over to the western wall of the room, turning his back on the party to manipulate something; after a series of clicks, a section of the wall swings open into some secret room beyond.
"I vill be packing now. Pleaze zee yourzelves out."
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It sounds like the consensus is to give Arkminos the coffer in exchange for Ruan alive. Feel free to spend another few minutes here healing up or doing any other prep you wish, this is just to move us onwards, since we're almost at the end of Book 2!
The vampire hasn't moved from his armchair, which is not entirely surprising given that it wasn't more than a quarter of an hour since they left him there, reading - although for some it may seem like a lifetime ago. He quirks his bald brow into an inquisitive expression.
"Vell, I zee zat you have made it back alive. I congratulate you. Do you have vat I zeek?"
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Happy Thanksgiving to those who celebrate!
For the healing/curing - go ahead and roll from wands, and update the remaining charges on the loot sheet.
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@Shrike: yes, for the potion it is a CL check against the DC of the disease, CL for the potion is +5.
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Yes, Shrike still does have to make the save (don't forget the Harrow points!). This is not RAW, but rather GM logic: The plaguebringer's mask gives immunity from the "normal" method of infection, but Andaisin pretty much created blood veil and is blessed by the goddess of disease. So a direct hit from her infectious greatclaw should bypass the immunity from the mask, imo.
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Between the rain of arrows and the onslaught of reckless fists, this second form of the Urgathoan priestess Andaisin collapses to the stone floor, devoid of life and unlife.
Combat over! Congratulations!
Loot: Andaisin - potions of barkskin +4 (2), +2 breastplate, +2 vicious scythe, belt of mighty constitution +2, cloak of resistance +2, headband of inspired wisdom +2, onyx unholy symbol of Urgathoa worth 200 gp, 27 gp, 3 sp, 3 cp. In the room: one unused death's head coffer. At the base of the statue in a hidden compartment (pretty sure you can find it no problem): two grim candelabras made from human hands encased in silver (worth 150 gp each), several sticks of exotic incense (worth a total of 450 gp), a wand of cure serious wounds with 37 charges, a wand of remove disease (8 charges), a scroll of restoration, a scroll of raise dead, and three blocks of incense of meditation.
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Andaisin's new form seems taken aback by Audria's statement, to the extent that she is a little too slow in parrying or dodging - which allows the paladin to slash her twice with her glaive. The monstruous undead is less slow as Shrike flies past, but not quite fast enough to catch the vigilante before she sinks Thorn deep into her side.
Oozing a thick, dark fluid from her already numerous wounds, she staggers a step sideways, then brings her great scythe-shaped claw to bear against Shrike.
Target? 1=Audria, 2 Shrike: 1d2 ⇒ 2
Great claw vs. Shrike: 1d20 + 16 ⇒ (6) + 16 = 22 Damage: 2d6 + 9 ⇒ (4, 6) + 9 = 19
Not-so-great claw: 1d20 + 16 ⇒ (17) + 16 = 33 Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Shrike needs to make a Fortitude check DC 22. On failure, she is immediately infected with blood veil and suffers 1d4 ⇒ 4 Con damage and 1d4 ⇒ 1 Cha damage. The rest of the party is up!
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Yes, Kandru can resolve her turn from the last battle.
Shrike can roll her readied attack.
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As Audria starts to swing, the corpse twitches and lifts into the air. With astounding speed, the pallid flesh swells and stretches; one arm lengthens, hardens, curves into a scythe-like claw. Horns grow all over the body, the hair writhes and the legs fuse into an ectoplasmic mass roiling with darkness. Howling with an inhuman voice, the nightmarish creature is lifted higher, until she is level with the head of the statue.
In a voice layered with otherworldly moans and growls, she shouts "Through the glory of Urgathoa, I am reborn! I am the instrument of Her divine will, and I will destroy all who oppose Her!"
She then plummets, dropping to one knee in front of the statue with an impact that shakes the entire chamber.
Initiative order, bold can act: Shrike, Audria, Andaisin Mk2, everyone else. Map is updated and I added her HP and AC. FF AC is 18.
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Elric destroys one of the remaining undead guards and severely injures the other.
Actually, everyone else can act as well. Even if the last zombie dies, we are still in rounds.
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Shrike's fist misses the priestess, however one of Thorn's blades impales Andaisin through the heart and she slides to the ground in a heap of velvet tinged with blood.
Andaisin is dead. Elric and Pava can still act.
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Her hubris is Andaisin's undoing; she has discarded the mortally wounded Shoanti as no longer a threat, and they almost stab her through the heart. Audria, too, adds a deep gash to the pale, lovely shoulder - although getting close enough to the priestess to strike her is not without consequences.
Profane Nimbus damage to Pava: 1d6 + 10 ⇒ (6) + 10 = 16
Profane Nimbus damage to Audria: 1d6 + 10 ⇒ (6) + 10 = 16
She should have fallen by now, surely. Yet, some dark force seems to sustain her as she smiles a bloody smile and raises her face to the statue in the center of the room, eyes closed as if in ecstasy.
Aaaaalmost there!
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Alas, her CMD is 27... And thanks for the reminder, forgot about Spear Dancing Style - Audria also gets an AoO.

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In the interest of moving things along, I will bot Kandru.
Will save DC 18: 1d20 + 12 ⇒ (13) + 12 = 25
Channel energy: 4d6 ⇒ (2, 6, 2, 1) = 11
Braving the still-glittering area to reach her comrades in distress, Kandru steps around the undead guards to channel the healing power of Abadar.
Everyone except for Elric and Shane heals 11 HP.
Wolf vs. ??: 1d20 + 2 ⇒ (1) + 2 = 3
Not sure why the green wolf is all the way by invisible Pava, it doesn't have a chance to hit Andaisin. But it missed anyway.
The pallid priestess extends a black-slippered foot to step on one end of the scythe, flipping it upright and catching it deftly with one hand.
AoO from Shrike. Audria is using a reach weapon while adjacent to Andaisin, so she does not threaten, imo.
Gripping her weapon now in both hands, Andaisin swings it at Audria. The wickedly sharp blade cuts through the paladin's armour, and a flash of resonant energy erupts from the place of impact, spreading up the blade and the shaft and striking Andaisin as well. The priestess licks bloody lips, smiling darkly.
Reflex versus Grease: 1d20 + 8 ⇒ (16) + 8 = 24
"And now, I shall reap you all for the glory of my Lady!"
Andaisin vs Audria: 1d20 + 16 ⇒ (6) + 16 = 22 Damage: 2d4 + 9 + 2d6 ⇒ (3, 2) + 9 + (5, 1) = 20
Damage to Andaisin: 1d6 ⇒ 5
Not even going to bother with the zombies. Party is up!
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Yay, we're back! A bit of an unintended cliffhanger, heh.
I can understand why it took that long, the website runs on very old code and it must have been a pain to overhaul even one part of it. And they probably found some gnarly issues while testing the deployment, which needed to be solved, re-tested etc.
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A look of supreme satisfaction spreads on Andaisin's face as her scythe is released. She easily avoids both Audria and Shrike's attacks and begins to reach for her weapon.
Kandru can still act this round.
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Yes, they are all gone. I specified that she had temp HP in case people's math wasn't mathing, but I did subtract from the temp pools first.
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