HM's Carrion Crown AP - CT

HolyMan

Thy wounds are healed!
Thugs on right side going...

[sblock=Thugs actions rd 2]
dying thug(H-11) con check needed
Thug (I-11) att Firvin
Thud (J-10) 5'step north att Gergori[/sblock]

[sblock=Combat]
Posted in INIT order
Code:
[U]Character      AC  HP  InHand/Condition[/U]
Firvinianna    13  11  none/none
Thugs(2)       10   4  farmtool/none
Thug           10  [COLOR=Red]-3[/COLOR]  none/[COLOR=Red][I]stable[/I][/COLOR]
Toddy          14   6  none/none
Thugs(3)       10   4  farmtool/none
Halal          15  12  sap&cestus/none
Marshan        [COLOR=Cyan]12[/COLOR]  13  l.hammer/[COLOR=Cyan][I]enlarged[/I][/COLOR]
Gergori        16  14  cestus/none
[/sblock]

[sblock=Actions]
Round 2:
Firvin - Bardic performance(inspire courage), draw whip, 5'step
Thugs(2) - both miss
Toddy - none yet
Thugs(3) - none yet
Halal - none yet
Marshan - none yet
Gergori - none yet
[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=OOC]Really? Gregori needed her to hang on to keep it from falling?[/sblock]

[sblock=OOC] I have it that your character let go pm. As she saw the others starting to set it down she let go(free action) and it dropped. Dropping it causes the lose of Trust.[/sblock]

[sblock=OOC]It looks like Firvi meant to drop her corner, but pm's question was about whether the loss of her 9 STR (on the side where we also have our 18 STR party member) would be enough to cause us to drop the thing - especially when we were already lowering it to the ground and delaying our actions - giving the other three thugs a chance to act before us - to act in concert).[/sblock]
 

HolyMan

Thy wounds are healed!
[sblock=OOC] I see he thought that one strong character could keep both ends up.

But as I see it things happen at the same time. Halal starts counting while Firvin starts singing at a thug while Marshan and Gergori get ready to let the coffin down when they hear three.

Halal says three and everyone let's down their corner but Firvin just let's go. That corner hits the ground half a second after the other characters put theirs down and the round is over. [/sblock]
 


Satin Knights

First Post
Toddy swings his neck around and bites at the thug in front of Marshan, this time missing.[sblock=actions]stand still, not leaving Kendra's side and reach bite.[/sblock]
 
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HolyMan

Thy wounds are healed!
Updating.... thugs on left side.

[sblock=Actions]

two attacking the weird bird man (sorry Mowgli)
on attacking the ogre man tho he looks scared... ;)[/sblock]

EDIT: DMG to Halal is Nonlethal btw.
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál absorbs the villager's blow, straightening quickly after releasing his corner of the coffin. The sap in his hand flicks out, clipping the man who hit him on the temple and causing his eyes to glass over.

[sblock=Actions]Move: None
Standard: Attack (1d20+1=11) for NL Damage (1d6+1=4)[/sblock]

[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 15 (12 Flat-Footed, 13 Touch)
HP: 12/12 (-6 NL)
CMB: +1 CMD: 13
Fort: +2 Reflex: +4 Will: +4

Senses: Low Light Vision
Perception: +8 (+9 vs. Traps), Sense Motive: +7

Current Weapon in Hand: Sap, Cestus

Special Abilities: Bleeding Touch (5/5), Judgements (1/1)

Prayers Available Cantrips (At-Will), 1st (2/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 
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Satin Knights

First Post
Realizing these are simple farmers, and not worthy soldiers, Marshan punches the closest farmer with a right hook, staggering him.[sblock=actions]swift maintain enlarged state, std attack non-lethal unarmed against H7, provokes AoO[/sblock][sblock=mini stats]Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision
AC: 14/12 (12 Touch, 12 Flat-footed) (2 Dex, 2 armor) AC: 12
HP: 13 Current HP: 13
CMB: 2 CMD: 14 Fort: +3 Reflex: +2 Will: +3; +2 vs. Enchantment

Current Weapons in Hand:
MW Lucerne Hammer +2, d12+3 @10' reach; Enlarged: MW Luc Hammer +2, 3d6+4 @15-20' reach
Cestus +2, d4+1 at 5' reach, offhand; When Enlarged: Cestus +2, d6+1 at 5-10' reach
Longbow +2, d8

Skills: +4 Perception, +1 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close
.Orisons: Create Water, Light, Stabilize
Summoner 1st Level Spells: 2/2 remaining; Mage Armor, Grease
Cleric 1st Level Spells: 3; Enlarge Self*, Divine Favor, Protection from Evil
Domain Power: 4/2 remaining; Enlarge self as a swift action for 1 round
Summoner Monster I: 4/4 remaining; std action SLA summon, (1 min), Celestial dog, celestial eagle
Channel Energy: 4/4 remaining; 1d6 in a 30' burst, 4/day, DC 11, Not Selective; Does not provoke AoO

Toddy ~
Perception: +4; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium
AC: 14/18 (12 Touch, 12 flat-footed) (2 Dex, 2 NA, usually 4 Mage Armor) Current AC: 14
HP: 6 Current HP: 6
CMB: 3 CMD: 15 Fort: +2 Reflex: +4 Will: +0
Natural Weapons: Bite +3, d6+2 @10' reach; Claw +3, d4+2; Claw +3, d4+2
Skills: +14 Acrobatics, +4 Perception, +0 Sense Motive, +6 Stealth
Feats/Evolutions: Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite)(1)

[/sblock]
 
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