HM's Carrion Crown AP - CT

HolyMan

Thy wounds are healed!
The new song from Firvin inspires the others. It's melody allows for Halal and Marshan to due the little extra damage they need to take out the thugs they attack. Both the thugs fall into the dirt unconscious.

Toddy tries biting but misses as Gergori reaches out to grab the farm tool out of his opponent's hand. While he takes a quick strike across the knuckles with a growl he lashes out quicker the second time and wrenches the pitch fork out of the man's hands. The thug's face becomes on of chagrin as he watches Gergori spinning his former weapon around in his hands.

[sblock=Combat]
Posted in INIT order
Code:
[U]Character      AC  HP  InHand/Condition[/U]
Firvinianna    13   [COLOR=Orange]7[/COLOR]  whip/none;[I][COLOR=Orange]nonlethal dmg[/COLOR]
[/I] Thugs(2)       10   4  farmtool/none
Thug           10  [COLOR=Red]-3[/COLOR]  none/[COLOR=Red][I]stable[/I][/COLOR]
Toddy          14   6  none/none
Thug           10   4  farmtool/none
Halal          15   [COLOR=Orange]6[/COLOR]  sap&cestus/none;[I][COLOR=Orange]nonlethal dmg[/COLOR]
[/I] Marshan       [COLOR=Cyan]12[/COLOR]  13  l.hammer/[COLOR=Cyan][I]enlarged[/I][/COLOR]
Gergori        16  14  farmtool&cestus/none
[/sblock]

[sblock=Actions]
Round 2:
Firvin - Bardic performance(inspire courage), draw whip, 5'step
Thugs(2) - both miss
Toddy - attack (miss)
Thugs - attack (1hit Halal, dmg: 6 NL)
Halal - attack (hit, dmg: 5 NL)
Marshan - attack (hit, dmg: 5 NL)
Gergori - attempting disarm (successful)
[/sblock]
 

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perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna steps away from the thugs and cracks her whip, a decent impression of a dominatrix, "You should know you place, fools." The leather coil wraps around the farmer's weapon and she pulls it from his grasp.

[sblock=Actions]Free Action: 5 ft step to G12
Standard Action:
Combat Maneuver on I11; Whip - Disarm (1d20=17)
Free Action: Stops singing, but Inspire +1 lingers for 2 more rounds.[/sblock][sblock=Mini Stats]Initiative: +5
AC: 13 (10 flat-footed, 13 Touch, 17 w/Mage Armor)
HP: 11 Current: 7 (4 non-lethal damage)
CMB: -1 CMD: 12 Fort: +0 Reflex: +5 Will: +3 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep

Current Weapon in Hand: None

Bardic Performance: 4/6 rounds remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
5/5 Remaining (Turn any elemental spell into Electricity)
Cantrips:Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Ghost Sound, Message, Light, Prestidigitation
Sorcerer 1st Level Spells: 4/4 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 2/2 remaining; Cure Light Wounds, Grease[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál allows the momentum of his blow against the first thug's head to bounce his sap back against the sole remaining thug on his side of the coffin. This one drops like a stone as well.

[sblock=Actions]Attack (1d20+1=20) vs. J7 for (1d6+1=6) Damage (NL).[/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]
 

Satin Knights

First Post
Toddy gets the sense that he shouldn't chew on these farmers, as the rest are simply toying with or punching them. Not used to fighting without killing, he attempts a head butt to one of the few standing farmers. [sblock=actions]std non-lethal head butt[/sblock]
 

Satin Knights

First Post
Marshan steps forward and swings his fist in a haymaker, just missing.[sblock=actions]swift maintain large, 5ft step to H8, std unarmed punch[/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: 4/1 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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GlassEye

Adventurer
Gregori takes a swing at the thug in front of him (I-10) but somehow manages to slip in the mud and fails to connect.

[sblock=Mini Stats]Gregori Ostov (full sheet)
Initiative: +1
AC: 18 (17 flat-footed, 11 Touch) (+2 w/ mutagen)
HP: 14 Current: 14
CMB: +5 CMD: 16 Fort: +3 Reflex: +3 Will: +0

In Hand: none
-- longsword +5 (1d8+4 19-20/x2); Power Attack: longsword +4 (1d8+6 19-20/x2)
-- [Str Mutagen] longsword +7 (1d8+6); PA: longsword +6 (1d8+8)
-- cestus
-- Bomb +3 (1d6+1) Range: 20 feet; Splash: 2
-- [Str Mutagen] Bomb +3 (1d6); Splash 1

Bombs 2/2 remaining
Extracts Prepared Cure Light Wounds, Enlarge
Mutagen Prepared Strength[/sblock]
 

HolyMan

Thy wounds are healed!
The group of thugs around the fight start to run off as they see most of their companions lying about unconscious.

The last two men in the fight, who are now both unarmed start to back away slowly keeping an eye on the group before they two turn tail and run.

[sblock=OOC] Sorry I was going to have the last two thugs continue to fight at first but thought no one would stay against these odds.

Combat may continue if anyone decides to pursue. Will wait for everyone to post whether they stay or give chase.

Note: perrinmiller a whip gives you a +2 to your CMB when you use it to disarm. (CMB +1 for Firvin)[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál watches for a moment as the final two thugs flee; he then checks the coffin to see that the Professor's remains are still entirely inside. Finally (if no one has beaten him to it) he sees to the fallen thugs - making sure none of them is really the worse for wear.

"Well, nothing like a warm reception to see the spirit off to Pharasma's peace."
 

HolyMan

Thy wounds are healed!
No RP needed in this thread if no one wants the fight to continue I will post a battle wrap up in the IC and then you can RP.

Guess this new thing will take a little getting use to.

HM
 
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