HM's Carrion Crown AP - IC

Satin Knights

First Post
Remembering that it hurt his teeth last time because the wood was like stone, Toddy bites at it this time to grab and hold the weapon still. His powerful jaws locks on to the weapon's handle.
[sblock=actions]Toddy: 5' step to Q5, attempt Grapple, provoked an AoO, but successfully grappled it I think[/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 leather armor) AC: 14
HP: 20 Current HP: 20
CMB: 3 CMD: 15 Fort: +4 Reflex: +2 Will: +4; +2 vs. Enchantment

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

Skills: +4 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
.Orisons: Read Magic, Create Water, Light, Stabilize
Summoner 1st Level Spells: 3/2 remaining; Mage Armor, Grease (DC 12), Shield
Cleric 1st Level Spells: 3; Enlarge Self*, Detect Undead, Protection from Evil, Divine Favor
Domain Power: 4/4 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
Consumables:
20 normal arrows ~ 8 blunt arrows ~ 4 large sized arrows, more on Toddy
4 Silver Arrows ~ silver
3 White Arrows ~ +1 arrows
2 Blue Arrows ~ +1 ghost touch arrows
1 Black Arrow ~ +1 undead bane arrows
1 Haunt Siphon
1 Hide from Undead scroll (2nd CL, 20 minutes)

Active Enhancements: Flank +2 to hit

Toddy ~
Perception: +5; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium, move 40'
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor) Current AC: 22 for 3 hours
HP: 13 Current HP: 13
CMB: 4 CMD: 16 Fort: +4 Reflex: +5 Will: +0
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
Skills: +15 Acrobatics, +5 Perception, +4 Sense Motive, +6 Stealth
Feats/Evolutions: Evasion, Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite), Improved Natural Armor(1)
Condition: Grappling[/sblock]
 
Last edited:

log in or register to remove this ad

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna mutters an elven curse as she realizes that she was too far back to hit the scythe with her ray when it appeared.

She comments, "Now that you have a good hold on it, don't let it go."

The dark-skinned elf moves forward and tries to hit the weapon with her ray.

[sblock=Mini Stats & OOC]OOC: Move to P5
Disrupt Undead: Ranged Touch (1d20+4=14, 1d6=4)
I think that misses with the various modifiers, but I am not sure.
_______________
Initiative:
+5
AC: 17 (14 flat-footed, 13 Touch, 13 w/out Mage Armor)
HP: 18 Current: 18
CMB: +0 CMD: 13 Fort: +0 Reflex: +6 Will: +4 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Conditions in Effect: Mage Armor

Current Weapon in Hand: Longbow

Bardic Performance: 8/8 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, Resistance, Ghost Sound, Message, Light, Prestidigitation, Spark, Read Magic
Sorcerer 1st Level Spells: 4/5 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 3/3 remaining; Cure Light Wounds, Grease, Timely Inspiration

Equipment: Sunrod, CLW Potion (2), Lessor Restoration Potion, +1 Arrows (4), Silver Arrows (4), Flasks of Holy Water (2), Haunt Siphon[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

HolyMan

Thy wounds are healed!
Kee Kee's hammer smashes into the haunted blade and sparks fly. The floating apparition then swings at the eidolon's waste trying to cut her in two but comes up short as the magical barrier surrounding her stops it.

Marshan comes up behind the thing and cracks through the bone of one of the arms as Halál's axe goes flying into the balcony railing, to land behind the creature, with a *thunck* into the old wood.

Toddy advances on the thing as Loh gets carefully into a better position to join the fight. Easily dodging the wild swing he lashes out with his long neck and grabs the handle in his large blunt teeth.

"Guot if!" he mumbles through a mouthful of haunted wood.

"Hew thath ticklulls!" he exclaims as Firvin's ray hits him in the flank.

[sblock=OOC]
Scythe will attempt to break free on it's turn. EDIT: And is unsuccessful so it will be everyone's turn to go again.[/sblock]
[sblock=Combat]
POSTED IN INIT ORDER
Code:
[U]Character    AC    HP   InHand/Conditions&Misc[/U]
Kee          [COLOR=DarkOrchid]21[/COLOR]  13/13  l.hammer/[I][COLOR=DarkOrchid]mage armor[/COLOR][/I]
Scythe       [COLOR=PaleGreen]16[/COLOR]  [COLOR=Yellow]13[/COLOR]/21  itself/[COLOR=PaleTurquoise][I]hardness10[/I][/COLOR], [I][COLOR=PaleGreen]grappled[/COLOR][/I]
Halál        16  20/20  w.axe,t.axe,cestus/none
Marsahn      14  20/20  l.hammer,cestus/none
Loh          17  22/22  h.chopper/none
Toddy        [COLOR=DarkOrchid]20[/COLOR]  13/13  na/[I][COLOR=DarkOrchid]mage armor[/COLOR][/I], [COLOR=PaleGreen][I]grappled[/I][/COLOR]
Firvin       17  18/18  l.bow/none
[/sblock]

OOC: Round 2 Everyone is up.
 

Attachments

  • CC-scythe 3.jpg
    CC-scythe 3.jpg
    91.7 KB · Views: 65
Last edited:

Qik

First Post
"Woo! That lama has teeth," exclaims Kee as she puts some space between herself and their disconcerting opponent. "Abomination, be gone," she grunts, letting her hammer swing. She connects once again, the sound reverberating across the courtyard.

[sblock=Actions]Kee moves to T5, attacks.[/sblock]
loh-janna-smaller.jpg
kee-lah-lah-lah-smaller.jpg

Loh Janna & Kee Lah-Lah-Lah
[sblock=Mini Stats]Loh
HP 22/22
AC 17 Touch 13 Flat-footed 14
Fort +3 Ref +2 Will +4 (+6 vs enchantments)
CMB +5 (+7 Trip) CMD 17 (19 vs Trip)

Perception +1

Horsechopper +5, 1d10+4, x3, P/S/Reach/Trip

Spells:
- 1: 2/3

Active Magic: Mage Armor (on Kee) - 0/2 hours

Kee
HP 13/13
AC 21 Touch 11 Flat-footed 20
Fort +4 Ref +1 Will +3
CMB +6 CMD 17

Perception +13

Lucerne Hammer +6, 1d12+6, x2, B/P/Reach/Brace[/sblock]
 

Satin Knights

First Post
While Toddy is holding one end of the wicked weapon, Marshan swings his hammer to crush the other end. While striking well, the material of the wicked weapon does not crack.
[sblock=mini-stats] Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision
AC: 14/12 (12 Touch, 12 Flat-footed) (2 Dex, 2 leather armor) AC: 14
HP: 20 Current HP: 20
CMB: 3 CMD: 15 Fort: +4 Reflex: +2 Will: +4; +2 vs. Enchantment

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

Skills: +4 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
.Orisons: Read Magic, Create Water, Light, Stabilize
Summoner 1st Level Spells: 3/2 remaining; Mage Armor, Grease (DC 12), Shield
Cleric 1st Level Spells: 3; Enlarge Self*, Detect Undead, Protection from Evil, Divine Favor
Domain Power: 4/4 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
Consumables:
20 normal arrows ~ 8 blunt arrows ~ 4 large sized arrows, more on Toddy
4 Silver Arrows ~ silver
3 White Arrows ~ +1 arrows
2 Blue Arrows ~ +1 ghost touch arrows
1 Black Arrow ~ +1 undead bane arrows
1 Haunt Siphon
1 Hide from Undead scroll (2nd CL, 20 minutes)

Active Enhancements:

Toddy ~
Perception: +5; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium, move 40'
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor) Current AC: 22 for 3 hours
HP: 13 Current HP: 13
CMB: 4 CMD: 16 Fort: +4 Reflex: +5 Will: +0
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
Skills: +15 Acrobatics, +5 Perception, +4 Sense Motive, +6 Stealth
Feats/Evolutions: Evasion, Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite), Improved Natural Armor(1)
Condition: Grappling[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál continues to plod forward, seeking a way to flank the animated scythe but unable to see one. He hops up on the stone block and makes a quick two handed swing with his Dwarven axe. Too quick, as it turns out . . .

[sblock=Actions][/sblock]
__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 20/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

Senses: DarkVision
Perception: +7 (+8 vs. Traps), Sense Motive: +7

Current Weapon in Hand: WarAxe, Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (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]
 

Qik

First Post
After watching Marshan's hammer bounce harmlessly off the apparition, Loh's own blade swings wide. She clucks her tongue in frustration.

"Keep at it, girl, you'll get 'em!"
calls Kee encouragingly.

loh-janna-smaller.jpg
kee-lah-lah-lah-smaller.jpg

Loh Janna & Kee Lah-Lah-Lah
[sblock=Mini Stats]Loh
HP 22/22
AC 17 Touch 13 Flat-footed 14
Fort +3 Ref +2 Will +4 (+6 vs enchantments)
CMB +5 (+7 Trip) CMD 17 (19 vs Trip)

Perception +1

Horsechopper +5, 1d10+4, x3, P/S/Reach/Trip

Spells:
- 1: 2/3

Active Magic: Mage Armor (on Kee) - 0/2 hours

Kee
HP 13/13
AC 21 Touch 11 Flat-footed 20
Fort +4 Ref +1 Will +3
CMB +6 CMD 17

Perception +13

Lucerne Hammer +6, 1d12+6, x2, B/P/Reach/Brace[/sblock]
 

Satin Knights

First Post
Toddy continues his wrasling with the wicked weapon. With a violent jerk and stomp, he is able to pin the weapon to the ground and maintain standing on it with his full weight.
[sblock=actions]Attempt to pin[/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 leather armor) AC: 14
HP: 20 Current HP: 20
CMB: 3 CMD: 15 Fort: +4 Reflex: +2 Will: +4; +2 vs. Enchantment

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

Skills: +4 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
.Orisons: Read Magic, Create Water, Light, Stabilize
Summoner 1st Level Spells: 3/2 remaining; Mage Armor, Grease (DC 12), Shield
Cleric 1st Level Spells: 3; Enlarge Self*, Detect Undead, Protection from Evil, Divine Favor
Domain Power: 4/4 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
Consumables:
20 normal arrows ~ 8 blunt arrows ~ 4 large sized arrows, more on Toddy
4 Silver Arrows ~ silver
3 White Arrows ~ +1 arrows
2 Blue Arrows ~ +1 ghost touch arrows
1 Black Arrow ~ +1 undead bane arrows
1 Haunt Siphon
1 Hide from Undead scroll (2nd CL, 20 minutes)

Active Enhancements:

Toddy ~
Perception: +5; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium, move 40'
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor) Current AC: 20 for 3 hours
HP: 13 Current HP: 13
CMB: 4 CMD: 16 Fort: +4 Reflex: +5 Will: +0
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
Skills: +15 Acrobatics, +5 Perception, +4 Sense Motive, +6 Stealth
Feats/Evolutions: Evasion, Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite), Improved Natural Armor(1)
Condition: Grappling[/sblock]
 
Last edited:

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna smiles as the battle llama has things well in... foot?

She comments, "Good, job Toddy. You deserve extra pastries."

The dark-skinned elf moves around to stand beside Marshan and get a clear angle on the weapon. It matters not as the ray passes harmlessly into the floor before the pinned weapon.

[sblock=Mini Stats & OOC]OOC: Move to Q2
Disrupt Undead: Disrupt Undead (-4 for Melee) (1d20+0=2, 1d6=5)
I don't Firvin has ever hit either.
_______________
Initiative:
+5
AC: 17 (14 flat-footed, 13 Touch, 13 w/out Mage Armor)
HP: 18 Current: 18
CMB: +0 CMD: 13 Fort: +0 Reflex: +6 Will: +4 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Conditions in Effect: Mage Armor

Current Weapon in Hand: Longbow

Bardic Performance: 8/8 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, Resistance, Ghost Sound, Message, Light, Prestidigitation, Spark, Read Magic
Sorcerer 1st Level Spells: 4/5 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 3/3 remaining; Cure Light Wounds, Grease, Timely Inspiration

Equipment: Sunrod, CLW Potion (2), Lessor Restoration Potion, +1 Arrows (4), Silver Arrows (4), Flasks of Holy Water (2), Haunt Siphon[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

HolyMan

Thy wounds are healed!
As Kee steps back to give herself room to swing the scythe lashes out but is held firm in Toddy's grip. (AoO missed)

She knocks the thing across the handle sending splinters of wood flying and Toddy's neck twisting.

"Heth! dat hurlth!" the ediolon shouts as suddenly his neck is wrenched the other way as Marshan lands a blow once more across the blade. "Stolth if!"

Seeing Halál hop up on the stone block axe in hand is to much. Ducking low, causing both the dwarf and Loh to miss, he places the thing on the ground and puts his front hoofs on it. "Phwt! There now maybe I can not be knocked around anymore!"

[sblock=Combat]
POSTED IN INIT ORDER
Code:
[U]Character    AC    HP   InHand/Conditions&Misc[/U]
Kee          [COLOR=DarkOrchid]21[/COLOR]  13/13  l.hammer/[I][COLOR=DarkOrchid]mage armor[/COLOR][/I]
Scyth[COLOR=White]e        [/COLOR][COLOR=PaleGreen]6[/COLOR][COLOR=White][COLOR=White]   [COLOR=Red]9[/COLOR][/COLOR]/21  its[/COLOR]elf/[COLOR=PaleTurquoise][I]hardness10[/I][/COLOR], [I][COLOR=PaleGreen]pinned[/COLOR][/I]
Halál        16  20/20  w.axe,t.axe,cestus/none
Marsahn      14  20/20  l.hammer,cestus/none
Loh          17  22/22  h.chopper/none
Toddy        [COLOR=DarkOrchid]20[/COLOR]  13/13  na/[I][COLOR=DarkOrchid]mage armor[/COLOR][/I], [COLOR=PaleGreen][I]grappled[/I][/COLOR]
Firvin       17  18/18  l.bow/none
[/sblock]

OOC: Round 3 Everyone is up.
 

Attachments

  • CC-scythe 4.jpg
    CC-scythe 4.jpg
    91.2 KB · Views: 60
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top