Scotley's Carrion Crown IC Part 1 The Haunting of Harrowstone


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    Scotley's Carrion Crown IC Part 1 The Haunting of Harrowstone


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    And so it begins...

    It was an unpleasant rainy afternoon on the old road to Ravengro. An unlikely band was traveling together—At the rear a slender man with burning blue eyes and auburn hair unarmored, but carrying a spear, beside a Halfling in a breastplate wearing a fine backpack and strange mace, a brace of half-elves in mithril shirts walk side by side, one wrapped in a brown cloak made lumpy by the large sword and longbow beneath his long blonde hair plastered down with rain, the other in a felt hat and wearing a slender blade and a lighter bow, and a little apart slightly ahead a muscular yet lithe half-orc with a particularly fine breastplate and a vicious looking halberd. Each wears a black armband on the upper left arm marking them as men on a pilgrimage of morning. They go to bury a mutual friend and acquaintance in the village of Ravengro.

    Suddenly, a ghostly while and red shape comes flying from the shadows at the edge of the road near the Half-Orc. It flies in an arc to strike the Half-Elf in the felt hat in the chest and fall at his feet (1 damage). It is the decapitated head of a sheep sticky with blood. A gruff wheezy laughter accompanies the strange missile. A twang and slap of a crossbow being fired from the left causes heads to turn. The bolt takes Besharrn high in the left shoulder (8 damage).

    The foes are now visible on either side of the road. The one who hurled the sheep’s head takes up a morning star. The ugly creatures resemble twisted shadow puppet s’ silhouette, a wild thing of flared black and brown fur whose pelt juts out from its body at freakish angles. The crouching shadow’s ears are large and floppy, draping shoulder-length, adding to the creature’s unnatural shape. Its eyes are too big for its head. Tremendous milk-white ovals loom on either side of the things’ wheezy pig-like noses. Their panting mouths are filled with bristly needle-teeth spider-webbed in disgusting strands of yellowish saliva, all vibrating to the tune of the wheezing laughter. The other abandons her crossbow to take up a morning star of her own.
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    Last edited by Scotley; Saturday, 3rd December, 2011 at 07:34 PM.

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    OOC: Roll initiative, act if you beat a thirteen.
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    Falco

    Falco will stay his footing and begin casting Mage Hand on a large leaf from the tree to his left and move that leaf right in front of Bloodrah's eyes.

    OOC - OK, please forgive my inexperience playing a magic type. Am I correct in thinking this spell is instantaneous and the only time required is that of the leaf to move? If this is correct all this would happen on Falco's initiative? Is that right?

    Scotley - good roll, but I need a little more advice here. Does an Oracle come under the Cleric as far as bonuses and such for concentration so that I'll be using my wisdom modifier?
    Last edited by mleibrock; Sunday, 4th December, 2011 at 10:37 PM.

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    Quote Originally Posted by mleibrock View Post
    Falco will stay his footing and begin casting Mage Hand on a large leaf from the tree to his left and move that leaf right in front of Bloodrah's eyes.

    OOC - OK, please forgive my inexperience playing a magic type. Am I correct in thinking this spell is instantaneous and the only time required is that of the leaf to move? If this is correct all this would happen on Falco's initiative? Is that right?
    mleibrock
    You are correct that the effect begins on your initiative; however, the duration can continue as long as you concentrate. Please be aware of the fact that Cantrips are very minor magic and that you and the other casters in the party have an unlimited number of them. Thus, I can't allow them to be too powerful. I suggest that you read some of the other Cantrips such as prestidigitation and flare to get a sense of what they can and can't do. You will need to roll to hit, verses the touch AC of 13 and the degree to which you beat that number will determine how much of an effect you have with a natural twenty perhaps being strong enough to spoil an attack or cause the target to waste an action removing the leaf. That's about the the very best result you can hope for. Some penalty to the next attack is the likely result of a hit with a high roll being perhaps as much as -3. Even then you are getting a bit of a bonus because the leaves are wet and sticky at this time. A given foe will get wise to your tricks if you try to duplicate them repeatedly.

    If this is the sort of thing you really want to do with your character I would consider the dirty trick maneuver.

    Advanced New Rules

    Those rules assume you are acting at melee range and use an attack of opportunity as the counter to it if you don't spend a feat. If you invest one or more feats into this then I could certainly see using that mechanic as a way to resolve such actions. We'd certainly need to work out something that was fair to you such as a variation on improved dirty trick like maybe:

    Magical Dirty Trick (MetaMagic)
    You are skilled at using Cantrips to pull dirty tricks on your foes.

    Prerequisites: Int 13, Cast Prestidigitation or Mage Hand.

    Benefit: You can use the Dirty Trick Maneuver at range with the casting of an appropriate Cantrip. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you. Using the Magical Dirty Trick MetaMagic spell does not use up a higher-level spell slot than the spell's actual level.

    Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver and can only use it during melee.

    We could also use make a greater version similar to the Greater Dirty Trick Feat for a higher bonus and longer duration if you desire. If you like it we could probably figure out a Specialization and Focus for even greater benefits if you are willing to invest that many feats.

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    Quote Originally Posted by Scotley View Post
    mleibrock
    You are correct that the effect begins on your initiative; however, the duration can continue as long as you concentrate. Please be aware of the fact that Cantrips are very minor magic and that you and the other casters in the party have an unlimited number of them. Thus, I can't allow them to be too powerful. I suggest that you read some of the other Cantrips such as prestidigitation and flare to get a sense of what they can and can't do. You will need to roll to hit, verses the touch AC of 13 and the degree to which you beat that number will determine how much of an effect you have with a natural twenty perhaps being strong enough to spoil an attack or cause the target to waste an action removing the leaf. That's about the the very best result you can hope for. Some penalty to the next attack is the likely result of a hit with a high roll being perhaps as much as -3. Even then you are getting a bit of a bonus because the leaves are wet and sticky at this time. A given foe will get wise to your tricks if you try to duplicate them repeatedly.

    If this is the sort of thing you really want to do with your character I would consider the dirty trick maneuver.

    Advanced New Rules

    Those rules assume you are acting at melee range and use an attack of opportunity as the counter to it if you don't spend a feat. If you invest one or more feats into this then I could certainly see using that mechanic as a way to resolve such actions. We'd certainly need to work out something that was fair to you such as a variation on improved dirty trick like maybe:

    Magical Dirty Trick (MetaMagic)
    You are skilled at using Cantrips to pull dirty tricks on your foes.

    Prerequisites: Int 13, Cast Prestidigitation or Mage Hand.

    Benefit: You can use the Dirty Trick Maneuver at range with the casting of an appropriate Cantrip. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you. Using the Magical Dirty Trick MetaMagic spell does not use up a higher-level spell slot than the spell's actual level.

    Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver and can only use it during melee.

    We could also use make a greater version similar to the Greater Dirty Trick Feat for a higher bonus and longer duration if you desire. If you like it we could probably figure out a Specialization and Focus for even greater benefits if you are willing to invest that many feats.
    OOC - Understood. I guess, I'm just reading what the spell literally does and I realize this is not intended for combat I get that but obstructing his view is exactly what I had in mind in this case. Thought it would be worth a shot and Falco is a pretty clever guy so I thought it would be fitting of him. I kinda picture him using his surroundings to his advantage whenever he can.

    I'll add the rolls to the previous post.

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    Vadim coils his whip and hangs it once more on his belt before moving to B'rii. "I have some skill at healing . . . let me look." He dips a hand into the pouch at his belt, pulling forth a small jar of ointment and some spider web. Humming to himself as he works, he applies a small amount of the ointment and pats the web gently into it. Within moments, the salve and webbing are drawn into the wound and disappear, and B'rii is feeling somewhat better.

    "Hmmm. Well, those are some significant wounds. Let's try again, shall we?" He repeats the process, this time with significantly better results.
    Last edited by Mowgli; Sunday, 8th January, 2012 at 07:32 PM.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
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    Quote Originally Posted by mleibrock View Post
    Scotley - good roll, but I need a little more advice here. Does an Oracle come under the Cleric as far as bonuses and such for concentration so that I'll be using my wisdom modifier?
    OOC: A couple of things at play here. For most things the Oracle keys off Charisma rather than Wisdom. That's how you determine bonus spells, save DC's etc. In pathfinder they got rid of the Concentration skill, but you still do Concentration checks. Now they are Caster level checks and for the Oracle your bonus is keyed off your Charisma as well. In the old days it was Constitution which was usually not in the spell caster's best interests. Of course it is a double edged sword, because you could spend skill points to make your checks easy. Now you get to spend those skills points on other cool stuff, but it may be harder to make the check since you only get level+ability vs. a fairly high DC. My perception is that casting defensively is harder in Pathfinder than 3.5e.

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    Initiative Order
    Besharrn 19
    B'rii 19
    Brendan 15
    Jabb and Bloodrah 13
    Falco 10
    Vadim 5

    Falco will stay his footing and begin casting Mage Hand on a large leaf from the tree to his left and move that leaf right in front of Bloodrah's eyes. The soggy leaves smack wetly into her face causing her to have to brush them away with a forearm and distracting her.

    Finally recovering from his initial horror Vadim takes a step toward the creature attacking B'rii, uncoiling his whip as he moves. What little light there is on the overcast day glints on the razor edges along the weapon's length as he flicks it back and forth in a pattern that's almost hypnotic to watch. The braided leather and metal snakes out smoothly and snaps around the monster's weapon; Vadim gives a jerk on the whip, but the thing is strong and manages to hang on to its weapon.

    Besharrn takes a step to as he makes a full attack against Jabb, but his efforts to defend himself perhaps hamper his ability to connect. The Half-Orc says nothing, he just grunts as he swings his big, sharp halberd as if it was a twig. Sadly, he fails to connect this time. Besharrn thinks, "Risks be da**ed! Next time I'm CLOBBERIN' this dude and giving him a halberd enema!"

    B'rii grits his teeth as the weapon hits him. With a gleem in his eye, B'rii attacks with a magical flourish, slashing into the bugbear's chest and unleashing a jolt of electrical spell energy. The smell of ozone is strong and the Bugbear shakes uncontrollably as the energy passes through her into the ground. She remains on her feet, but is seriously wounded and singed.

    Still focusing on the bugbear to his forward left (BloodRah), Brendan will hold his position and let fly with another flight of missiles, once again focusing on the center mass of the creature. The two missiles rock the Bugbear obviously leaving her at death's door.

    Bloodrah swings feebly. She is badly wounded and partially blinded and getting nowhere close to her target. Jabb also seems distraught by the powerful attacks his partner is taking and impressive axe wielding. His swing is strong, but can't penetrate the deft axe handling of the Half-Orc.

    OOC: Actions for all.
    Leif
    I let you have the intimidate check, but I can't see letting you do that extra action often without you spending a feat or otherwise using an action. Normally Hero points are good for bonuses, but I might let you spend one for the extra action.
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    Last edited by Scotley; Tuesday, 13th December, 2011 at 09:52 PM.

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    Seeing one of the bugbears fall, Flaco turns and begins moving toward the other, but his short legs can only take him to G-6 before the others in his group begin to take their actions.

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