HM's Carrion Crown AP - CT

perrinmiller

Adventurer
Yeah, I use spoiler blocks to keep things clean. OOC threads are good for keeping these kind of discussions from cluttering the IC action (saving us from having to go back too far to look things up). From LPF, I have found I prefer having a separate OOC thread, but even when you do have one, people tend to post OOC only content anyway. But I think everyone here has been good about not doing that so far.

Until now, I reserved judgement on the separate CT and I have found the one thing I really dislike about it. We are in a holding pattern waiting on the DM to summarize the action in our role-playing thread when we are all ready to go without needing it (since we all know what happened already). This is why I haven't posted IC for Firvin.

My style works well with having combat in the primary IC thread, so I don't feel a need for a separate thread, myself. I always write the role-playing version anyway, putting mechanics into a spoiler block, as a DM and as a player. You all (well, maybe not SK) have seen the result of my style's evolution with my LPF game. In fact because the CT is not really role-playing, I haven't been writing much IC content for that reason, normally I would be posting as I do with Borric and Ariel.

Bottom line, I agree with GlassEye for the most part, but I will go with the flow if HM wants to keep using it. I can keep track of multiple threads (multiple scenes too). I think the CT works well when certain players only provide posts with mechanics during combat. I know of several players that do that, but this crew doesn't have them, so I think we can run combat in the IC thread and leave it clean (all OOC content in spoiler blocks) with people writing IC content describing their character's actions.

BTW, I am not bashing HM (or Thanee either) for this idea. It has its place for certain groups of players. I just don't think it is needed for us.
 

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GlassEye

Adventurer
perrinmiller said:
...but I will go with the flow if HM wants to keep using it.

I should have expressed this sentiment earlier but I didn't think of it. I'm also willing to continue with the separate threads.
 

perrinmiller

Adventurer
Firvinianna tries to see what is moving in the dark. Despite being fatigued, she reacts pretty quickly.

[sblock=Actions]Initiative (1d20+4=19)
Knowledge (1d20+3=23) Check. Assuming Religion for Undead, but all my skills are same except Arcana.
Free Action:
Standard Action:

Free Action: [/sblock][sblock=Mini Stats]Initiative: +5(4)
AC: 13(12) (10 flat-footed, 13 Touch, 17 w/Mage Armor)
HP: 11 Current: 11
CMB: -1(2) CMD: 12 Fort: +0 Reflex: +5(4) Will: +3 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Fatigued: -2 Strength/Dexterity

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: 3/4 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 2/2 remaining; Cure Light Wounds, Grease[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

Satin Knights

First Post
Marshan and Toddy

Relaying the message, "Toddy sees something moving over there."[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: 14
HP: 13 Current HP: 13
CMB: 2 CMD: 14 Fort: +3 Reflex: +2 Will: +3; +2 vs. Enchantment

Active Spell: Light on a coin in his hand.
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: 2/0 remaining; Mage Armor, Grease
Cleric 1st Level Spells: 3; Enlarge Self*, Divine Favor, Protection from Evil
Domain Power: 4/0 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: 4/3 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 Ostov - Ranger/Alchemist

Gregori squints, trying to force his tired eyes to focus. "What? Oh. I knew it!"

[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

Special conditions Fatigued (-2 Str & Dex)[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál shifts his gaze to Toddy's mark. "Well, crap."

[sblock=Actions]Initiative (1d20+4=16)[/sblock]

[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 15 (12 Flat-Footed, 13 Touch)
HP: 12/12
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: Longbow, 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]
 

HolyMan

Thy wounds are healed!
OOC: Sorry I'm going to rush this post but I need to leave for work in 22 minutes.

Standard zombie - AC: 12 HP: 12

No map needed it is 30' away and even if it beats everyone's INIT (which I doubt) it will only get to move forward. So everyone should just take a turn.

I hope to end this little combat before tomorrow night so it can be added to this months XP.

If it survives round one (which I also doubt) I will allow for flanking next round.

Going to roll INIT but truly party is up.


Hmm... INIT order

Firvin
Toddy
Gergori
Zombie - Move only(will draw AoO from Toddy if he readies an action)
Halál
Marshan
 
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perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna trecognizes it as a zombie and identifies the creature, "That is a zombie. It moves slow and can absorb some damage unless you use a slashing weapon."

She casts a cantrip, Disrupt Undead, but the ray misses. She backs up to keep some distance from her to the walking dead.

[sblock=Actions]Free Action: Talking to explain result of Knowledge check
Standard Action:
Disrupt Undead (1d20+2=7, 1d6=5)
Move Action: Retreat 30 ft[/sblock][sblock=Mini Stats]Initiative: +5(4)
AC: 13(12) (10 flat-footed, 13 Touch, 17 w/Mage Armor)
HP: 11 Current: 11
CMB: -1(2) CMD: 12 Fort: +0 Reflex: +5(4) Will: +3 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Fatigued: -2 Strength/Dexterity

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: 3/4 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 2/2 remaining; Cure Light Wounds, Grease[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

Satin Knights

First Post
Toddy moves up to protect the party and slashes at the zombie with a claw, missing.[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: 14
HP: 13 Current HP: 13
CMB: 2 CMD: 14 Fort: +3 Reflex: +2 Will: +3; +2 vs. Enchantment

Active Spell: Light on a coin in his hand.
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: 2/0 remaining; Mage Armor, Grease
Cleric 1st Level Spells: 3; Enlarge Self*, Divine Favor, Protection from Evil
Domain Power: 4/0 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: 4/3 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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