HM's Carrion Crown AP - CT

Maidhc O Casain

Na Bith Mo Riocht Tá!
OOC: Halal did 34 points last round; I think Krig should be at 10 (44 - 34). Also, Halal's changed out his longbow for his sabres.
 
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perrinmiller

Adventurer
OOC: @SK: You can go ahead and run Firvin this round. I am not sure what's going on, but I had an idea of readying a MM on their Spellcaster. But maybe hit Krig to KIA him. Cya.
 

Satin Knights

First Post
Since the boys are having a good time battling, Firvin continues singing her bawdy battle hymn from her prone position while looking out for others who may be intent on joining the fight. She is skittish of the one orc left who is holding the javelin, knowing how much it hurt last time she was struck.
Allies continue to get +2 Competence Bonus Attack & Damage, +2 Morale Bonus Saves vs. Fear & Charm
[sblock=ooc]Didn't want to kill steal and wipe out Krig immediately with a spell. :D

Bard song to Inspire Courage is always a good "Standard Operating Procedure" to fall back on if you are unsure what to do. Last round, it was responsible for 20 points of damage and one kill. Without it, their spell caster would still be standing face to face with Toddy. Now that most of the party does not have to move to attack, it should do more damage, especially with Marshan's haste giving extra attacks.[/sblock]
 
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GlassEye

Adventurer
[sblock=OOC]Unfortunately that means Krig is up. It sucks rolling a 3 for initiative and going last every round. Especially when I want to unleash some fury before everyone else kills all the bad guys.[/sblock]
 

Satin Knights

First Post
[sblock=ooc]I think HM is going to have to bring in three hill giants from the south off map, or we are not going to make it to round three. :devil: Two would be a good, fair fight. Three would stress test our characters.[/sblock]
 

HolyMan

Thy wounds are healed!
The huge bandaged orc seems to not care about the two warriors on his flank as he keeps trying to get at his new pelt.

[sblock=Combat]
Posted in INIT order
Code:
Character      AC  HP  InHand/Condition
Firvinianna    [COLOR=RoyalBlue]20 [/COLOR] 37  l.bow/[COLOR=RoyalBlue][I]mage armor[/I][/COLOR];[I][COLOR=Orange][COLOR=RoyalBlue]haste[/COLOR][COLOR=White];[/COLOR]prone[/COLOR][/I]
Krig           [COLOR=Olive]16 [/COLOR] [COLOR=Yellow]24[/COLOR]  l.bow/[I][COLOR=Olive]rage[/COLOR][/I]
Marshan        [COLOR=Yellow]20 [/COLOR] 41  l.hammer&cestus/[I][COLOR=Yellow]shield ally[/COLOR][/I];[COLOR=Yellow][I]haste[/I][/COLOR],share lang.(ape&wolf)
Orcs(3)        13  [COLOR=Red]-2 [/COLOR]none/[I][COLOR=Red]staggered[/COLOR][/I]
Henry         [COLOR=RoyalBlue] 22[/COLOR]  [COLOR=Yellow]28[/COLOR]  none/[COLOR=RoyalBlue][I]mage armor[/I][/COLOR], share lang.(Marshan)
Halal          [COLOR=Cyan]22[/COLOR]  41  s.sabresx2&cestus/[I][COLOR=Cyan]shield of faith[COLOR=White];[COLOR=Cyan]haste[/COLOR][/COLOR][/COLOR][/I]
Toddy          [COLOR=RoyalBlue]24[/COLOR]  30  none/[I][COLOR=RoyalBlue]mage armor[/COLOR][/I];[COLOR=RoyalBlue][I]haste[/I][/COLOR]
Gergori        [COLOR=Orange]18[/COLOR]  50  l.sword&cestus/[COLOR=Orange][I]haste[/I][/COLOR]
Demon         [COLOR=RoyalBlue] 21[/COLOR]   [COLOR=Red]0[/COLOR]  none/[I][COLOR=RoyalBlue]mage armor[/COLOR][/I],[I][COLOR=Red]staggered[/COLOR][/I] share lang.(Marshan)
[/sblock]

[sblock=Actions]
Round 1:
Firvin - Bardic Performance
Krig - attacks (miss)
Marshan - moves, enlarges, attacks (hits)
Orcs(3) - draw weapons
Henry - attack (hit)
Halal - moves, attack (hits)
Toddy - attack (hits)
Gergori - move, drink mutagene
Demon - move, attack (miss)

Round 2:
Firvin - Bardic Performance (move),
Krig - hit dmg: 20
Marshan - none yet
Orcs(3) - none yet
Henry - none yet
Halal - none yet
Toddy - none yet
Gergori - none yet
Demon - none yet[/sblock]
 
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Satin Knights

First Post
Marshan returns to his normal size, moves south east and finds a flanking partner has fallen. He strikes the staggered orc with his hammer severely wounding him. [sblock=actions] free revert, single move 60' from G6 to L8, std attack +10, d12+6 the orc at K10[/sblock][sblock=mini stats]Marshan ~ Perception: +6; Stealth: +2; Initiative: +2; Low Light vision
AC: 17/19 (12 Touch, 15 Flat-footed) (2 Dex, 5 armor, /2 Shield Ally) Haste AC: 18 medium
HP: 41 Current HP: 41
CMB: 6 CMD: 18 Fort: +6 Reflex: +4 Will: +6; circumstantial +2 each save for Shield Ally; +2 vs. Enchantment

Current Weapons in Hand:
MW Lucerne Hammer +7, d12+4 at 10' reach; When Enlarged: MW Lucerne Hammer +7, 3d6+6 at 15-20' reach + Haste + Inspire Courage
Cestus +6, d4+1 at 5' reach, offhand; When Enlarged: Cestus +6, d6+1 at 5-10' reach

Skills: +6 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes, Precise Strike, Boon Companion
Cantrips: Acid Splash, Detect Magic, Guidance, Mage Hand, Message, Open/Close
Summoner 1st Level Spells: 5/2 remaining; Mage Armor, Grease, Shield, Unseen Servant
Summoner 2nd Level Spells: 2/1 remaining; Haste, Glitterdust (DC 13), Lesser Evolution Surge (5 min)
Orisons: Create Water, Detect Poison, Purify Food/Drink, Stabilize
Cleric 1st Level Spells: 5; Enlarge Self*, Bless, Divine Favor, Protection from Evil, Entropic Shield
Cleric 2nd Level Spells: 3; Barkskin* (50 min), Share Language (Henry), Share Language (Demon Wolf)
Cleric 3rd Level Spells: 2; Fly* (5 min), Prayer
Domain Power: 5/5 remaining; Enlarge self as a swift action for 1 round
Summoner Monster III: 4/4 remaining; std action SLA summon, (5 min), d4+1 dogs, d3 small elementals, d3 Wolves, Wolverine, Crocodile, Dire Bat, Cheetah, Lantern Archon, Leopard, Gorilla, Constrictor Snake, Monitor Lizard
Channel Energy: 3d6 in a 30' burst, 4/day, DC 13, Not Selective; Does not provoke AoO; 0 used

Toddy ~
Perception: +13; Stealth: +7; Initiative: +3; Darkvision 60 ft
AC: 23 (13 Touch, 20 flat-footed) (3 Dex, 6 NA, usually 4 Mage Armor) Haste Current AC: 24
HP: 30 Current HP: 30
CMB: 7 CMD: 20 Fort: +6 Reflex: +7 Will: +1
Natural Weapons: Bite +7, d6+3+d6 shock; Claw +7, d4+3+d6 shock; Claw +7, d4+3+d6 shock + Precise Strike
Skills: +18 Acrobatics, +13 Perception, +4 Sense Motive, +7 Stealth, +18 Fly, +4 UMD, Combat Reflexes, Precise Strike, Evasion
Size: medium & 5' reach; Move: 40' walk, 40' Fly perfect

Henry the Ape ~ Perception +5; Stealth +7; Initiative: +3; Low Light vision, Scent
AC: 22 (13 Touch, 19 flat-footed) (3 Dex, 5 NA, usually 4 Mage Armor) Current AC: 22
HP: 37 Current HP: 28
CMB: 7 CMD: 20 Fort: +6 Reflex: +7 Will: +1
Natural Weapons: Bite +9, d6+6; Claw +9, d6+6; Claw +9, d6+6 + Precise Strike
Skills:+7 Acrobatics, +18 Climb, +5 Perception, +7 Stealth, +10 Swim, Combat Reflexes, Precise Strike, Toughness, Evasion, Scent
Size: large 10x10 & 10' reach; Move: 30', Climb 30'[/sblock]
 
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HolyMan

Thy wounds are healed!
[sblock=OOC] One orc dies, one orc withdraws, and the last orc draws his javelin. Last two orcs at -3[/sblock]
 

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HolyMan

Thy wounds are healed!
[sblock=OOC] Just had him at half of 40. Not sure how I wish to do HP for companions just yet. But do know I don't like them having more HP and a better AC than PCs[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Finally in a position to wreak some true havok, Halal demonstrates to the orc Barbarian just how he earned his name*.

His sabres weave a deadly pattern, lashing out and completely befuddling Krig's defenses. When the dance is over, the Barbarian lies lifeless on the ground.

*Flavor: I think the Hungarian language has a nice sound for Ustalav. Halál Árnyéka means "Shadow of Death." Sounds a lot less pretentious in Hungarian . . . :)

[sblock=Actions]Swift: Invoke Judgement of Justice (+2 Attack)
Sabre, Sabre, Beak, Sabre (1d20+10=21, 1d20+10=21, 1d20+6=16, 1d20+10=19)
Damage (Sabre 01) (1d8+4d6+3=23)
Damage (Sabre 02) (1d8+4d6+3=24)
Damage (Beak) (1d3+4d6+2=25)
Damage (Sabre 01, Haste) (1d8+4d6+3=15)

Separated out the damage rolls as I wasn't sure the beak hit with a 16. Is this all correct? 87 points seems an unholy amount of damage, but I don't think I added anything he's not entitled to.[/sblock]
 

HolyMan

Thy wounds are healed!
[sblock=OOC] Well after reading a little bit of the adventure and paging through it might be a good great thing tha you all can dish out the damage.

So far this looks combat heavy. I counted 31 combat encounters :confused: It seems you will be based in Ravengro for a while. There will be RP (lots of NPCS in town) and a mystery to solve but once you go into Harrowstone this adventure is a dungeon crawl of mega proportions. Heck it says to use the medium XP progression and that you should hit 4th lvl by the end of the module.

Lot more to read up on.[/sblock]
 

Satin Knights

First Post
Toddy flies over to the frightened orc who has been avoiding battle, and bites him. It was a solid bite, but the orc has a spark of life still in him.[sblock=actions]fly to K12, std bite +10, d6+5+d6 shock[/sblock]
[sblock=ooc]I'm hold this one up! He still has a little bit of life. Gregori, you can finish him off. Don't want to waste that mutagen now.[/sblock]
 
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Satin Knights

First Post
[sblock=ooc]HM: Are you going to bring in some hill giants to continue this fight so we break a sweat, or are we going to go finalize our first level editions and get rolling?[/sblock]
 

HolyMan

Thy wounds are healed!
[sblock=OOC] I have alot to do to get this game (and the two others) set up. Question is do you have enough of a example to help with your characters.

GE could roll a couple attacks and see what would have happened had Halal missed. [/sblock]
 

GlassEye

Adventurer
If Halal hadn't downed the orc barbarian Gregori would have full attacked 101 dmg.

[sblock=Actions]Gregori:
Free: mutter amulet command word
Full: 2 claws, bite, +claw from haste (w/ Power Attack, bardic music, haste, flanking; Precise Strike, amulet/shock)

Demon:
[/sblock][sblock=Mini Stats level 5]Gregori Ostov (full sheet)
Initiative: +1
AC: 15 (14 flat-footed, 11 Touch) 17 15 Current: 16 (normal +haste)
HP: 50 Current: 50
CMB: +10 CMD: 21 Fort: +5 Reflex: +5 Will: +1

In Hand: none
-- claw (x2) +10 (1d6+5) +12 (1d8+7) +12 (2d6+8) +reach; PA +10 (2d6+12)
-- bite +12 (1d8+7) +12 (2d6+8) +reach; PA +10 (2d6+12)
-- longsword +10 (1d8+5 19-20/x2); Power Attack: longsword +8 (1d8+9)
-- +12 (1d8+7); PA: longsword +10 (1d8+11)
-- cestus
-- Bomb +7 (3d6+1) Range: 20 feet; Splash: 4; +7 (3d6); Splash 3
~ STR Mutagen + Enlarge

Bombs 2/2 remaining
Extracts Prepared
1st - Cure Light Wounds x2, Enlarge x2
2nd - Alchemical Allocation, Invisibility
Mutagen Prepared Strength

Gear 10,500 gp
Amulet of Mighty Fists (Shock)

Demon ~ wolf companion
Size Medium; HD 5 (32 hp); Speed 50 ft.; AC 17 (+3 Dex, +4 natural) 21 w/Mage Armor;
Attack bite +5 (1d6+3 plus trip); Ability Scores Str 14, Dex 16,
Con 15, Int 3, Wis 12, Cha 6; Special Qualities scent.
Feats: Precise Strike, +2[/sblock]
 
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Satin Knights

First Post
It takes all three of my mob to do that kind of damage. Great job!

I don't need any more practice. I have run a variant of this character in PFS, so I know it fairly well. I am ready to go.
 

HolyMan

Thy wounds are healed!
101 DMG!!!! Ouch what are my poor hill giants to do against that?!? :erm:

I have been reading (of course) and we need to discuss a few things in the OOC see you there.

HM
 

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