HM's Carrion Crown AP - IC

HolyMan

Thy wounds are healed!
The corner of the wall plays havoc with Kee's attempts to bring down the skeleton. Had the wall not been there she knows she would have crushed the gangly undead to dust.

The skeleton slowly tries climbing back unto it's fleshless feet, but Halál stops it with a mighty blow from his axe.

The other skeletons continue to rake, claw, and even bite at the warriors. And no one is truly safe from a wicked claw or being caught by a stray bone spur.

[sblock=OOC] Used IC to save on the rolling headache. Looks like Marshan was hit for 4pts dmg, Halál was hit for 5pts dmg, and Firvin was hit for 3pts dmg was saved from assault by an AoO. Should have rolled that first - Now I need to go change the map. :confused:

Firvin is up and then the mighty Piper...who will he target next? :devil:[/sblock]
 

Attachments

  • CC-Piper rd2.jpg
    CC-Piper rd2.jpg
    226.3 KB · Views: 114

log in or register to remove this ad

HolyMan

Thy wounds are healed!
Firivin bids her time waiting for a chance when she can move.

Loh moves away from the congested hallway and let's her horsechopper drop. She then draws her flail and readies herself for some skeleton bashing. <Moves to G-19>

OOC: Kee delays as everyone is in here way atm. Boys are up, and don't forget Will save DC 14 to avoid being shaken before your round starts.
 
Last edited:

Satin Knights

First Post
Marshan steps in to flank the next skeleton with Halal and crushes this one with another close punch with the cestus.[sblock=actions]5' step to C20, std: offhand cestus again, move: regrip hammer.[/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: 16
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: 3/4 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: 3/4 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: Dazed/Stunned/??[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Now free to concentrate on one foe only Halal turns to confront the remaining skeleton, drawing a throwing axe for his off hand as he spins. He feints with his WarAxe, swinging in a high whistling arc . . . his follow up blow with the throwing axe is weak, however, and barely manages to take a sliver from the skeleton's ribs. The incessant music of the piper and the atmosphere combine with the Dwarf's frustration regarding his lack of battle prowess today, and he finally succumbs to the creeps.

[sblock=Actions]Will Save (1d20+4=6)[/sblock]

__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 10/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

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

Current Weapon in Hand: Dwarven WarAxe, Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (5/5), Judgements (0/1)

Current Conditions: Shaken

Prayers Available Cantrips (At-Will), 1st (2/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 
Last edited:

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna let her song linger in the air, echoing its courageous reverberations. Stepping away from the skeletons, she asks, "Where's the music coming from? And why isn't Toddy doing anything?"

She points her finger at the skeleton and disrupting white ray of light heads toward it.

[sblock=Mini Stats & OOC]OOC: Lingering Inspire Courage +1 Att/damage (2 rnds)
5ft step to E19
Ranged Touch on last skeleton: Disrupt Undead (-4 penalty into melee) (1d20+1=16, 1d6+1=3)
Remove Haunt Siphon from pouch
_______________
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 & haunt Siphon

Bardic Performance: 7/8 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!
Only one skeleton remains standing as the group gathers itself and acts. And this one looks like it won't last for long as Kee move cautiously around the corner and the skeleton lashes out at her, but she easily brushes the clawed hand away. She moves till she is ready to flank the skeleton.

Ignoring the threat since it seemed to move away the skeleton turns it's attention back to the wounded dwarf. It claws at his eyes and neck drawing blood from several deep scratches, before it's hit by Firvin's light and it's mouth opens in a soundless scream.

Not enjoying the baleful dirge Firvin's eyes dart left and right, up and down, looking for the flute player. Then she starts to feel a coldness about her as if some unseen hand has taken a hold of the back of her neck.

[sblock=Combat Crunch]
INIT order
Skeleton - rolling
Piper - rolling target
Halál - is up
Toddy - held round 3 of 4
Marshan -
Firvin -
Loh -
Kee-

inspire courage is in effect (last lingering round)


Notes
a) added wrong dmg modifier to claw attacks (should have been +2) dmg to
Halál is 7 pts.
b) had to roll Firvin's save to see if the music effected her to see if the she had a -2 to her upcoming save vs hold person - she does so need a Will Save at +3 from her
c) sorry for delays weekends aren't my best posting time
d) think I got in everything[/sblock]
 

Attachments

  • CC-Piper rd3.jpg
    CC-Piper rd3.jpg
    225.6 KB · Views: 107
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál growls in frustration at his continued lack of effectiveness . . . this is not what a dwarf expects from himself when using an axe! He sets his feet and a look of grim determination settles in as he sees his ally helping him box the bones; his axes become whirring blades of death as they slam into the lone remaining skeleton again and again . . .

[sblock=Actions]So, either 26, 30, or 42 Damage, depending on (n)either or both of the Crit Confirms hitting . . . I guess I won't gripe about that round :p :D

Will Save (1d10+2=4) (Wasn't sure if the effect from the piper stacks - if so, the Dwarf is screwed . . .)
[/sblock]

__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 06/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

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

Current Weapon in Hand: Dwarven WarAxe, Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (5/5), Judgements (0/1)

Current Conditions: Shaken

Prayers Available Cantrips (At-Will), 1st (2/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 
Last edited:

Satin Knights

First Post
After Halal deals with the last skeleton at the back of the pack, Marshan moves to the front of the pack searching for the piper. Using the power of nature's wrath to deal with the abomination, a wave of positive energy sweeps across the room.

Toddy tricks the magic and slips free. "It's right there boss!"
[sblock=actions]Move to G18, channel positive energy to harm undead
Die roller doubled up on me. Reading bottom up, Marshan made his save this time.
Not that it would have affected his action.
Hopefully Toddy can give us a target now.[/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: 16
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: 3/4 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: 2/4 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: Dazed/Stunned/??[/sblock]
 
Last edited:

perrinmiller

Adventurer
Firvinianna resists the enchantment and keeps moving. Putting away her longbow, she steps up beside Toddy asking, "Where is it?"

(If possible) She points her finger at the piper and a disrupting white ray of light heads toward it.

[sblock=Mini Stats & OOC]OOC: Lingering Inspire Courage +1 Att/damage (2 rnds)
Will Save (1d20+3=16)
5ft step to F19; put longbow away
Ranged Touch on piper if seen: Disrupt Undead (with Insp Courage) (1d20+3=21, 1d6+1=6)

_______________
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: Haunt Siphon

Bardic Performance: 7/8 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!
OOC: Since Toddy is no longer affected by the hold person he can no longer see the Piper.

The whole group notices as the dirge skips a note or two after Marshan let's out a burst of positive energy. But it picks back up after a moment and continues it's mournful song.

[sblock=OOC] Combat is over (technically) but the Piper is still about. And combat could start up again.

The Piper has total concealment from the disrupt undead. And can only be truly targeted when someone is under it's effects - being held or the round after (which is when Firvin attacked) - as that is when it manifests.

Just need a regroup and what you all wish to do next.[/sblock]

XP: Skeletons (4) XP = 540
 
Last edited:

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top