HM's Carrion Crown AP - IC

Satin Knights

First Post
"Gimme your gold. Who sells to mules in town? What do I buy? Do they pack it for me?" Toddy keeps prancing around and trying to figure things out. He is starting to come to the realization that his plan was poorly conceived. "How do I get out of here?"

Marshan continues safely ahead of the blob of vermin, having exhausted every spell that might have been useful.
[sblock=ooc]Spark + Grease might have been useful, but now they can move out before Firvin can pull off both spells. [/sblock]
 

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HolyMan

Thy wounds are healed!
As the group out distances the swarm they start to all hear the familiar music of the mysterious Piper. It was always in the background and so soft they could hardly hear it unless the focused, but when they enter this corridor the music grows and so does their dread.

[sblock=OOC]
In this corridor you need to make a Will save DC 14 or be shaken for the round.

Since everyone should be able to double move down and out in one round the Piper only gets a chance to affect one character - rolling for that.

na-Firvin
1-2:Halál
3-4:Marshan
na-Toddy
5-6:Loh
na-Kee

And the winner (not!) is - Marshan need your save (after you find out if your shaken or not) Will save DC 14 or be held (so you get your racial +2 vs enchantments)[/sblock]
 
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perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

On hearing the music again, Firvinianna hasn't forgotten about that piper, the haunt siphon is still in her hand if she spots the thing.

"Goblin spit! There it is again, maybe the cockroaches will go after it, if they can sense the cursed thing."

She moves past the others heading to the first hallway they went down.

[sblock=Mini Stats & OOC]OOC: I thought the grease would be continuing to burn? Or was I supposed to cast Spark again?

Ya know, I think we were in such a hurry to get back to where we left off, we ignored the possibility of shopping as 2nd level characters. We all still have 1st level gear, with the exception of the stuff we were given.
_______________
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: 6/8 Rounds Remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
4/5 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
 

Satin Knights

First Post
Marshan rounds the corner, and having seen the piper's tricks before, ignores the haunting music. Once in what he suspects is the proper vicinity, he grabs his holy symbol and causes a flash, channeling to harm the undead.[sblock=actions]Make both saves, move, channel to harm undead[/sblock][sblock=mini-stats]
Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision, Move 30'
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: 3/0 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: 1/4 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:[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
"Gah, it's the gods be damned piper again! I'm beginning to develop a healthy dislike for this place!" The dwarf continues his hustle after the others.
__________
HallrnykaPostHeadShot02.png


[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 14/20
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: None

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

HolyMan

Thy wounds are healed!
Marshan notices that the music once more skips a beat or two as the channel energy burst out. It continues to play and he has no time to try again as the swarm is soon upon him.

"Let's stay out of that corridor for now," Kee suggests as the group heads back the way they came, leading the swarm on.

Several long minutes later the group is finally ahead of the swarm by the length of the entire floor. As they watch the black mass down by the bars and rooms the group have yet to explore, they notice it seems to have stopped following.

"We should leave why we have the chance and come back with something to use against those bugs."
Loh says with a sigh. "All this adventuring is truly not for me."

[sblock=OOC]Groups choice of what to do...

Some options:
-go out the door that leads to the balcony where you fought the scythe.
-go back to explore the kitchen and balcony there
-go down the stairs to the first floor

Let me know what you all decide.[/sblock]
 

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

As they are clear of immediate danger, as long as they keep moving at least, Firvinianna looks over at Lee and Koh.

"Yes, we are ill prepared to deal with both of those threats."

"Marshan, perhaps you can call upon your divine energy and finish the piper? If we need to leave and regroup, maybe that is the most effect way of dealing with that evil thing. Unless someone has better ideas."

"If we could locate it, holy water would help perhaps."


[sblock=Mini Stats & OOC]OOC: Might as well hit the piper again if we are going to leave and try again the next day. If it is a temporary trip out, then save the Channel Energy, I guess.

Did we ever try Detect Magic to find the piper? I thought we had, but maybe not.
_______________
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: 6/8 Rounds Remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
4/5 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
 

Satin Knights

First Post
"Well, lets see if we can get the piper at least before we leave." Marshan grasps his holy symbol and mutters a prayer, then scans, searching for the piper.
[sblock=actions]Cast Detect Undead. Intentions to point it out for Firvin to Disrupt Undead, while he channels next round.[/sblock][sblock=mini-stats]Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision, Move 30'
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: 3/0 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: 1/4 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:[/sblock]
 

HolyMan

Thy wounds are healed!
OOC: Detect Undead - prefect.

Marshan steps around the corridor with Firvin and casts a spell as the music plays away. With his sight enhanced to detect those no longer in the realm of the living, Marshan finds the Piper easily enough.

Pointing out the location to Firvin she unleashes with a barrage of spells to disrupt the undead hoping to help bring about it's end. The area burst once more with the light of Marshan's channeling and soon he can tell the strange undead haunt is weakened enough to capture. Something in the back of his head tells him that the siphon is needed that it can capture the evil Piper.

The burst of light doesn't go unnoticed and the others who were keeping an eye on the swarm notices it start to "form up" once more, and it looks to be headed towards the group once more.

"Oh no, not again!" Loh nearly wails.
 

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna1-1.jpg

With the piper back and weakened, Firvinianna feels the time is right to use the haunt siphon in her hand. She has been carrying it in hand for just this reason.

With Marshan's guidance, she braves danger and moves in close to the apparition. She twists the glass vial's metal casing to open the vial to activate the haunt siphon.

"Take this, you fiend."

[sblock=Mini Stats & OOC]OOC: Activate Haunt Siphon after moving within range: Haunt Siphon (3d6=7)
_______________
Firvinianna Laali
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 (expended)

Bardic Performance: 6/8 Rounds Remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
4/5 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)[/sblock]
 

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