The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon watches from the side of the room , as his fellow travellers succeed in interfering enough to make the all targets of the violent country bumpkins.

With a sigh, he looks heavenward "Ah, Petros. You chose them... saw something in each of them, as you did me. I assume you'll haunt my every waking hour should I allow them to contest these idiots unaided. Very well."

Levering himself up from his chair, Simeon grasped his staff and cast about for something less lethal to throw than one of his daggers.

Grasping his tankard, he whispers a silibant syllable and the tankard flies across the room at the ringleader's head.

Hand of the Apprentice , Tankard
1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0

um...oops?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru helps himself to a teapot and hurls it pointblank at the nearest ruffian.
"Better his head than mine..."

incoming: 1d20 + 2 + 1 - 4 ⇒ (15) + 2 + 1 - 4 = 14
damage?: 1d4 + 1 ⇒ (1) + 1 = 2


pity the pot wasn't full of hot tea. Would have added another pt for that. And that roll with the teacup? I love it - we can have some narrative fun there. Just Baradlon and Vigilance now


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

oh, condition- inspired +1 to hit and damage.


Nice


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Going to read discussion first then I'll post here.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Round 1

Baradlon moves over to the thug's leader (presuming #1 is the leader). "You can still leave you know," Baradlon says, trying to smack the man's mace out of his hand with a casual backhand from his cestus.
_______________________________________

Move action to move over to the thugs along the yellow line.
Disarm maneuver on Thug #1 (Inspire Courage): 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12


#5 has the mace and is at the rear - #1 is the leader and unarmed. You can keep the roll and try another maneuver if you want... remember, you can take a -2 on your maneuver CMB to avoid AoO's unless you fail, otherwise normal rules apply - mind you AS he is still flat footed AoOs don't apply for this round


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Lets change it to grapple then.


Fun.

Round 1... so far. Still waiting on Vigilance.

Simeons haste to apply telekinetic force to the teacup has it shoot off side ways and into the ground at the barmaids feet... she screams.

Lament springs the the table, cracking her whip and inspiring you all.

Thug number #2 wears a teapot to the head, the pot shatters and leaves the man shaking his head from side to side, trying to clear his mind from the surprising impact, the priest attack is true.

The elf attempts to grapple with the burly ustalav but is unable to get a good hold... maybe some assistance from Vigilance would help?

Once I have vigilances action in I'll handle the others.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Uh oh, if 12 fails against flat footed CMD then it's punchin' time. I need agile maneuvers.


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

The tiefling approaches the men with determination, his rapier drawn.

"Will not lower self to fisticuffs because you were too dumb to bring weapons," the tiefling sneers.

His rapier flies low towards the lead ruffian's leg attempting to trip the man to the ground, the tiefling's leg whipping around to help in the effort.

Trip with Inspire Courage: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14


And the big man goes crashing to the ground.

He didn't count any for Dex but with BAB and Str he had higher than 12

... Their turn.

The big man attempts to rise trigger your AoO's and smash the tiefling in the face with a fist.

It seems like he knows his way around a brawl and does NOT trigger an AoO for attacking an armed man.

1d20 + 3 ⇒ (17) + 3 = 20
1d4 + 3 ⇒ (2) + 3 = 5

#2 runs down the bar and attempts to grapple the priest.

Oh no you don't!

Take your OoA

1d20 + 4 ⇒ (12) + 4 = 16

#3 and #4 both take a 5ft step across and #3 attacks the Elf with a grapple... Baraldor take an AoO if you have combat reflexes or if you choose *not* to attack the rising #1 with #4 assisting. They are brawny and very strong but you think they are farm hands rather than warriors.

#3 1d20 + 2 ⇒ (20) + 2 = 22

#4 Aid Another 1d20 + 2 ⇒ (11) + 2 = 13

Most sinister of all the man with the heavy mace jumps on the counter and attempts to smash the dwarfs skull from the higher ground.

1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
1d8 + 1 ⇒ (3) + 1 = 4

The barman acts at the same time, attacking the mans legs with a light mace.

1d20 + 2 ⇒ (20) + 2 = 22
1d4 + 1 ⇒ (1) + 1 = 2

Confirm

1d20 + 2 ⇒ (10) + 2 = 12
1d4 + 1 ⇒ (3) + 1 = 4

And breaks the man's shin!... sending his foe down on the bar screaming.
Yep folks, thats an injury... it also drops him below 0. Watch for the bleed rules :) You may see this man bleed out

Round 2!

With your rolls, add narrative to HOW you are grabbed or hit from the round before. There is NO penalty to this fluff text - your AC doesn't change, your CMD etc mechanics don't change, its just narrative flavour.


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

"Had the chance to walk away. Apologies."

Vigilance's rapier flies in to strike the man as he stands up.

AoO: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

I... think I might have killed a man. Will wait for confirmation before roleplaying what happens next.


Heh - raipers need a 18-20. Waiting for if Baraldon is gonna AoO or not


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

I know, but 9 damage is a lot. Also, filled out the questions in the profile.


Nice - am enjoying the RP


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Round 1, AOO

As the thugs' leader begins to rise, Baradlon smashes him in the face with a brutally fast blow from his cestus. He hits the man in the jaw, with the blunt part of the metal to avoid killing him, but there is still a crack as the blow snaps the man's head to one side. Baradlon laughs drunkenly. His mocking cackle is pitched like the winter wind whistling through a bundle of icicles. As he is standing there laughing, the two burly farm hands leap onto him, nearly tackling him. One of them grips the thin elf tightly with both arms. He tries to push Baradlon down to the floor, but the elf struggles and maintains his balance for now.
__________________________________

Cestus (IC, Non-lethal): 1d20 + 5 + 1 - 4 ⇒ (17) + 5 + 1 - 4 = 19 Against his prone AC, a definite hit.
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Round 2

Is the man still up after having his jaw smashed and then getting stabbed in the throat with a rapier?


Patience... Waiting on the others


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Oh wait, I'm grappled now aren't I? Let me edit that post.


cool - you can use that attack on your grappler. Forget the AoO - should have caught that but in the road using a device


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

No, I took the AOO in round 1, then got grappled, right? I haven't done anything in round 2 yet.


got ya - so AoO is a hit :)


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Guess I may as well get my Round 2 action out of the way since it won't be affected by the status of the thug leader now that I'm grappled.

Round 2

Baradlon struggles fitfully against the humans, but he knows he is no match for their brute strength. Instead he worms his cestus hand free from the farm hand's grapple and tries to bash him in the back of the skull with it. The man's strong grip around Baradlon's waist prevents the elven warrior from leveraging any kind of effective blow.
_________________________

Attack (grappled, inspired, non-lethal): 1d20 + 5 + 1 - 2 - 4 ⇒ (6) + 5 + 1 - 2 - 4 = 6 Miss


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Cursing under his breath at the stupid Bar Maid for getting in the way, Simeon grabs another tankard from the table and steps forward to get a better angle.

Hand of the Apprentice, Tankard @Thug #4
1d20 + 3 - 4 + 1 ⇒ (11) + 3 - 4 + 1 = 11


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Free: Inspire Courage
Move: Move
Standard: Aide Another

Lament swiftly moves across the common room.
She continues her verbal tirade encouraging her new companions. She swings her whip above her head and cracks it near the head of the ruffian Vigilance is fighting. As the tip cracks, the combatant flinches leaving an opening for the rogue.

Stop trying to hump my elf friend you pig sticker. Ah...You got your shin popped. Don't you know you should never rush a dwarf?

Aid Another vs AC10: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

+4 +1 to Vigilance's next attack against the one he is in melee with

Bardic Performance Rd 2/7: Inspire +1 attacks, damage, fear/enchantment


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

If Vigilance's man is down, I'll aid him with attacking the one grappling.


Just want the priest


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Round 2- inspired +1 to hit and damage, grappled.

I threw my kettle and haven't drawn any weapons sooo I'm unarmed. no AoO

Jaru looks startled as the bulky man rushes him and grabs him in a tight embrace. "Hands off me, Fool!" he gasps helplessly as he tries to struggle out of the man's rough hands.

escape artist: 1d20 + 2 ⇒ (1) + 2 = 3


And NOW that I am back at computer instead of hammering away from an a device... Lets resolve that AoO on #1

Being marginally faster than Vigilance, Baradlon gives the warrior a vicious uppercut as he tries to rise... which opens his throat up for a deadly thrust from Vigilance and his rapier.

The large Ustalav falls flopping to the floor... bleeding and gurgling.

My husband!, the woman wails in despair.

Lament you can change your position

STILL to be resolved: The Priests AoO on the large Kellid and his Round 2 action. Vigilance's round 2 action. To help the elf with the aid another it would best to step in behind him to give him access to #3 who has the grapple


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

look up. Ninja! this is 'pot head' i'm fighting, right?


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I can not see the map right now since I am at work. Please place me where I can aid and am safe. I have 15' reach with my whip.


Jaru Toth wrote:
look up. Ninja! this is 'pot head' i'm fighting, right?

Yep... see it now. And so I've moved our resident halfling as well.

Round 2 - Good Guys.

Jaru is restrained and unable to break free - you get the feeling the Kellid is holding back, and you are being restrained more than attacked as the man merely maintains the grapple against your attempts. Baradlon's attempt for a few quick jabs were also unsuccessful, the angle making it difficult to get a telling blow in... even with the halfling cracking the whip to distract his attacker.

The mage again propels a cup and this time nearly connects with his target... I moved you to get you in the 30ft range covered by the ability, and the target swears as the heavy clay tankard shatters against the wall near his head Applied a -4 as #4 is in melee with the elf, having aided another round 1 to help #3 grapple Baradlon

Just need Vigilance and his attack before I move to the badguys.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
GM Helaman wrote:
Jaru Toth wrote:
look up. Ninja! this is 'pot head' i'm fighting, right?

Yep... see it now. And so I've moved our resident halfling as well.

Round 2 - Good Guys.

Jaru is restrained and unable to break free - you get the feeling the Kellid is holding back, and you are being restrained more than attacked as the man merely maintains the grapple against your attempts. Baradlon's attempt for a few quick jabs were also unsuccessful, the angle making it difficult to get a telling blow in... even with the halfling cracking the whip to distract his attacker.

The mage again propels a cup and this time nearly connects with his target... I moved you to get you in the 30ft range covered by the ability, and the target swears as the heavy clay tankard shatters against the wall near his head Applied a -4 as #4 is in melee with the elf, having aided another round 1 to help #3 grapple Baradlon

Just need Vigilance and his attack before I move to the badguys.

My aid was for Vigilance's attack on the guy that is grappling the elf. Not on the elf.


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

As the man moves to stand up and get back in the fight, the elf delivers a devastating blow to the man's jaw which turns Vigilance's thrust into the man's shoulder into a vicious thrust into his unprotected throat.

Withdrawing his bloodied rapier from the man, the tiefling looks at the rest of the men around them. "Leave now and this one might be saved still. Doubt this, but hope important to keep."

Noting their lack of willingness to comply, he shrugs.

"Stubbornness rewards itself," Vigilance says in a drone, his rapier flicking around to stab at one of the men now holding the elf.

Attack with Inspire Courage and aid: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Vigilance Hall wrote:


[dice=Attack with Inspire Courage and aid]1d20+5
[dice=Damage]1d6+3

I provide +4 when I aid another Helpful Halfling and +1 inspire courage so you should have hit with an 19 (3+1+4=+8). Plus, you get a+1 to damage from inspire courage as well so damage should be 6. Thank you for putting the name of the buffs in your attack!


got it - vigilantes target will be #4

Vigilance comes on, implacable - his attack whistles out - his target flinching and stumbling to avoid it but to little avail and it catches him under the ribs.

Bad Guys
#1 stabilise 1d20 - 7 ⇒ (17) - 7 = 10
#4 stabilise 1d20 - 1 ⇒ (17) - 1 = 16
#5 He's a bleeder - blood gushing from around his shattered bones...

A crit that drops you to negs is a serious blow indeed and inflicts a bleed condition... He'll guaranteed die without help

The Kellid releases the priest and babbles at him it wasn't a serious matter, just a scare... And begs him to save his friends. The barmaid joins him in begging for divine aid, sobbing. The man grappling the elf releases him and backs off hands raised.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru shakes out his robes after being released. "Fortunately for you, I am a better healer than fighter." Nodding to his companions, he quickly moves to the dying man, lays a hand upon him as he present his bone spiral symbol. "Not this day shall you be judged," he intones and lets the life giving energy flow through him.

rebuke death: 1d4 + 1 ⇒ (3) + 1 = 4

He follows up with the others.

rebuke: 1d4 + 1 ⇒ (2) + 1 = 3
rebuke: 1d4 + 1 ⇒ (1) + 1 = 2


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

"You stupid pig humpers. This better be a lesson to you. If we hear that you do anything like this again, we will be back."

Lament walks over to the one who is bleeding profusely and casts a cure light wounds. She says a fake prayer to bluff that she is some type of priestess.

"Pharasma wait for this one to enter your bone yard. Yadda Yadda and Heebee Jeebee."

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament looks at Jaru impressed with his divine power. "So you are a healer? Good to know! I knew the good professor called on you for more than just your good looks and shiny noggin."

She giggles and continues as she tears a piece of cloth to wipe the blood off of the man. "My healing is very limited." Looking back down at the leg. "Whoa! You are one lucky bastard. This nasty break would have killed you. Mr Dwarf Bartender dude...you are a brute. B...R...U...T...E!"


Male Tiefling (Daemon-Spawn) LN Investigator 1 | AC17 T13 FF14 | HP9/9/[9] | F+0 R+5 W+2 | Init+3 | Perc+5 | Sta10/12

Now that the men have officially backed off, Vigilance sheathes his rapier and stands to the side letting the priest and bard do their work.

"Self defense legally acceptable under circumstances. Be thankful companions have healing skills. Avoid violence to others to avoid violence to self. Important lesson."

He then looks at the barmaid and bartender.

"Perhaps need to hire guard for foreseeable future."


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Seeing the thugs cut down by his more capable companions, Simeon rolls his eyes, the outcome of this melee had been obvious from the onset.

Strolling forward, he stops beside Lament "Well, that was predictable. Let's not make a habit of this sort of thing, shall we?"


The woman disappears with her and the Kellid dragging the leader home. The man on the bar with the broken leg, has his leg miraculously healed and made whole. He and the the uninjured one help the one who took a rapier 'tween the ribs.

The dwarf gets you all a cup of mulled wine, decent stuff by the taste of it, by way of a 'thank you and good night' gesture as well as half a dozen blankets.

RP out the rest of the night and feel free to post comments on the discussion page. Game play will start tomorrow


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
"Lament" Duskbreeze wrote:
"My healing is very limited."

"Perhaps it is the quality of your prayers," Jaru offers with a pained expression.

He accepts the dwarf's wine. "I do not usually drink, but this has been a fairly eventful evening."


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Simeon Plavini wrote:

Seeing the thugs cut down by his more capable companions, Simeon rolls his eyes, the outcome of this melee had been obvious from the onset.

Strolling forward, he stops beside Lament "Well, that was predictable. Let's not make a habit of this sort of thing, shall we?"

"Not very smart were they? You were a tankard throwing fool book man! I don't think I have caught your name. They call me Lament." She sticks out her tiny hand for a shake.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Jaru Toth wrote:


"Perhaps it is the quality of your prayers," Jaru offers with a pained expression.

"Nah. Me and the Lady are tight. I am just not as dedicated as you sir. I envy you. Either way...It is nice to meet you. I'm glad you were here to help them boys. I would like to hear about your home sometime."


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

As the men are leaving..

Baradlon straightens his clothing and armor before returning to his bowl of moonshine. "We warned you, fools. You shouldn't try to beat and rape people, what goes around comes around."

After finishing his moonshine, Baradlon starts on the mulled wine. "I suppose I could provide you all with my name, now that I know we're all going to Petros's funeral. You may call me Nighteyes."


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon idly allows the strange halfling to vigorously shake his hand up and down, looking at Baradlon "Lament...Nighteyes, how evocative! I am Simeon Plavini, a "tankard throwing fool book man", at your service."


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

"Greetings Nighteyes. You are quite handy with a sword."

She looks back at the mage. "Simeon...nice name."

She collects her things and sits to sip the mulled wine. "So what do you guys think is going on at the professor's? I mean...why did he have all of us summoned after his death?"


Oh man - PLEASE keep this RP going - music to my eyes and balm to my soul. Ask the big questions, discuss the implications and for the sake of Lorrimors soul, bond

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