To Wear the Carrion Crown (Group 1 - Trial of the Beast) (Inactive)

Game Master Haldhin

Running the Carrion Crown Adventure Path.
(Shared Resources)


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Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

You call him the Beast, but he told us his name is Alpon.


She narrows her eyes a bit, "I see. I do not believe such an appellation is a simple coincidence. Given that, I believe the creature, Alpon, may be one of Caromarc's arcane creations - such was his knowledge and power. That may give you some indication of the man you seek."

"Still, Alpon holds you in high regard, hopefully his presence and knowledge can help you discover the truth behind this mystery."

Unless anybody else has questions for Daramid, she bids you a good day. The next scene is at Schloss Caromarc as the group travels to the castle. Please finish updating characters and making purchases - I'll plan to post the next gameplay update this evening unless there are other questions/issues that need my input.


Female
Defense:
AC 16, Touch 11, Flat-footed 15 FORT: 5 REF: 3 WILL: 9 (+2 vs. enchantments)
Tracking:
HP=35 Money=305gp, 2sp, 8cp
Half-Elf Cleric 5

I am still here. Just trying to find time to give a real post :) Work is crazy right now!


Not a problem, thanks for letting us know!


On the road, Bertholdt takes notice of the lightness of the air. His body is finding travel a good cure. He tries to look for signs of Pharasma's Blessings in the scenery, taking notice on how the death of trees, animals and others serves to anchor the living. The first time the group stops, he asks: "I'm confused! Caromarc, Alpon, the Count... All one and the same, with our friend here named Alpon as well?"


Travel to Schloss Caromarc, the former seat of Count Alpon Caromarc, is a journey that takes you deep into the swamps north of Lepidstadt. For three days, you struggle to remain on the path, which frequently twists and turns, occasionally dipping below the stagnant water of the swamp. All the while, your companion, recently freed from his cell, exhibits a youthful exuberance about returning "home" for the first time in years. Unfortunately, he is unable to fill in many more details than that - he wants to get home to see his "father" is about all he can muster.

On the fourth day, the fens give way to a deep, rocky gorge at the northern edge of the swamp, where a peculiar building, or rather group of buildings, clings to steep cliff edges above half a dozen plummeting waterfalls. Beyond a fortified gatehouse, a stone bridge arches gracefully over the raging torrents below.

Perched precariously beyond this is a fine, fortified manse and a ruined building that appears to have partially collapsed into the river below. A slender rope bridge, replacing the fallen remnants of a stone bridge, links to a strange tower pierced with beautiful stained glass windows depicting bizarre beasts. A further building teeters to the north of this, but how it is reached is impossible to see from here. Far above, a great tower rises from an isle of stone to the sky, ending in a great steeple topped with a huge lightning conductor.

Perception DC 20:
You notice two large creatures that resemble dogs lying on the ground outside the gatehouse. They do not appear to have noticed you.

Perception DC 30:
High above the stone bridge, you can make out the faintest outline of a cloud that seems to be moving very fast... against the wind. As you watch, the cloud changes direction again, then again. After a minute or so, you realize that despite its chaotic path in the sky above, it remains relatively in place over the stone bridge.

You are approximately 100 feet away from the gatehouse, a two-story stone structure that seems to be structurally sound. It is late afternoon, and you have nearly three hours before sunset.

I'll have a map up in the shared folder shortly. The gatehouse is shown as F1-F5.


Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Bertholdt is about to make a comment about the view, when he notices the shape of two dogs near the gatehouse. He drops to a crouch and signals the others to stay quiet.

He whispers: "Dogs... They haven't seen us yet."


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

perception: 1d20 + 15 ⇒ (10) + 15 = 25

I see them as well, Karl whispers as he slides down off his horse and guides it behind some of the local flora to keep it out of sight.

Hush now, proud one he croons to soothe the beast. Stay here and guard our backs.

handle animal: 1d20 + 4 ⇒ (14) + 4 = 18 vs. DC 10 to Guard

Karl stays low and pulls out his bow, stringing it from behind the cover of the swamp plants. [b]Those dogs could be wild, or they could be set to guard. Hard to say for certain.

Do the dogs look well groomed like guard dogs? Can I tell if they are wild or domestic?

kn(nature): 1d20 + 5 ⇒ (10) + 5 = 15


"I suggest we stop here and watch the place for at least an hour or so. See what happens. Then maybe backtrack and set camp a few miles from here if we see signs of activity?"


Knowledge (nature) DC 15:
You squint at the dogs lying by the building, trying to figure out what breed - and how much danger - they represent. One of them suddenly turns over, however, and your eyes widen in revelation. The creatures have skin that is somewhat scaly, with patches of rough, greenish-black fur. They also have oversized jaws with a pronounced underbite.

These are no normal creatures!

Knowledge (arcana) DC 15:
It appears that these dogs are known as trollhouds.

Please pay particularly close attention to the last paragraph on the linked page.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

I take it back. Those aren't dogs. Their skin is scaly, and that fur, it looks black, but see it in that shaft of sun there? That's green. I'd stake my life on it. Add in those lower jaws, way too large for a dog... I'm not sure what that is, but it's no natural animal I've ever seen... Alpon, do you know what these things are?

Karl looks over to Bertholdt and thinks for a moment. Watching might not be a bad idea, but the longer we linger, the greater chance of being discovered. Whatever we do, let's be quick about it.


Having seen everyone else move behind trees and bushes, Alpon follows along excitedly, constantly looking around to make sure he is playing the game the right way.

At Karl's question, Alpon raises his head very slowly, finally high enough to peek at the creatures before pulling it back out of sight very quickly. He frowns and shakes his head, "No, Alpon not see them before. Not here last time - metal bars locked, have to climb over to cross rock bridge so would have seen them. Nobody else here but father."

The big guy actually begins to clench and unclench his hands nervously as he speaks. He glances at the castle again, then looks at the group, "You think father okay? I not like this...maybe we go chase dogs off?"

He prepares to do just that...

Skill checks or convincing words will probably stop him, but he's getting ready to go charging at the creatures.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon quickly uses a want to cast Mage Armor on himself.
Then he takes a peek himself.
Knowledge:Arcana: 1d20 + 15 ⇒ (1) + 15 = 16
"Hm. Trollhounds. Fire or acid will be useful if we..."
Then he stops as a thought strikes him. He grabs Alpon's arm.
"Master Alpon wait! These are Trollhounds. Where there are Trollhounds there are also Trolls. So where are they?"


Trollhounds!? What is this place..? thinks Bertholdt.

Bertholdt moves quickly to intercept Alpon if he starts moving: "The professor's right. Let's wait a bit more, ok? Let's plan a surprise!"

Diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15
Bertholdt Escheus wrote:
On the road, Bertholdt takes notice of the lightness of the air. His body is finding travel a good cure. He tries to look for signs of Pharasma's Blessings in the scenery, taking notice on how the death of trees, animals and others serves to anchor the living. The first time the group stops, he asks: "I'm confused! Caromarc, Alpon, the Count... All one and the same, with our friend here named Alpon as well?"

"It is quite possible they are exactly that. One and the same. More than likely, the answers we seek lie within."

As Alpon prepares to advance, "Please hold, Sir Alpon. I beg you give us an opportunity to find another way so we can avoid confrontation with trolls and their beasts. Just an opportunity is all I ask," he says sincerely.

Diplomacy: 1d20 + 16 ⇒ (18) + 16 = 34


Alpon pauses and listens as the group describes the creatures. He finally sits back down behind a large shrub, and a look of concern appears on his face, "Trolls not any fun, and not friends. I worry for father, he not let them stay here."

He seems to be content for the moment, though he is growing increasingly more worried for the Count.

As the group continues to watch the gatehouse, you finally see what you've been expecting (and dreading). A large troll appears from the door, followed by a second one. They look around outside, pat the dogs, then return into the building. A few minutes later, a third troll appears on the battlements running around the top of the second story. After looking around, he disappears back into the gatehouse.

None of the trolls reacted suspiciously when they looked around, so it appears you remain safely hidden.

The gatehouse is a brick building with two stories with battlements and a crenellated wall protecting a walkway around the top of the structure. There is a large wooden door that the trolls used to enter/exit on the ground floor, as well as a pathway through the center of the building where a portcullis stands, preventing access to the stone bridge.

Let me know how you want to proceed.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Truly Morbury, you speak with a silver tongue. Karl is obviously impressed with the dhampir's calming of Alpon. Still though, I do not see another way to access the building. We may have to confront them, whether we want to or not. Karl checks over his gear, hitching two vials of alchemist's fire, and a vial of acid onto his belt. That's all I have for fire and acid he says with a sigh. Three trolls, and two hounds. He exhales worriedly. That's a lot to handle. Do we have any way of evening the odds?


"Tough one! Trolls are brutal fighters. The best I can do is get big and pass for a troll, more or less, and at a distance I guess... Don't know if I can fool the hounds. If we can take the door, we'll force them to line up, instead of being surrounded. I can perhaps keep them on their ass, but they're big, so I can't promise!"


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon rubs his chin, thinking. He takes his pipe out, but as they want to keep hidden he grimaces and puts it away again.
"I have recently gained access to spells of the Third valence. I have currenly memorized Invisibility Sphere and Haste. And for the Coupe de Grace once they are down I have Acid Splash and Snapdragon Fireworks.
"If we need more firepower, I'll need to wait until tomorrow. I have a Rope Trick available if we need to rest securely."


"Dear Professor, thank you for reminding me! I too can conjure acid. So, we can take care of them once they are down... I'm also curious, as our friend Alpon: What are these monsters doing there. Are they squatting there or serve as profoundly dark and efficient guards?"


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

"I suppose they could be hired guards, but if Alpon doesn't recognize them..."


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Excellent! Karl grins like a schoolboy. So, do we sneak past them, or dispatch them from behind Faradir's magic veil? Karl frowns as a thought occurs to him. Do these trollhounds have keen noses like normal dogs? Will your invisibility spell block our scent from them as well?


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon shakes his head sadly.
"I am afraid the Trollhounds have the same sharp sense of smell other canids have. The Invisibility Sphere will not affect the sense of smell; Sight is affected only."
He thinks some more.
"Also, I know the hounds can regenerate like Trolls can, and I think they have a diseased bite as well. Bloodfire? Bitefire? Something like that."
He looks at Karl with raised eyebrow.
"Really, I thought a Ranger would know if anyone."


"Is there any way we can bypass the gate? This would be best. If not, invisibility will allow us to close in before they can smell us."

"We could perhaps draw them out. Can someone imitate the cries of a wounded calf or deer?"


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15
Karl the Bastard wrote:
Truly Morbury, you speak with a silver tongue. Karl is obviously impressed with the dhampir's calming of Alpon. Still though, I do not see another way to access the building. We may have to confront them, whether we want to or not. Karl checks over his gear, hitching two vials of alchemist's fire, and a vial of acid onto his belt. That's all I have for fire and acid he says with a sigh. Three trolls, and two hounds. He exhales worriedly. That's a lot to handle. Do we have any way of evening the odds?

Morbury nods in thanks at the compliment. "A trait inherited from my father," he explains. "And I fear you may be right about our options leading within, Sir Karl. If that is our only way to gain entrance, this is going to be far more difficult than expected."

As the others speak on the various options, "Moving in unseen would be perfect if not for their sense of smell. And I for one cannot mimic the sound of wounded animal," Morbury responds as his thoughts then move to Bertholdt's idea of drawing them out. A confused look upon him, "I do not understand, Sir Bertholdt. By drawing them out, wouldn't such an action just present us with a grander scale of combat?"


"Well, it all depends if we choose the terrain well, ideally with a choke point. Right now, they are in a defensive position, all grouped. If we could lure them out, perhaps only the hounds will come first, and not as organized as they would be near the gate. If we have to go to them, then it would be best if we could surprise them as much as possible, and possible use the gate to our own advantage, for example, by locking the hounds out!"


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Hmmm Karl ruminates for a moment, chuckling at Faradir's quip. If it were a natural beast, surely. These sorts of things I leave to you though, Professor. I wonder though, could my horse outrun those hounds? If so, I could lead them on a merry chase, perhaps to a spot in the swamp where the terrain would be to our advantage. We could pick them apart one at a time, make the fight a bit more weighted to our advantage. What do you all think?


"That will still raise the alarm, no? An injured animal's plea will not set their defenses up the same way.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

If the trollhounds are gone, the trolls may be suspicious, one way or anther. And fooling a man with a fawn's cry is one thing. Fooling a beast is another...

What would we need to do to simulate an injured animal's cry? Survival? Bluff? Some combination?


"I'd say if one of us can pull this off, it's you. Besides, they're far away, not close. We want them to come and investigate."

"But if we prefer to fight them there, I have a potion to disguise a person. Perhaps Karl can look more like a fat juicy merchant, instead of a lean mean adventurer? Also, I have a potion to feel at home in water, so I could swim up to them and flank them or even climb inside the gatehouse. I can also render one person invisible, but I think the good professor got that covered."


Honestly, I think survival probably makes more sense, and if he's just going to make some kind of animal cry of distress, his DC wouldn't be nearly as high as if he was trying to imitate the spotted long-neck three-toed mule deer.

And just so I'm clear, the idea is to lure the dogs away, hope the trolls follow, and ambush them in a location that gives you some advantage?


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

"I've only heard stories of trolls," Darren says, "and I never imagined to have to face one, but my sword is ready once battle begins. I think to secure our victory we should engage the enemies when they're separated."

"I'll wait here in the brush until we spring the trap, I'm too noisy to do anything sooner."

[ooc]Sounds about right to me.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl scouts out a spot in the swamp that would be advantageous to drawing in and separating the trollhounds and any trolls that might accompany them. He takes any with him who wish to assist.

take 10 survival: 10 + 10 = 20

Aid another always helps if anyone has a decent survival skill and/or wisdom score.


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury will volunteer to assist Karl as best he can.

Survival: 1d20 + 1 ⇒ (5) + 1 = 6 Aid another

Or not.

Unable to figure out how to be of any real use, "I fear I am not helping as well as I would have wished, Sir Karl. Apologies." Morbury rubs his chin, discouraged he's unable to discern which areas of the swamp may prove more useful than another.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Survival Aid Another 1d20 + 5 ⇒ (12) + 5 = 17 +2!!!

"This looks like a good spot over here, Karl, don't you agree?" Darren says quietly, pointing to a spot with his drawn sword.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Previous to ambush, casts Invisibility Sphere on allies.
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Surprise: Cast Haste on allies.
Round 1: Cast Snapdragon Fireworks on a hound. 1d4 ⇒ 3 plus Dazzled (Reflex save DC16 for half and neg. Dazzled condition).
Round 2: Cast Snapdragon Fireworks on same hound. 1d4 ⇒ 3 plus Dazzled (Reflex save DC16 for half and neg. Dazzled condition).
Round 3: Cast Snapdragon Fireworks on same hound. 1d4 ⇒ 1 plus Dazzled (Reflex save DC16 for half and neg. Dazzled condition).

Snapdragon Fireworks:

SNAPDRAGON FIREWORKS
School transmutation [fire, light]; Level bard 2, sorcerer/wizard 1
Casting Time 1 standard action
Components S, V, M (a bundle of sulfur wrapped in cloth)
Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.


Before battle
Bertholdt helps with figuring out how to use the site for an ambush.
1d20 + 6 ⇒ (8) + 6 = 14 +2

"This place is great Karl, we can use these trees here to hide and use as cover for fire. We should get a few shots out before they're onto us. Remember to concentrate your fire. They regenerate, so unfocused efforts will amount to nothing."

"Morbury, you don't have a weapon to strike them from afar... I will work with you as my weapons don't reach too far. We'll be the first wall of defense to keep them at bay. I will use my spear to trip them, but I'm afraid I won't be able to do much about the hounds, and the trolls are big and sturdy..."

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

"Ok, I'm ready." says Bertholdt as he hides behind a tree, shurikens in hand.

Surprise Round: Cast Divine Favor, Judgement +1 to hit.
Round 1: Start with first hound through
Shuriken flurry: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 181d2 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Shuriken flurry: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 271d2 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Round 2: Focus on the same target, or the next one behind if down.
Shuriken flurry: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 101d2 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Shuriken flurry: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 191d2 + 5 + 2 ⇒ (2) + 5 + 2 = 9
If trolls or hound gets near, grab longspear and melee.

Confirm Shuriken flurry: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 101d2 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl begins by locating a hiding spot from which to take advantage of the element of surprise.

take 10 stealth: 10 + 11 = 21

Once he is well hidden, Karl calls out, bleating like a wounded fawn to draw the attention of the Trollhounds.

take 10 survival: 10 + 10 = 20

initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Once the Trollhounds emerge from the underbrush, Karl attacks with his bow, focusing on the first hound to come into view.
Surprise Round[ooc]
deadly aim sneak attack: 1d20 + 5 ⇒ (9) + 5 = 14
deadly aim sneak damage: 1d8 + 4 + 4 + 1d6 ⇒ (2) + 4 + 4 + (6) = 16
[ooc]Round 1: Continue Ranged Attack

hasted rapid shot deadly aim attack 1: 1d20 + 7 + 1 - 2 - 2 ⇒ (4) + 7 + 1 - 2 - 2 = 8
damage 1: 1d8 + 8 ⇒ (8) + 8 = 16
hasted rapid shot deadly aim attack 2: 1d20 + 7 + 1 - 2 - 2 ⇒ (7) + 7 + 1 - 2 - 2 = 11
damage 2: 1d8 + 8 ⇒ (3) + 8 = 11
hasted rapid shot deadly aim attack 3: 1d20 + 7 + 1 - 2 - 2 ⇒ (16) + 7 + 1 - 2 - 2 = 20
damage 3: 1d8 + 8 ⇒ (7) + 8 = 15
Round 2: Karl drops his bow and moves into melee, using his additional speed to flank if possible.
flanking hasted power attack: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29
flanking hasted power damage: 2d6 + 8 + 6 + 1d6 ⇒ (4, 6) + 8 + 6 + (4) = 28
confirm crit
flanking hasted power attack: 1d20 + 10 + 1 - 2 ⇒ (2) + 10 + 1 - 2 = 11
flanking hasted power damage: 2d6 + 8 + 6 + 1d6 ⇒ (2, 1) + 8 + 6 + (1) = 18
Hasted, +1 AC, +1 Reflex


Forgot hasted shurikens!
hasted shuriken round 1: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 261d2 + 5 + 2 ⇒ (1) + 5 + 2 = 8
hasted shuriken round 1: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 261d2 + 5 + 2 ⇒ (2) + 5 + 2 = 9


Going to give the others another 12 hours or so to post their rolls, then I'll update and have a map posted.


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Surprise round
Pass

Round 1
Attack #1: +1 Silversheen Scimitar: w/PA: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 8 ⇒ (4) + 8 = 12

Attack #1(Hasted):+1 Silversheen Scimitar: w/PA: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

Round 2
Attack #1: +1 Silversheen Scimitar: w/PA: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Attack #1(Hasted):+1 Silversheen Scimitar: w/PA: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 8 ⇒ (2) + 8 = 10

Sorry, but I'm having a hard time wrapping three rounds in advance around my head. So many questions but I'm not gonna bother with them. I'll just trust in you rolling with it however you do.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Surprise Round
Passing as well to give them time to reach us, got no ranged weapons here apparently....

Initiative 1d20 + 5 ⇒ (11) + 5 = 16

Round 1
Presumably can't full attack due to moving up into combat?
Longsword Attack Power Attack 1d20 + 9 ⇒ (12) + 9 = 21
Damage 1d8 + 5 ⇒ (8) + 5 = 13

Haste Longsword Power Attack 1d20 + 9 ⇒ (18) + 9 = 27
Crit Threat (Keen) 1d20 + 9 ⇒ (12) + 9 = 21
Damage 1d8 + 9 ⇒ (1) + 9 = 10
Extra Crit Damage 1d8 + 9 ⇒ (4) + 9 = 13

Round 2
Full Attacking if possible... and flanking if at all possible, as well, I didn't add it in here though just in case.
Hasted Longsword Power Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1d8 + 9 ⇒ (6) + 9 = 15

Hasted Shield Bash Power Attack 1d20 + 5 ⇒ (2) + 5 = 7
Damage 1d4 + 7 ⇒ (4) + 7 = 11

Hasted Longsword 'Haste' Power Attack 1d20 + 9 ⇒ (11) + 9 = 20
Damaqge 1d8 + 9 ⇒ (2) + 9 = 11

----

Through Rokannon's magic, Darren's person becomes a blur of steel and flashes of light and blood as a few of his blows strike home. "Come friends, put these devils to the sword quick!"

"Hey, you ugly brutes, you've tainted this countryside for too long and it's time you got what's coming!"


Initiatives
23 Bertholdt
17 Devi
16 Darren
13 Karl
07 Morbury
04 Faradir

Surprise Round

The trollhounds stumble into the ambush site just as planned, and from what you can hear, their troll masters are right behind them.

As the trollhounds begin to sniff around, the signal is given and the ambush begins. Spells are cast and Karl sinks an arrow deep into one of the trollhounds, while Devi fires a bolt that scratches one of the creatures.

Round One

The trollhounds spin around in pain and confusion trying to spot their attackers as the trolls enter the killing zone. Morbury and Darren sprint out of the invisibility sphere as arrows, shuriken, and bolts fly past. Fireworks streak out of nowhere to zig-zag around the charging warriors, exploding with colorful bursts and loud BANGS! near the trollhouds. Both of the trollhounds drop as arrows, shuriken, and bolts strike home.

Morbury and Darren end their charges next to a surprised troll and begin carving into the huge green-skinned creature.

Round Two
As the trolls realize they have been led into an ambush, more fireworks shoot out and strike one of the monsters. Bolts and shuriken follow, as Karl draws his greatsword and charges to join the melee.

Morbury and Darren work together in tandem to quickly take down one troll, then turn to another to continue their grisly work. A shield bash by Darren momentarily stuns the troll, giving Karl enough time to bring his weapon to bear, severing its head and sending it flying through the air.

Round Three

Both trollhounds are down and dead. Two trolls are down, but both appear to be regenerating. There is one troll remaining, though it looks terrified as it has just watched a band of heroes literally appear out of thin air and slaughter its companions. If left alone, it most likely will flee.

We'll move into formal initiative at this point, and I'll be happy to post a map if needed.

DM Screen:

Morbury Init: 1d20 + 3 ⇒ (4) + 3 = 7
Devi Init: 1d20 + 1 ⇒ (16) + 1 = 17

Attack: 1d20 ⇒ 12
Damage: 1d8 ⇒ 1

Attack: 1d20 ⇒ 13
Attack: 1d20 ⇒ 13
Damage: 1d8 ⇒ 4
Damage: 1d8 ⇒ 7

Attack: 1d20 ⇒ 1
Attack: 1d20 ⇒ 7


Bertholdt grabs the spear planted at his side and comes out of the bush, fast as a bird of prey.

"Burn those who fell!"

He flings his spear between the troll's legs and puts all his weight on the haft, pushing against the creature's knee, trying to lay him down.

Trip CMB with Haste, Judgement and Divine Favor: 1d20 + 10 + 1 + 1 + 2 ⇒ (16) + 10 + 1 + 1 + 2 = 30


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Save the head! Karl calls out in response to Bertholdt's directive. Maybe we can question it!


Stats:
Hp's 49/49; AC 28/15touch/23ff; Perception +20; CMD 26; Fort: 18/Ref: +15/Will: +15

Morbury will move to aid in bringing down the other troll.

Move toward remaining troll; Attack

+1 Silversheen Scimitar(w/PA): 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

Whenever it's my turn of course.


Male Human (Azlanti) Wizard L8 | hp 43/43 | AC 14(22) (t13ff12) CMD17| Saves F4 R5 W8 | Percep +10 | Init +2 | Status: Nominal

Professor Rokannon casts Snapdragon Fireworks on one of the fallen-but-regenerating trolls.
Fire damage: 1d4 ⇒ 3 plus Dazzled (Reflex save DC16 for half and neg. Dazzled condition)


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl moves around to flank the remaining troll after Bertholdt works to bring it down.

flanking power attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (19) + 10 + 1 + 2 - 2 = 30
flanking power damage: 2d6 + 8 + 6 + 1d6 ⇒ (3, 5) + 8 + 6 + (1) = 23

confirm crit: 1d20 + 10 + 1 + 2 - 2 ⇒ (1) + 10 + 1 + 2 - 2 = 12
crit damage: 2d6 + 8 + 6 ⇒ (5, 5) + 8 + 6 = 24


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Darren moves against the last standing troll with a vicious swing of his sword.

Hasted Longsword 'Haste' Power Attack 1d20 + 9 ⇒ (18) + 9 = 27 (+2 if flanking)
Damaqge 1d8 + 9 ⇒ (5) + 9 = 14
Crit Confirmation 1d20 + 9 ⇒ (6) + 9 = 15 (+2 if flanking)
Extra Damage 1d8 + 9 ⇒ (3) + 9 = 12


The heroes are able to overwhelm the lone remaining troll before he can even brings his claws up to defend himself. In short order, his body lies on the ground missing both arms.

The head of the troll has nothing of value to say, incoherently raging and frothing at the mouth whenever anybody is in its view. After some time, the group gives up trying to interrogate it and Faradir deals the requisite amount of fire to prevent its regeneration.

Returning to the gatehouse, you are surprised to see three goblins sitting on the ground just outside the door, anxiously watching the road. They all appear to have be chained together at the waist, with one end of the chain disappearing inside the gatehouse.

Sadly, no treasure on the trolls or their hounds, and despite the clever idea of keeping the head, it doesn't have any information to share. How would you like to proceed with the goblins?

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