Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave

Dr Simon

Explorer
Mhairi's crossbow bolt embeds itself in the leg of the nearest Maiden, who turns from her approach to the stairs.

"Hold," she says to her comrade. "We have a breach." She moves back down the gangway towards Mhairi, sword and shield held before her. Her companions sheathes her sword and readies her bow again.

Meanwhile, as Manachan darts and jabs at the Physician before him, Ignatius holds the door. The two Maidens struggle against his magic, their swords held in shaking hands but they cannot bring themselves to attack. A third Maiden emerges from downstairs.

Suddenly Davaulus reappears. With surgical precision he delivers a rapier strike between Edmond's ribs. Dark energy flows along the blade, and it is only Edmond's innate reflexes (or perhaps the blessings of Zellara) that save him from certain death.

[sblock=OOC]
Manachan - attacks Physician #12 , miss.

Mhairi - drop down, hits Maiden #4 for 13 damage total.

Ignatius - cast Sanctuary on defensive.

Davaulus - hits Edmond for 22 points of damage, but is visible again.

Maidens #9 and #10 fail to make Will save to overcome Sanctuary. Maidens #1- #4 , move.

Next up:
Edmond.

I decided to let Mhairi have those maneuvres under Rule of Cool.

Ignatius' Bless is still active.
[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
Edmond recoils from sudden hit, but his reflexes honed through years of fighting and training, his mind clear and focused to use magic in combat take over.

He channels pain of the strike into Deathwail, his improved mastery of the magic allowing him to use one other spell before he swings toward the doctor. Deathwail buzzes with the power of lightning before going straight for the not-so-good doctor.

Weak blast, but powerful strike, it hurts.

Edmond fishes out the potion he had ready on his belt and drinks it, easing some of his wounds.

[sblock=Actions]
Swift action: cast True Strike for +20 insight bonus to attack
Standard: Power attack vs Davalus; damage; shocking grasp damage (1d20+11-2+20=40, 2d4+6+6=17, 5d6=15) - low magic roll, but hopefully enough to discourage the doctor :)

Move action: drink potion of cure serious wounds (we got it on page 59)
[/sblock]
 


Dr Simon

Explorer
Davaulus reels under Edmond's attack. Meanwhile, Manachan blocks and dodges the attempts by the Physician to slice him with the medical tool.

[sblock=OOC]
Edmond - 32 damage to Davaulus, who is still up. Drinking the potion would be a Standard action, but you can ready it with a move action for next time.

Physician #12 - attack Manachan, miss.

Next round:

Manachan
Mhairi
Ignatius
Davaulus and Maidens
[/sblock]
 
Last edited:


Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan slips Devalaus' attacks and retaliates with a quick jab/cross combo. The jab misses, but sets up the cross nicely . . .

[sblock=Actions]
  • Standard: Stunning Fist (Jab)/Unarmed Strike (Cross) (1d20+4=6, 1d20+4=15) for Non-Lethal Damage (1d6+1=5) (if the Cross hits).[/sblock]
    _______________
    ManachanAingealiEWHeadShot.png


    [sblock=Stat Block]MANACHAN AINGEALI CR 4
    Male Aasimar (MCP) Monk 2 Sorcerer 3
    LG Medium Outsider (Native)
    Init +6; Senses Darkvision; Perception +13
    --------------------
    DEFENSE
    --------------------
    AC 21, touch 17, flat-footed 18. . (+4 armor, +2 Dex, +1 deflection, +1 dodge)
    hp 40 (2d8+3d6+5)
    Fort +5, Ref +6, Will +9
    Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5, fire 5
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
    . . Nunchaku +5 (1d6+1/20/x2) and
    . . Nunchaku +5 (1d6+1/20/x2) and
    . . Silver Dagger +5 (1d4/19-20/x2) and
    . . Unarmed Strike FoB +4/+4 +5 (1d6+1/20/x2)
    Ranged Crossbow, Heavy +5 (1d10+1/19-20/x2)
    Special Attacks Flurry of Blows +4/+4 BAB +1, Heavenly Fire (7/day)
    Spell-Like Abilities Daylight (1/day)
    Sorcerer Spells Known (CL 5, +5 melee touch, +5 ranged touch):
    1 (7/day) Magic Missile, Mage Armor (DC 16), Bless, Chill Touch (DC 16)
    0 (at will) Resistance (DC 15), Read Magic (DC 15), Daze (DC 15), Touch of Fatigue (DC 15), Prestidigitation (DC 15)
    --------------------
    STATISTICS
    --------------------
    Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
    Base Atk +2; CMB +4 (+5 Grappling); CMD 19 (21 vs. Grapple)
    Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 15), Weapon Finesse
    Traits Magical Knack: Sorcerer
    Skills Acrobatics +6, Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
    Languages Celestial, Common
    SQ AC Bonus +3, Celestial, Celestial Sorcery, Ring of Jumping, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
    Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Silver Dagger, Nunchaku, Nunchaku, Silver Bolts, Crossbow (5), Silver Dagger; Other Gear Grappling hook, Potion of Cure Serious Wounds, Rations, trail (per day) (8), Ring of Jumping, Ring of Protection, +1, Rope, silk (50 ft.), Sack (10 @ 15 lbs), Smokestick (4), Thunderstone (4)
    --------------------
    TRACKED RESOURCES
    --------------------
    Bolts, Crossbow - 0/20
    Daylight (1/day) (Sp) - 0/1
    Heavenly Fire (7/day) (Sp) - 0/7
    Masterwork Silver Dagger - 0/1
    Potion of Cure Serious Wounds - 0/1
    Rations, trail (per day) - 0/8
    Silver Bolts, Crossbow - 0/5
    Silver Dagger - 0/1
    Smokestick - 0/4
    Stunning Fist (2/day) (DC 15) - 2/2
    Thunderstone - 0/4
    --------------------
    SPECIAL ABILITIES
    --------------------
    AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
    Celestial Summoned creatures gain DR 1/evil.
    Celestial Sorcery Aasimar sorcerers with the Celestial bloodline treat their Charisma score as 2 points higher for all Sorcerer class abilities.
    Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
    Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
    Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
    Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Daylight (1/day) (Sp) Daylight once per day.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Flurry of Blows +4/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
    Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
    Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
    Ring of Jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.

    Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
    Stunning Fist (2/day) (DC 15) You can stun an opponent with an unarmed attack.
    Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
    Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
    --------------------
    Silken hair the color of spun gold; eyes the dark blue of deep ocean but shot through with silver; skin the hue of milk with just a hint of chocolate. Manachan was a sensation among his much darker Varisian clan – plainly proof that their kapenia showed true and that their line was descended from divinity.

    The Aingeali clan claims descent in direct line from Irori himself, though the claim has been disputed by many. The birth of Manachan, with his very unusual coloring, has been taken as proof by his parents and others of the clan. In many ways, the young man had a charmed childhood.

    However, the pressure on him to live up to his ancestor’s divine example has been tremendous, and has led to great internal conflict between the wild ways of his nationality and the discipline espoused by his perfect ancestry. In an effort to resolve this conflict, Manachan left his clan at the age of 13 to enter a small monastery devoted to Irori. He has spent the last four years there, training relentlessly and learning that the path to perfection requires, for him at least, a balance between freedom and discipline, and carefully maintained contradiction between his clan’s nature and his ancestor’s teachings. Adding to his difficulties, about a year after entering the monastery his sorcerous abilities manifested. The instinctual nature of his magic disrupted even further the strict discipline required by the teachings of the monks.

    Now 17 and finished with his studies at the monastery, Manachan has found that balance and been released into the world to continue his struggles toward perfection. A confident, outgoing young man with an easy humor and tremendous ability, he has found it fairly easy thus far to make his way.

    Now at loose ends and with no instruction other than to find his own way to pursue his perfection, Manachan resolved to return to Korvosa – he had met a young scholar (Edmond) there on one of his errands for the monastery and they had struck a fast friendship. He was fascinated with the life of the sprawling city and decided that learning more of it would provide him some valuable lessons for his path.

    Manachan dresses in dark, smoky oranges and forest greens, typically wearing a narrow kilt like wrap from the waist down and either going bare chested or donning a simple tunic – depending on weather and social requirements of his current location. He keeps his hair tied in a ponytail. Other than eyebrows his body is completely lacking secondary hair. He wears his bata strapped to his back, along with his crossbow. All of his other belongings he carries in a sack – to be dropped at a moment’s notice in case of a need to defend himself.

    Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

Kaodi

Hero
With the two Maidens unable to attack for the moment, Ignatius turns his attention to healing Edmond's wounds. The ifrit weaves one of his more powerful healing spells and reaches over to touch him, transferring the soothing energy.

[sblock=OOC]Cure Moderate Wounds. Slightly out of order I know, but since Mhairi is split away from the three of us for the moment, it probably does not matter which of us posts first.[/sblock]
 

Axel

First Post
Mhairi

Mhairi gulped. That should should've crippled her. Not let her come after me!

Deciding discretion was definitively the better part of valour she turned and fled down the catwalk away from the Maidens, racking her brain for a way out of the situation. Illumination hit Mhairi as she realised the lack of illumination may actually work in her favour...

Turning back over her shoulder she called out "Don't take your eyes off the front door! You girls clearly know where your next enemy is coming from. Hoping the Maidens looked the other way at the right moment Mhairi ducked down behind the catwalk railing, hoping the low light levels would work in her favour.

[sblock=ooc]
Move 35' west on the map, call out (Bluff roll). Attempt to hide (Stealth roll).

Let me know if she's doing too much for the round.
[/sblock]
 

Dr Simon

Explorer
Davaulus is a more slippery customer in a fight than he looks. Holding his rapier like a Chelaxian duelist, he dodges Manachan's attacks with aplomb and deftly slides past Edmond's defences to deliver a telling strike, undoing Ignatius' healing. Again, dark energy crackles along the blade as he does so.

At the door, the two Maidens again waver in their attack, and they are blocking reinforcements who have arrived on the top landing.

"Get him!" says one of the Physicians from behind.

"I... can't," replies one of the Maidens. "It's... disrespectful."

Meanwhile, in the warehouse proper:

The Maidens fall for a simple trick and Mhairi hides herself away.

"Where'd she go?" asks the Maiden nearest the door.

"Check downstairs in case there are more of them," replies the other Maiden. She begins stalking closer to Mhairi's hiding place, her blank-faced helmet scanning left to right. "She can't have gone far..."

[sblock=OOC]

Manachan - both attack miss Davaulus.
Mhairi - bluff and hide.
Ignatius - heals 15 damage to Edmond
Davaulus - hits Edmond for 21 damage.
Maidens #9 and #10 - fail Will save vs. Sanctuary (4 rounds left)
Other Maidens move about.

Next up:

Edmond
Physicians
Red
[/sblock]
 

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