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

Dr Simon

Explorer
The Maidens look between Edmond and Manachan, who has suddenly appeared behind them.

"You lie," says one of them, flatly.

"For the Queen!" cries the other as they ready to attack.

[sblock=OOC]
Diplomacy didn't seem to help...

Next up:

Mhairi

Then Ignatius, who can act against the Physician in the lift this round.
[/sblock]
 

Attachments

  • Hospice 19.jpg
    Hospice 19.jpg
    123.6 KB · Views: 53

log in or register to remove this ad

Axel

First Post
Mhairi

Mhairi eyed the approaching adversaries warily. Three at once was more than she bargained for, or could deal with. Tensing suddenly, she leaped forward with both legs, tucking into a roll with arms outstretched as she cleared the small catwalk handrail and praying there were no beds right underneath...

[sblock=actions and equipment]
Move action: standing jump north-east 5'. Am presuming there is a small (say, 4' high?? - I think in metric and struggle with Imperial measurements in relation to "normal" things) = DC16 acrobatics

Deliberate fall of (say 20'? - same as roof to catwalk?) = DC15 Acrobatics to negate first 10' and turn second 10' to non-lethal damage.

Rolled both checks (should've made attacks with those!!), leaving out the narrative ending in case you want to modify a check DC based on landing on a bed/patient etc... Her intent (for any remaining movement) is to head towards the stairs, where she last saw the rest of the party go, jumping beds etc as possible to avoid opponents.

Left Hand = Loaded hand xbow
Right Hand = Rapier
[/sblock]
 
Last edited:

Kaodi

Hero
[sblock=OOC]Ack! Cannot believe I have missed all those updates, and held up the game. Really sorry; I tend to search the forum using the orange colour of read threads I have visited to spot what has been posted to. When you changed the name of the thread, it changed it to the unread colour and I completely missed it.

In any case, if the physician is flat-footed I am guessing there is no ned to cat defencively: Ignatius uses hold (DC19).[/sblock]

Ignatius raises his open right hand towards the physician in the elevator and says something in authoritative sounding gibberish as he clenches his outstretched hand.
[sblock=Celestial]" The power of Sarenrae compels you to be still! "[/sblock]
 

Dr Simon

Explorer
The Physician in the lift freezes in place. Meanwhile the two Maidens upstairs move to attack, one faces Manachan, the other Edmond. The two men dodge and deflect their sword thrusts.

Mhairi deftly drops over the railings and down to the hospital floor. The Maiden on the ground floor takes up a defensive stance, ready to stop her should she try to pass. Above, on the gantry, the two Physicians snicker with approval whilst the the Maiden runs back the way she's just come, towards the stairs.

[sblock=OOC]
Physician7 fails save against Ignatius' spell.

Maiden1 - attack Edmond, miss.
Maiden10 - attack Manachan, miss.

Next up:
Edmond
[/sblock]
 

Attachments

  • Hospice 20.jpg
    Hospice 20.jpg
    123.6 KB · Views: 63

Neurotic

I plan on living forever. Or die trying.
Edmond whirls back toward maidens, now that Manachan is on the other side. His offer to surrender rejected, he commits fully into the attack now, his rotation adding to terrible power of his polearm. Deathwail practically screams through the air as it neatly bisects stubborn soldier.

[sblock=Actions]
Taking Expertise penalty 2 and gaining +2 dodge bonus until next round

Attack vs [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=10]#10 AC using Expertise; damage (1d20+11-2=29, 2d4+6=13)[/url] - channeling Touch of Fatigue Fort DC 12
Crit confirm (1d20+11-2=25) hit
TOTAL DAMAGE: 39

5' step over Dr Davalus
[/sblock]
 

Dr Simon

Explorer
The Maiden falls dead from Edmond's strike. If her companion is disturbed by this it doesn't show in her determined stance. Meanwhile, down below, the Physicians work their way back along the gangway to the stairs. Red wings one with a potshot as he passes beneath the ratman.

[sblock=OOC]
Maiden10 is definitely dead from that.
Maiden1 and Maiden2 are still up, Maiden9 is still unconscious from the colour spray.

Physician6 and Physician8 are still up, 8 having just been wounded.
Physicians5 and 11 are unsconscious, 7 is paralysed.

Next up:

Manachan
Mhairi
Ignatius
[/sblock]
 

Attachments

  • Hospice 21.jpg
    Hospice 21.jpg
    124.1 KB · Views: 67

Kaodi

Hero
A look of sadness is mixed with the righteous anger upon Ignatius' face as he raises his morningstar above his head.
[sblock=Celestial]" The only mercy I can spare you is a quick death. "[/sblock]
The ifrit then swings downward at the frozen physician with all his strength.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan steps slightly to the side for better position, and throws a quick jab to set up a following backfist at the Maiden left facing him and Edmond.

"Though you fight us and strike to kill, I recognize that you but do your duty, and will preserve your life if I am able."

[sblock=Actions][/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]
 

Dr Simon

Explorer
Manachan's strike rings out on the Maiden's armour. She staggers and her retaliatory strike goes wild, but she soon recovers.

Ignatius smashes the head of the Physician in the lift. The man eerily stays standing in the position he was frozen, despite the gore oozing down from inside his mask.

[sblock=OOC]
Sorry, AC21 for the Maidens!

Maiden1 attacks Manachan, miss. I rolled her out of order since the other two Maidens are down with Mhairi.

Mhairi up next
[/sblock]
 

Axel

First Post
Mhairi

Mhairi spotted the third Maiden as she sailed over the edge, a feeling of frustration growing. There's just too many of them...must be time to get out soon...

Tucking into a roll on landing she kept low, hoping against hope that she was below the beds from the Maiden's perspective. Reversing the direction she rolled, Mhairi turned and, in a crouching run, headed away from the stairs.

[sblock=actions]
Stealth roll, treating it as a standard action.
Moving 30' while stealthed south, east through the row of beds and north again to the top of the next row.

Also rolling non-lethal falling damage.
[/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top