Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave - Page 117
  1. #1161
    "Stand guard," says the Maiden on the catwalk to her cohort below. "There's something going on in the the Doctor's office. I'll check it out, you watch for that girl." The Maiden on the ground stands ready with her sword, the blank faceplate of her helmet sweeping the room.

    Meanwhile, upstairs, the last Maiden, stuck between Manachan and Edmond, weighs up her targets. She opts to attack Edmond but collides with a bed as she does so, turning a telling strike into a glancing gash.


    Maiden 1 attacks Edmond, hits for 7 damage, reduced to 4 by the damage reduction (I've fluffed as Zellara's mystical protection).

    Next up:
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  2. #1162
    Guide (Lvl 11)

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    Using the dip in maidens weapon, Deathwail turns and slams into her helm with butt end and continues weaving around on the defensive.
    "Manachan, go and help others, I'll finish here, hopefully before the other one wakes."

    OOC: Channel Touch of Fatigue Fort DC 12

  3. #1163
    The Maiden's shoulders slump as Edmond's spell takes effect, and her movements become suffused with weariness. Meanwhile, the Physician near the far door begins to stir.

    Down on the ward floor, the Maiden continues to hold position whilst the Physicians emerge from the door to the catwalk.

    "Stay here," says the first to appear. "We'll flush her out."


    Edmond - Touch of Fatigue on Maiden 1, fails save.

    Physician 11 is no longer unconscious.

    Just a reminder, Maiden 1 fatigued, 2 whole, 3 wounded and 9 unconscious.

    Physician 5 is unconscious, 11 blind, 8 wounded and 6 hale and hearty.

    Next up:

    Manachan - bless, mage armour plus 10 temporary hit points (from Harrow fate)
    Ignatius - bless, sanctuary vs 1
    Mhairi - no status alerts
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  4. #1164
    Manachan heeds Edmond's instruction, heading for the staircase and the Maiden there. He quickly mounts the stairs, using his momentum to drive a fist upward into the warriors iron-clad kidneys.

    • Move: Up the stairs to the square just south of Maiden 3.
    • Standard: Attack for Non-Lethal Damage . . . or would have been NL Damage if he'd hit.


    Stat Block
    Male Aasimar (MCP) Monk 2 Sorcerer 3
    LG Medium Outsider (Native)
    Init +6; Senses Darkvision; Perception +13
    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
    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)
    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)
    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
    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.

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  5. #1165
    Lama (Lvl 13)

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    Ignatius reaches forward to the macabre body of the dead physician frozen in place and plucks the button from his hands, tucking it safely away where it cannot be grabbed from him. He then turns his attention back towards the battle.

    I figure that is a move action to take it and a standard action to put it away. I suppose Ignatius could then take a 5' step back towards the fighting.

    Also, Mowgli, did you not include the bonus for attacking a prone opponent? I believe it is +4, more than enough to hit.

  6. #1166
    OOC: If you're going after Maiden 3, she's coming up the stairs and so you'd have a high-ground bonus too.

  7. #1167
    Quote Originally Posted by Kaodi View Post
    Also, Mowgli, did you not include the bonus for attacking a prone opponent? I believe it is +4, more than enough to hit.[/sblock]
    Quote Originally Posted by Dr Simon View Post
    OOC: If you're going after Maiden 3, she's coming up the stairs and so you'd have a high-ground bonus too.
    OOC: Didn't include either of these (thought Manachan was the one going up, and didn't realize 3 was prone), and either one would allow a hit. Damage added to previous post (it was 4 points NL). He'll hold the high ground if she's not unconscious now.

  8. #1168
    OOC: Confusion reigns! Manachan is on the top floor, so anyone on the stairs is below him (the stairs on the map don't actually work properly, if you look closely!). #5 is an unconscious Physician (who have a lower AC anyway) whereas #3 is a Maiden, but she is fully conscious albeit wounded (winged by one of Red's crossbow bolts).

    I'm assuming that Manachan is going for the Maiden, as the more immediate threat.

  9. #1169
    Lama (Lvl 13)

    Join Date
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    Block Kaodi

    OOC: This looks like it is my mistake. I was thinking that the one in the doorway was waking up and would need to be dealt with first by Manachan. Sorry about that.

  10. #1170
    OOC: Manachan did attack Maiden 3, and with the bonus for being on higher ground just managed to connect.

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