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

Neurotic

I plan on living forever. Or die trying.
OOC: if there is anyone who's only disabled temporarily by the spell, Edmond knocks them down for some time, otherwise this is the action:

Edmond moves by the cleric and swipes Deathwail across the stairs, pulling it upward along with physicians legs.

"Now would be good time to drop your weapons unless you really want some extra bruises. Don't you people ever give up? I'll rip your mask off and leave you among the sick, bound for the night. Surrender. Surrender."

Terrible monotone of Edmond voice grates on the ears even as his eyes blaze with suppressed magic roused by his emotions.

Trip vs Physician with Touch of Fatigue (1d20+12=23) Fort DC 12
 

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Dr Simon

Explorer
Once again the Physician takes a tumble on the stairs.

"Never!" he gasps from behind his mask. "The Pallid Princess will take your wretched souls first!" He draws a dagger from inside his coat and throws it at Edmond, winging his shoulder. Edmond thinks he hears the voice of Zellara telling him to duck at the last second and the dagger bounces off an armour epaulette.

[sblock=OOC]
Physician attacks Edmond from prone, hits for 1 damage but the DR absorbs it.

Mhairi still to act this round, then
Manachan
Ignatius
Mhairi
Edmond

As Kaodi says - time to finish this!
[/sblock]
 

Kaodi

Hero
[sblock=OOC]Mhairi still to act? Looks like she posted an action for this round - to sneak closer and possibly stab the physician in the back. In any case, this gives me an opportunity to roll for knowledge of the epithet "Pallid Princess" now... Edit: And, uh, given that roll, apparently the entire history of that deity, hehehe...[/sblock]
 

Dr Simon

Explorer
OOC: I think you're right, so it's over to Manachan and Ignatius again.

[sblock=Kaodi]
The Pallid Princess refers to the goddess Urgathoa, who is said to have been a hedonistic mortal who clawed her way back from the dead, bringing disease and undeath in her wake. She's generally only worshipped by undead but some depraved mortals seek to gain power through her worship as well. She is sometimes offered appeasement by otherwise decent folk who are desperate to avoid disease.
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan stomps down on the prone physician, slamming a hard heel into his thigh just below the crotch and then into his ribs just above the waist.
_______________
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]
 
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Kaodi

Hero
From the sounds it appears Manachan and Edmond have things in the stairs well in hand, so Ignatius decides that it is time to examine something that has been bothering him. Kneeling down beside the smoldering Grey Maiden, the ifrit removes her helm to see whether there is anything out of place about her appearance. Other than horrible burns.
 

Dr Simon

Explorer
Manachan puts the Physician out of action for good, and the man's limp body slides down the stairs, again.

Ignatius removes the Maiden's helmet. Underneath is a terrible sight. Even allowing for the burns that he has inflicted the woman's face is a mess of scars of different ages, and more scars are visible on her close-cropped scalp. She may once have been attractive - this much is evident despite her disfigurement - but has undergone some brutal treatment in the recent past.

[sblock=OOC]
That's put paid to all the enemies. By walking in to the middle of them rather than picking them off piecemeal you managed to raise that to a CR11 encounter, according to standard calculation methods!

That grants you all 3,200 XP each. Add them on, you'll need them!
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"Well, no wonder they're not curing anyone. We need to reorganize everything. Warn the temple, get this people there before anyone knows anything about this. And Marshal Kroft needs to know she's in danger along with the rest of the guard."
warrior muses quietly.

He then notices the girl on the stairs and after the answer explodes with questions and instructions:
"Mhairri? Are you alright? I didn't see you come down, everyone alright downthere?"

"Ignatius, what was that package they tried to get out?"

"Manachan, I'll bind these physician and surviving Maidens, you and Mhairri check the building. Let's see if we can find out more."


"Red? Would you help Manachan and Mhairri? Then I need you to carry the message to priests, Varisians and Marshal Croft. Will you?"



"Come on, people let's get these patients somewhere safe. Well, safer."

He checks for magical emanations and removes and trace of magic or weapons from Dr Davalus and his physicians.

OOC: Edmond uses Magical Attunement to detect magic. Are all physicians scarred as maidens? None, some? Are all maidens disfigured?

Religion (1d20+6=17)
 
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Kaodi

Hero
Ignatius sighs, looking at the woman. His wrath begins to flow out of him, and his difficulty with tongues goes with it. Looking up to Edmond, he asks, "What was it that that man said to you on the stairway? Something about the tone of his voice seemed so... spiteful."

The ifrit looks over their fallen foes. He is tempted to let the goddess decide who will survive their wounds, but chides himself for his unmerciful thought, and begins using his magic to stabilize them. To Edmond's question, he answers, "Oh, it was a button. My guess is that there is a level below the warehouse and that the button is needed in order to get the lift to go there."

Once all of their enemies are tended to, Ignatius also heals any serious wounds Edmond and Manachan have suffered. He then removes the helmets of the other Maidens, curious to see if their faces portray a similar story. But after a moment he looks up to the end of the room, and says, "We really should take a look through that door. Weapons out?"

[sblock=OOC]I forgot that I could not actually understand what the physician was saying when I rolled for religion. It is maybe a bit meta to ask about that, but it moves the story along I think.

How much damage have Edmond and Manachan taken? I will roll for it when I know.

Finally, with that much XP we all level up, right? We will have to rest before we get access to some of our new spells and abilities, no? I might be so bold as to suggest Edmond and Mhairi take ranks in linguistics so they can pick up Celestial. Perhaps learning it so quickly can be explained as a blessing of Sarenrae or something.[/sblock]
 
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