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

Dr Simon

Explorer
Mamusia Lela looks Mhairi up and down, lips pursed in disapproval.

"Aren't you a little short for a Grey Maiden?" she says. Turning to Edmond and Manachan with a smile she continues, "It's good to see the young gentlemen again, I'm glad you are safe. And I greet your new friends as well." To Ignatius she says "This foolish old moth woman apologies for her hasty words, young gentleman, and hopes you will forgive her."

She bustles into the Hospice with her grandsons behind her, looking around. Mamusia Lela moves to the nearest patient and bends over, prodding the supine form.

"Yes, yes, I got your message Edmond, Luckily my grandsons are good at avoiding patrols of Grey Maidens. I think we can help get these people out of here. Zellara's house isn't far from here, we can start by moving them there." She stands up, rubs her back, sucks her remaining teeth. "This is news to me, that some of my people are immune, but I'm just a daft old woman with simple folk remedies," she gives a sly sideways glance as she says this. "I thought it was just because we in Trail's End are out of the filth of this most excellent city. But perhaps Pharasma favours us with her blessing? There is much to think about here, but first there is work to do. Hi! Taddeus, Milos," she calls to her grandsons, with an authoratative hand clap, "Get off your lazy backsides and start moving these sick people out!"
 

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Axel

First Post
Mhairi

Struggling to see much in the armoured helm, Mhairi turned to wear Edmond sounded as though he was standing. Still doing her best to lampoon the Maidens she replies stiffly "These useless doctors are no challenge! I have not yet been scratched.
 

Kaodi

Hero
Ignatius relieves another of the dead physicians of his mask and hands it to Mamusia Lela. "The masks these men wear have somehow been enchanted to thwart the Red Veil," he says. "You should take one, and be protected from contracting the disease yourself while tending to the sick."

The ifrit turns to the group. "I have expended much of my most potent magicks, though I am not entirely drained," he explains. "But I have this feeling, a very strong feeling, that I should take time to rest and recharge. I have had the same feeling before, and soon afterwards new wonders were revealed to me by my goddess." Ignatius pauses for a moment before continuing, "I cannot guess precisely what wonders these will be, and I do have an item we can rely on should my reserves run dry. But it is an open question as to whether we would be better served to press onwards now or wait, or even as to whether we can take the elevator and rest down there rather than above ground where we may be discovered. But if the three of you are willing to press on, I will protest no further."
 

Neurotic

I plan on living forever. Or die trying.
"I'm afraid of going blindly, who knows what awaits us down there, but if we delay, there may fortify or move it. Maybe we should move the sick first?"
 

Axel

First Post
Mhairi

Feeling frustrated at the lack of appreciation for her acting Mhairi threw the Maiden's sword and shield down before removing the helm. Shaking out her hair as she did so she said "Phew! No wonder those girls are such easy beats. I'm surprised they can even see to open doors in those things!" before tossing the helmet to the nearest club wielding "grandson".

"Let's go now boys. Whoever or whatever is in the basement probably knows we're here by now. The less time we give them to hide their stuff so they can try again next year the better! Besides, these hunks of muscle can move sick people without dramas, can't they?" Mhairi added with a wink.
 

Kaodi

Hero
"Alright," says Ignatius, letting out a small sigh. He fetches out the missing piece of the elevator from where he hid it and gestures for the three of them to follow. "Looks like we have a bit of 'fun' left for today." He heads to the elevator on the ground floor and carefully inserts the mechanism that will allow them to travel to the basement. Once they are all in he says, "Here we go," presses button and pulls the lever.
 

Dr Simon

Explorer
There is a distant clacking sound, and a sense of falling. The strata of Korvosa slides by outside the wicket gate to the lift until it rolls to a stop at the entrance to another room, hidden far below the surface.

Around the walls of this empty room are painted crude murals of skeletons cavorting amidst the dead, against a rough backdrop of the Korvosa skyline. The castle and its distinctive pyramid mound form the frame for the double doors on the far wall. These double doors, and the single doors to the left and right, are painted with scythe-wielding skeletons.

The room is otherwise empty.
 

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Neurotic

I plan on living forever. Or die trying.
Edmond leads the way, entering the room and scanning it for threats.

OOC: Total defense and/or weapon expertise for max AC bonuses

"Mhairi, could you check the door? Silently, please. I'll be right behind to protect you."
EDIT: showing closest (the door to the left) before moving toward the main entrance...
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan moves into the elevator and down with the rest of the crew. He stands ready to cast through the door if anything presents itself on the opening.

[sblock=OOC]Ready Action: Magic Missile on any hostile in the door when it opens.[/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
Ignatius nods at Edmond's suggestion, whispering to her, "We've got your back." The ifrit quietly invokes his magical senses and then advances, just behind Edmond.
 

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