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

Dr Simon

Explorer
Manachan deftly blasts all three remaining Physicians and they crumple in quick succession. The room beyond is sparsely furnished, little more than some kind of waiting room. It looks like the Physicians were playing dice before they were disturbed, around a "table" and "chairs" improvised from packing crates. Some more crates are stacked at the far end.

[sblock=OOC]
Well, that takes care of the Physicians in this room!
[/sblock]
 

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Kaodi

Hero
Ignatius' battle fugue drains from him once again and he says, "Now that things have gotten underway, perhaps it would be best to attend to the other doors before we search this room." Pointing to the northern single door, he adds, "We can take our time waiting for Mhairi to see if she can comb over the door to locate the trap, with the three of us guarding her back, or we can hold our breaths and trigger the next door outright."
 



Axel

First Post
Mhairi

Mhair is slightly stunned by how quickly Ignatius and Manachan killed the "doctors". "Damn... Why didn't you guys do that before? Could've saved loads of time! And sorry about the door. It looked pretty normal to me. You all OK?"

On the assumption that they probably were, because nobody was bleeding, Mhairi retrieved her starknife and returned to the next door, the larger of the two remaining. Right then, where is this trap hiding? It sprung when Ignatius touched it, so it's probably linked into the hinges...or a sensor plate or spring on the top of the door

[sblock=ooc]
Way to literally smoke the bad guys! Perfect setup for Ignatius. :)

Taking 20 to search for traps on the large (eastern) door. Will consider touching the door too.
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
The sorcerer once more stands ready to attack any foes lying in wait on the other side of the door.
_______________
06PostShot.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
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DEFENSE
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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
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OFFENSE
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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
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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)
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TRACKED RESOURCES
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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
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SPECIAL ABILITIES
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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
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Kaodi

Hero
The ifrit takes up a position that will allow for maximum burnination when the door swings open, readying his hand to summon a sheet of flames. Ignatius whispers, "What I said after I breathed fire before, though I guess only Manachan could understand me, was that it was good to be free from worry that wooden walls will catch fire thus putting so many sickly people in danger."
 

Axel

First Post
Mhairi

Mhairi pauses just before she starts to go over the doors again and fixes Ignatius with a half quizzical, half wary look. "Is that your mother tongue then? she asks before returning to work. Wow, the only restraint on burning everything in sight is that he might set a building on fire?! Tread carefully! He's hot, but in so many more ways than the obvious.
 

Kaodi

Hero
"No, I was speaking in the celestial language; the language of righteous spirits of the Outer Sphere," whispers Ignatius. "The Taldane common language, I think, would be my mother tongue, just as it is for most people in Avistan. My parents were both human, you understand. But I suppose you are probably referring to the language of fire, Ignan. I do speak it, and perhaps I understood it even as a child. But I cannot be sure, for I had never encountered it until I had left my home. It sounds more like this:"[sblock=Ignan]"You are quite intriguing yourself, Mhairi."[/sblock]
 

Dr Simon

Explorer
[sblock=Mhairi]
Mhairi studies the door closely. There are no obvious areas that would suggest pressure points and the like. She can feel a faint tingle through the tips of her fingers as they hover over the door, a vague sensitivity to magic that may be due to her elven side. The trap was sprung when Ignatius touched the door - more than likely, then, to be a magical effect rather than a mechanical one, triggered by touch from the "wrong" kind of person.

The doors dont seem to be on a latch or anything. Perhaps pushing them without touching them with the hand would work? Or maybe some magical means of cancelling the spell on the doors.
[/sblock]
 

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