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

Kaodi

Hero
"I do not believe they live any longer," says Ignatius, eying the statue. "I think our best course of action is to proceed with haste. If you will gather 'round, I will pray for the blessing of Sarenrae."
 

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Axel

First Post
Mhairi

Mhairi stands cautiously at the doorway to the statue-room, trying hard to avoid looking at it's top half. "C'mon, it's a butt-ugly statue. Concentrate! Look at the walls - what in nine hells is making them glow like that???"

In part, she was scanning for other entrances to the room, part keeping an eye on this end of the complex while the others checked out the demon-tanks, part avoiding the demon-tanks, and mostly trying to understand why the room glowed when none of the others did. Without touching it, or going particularly close.
 

Neurotic

I plan on living forever. Or die trying.
"Very well, let's not risk them raised as some kind of undead. Can we burn them after we empty the containers? Will they burn in death as they wouldn't in life?"

OOC: Dr Simon, Edmond has +11 in Arcana, I didn't roll again because not sure if that last roll applies to this too.
 

Kaodi

Hero
"I somewhat doubt it," says Ignatius as he weaves the magic necessary to discern any magical auras present in the room with the statue of Uragathoa. Magical or not, maybe we should make rubble of it before we leave here. As he examines the room for magical auras he slowly proceeds, unless he should find something that is cause for concern.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan follows the others into the room and stands looking at the tanks and their unsavory denizens, disgust written plain on his handsome face. As the others seem to have the investigation in hand and he can think of nothing to do that they are not already working on, he keeps his silence.
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[sblock=Stat Block]Manachan Aingeali
Male Aasimar (MCP) Monk 2 Sorcerer 4
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; 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 47 (2d8+4d6+6)
Fort +5, Ref +6, Will +10
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed strike +5 (1d6+1/x2)
Ranged Heavy crossbow +5 (1d10+1/19-20/x2)
Special Attacks flurry of blows +0/+0, heavenly fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 6):
2 (4/day) Glitterdust
1 (8/day) Bless, Chill Touch (DC 16), Mage Armor, Magic Missile
0 (at will) Resistance, Touch of Fatigue (DC 15), Daze (DC 15), Read Magic, Prestidigitation (DC 15), Jolt
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Statistics
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Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +3; CMB +3 (+5 Grappling); CMD 20 (22 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist (3/day) (DC 16), Weapon Finesse
Traits Magical Knack (Sorcerer)
Skills Acrobatics +6 (+11 to make high or long jumps), Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ ac bonus +3, bloodlines (celestial), celestial sorcery, stunning fist (stun), unarmed strike (1d6)
Combat Gear Potion of cure serious wounds, Smokestick (4), Thunderstone (4); Other Gear Crossbow bolts (20), Heavy crossbow, Masterwork Silver Dagger, Nunchaku (2), Silver Crossbow bolts (5), Silver Dagger, Ring of jumping, Ring of protection +1, Grappling hook, Sack (10 @ 15 lbs), Silk rope, Trail rations (8), 2669 GP, 9 SP, 12 CP
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TRACKED RESOURCES
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Crossbow bolts - 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
Silver Crossbow bolts - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (3/day) (DC 16) - 0/3
Thunderstone - 0/4
Trail rations - 0/8
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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 2/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 +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
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 Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp
Stunning Fist (3/day) (DC 16) 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.
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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.[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"OK, stay back and be prepared for anything."

Edmond steps back and cuts one of the cords hoping to drain the liquid away. If that succeeds without reaction, he smashes the vat (or tips it over or whatever possible to get to the daemon) and cuts the head off.

Rinse and repeat.

He is careful not to stay in the direction of potential liquid bursting from the end of the pipe.
 

Dr Simon

Explorer
Mhairi studies the room at the end of the corridor. There are seven alcoves evenly spaced around the room. In each alcove, a stone basin, and it is these that give off a green glow. Fluids seep from the walls above each basin, trickling or oozing down to be caught in the glowing fonts.

Mhairi sees on the far side of the room a woman, tall and proud, walking in the air about 10 ft. up towards the domed ceiling of the room. Pacing to and fro, the dark-haired woman swishes the scythe that she carries in a casual fashion. Her expression is haughty, and she has the demeanour of a caged tiger in the menagerie of some Chelaxian nobleman.

Ignatius sidles up the corridor behind Mhairi. The fonts and the woman all emanate magic.

Meanwhile, back in the vat room, Edmond slashes open the tubes to one of the leukodaemon tanks. Pale green fluid spills out across the floor. The daemon within drops limply to the bottom of the tank, quite lifeless. Just be sure, Edmond breaks the fragile glass of the tank. He's not sure if the daemon's fire resistance will continue in death - he's heard conflicting reports on the matter. It shows no sign of getting up, however.

The noise carries down the corridor. The woman looks up. And sees Mhairi and Ignatius. She gives a small, hard, smile.

"Welcome," she says. "You have come at last to claim your reward from the Pallid Princess."

[sblock=Map]
Hospice 59.jpg
[/sblock]
 

Kaodi

Hero
"In a manner of speaking," says Ignatius, darkly. "Though I think we may some disagreement on the nature of the reward." The ifrit is of a mind to get to the smiting right away, but the priestesses unexpected elevation gives him pause. "Might we have the pleasure of knowing our the name of our hostess? And what brings her to Korvosa?" [sblock=Celestial]"After all, why rush the inevitable, correct?"[/sblock]
 

Axel

First Post
Mhairi

Mhairi made no move to raise her weapons as the woman noticed them. Why provoke her, and just end up in another big bloody fight...

"You know, some sort of reward sounds about right. Real estate in the city isn't cheap, and there's plenty down here that I nobody knew about. What do you think the back taxes on this place might be worth to the Queen?"
Mhairi glanced around at the, frankly, bizarre room and mused, "A good deal, I would've thought... Though I love what you've done to bring out the inner....mouldiness of the place. And however much you paid your sculptor, it wasn't enough."
 

Dr Simon

Explorer
"You have the honour of addressing the Lady Andaisin, architect of the doom of Korvosa." The woman ceases her pacing, but remains standing on air. She gives a small mirthless smile, a quirk of one side of her mouth, at Mhairi's comments.
"Money is but an abstract illusion peddled by the fools who follow Abadar," she says. "The Pallid Princess offers greater rewards. Behold, the Seven Blessings." She sweeps her scythe around in a gesture that encompasses the seven basins. "Blood, bile, milk, pus, phlegm, sweat, tears. The Seven Sacred Fluids of the Pallid Princess. Choose one. Drink, and claim your reward."
 

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