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

Neurotic

I plan on living forever. Or die trying.
Edmond readies Deathwail in anticipation. He focuses and four ghostly lights appear stringing themselves along the alley.

"Brindom, prepare your holy symbol, we might need it."

He approaches slowly, hoping against hope he'll just find some scavenger moving instead of expected zombies. To hope he'll find living person who recovered he doesn't even dare.

If nothing jumps at him he pokes the pile at the place of movement trying to dislodge covering corpses.
 

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HolyMan

Thy wounds are healed!
Brindom makes sure his holy symbol is outside his tunic and nocks an arrow to his bow. He prays to Erastil hoping he won't need to shoot but is ready just in case.

[sblock=ACTIONS]
standard = ready action to shoot anything that tries to attack Edmond[/sblock]

[sblock=Stats]
HP: 48/48
AC: 20
Fort: +5
Reflex: +4
Will: +6
BAB: +3
CMD: 16

WEAPONS:
longbow +8, 1d8 (arrows 20/20)
short sword +3, 1d6

Abilities:
channel energy(2d6) 5/5
Touch of Good 6/6
Calming Touch 6/6

ITEMS:
potoins(2) clw-1d8+1
scrolls(2) cmw- 2d8+3
wand of remove disease 50/50

SPELLS:
0- create water, guidance, purify food&drink, stabilize
1- protection from evil, deathwatch, cure light wounds, shield of faith, d- bless
2- status, lesser restoration, cure mod. wounds, d- shield other
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan prepares himself for combat and strides into the alley after Edmond and Brindom.

[sblock=Stat Block]
Code:
   HP: 35/35     AC: 19  AC(T): 17  AC(FF): 16  Init: +06

                Total  Base   Mod  Misc   Special
Fort:            04     3     +1          Resist (5) Acid, Cold, Electricity
Ref:             05     3     +2          
Will:            09     6     +3          

  BAB: 02       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +4        1d6            20/x2     +2 Flurry of Blows
Bata (Nunchaku)         +4        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +4        1d10        19-20/x2     

Celestial Bloodline Powers:
    * Heavenly Fire: 1d4+4 Ranged Touch Attack (30') (8/8 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each Recipient)

Spells:
    Cantrips                    First Level (5/5 per Day)
    * Daze                      * Chill Touch
    * Prestidigitation          * Mage Armor
    * Read Magic
    * Resistance
    * Touch of Fatigue
[/sblock]
 
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Dr Simon

Explorer
As the group proceeds down the alley, suddenly there is an unearthly shriek from the eaves just below Dj'han and Majenko. A shadowy form detaches itself from the overhang and hurls itself down onto Brindom, the cleric almost hurled to the floor by the impact.

It is a ragged-looking creature, humanoid but with pale skin, fiery eyes, wild hair, fangs and claws, its four limbs wrapped onto Brindom like a grappling monkey. It bares its fangs as it tries to bite Brindom's exposed neck, claws striking sparks from his breastplate.

[sblock=OOC]
Perception checks all round, only Dj'han and Manachan made them, so they can act in the surprise round.

Initiative order (surprise round)
Creature
Manachan
Dj'han

Creature now has Brindom grappled. He is battered by the impact of the jump, but takes no damage.

(Height from roof to alley, 30 ft.)

[sblock=Brindom]
Knowledge (religion) 15+5=20
Evidently some kind of vampire, but you think it is not a true vampire, perhaps the spawn of a more powerful creature. You know of all the usual vampire strengths and weaknesses.
[/sblock]
[/sblock]
 

Attachments

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Ambrus

Explorer
Dj'han having been startled, the winds around him momentarily stir the loose shingles along the rooftop. Without pause, the young urchin reaches out as if to take hold of the air around him, windmills his tiny arms and sends the tumultuous wind gusting down towards Brindom and his attacker. Although the priest feels it as little more then a gentle summer breeze, to the viscous creature the wind feels like a desiccating southern sirocco. Even as it's flesh begins to blacken and blister, the winds continue to surge around it like an angry dust devil.

[sblock=OOC]30-ft line of fire; 1d6 damage; Ref DC 15 half. A failed save results in the creature becoming entangled and suffering an extra 1d6 fire damage each round for 1d4 rounds.[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan is as startled as his peers by the savage attack of the creature. He flings out a hand and calls on the powers in his blood, but his Heavenly Fire splashes harmlessly against the wall of the alley.

[sblock=OOC]1d20+4=7[/sblock]

[sblock=Stat Block]
Code:
   HP: 35/35     AC: 19  AC(T): 17  AC(FF): 16  Init: +06

                Total  Base   Mod  Misc   Special
Fort:            04     3     +1          Resist (5) Acid, Cold, Electricity
Ref:             05     3     +2          
Will:            09     6     +3          

  BAB: 02       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +4        1d6            20/x2     +2 Flurry of Blows
Bata (Nunchaku)         +4        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +4        1d10        19-20/x2     
Heavenly Fire           +4        1d4+4          20/x2      Ranged Touch

Celestial Bloodline Powers:
    * Heavenly Fire: 1d4+4 Ranged Touch Attack (30') (7/8 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each Recipient)

Spells:
    Cantrips                    First Level (5/5 per Day)
    * Daze                      * Chill Touch
    * Prestidigitation          * Mage Armor
    * Read Magic
    * Resistance
    * Touch of Fatigue
[/sblock]
 

Dr Simon

Explorer
Manachan's heavenly fire misses. As the vampire scrabbles against Brindom's armour it is engulfed in fiery wind from Dj'han and howls in rage just as it is about sink its fangs into Brindom's neck. It maintains its grip, however.

There is a sudden movement in the pile of corpses, where you noticed it before. Something moves suddenly and as the bodies shift in its wake they reveal a crack in the wall leading into the building to the left.

[sblock=OOC]
Dj'han's fire "breath" causes 1d6=1 damage, but the creature fails its save as well.

Full round 1:
Creature: grapple attempt on Brindom, CMB vs CMD, fails.
Remaining initiative order is:

Manachan
Dj'han
Brindom (currently grappled)
Edmond
Thorson
Majenko
[/sblock]
 

Ambrus

Explorer
Delighted by the plight of the smouldering creature, the tiny urchin utters an oddly vicious laugh as he launches himself off of the edge of the roof to arc down into the alleyway. The winds carrying him aloft grow frigid as minute snow crystals form and swirl violently around the boy. Then, as he swoops past overhead, the wily guttersnipe unleashes a blast of freezing northern wind to engulf the three creatures scrambling out of the refuse heap.

Meanwhile, Majenko discreetly skips along the rooftop, moving far past the trio of creatures to circle around.
[sblock=OOC]Move action to a position 15 ft directly above the trio. Standard action to project a 15-ft cone of cold; 1d6 damage; Ref DC 15 half. A failed save results in the creature becoming entangled and suffering an extra 1d6 cold damage each round for 1d4 rounds.[/sblock]
 

Dr Simon

Explorer
OOC: Just to clarify, nothing's come out of the hole in the wall, it was whatever was hding in the pile of bodies (presumably another vampire spawn) going into the hole in the wall that made the disturbance.
 

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