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

HolyMan

Thy wounds are healed!
[sblock=Quote]
[sblock=Actions] Channel energy (hey it effects them all and doesn't miss LOL) then 5'step NE please. [/sblock]
.
I don't think the current map shows that last 5' step (unless NE was impossible and you just move Brindom N), if that is so I should be above the spawn right now and wish to get behind it. If not he will move NE now.
.[/sblock]

"Once more noble Erastil, protect those whose faith is placed in me." Brindom prays holding his holy symbol out before him. The divine light burst forth once more against the spawn.

[sblock=Actions] Channel Energy (2d6 - DC14), it is the same day right - that would be three - and then the move described above, thanks [/sblock]

[sblock=Stats]
HP: 43/48
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) 2/5
Touch of Good 6/6
Calming Touch 6/6

ITEMS:
holy water: 2/2
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]
 

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Dr Simon

Explorer
Fire and holy power scorch the flesh of the vampire spawn, but the evil creatures withstand the onslaught. The one facing Brindom marks his movement, stopping the cleric from getting around him, and pummels with its claws, the dead flesh already beginning to grow back on its skeletal hand. Brindom blocks the attack with his shield.

The other spawn, near Edmond, dissolves into a pool of misty vapour, which seeps across the floor to the far corner of the room.

[sblock=OOC]
Dj'hân entangling exhalation 1d6=4 against #3, makes Ref save.

Brindom channel energy 2d6=8, both make save.

#1 attack Brindom, miss.
#3 assume gaseous form and move.

Next, Edmond, Manachan, Dj'hân, [new round] Brindom.
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Neurotic

I plan on living forever. Or die trying.
Edmond moves forward changing the grip on Deathwail and lightning dances on the blade. He swings Deathwail in low arc attempting to trip the beast, but grip changing wasn't quite complete and the handle slips out of his leading hand, the blade sparking against the floor.

"Brindom get away from it, we'll get it from range."

Move 5' NE
Attack: with channel shocking grasp
Trip attack; lightning damage (with -1 level) (1d20+10-1=10, 3d6=16)
- hold the charge for next attack
Step back 5' south (so he ends up is Brindom's column, but out of reach of 5' step, opportunity attack if it moves toward him
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Intent on his quarry, the Celestial Monk moves into the room even as he's targeting the Spawn once more with his Fire.

[sblock=OOC]Move to the SE corner of the room.
Attack Spawn 01 (again) with Heavenly Fire (Ranged Touch +4 TH, 1d4+4 Damage)[/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') (5/8 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
The group press into the room steadily, Edmond edging fowards, followed by Manachan, then Dj'hân and Majenko. With holy fire, Manachan drives the remaining (solid) vampire spawn back. The creature looks in a bad way, but it still standing.

[sblock=OOC]
Manachan heavenly fire 1d20+4 attack = 14, hit for 1d4+4=7 damage.

Spawn #1 looks on its last legs, spawn #3 is over in the SE corner in gaseous form.

Next,
Dj'hân
Majenko
Brindom
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Ambrus

Explorer
Bringing the storm winds along with him, Dj'hân flies in through the crack and rises up to the ceiling. Looking at the vampiric mist in the corner, the urchin merely shakes his tear streaked face. "Nah. That won't do you any good." The tumultuous wind surrounding Dj'hân whips everyone's loose clothing harmlessly about as he once more motions towards the mist cloud, unleashing a violent gust of dessicating heat to burn away the monstrous vapor.

OOC: 30-ft line of fire; 2d6 damage; Ref DC 15 half
 
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HolyMan

Thy wounds are healed!
If his opponent was a living man Brindom would offer quarter, but facing an unholy monster such as this is choice of actions are clear. He steps up drawing his blade prepared to send this poor soul back into the darkness of oblivion.

[sblock=Actions] Move to attack (don.t have the map up sorry) My attack with a short sword is +3 without neg. lvl adjustments - Roll high Dr. Si :p[/sblock]

[sblock=Stats]
HP: 43/48
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) 2/5
Touch of Good 6/6
Calming Touch 6/6

ITEMS:
holy water: 2/2
potions(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]
 

Dr Simon

Explorer
Dj'hân's heat burns away the mist, which dissipates with the hint of a mournful cry. Meanwhile, Brindom hides behind his shield, making jabbing attacks with his shortsword against the remaining spawn. Both combatants duck and swing, neither landing a telling blow on the other. But the spawn's burned hand is almost back to normal.

[sblock=OOC]
Dj'hân fire damage 2d6=7, fails Ref save. Spawn #3 is down.

Brindom shortsword attack vs. spawn #1, 1d20+2=7, miss.

Spawn #1 against Brindom, miss.

Next, Edmond, Manachan, Dj'hân, Brindom.
[/sblock]
 


Dr Simon

Explorer
Deathwail strikes the vampire spawn but doesn't do as much damage as Edmond would expect from such an attack - the blade almost seems to skate across the undead's flesh. It ignores the lightning arcing over it.
 

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