Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave - Page 67





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  1. #661
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    The double doors to the manor suddenly explode open; propelled by a violent gust of wind which ruffles the hair and loose clothing of those waiting outside. Carried out upon the wind, the panicked urchin tumbles end over end through the air before crashing into Edmond's chest. "T-t-tha dancin dead! They're coming!" Through the open doorway, six masked party-goers dressed in finery shamble across a blood-stained dance floor towards the group.
    Last edited by Ambrus; Tuesday, 5th April, 2011 at 03:05 PM.
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  • #662
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    OOC: Have a map.

    Initiative order:

    Manachan
    Brindom
    Dj'hn
    Edmond
    Majenko
    Zombies
    Attached Thumbnails Attached Thumbnails Carowyn Manor.jpg  
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  • #663
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    Manachan pauses for a moment as the lad comes barreling out the door. Quickly recovering his poise, he raises his hand in benediction and calls on Irori to lend his friends guidance and courage.

    Actions
    Cast Bless (+1 Attack, +1 Saves vs. Fear).


    Stat Block

    Manachan Aingeali
    Code:
       HP: 37/37     AC: 21  AC(T): 17  AC(FF): 18  Init: +06
      CMB:+03      CMD: 17
    
     Includes +4 for Mage Armor
     +5/19 for Grapples
    
    
                    Total  Base   Mod  Misc   Special
    Fort:            06     4     +1   +1    Resist (05) Electricity
    Ref:             07     4     +2   +1    Resist (10) Acid, Cold
    Will:            10     6     +3   +1
    
     Resistance Cantrip
          
    
    Weapon                  Attack    Damage     Critical     Special
    Empty Hand              +3/+3     1d06+2         20/x2     
    Nunchaku (MW)           +4/+4     1d06+2         20/x2     +3 CMB Disarms
    Crossbow (Heavy)        +4        1d10+2      19-20/x2     
    Heavenly Fire           +4        1d04+2         20/x2     Ranged Touch
    
     Includes Arcane Strike Bonus
    
    
    Celestial Bloodline Powers:
        * Heavenly Fire: 1d4+2 Ranged Touch Attack (30') (7/7 per Day)
            (Damage vs. Evil, Heal Good 1/Day Each Recipient)
    
    Spells:
        Cantrips                    First Level (5/7 per Day)
        * Daze                      * Bless
        * Prestidigitation          * Chill Touch
        * Read Magic                * Mage Armor
        * Resistance                * Magic Missile
        * Touch of Fatigue
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    Legacy of Fire
    OOC IC

  • #664
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    Knowing that he needs to get closer Brindom cautiously steps forward into the abode. He brings forth his holy symbol and unleashes a wave of positive energy upon most of the dancing dead.

    Actions
    5'step into house and channel energy (damage undead) 3d6


    Stats

    HP: 48/48
    AC: 19
    Fort: +5
    Reflex: +4
    Will: +7
    BAB: +3
    CMB: +3
    CMD: 16

    WEAPONS:
    longbow +9, 1d8 (arrows 20/20) - bless added
    short sword +4, 1d6 - bless added

    Abilities:
    channel energy(3d6) 4/5
    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- light, detect magic, resistance, stabilize
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    3- water walk, water breathing, d- prayer
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  • #665
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    Brindom calls upon the power of Erastil to blast the undead, and their decaying flesh is stripped away by the surge of energy. All of them continue to stagger forwards, however, although most seem to be in a bad state.

    OOC

    Brindom channel energy 3d6=11, Will save DC 14

    Zombies #1 and #6 make their save, the others fail, but none are down.
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  • #666
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    Gritting his teeth the urchin wipes a tear from his face with a sleeve, half-turns in Edmond's arms and holds out a hand towards the shambling horde of undead. In response the air around the party grows cold as motes of frost begin to swirl around them.

    OOC: Readying an action to unleash a blast of frigid air upon the zombies once they shuffle into range. Aiming to strike at least four of their number, possibly more if feasible (15-ft cone or 30-ft line of cold; 3d6 damage; Ref DC 17 half)
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  • #667
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    Edmond puts diminutive friend behind him and advances toward the undead menace with hate filled eyes.

    Deathwail makes deadly arc toward the right zombie.

    Move to within 10' of the zombie. Attack (forgot +1 from bless)
    Melee attack vs zombie 2 (1d20+10=17, 2d4 +6=10)

  • #668
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    The zombie collapses under the force of Edmond's attack, but the others continue to shuffle forwards.

    OOC

    Majenko to act next, then I'll adjudicate Dj'hn's attack.
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  • #669
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    OOC: But Dj'hn's action is ahead of both Edmond and Majenko...
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  • #670
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    Several of the zombies become coated with frost from Dj'hn's blast of frigid air. Theyir movements seize and they topple forwards. Several fragments of frozen flesh shatter on the tiled floor.

    OOC

    I took "Readying an action to unleash a blast of frigid air upon the zombies once they shuffle into range" to mean that Dj'hn was readying an action to trigger when the zombies moved on their turn, which they hadn't yet done. If you want to act before Edmond, however, I reckoned that 2,3, and 4 were within line of effect for the, er, line effect.

    3d6 damage = 12 vs. zombies #2, #3 and #4, none of whom make their saves.

    Only zombies #5 and #6 are left.
    Attached Thumbnails Attached Thumbnails Carowyn Manor 3.jpg  
    New from The Lazy GM: Freaks and Horrors. Pre-gen Pathfinder stats for forty monsters, classic and bizarre.
    The Lazy GM Series. Pre-generated monster stats for the discerning adventurer.
    The World of Conclave. Innovative (and free) webworld for d20.
    White Dwarf: The First 100 Issues
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