Dr. Si's Curse of the Crimson Throne - Beta Group

Maidhc O Casain

Na Bith Mo Riocht Tá!
Likewise glad for the battle leadership of his friend, Manachan moves down the hall with his crossbow at the ready. As soon as he comes in sight of the Derro he aims and shoots.
 
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HolyMan

Thy wounds are healed!
A little slower to react than the others Brindom joins the group by bringing up the rear. He shakes with excitment as the adrenaline rushes once more through his body.
 


Dr Simon

Explorer
Charging down the tunnel, Edmond runs straight into the derro's ambush and recieves a crossbow bolt depp in his shoulders for his troubles. Having fired, the derro turns and flees deeper into the Warrens.

Edmond lashes out with a colour spray spell but the colours seems to wash over the fleeing derro like water off a duck's back. Manachan has time to fire his crossbow, hitting the little blue creature in the back before it dodges around a corner out of sight.

To the right, the tunnel opens into a larger room, lit by rushlight. A stocky humanoid figure with a grossly distorted head, like rolls of flab drooping down over its face, lumbers towards you.

"Cabbagehead smash you!" it growls. Apart from a leather apron over its blubbery flesh, the creature seems unarmed.

[sblock=OOC]
Derro: attack on Edmond, hits for 8 damage. Edmond makes Fortitude save.

Edmond: Cast colour spray, caster level check 10+3=13, fails.

Manachan: crossbow vs. derro, 14+3=17, hit for 9 damage.

The derro is out of sight before the other two can react. The new creature is probably an ogrekin, a deformed and degenerate half-ogre.
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan puts his crossbow away and steps toward Cabbagehead, raising his arms and placing one foot slightly forward (classic Muay Thai stance). He mutters a few quick syllables under his breath, and one of his hands erupts in pale blue fire.

"Someone should watch our backs - the Derro may return, or he may have friends."

[sblock=Actions]Prepare Chill Touch, to be discharged on regular unarmed attack (so it will be vs. Cabbagehead's regular rather than touch AC, and will do unarmed damage in addition to the spell). Step forward to enter combat with the creature. When it's Manachan's turn to attack he'll not use Flurry of Blows, so his TH will be +3.

Manachan's Mage Armor lasts for three hours, so I think it's still in effect - making his own AC 20.[/sblock]

[sblock=Stat Block]
Code:
   HP: 33/33     AC: 16   AC(T): 16   AC(FF): 13
 Init: +06    ST(F):+04   ST(R):+05    ST(W):+07

  BAB: 01       CMB:+01     CMD:+13

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +3        1d6            20/x2     +2 Flurry of Blows
Nunchaku                +3        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +3        1d10        19-20/x2

Celestial Bloodline Powers:
    * Heavenly Fire: 1d6+3 Ranged Touch Attack (30') (6/7 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each)

Spells:
    Cantrips                    First Level (2/4 per Day)
    * Prestidigitation          * Chill Touch
    * Read Magic                * Mage Armor
    * Resistance
    * Touch of Fatigue
[/sblock]
 
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HolyMan

Thy wounds are healed!
Raising his shield up before him, Brindom moves cautiously to the tunnel the derro ran down. He takes up a postion to watch should the little beasty return.

[sblock=actions]
Standard Action: Total Defense (+4 AC)
Move Action: Move to block the tunnel the derro went down
[/sblock]

[sblock=Stats]
HP: 40/41
AC: 24 T: 17 FF: 21
CMB: +1
Speed: 20'
Fort: +4 Ref: +3 Will: +5

[/sblock]




[sblock=Spells]Orisons: Mending, Detect Magic, Create Water, Read Magic
1st lvl: Remove Fear, Cure Light Wounds, Bless, + Protection from Evil
2nd lvl: Restoration,Lesser, Hold Person, + Shield Other
Abilities:
Channel Energy(living): 3/5 (2d6)
Calming Touch: 5/5
Touch of Good: 4/5 [/sblock][/quote][/quote][/quote][/quote][/quote]
 

Ambrus

Explorer
Bolstered by his companion's resolve, Dj'hân heads back into the tunnel in pursuit of the derro. Skipping swiftly along the ground and stirring the air with his passage, the tiny urchin deftly moves through the forest of legs to follow the left hand tunnel down which the derro is fleeing.

OOC: Assuming he catches sight of the creature, Dj'hân will unleash a dessicating sirocco on the derro; 15-ft cone of fire; 1d6 damage; Ref DC 14 half; entangling exhalation feat.

––––––––––––––––––––––––


The restless pseudodragon continues sniffing around the workroom's furnishings in search of something interesting.
 

Dr Simon

Explorer
Manachan steps up to "Cabbagehead", and the deformed ogrekin swings a meaty fist at the aasimar.

"Rolth give me big reward for your pretty head!" he says.

Although it looks lumbering, the ogrekin is faster than you might expect, and Manachan realises that it is more skillful at unarmed fighting than he first expected, as the fist connects with him for a powerful, bone-crunching result.

Taking position behind Manachan, Edmond hooks Cabbaghead's feet from under him with Deathwail, and Manachan takes advantage of his foe's prone state to deliver a counterstrike. Cabbagehead howls as the blue energy crackles into him.

In the other direction, Dj'hân darts through his companions to where Brindom has taken up a defensive stance. The little urchin seems to skip above the ground at great speed as a swirl of winds surrounds him. Catching sight of his foe, Dj'hân sends the winds surging forwards, and it feels to him as if he gently drops down to the floor as he does so. Strange.

The derro howls as the burning air surges around it. Pulling a lever on its strange crossbow, it laboriously turns and fires. Although buffeted by winds, the bolt hits Dj'hân, the force nearly knocking the boy off his feet. He is tougher than his tiny size would suggest, however.

[sblock=OOC]
Actions this round (in initiative order)

Brindom: Full defence

Cabbagehead: Fist attack on Manachan, hits for 8 damage (lethal - he has Improved Unarmed Strike).

Dj'hân: Move after derro and use cone of fire. 6 damage, Reflex save fails. Note that Dj'hân would not make the distance on foot so again I took some liberties and assumed that he flew, even if he didn't realise it, as when he fled from the skeletons.

Edmond: Trip attack with Deathwail, 20+7=27, success. Cabbagehead falls (No action from Neurotic, I took the liberty of using a favourite tactic)

Manachan: Unarmed strike on Cabbagehead, 20+3=23 (vs. prone), hits. Confirm 10+3=13, no critical. Damage 1d6=2 from fist plus 1d6=4 from spell for 6 total. Cabbagehead makes Fort save.

Derro: (entangled). Ready and fire crossbow at Dj'hân, hits for 5 damage, plus poison. Dj'hân Fort save 3+6=9, fail, lose 1 Str. Note, I'm using Pathfinder poison rules, which means that you need to make a save every round or continue to lose points. One successful save halts the process.

Majenko is still searching the room, I'll give you results when the fight is over but he's not found anything exciting yet.

Those darker areas in the room behind Cabbagehead are pits, by the way.
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