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

Kaodi

Hero
OOC: I just looked back at all the pages and all I could see Mhairi taking was a couple of points of non-lethal, so I guess we are good to go. Switching bless to the beginning of the routine since its duration last six minutes as opposed to one for guidance. At end of this post we will be ready to open door and remaining duration of guidance will be Ignatius 7 rounds, Manachan 8, Mhairi 9, Edmond 10.

"Gather 'round," says the ifrit quietly, standing before the double doors, "And steel yourself for the great battle with the necromancer Rolth which lies just beyond these doors." Ignatius then prays to Sarenrae as the goddess' power fills him and her blessings fall upon the party. He then says a few words to bolster his own resolve, a few words of guidance to Manachan, then Mhairi, and lastly Edmond. As he says the last syllable, the door looms large, as it is time to enter!
 

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Dr Simon

Explorer
The double doors swing open, and an acrid chemical stench wafts through. It rises from three large vats of bubbling... stuff that stand at the far end of the room. To either side, stairs rise up to a catwalk above the vats. Six hooded men wielding scythes, with robes bearing the fly emblem of Urgathoa, stand ready in this room and, overseeing from the catwalk, a sickly-looking human wearing a blood spattered apron with pockets full of medical tools.

"I know you!" he says. "You destroyed one of my laboratories and some valuable minions. For that you will die and your corpse will serve me forever."

[sblock=OOC]
#1 is Rolth, #2-7 are the scythe-wielding Urgathoan minions.

Initiative:
Mhairi
Manachan
Edmond
Ignatius
Rolth
Urgathoans

Mhairi has the favour of the Harrow for this combat - she gains 12 temporary hit points and a +2 bonus to any Constitution-based roll.
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Neurotic

I plan on living forever. Or die trying.
"One of your...you just earned yourself interrogation instead of death." states Edmond flatly.

"Everyone, let's head on one side so they have to traverse the length instead of splitting the group. Manachan, can you jump up if I boost you or provide stepping stone?"

OOC: How high is the catwalk? That is, could teleport 10' get me up if I come close enough?
 



Axel

First Post
Mhairi

Mhairi paused, just fractionally, to assess the situation. "I'll not call anyone master, but thanks for asking," she quips in reply, grabbing her rapier and a starknife while moving quickly to her right.

Striking quickly, before the minions can react defensively, Mhairi lunges, hoping a rapid strike can help even the numbers.

[sblock=ooc]
Sorry for delay, just back from a 3 week holiday that ended in a 3 day drive (from Adelaide to Perth if anyone cares enough).

Move action: Move diagonally "south-east" two squares (15'), drawing two weapons while moving (BAB and 2 weapon fighting). Standard action: attack #3 with rapier. Should be vs flat footed owing to them not acting yet in the round.
+9 to hit, 18-20 threat, 1d6 damage + 3d6 sneak attack. Sorry, out of time for Invisible Castle...

[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Only idiots stand talking when the foes are ready for battle . . . well, if he insists . . .

The sorcerer throws out his hand, and a stream of glittering particles snakes toward the "doctor." It swirls around him for a moment, turning the air golden, before exploding in a luminescent burst and covering three of those on the catwalk in glitter.

[sblock=Actions]Cast Glitterdust, actually centering the spell just to the north of Rolth - from there it should get Rolth, Number 6 and Number 7.

-40 Stealth, Will Save DC 17 or blinded. They get a new save each round vs. the Blindness.[/sblock]

_______________
06PostShot.png


[sblock=Stat Block]MANACHAN AINGEALI CR 4
Male Aasimar (MCP) Monk 2 Sorcerer 3
LG Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 17, flat-footed 18. . (+4 armor, +2 Dex, +1 deflection, +1 dodge)
hp 40 (2d8+3d6+5)
Fort +5, Ref +6, Will +9
Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed Strike FoB +4/+4 +5 (1d6+1/20/x2)
Ranged Crossbow, Heavy +5 (1d10+1/19-20/x2)
Special Attacks Flurry of Blows +4/+4 BAB +1, Heavenly Fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 5, +5 melee touch, +5 ranged touch):
1 (7/day) Magic Missile, Mage Armor (DC 16), Bless, Chill Touch (DC 16)
0 (at will) Resistance (DC 15), Read Magic (DC 15), Daze (DC 15), Touch of Fatigue (DC 15), Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +2; CMB +4 (+5 Grappling); CMD 19 (21 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 15), Weapon Finesse
Traits Magical Knack: Sorcerer
Skills Acrobatics +6, Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ AC Bonus +3, Celestial, Celestial Sorcery, Ring of Jumping, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Silver Dagger, Nunchaku, Nunchaku, Silver Bolts, Crossbow (5), Silver Dagger; Other Gear Grappling hook, Potion of Cure Serious Wounds, Rations, trail (per day) (8), Ring of Jumping, Ring of Protection, +1, Rope, silk (50 ft.), Sack (10 @ 15 lbs), Smokestick (4), Thunderstone (4)
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 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
Rations, trail (per day) - 0/8
Silver Bolts, Crossbow - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (2/day) (DC 15) - 2/2
Thunderstone - 0/4
--------------------
SPECIAL ABILITIES
--------------------
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 1/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 +4/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
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 Jump checks.

Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Stunning Fist (2/day) (DC 15) 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.
--------------------
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.
Edmond rushes toward the stairway, careful to leave enough space for his allies. He swings Deathwail over stairway guardrail. This, combined with his inertia causes the weapon to glance of the stairs, missing the opponent.

Move: Move down keeping next to the wall, ending 2 squares from both #3 and #5
Standard: Power attack vs #5 with Touch of Fatigue; damage (1d20+11-2=12, 2d4+6+6=15)

OOC: Dr Simon, would it be too much to put some coordinates on the map?
 
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Kaodi

Hero
Ignatius is not quite sure he head Edmond right as the battle fugue flows over him, but he follows the warrior and moves to the right to attack the Urgathoan in front of them. The ifrit swings his morningstar, and while his aim is good whether he deals a blow depends greatly on what they are wearing under their robes.

OOC: Move to square left of #3 and attack.
+1 Morningstar: 1d20+7=15, 1d8+2=10
 

Dr Simon

Explorer
Mhairi is the only to land a telling strike on the Urgathoans, staggering her opponent but not putting him down. The two priests nearest the party pushing forwards attack with their scythes, but are wrong-foooted by the sudden assault, and both Mhairi and Ignatius narrowly avoid nasty injury.

The priest next to Rolth rubs at his eyes and bats the air, but no-one else seems affected by Manachan's spell. Rolth makes a clawing gesture in the air, and a ghostly hand appears next to Edmond, making the same gesture. It pulses with dark energy, but Edmond ducks its attack. Meanwhile, the other four priests, including the blinded one, mutter prayers almost in unison. There is a stench of carrion and it seems like a host of flies suddenly appears an enters their bodies. They heft their scythes with a new surge of vigour.

[sblock=OOC]
Mhairi - attack P3, hit for 15 damage.

Edmond - attack P5, miss.

Ignatius - attack P3, miss.

Rolth (#7) - spectral hand attack vs. Edmond, Miss

P3 - attack Ignatius, miss.

P5 - attack Mhairi - miss

P1, P2, P4, P6 - cast a spell. Spellcraft me if you want to know what.

Well, what a rubbish round of dice rolls!

Next up:
Mhairi
Edmond
Manachan
Ignatius
[/sblock]
 

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