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


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Axel

First Post
Mhairi

Infuriated that the cultists had drawn Igatius' blood Mhairi bolts and whirls around to her left, carefully watching the backswinging scythe of Manachan's opponent to reach the offending cultist's rear. Raising her rapier for her third strike of the battle, she shouts"And THIS is for being a bunch of arrogant, weird little :):):):):):):):)s!"

[sblock=ooc and actions]
Sorry for the delay, again. Life is not as simple as it once was, and free time is evaporating faster than a labourer's cold beer on Friday afternoon.

I counted a 35' move (single move action) around all the threatened squares to the rear of Cultist #2 (square D3). If I've miscounted, throw an Acrobatics roll for Mhairi and she'll probably still reach the same square without any AoO.

Std action: Stabby stab with rap(i)er. Atk: 1d20+9+1(bless)+2(bless)=14. Damage: 1d6+3d6=14

Ugh...hate this die-roller already...
[/sblock]
 


Neurotic

I plan on living forever. Or die trying.
Manachan should go before Edmond, as defined on page 135 so.. [MENTION=29558]Mowgli[/MENTION]?
Initiative:
Mhairi
Manachan
Edmond
Ignatius
Rolth
Urgathoans
Don't be impatient Kaodi :)
 

Kaodi

Hero
OOC: Manachan readied an action that triggered when Rolth began to cast, which means he is now after Ignatius and before Rolth in the initiative order.
 

Neurotic

I plan on living forever. Or die trying.
OOC: My bad

Edmond tries to put an end to his opponent, he already managed to hold them for far too long. Shortly considering using his remaining spells, Edmond decides against it. There are more dangerous opponents and this one shouldn't last against his superior reach and training. Deathwail connects once again, bypassing weak parry, heavy weapon smashing through light blade block.

[sblock=Actions]
Standard: Attack with Touch of Fatigue vs #5; damage (1d20+11=24, 2d4+6=9) - Fort DC 12 or fatigued
Move: if the enemy drops, close on Rolth. If he cannot be threatened by Deathwail, then threaten the priest next to him (ideally both)

[/sblock]
 

Dr Simon

Explorer
Mhairi's rapier strikes something metallic - the cultist seems to be wearing some kind of breastplate under his robes. Edmond, however, is more successful with his heavier blade and strikes the man down from the stairs above him, before heading up onto the catwalk to face the necromancer.

[sblock=OOC]
Mhairi - attack P2, Miss.

Edmond, attack P5, hit and kills him.

Next up:
Ignatius
Manachan
[/sblock]
 

Kaodi

Hero
Ignatius flinches when he is struck by the scythe blade of the Urgathoan cultist. He cannot understand what Mhairi says, but she clearly appears distressed. The ifrit spares a moment to nod to her before turning his attention back to Rolth. With Edmond now bearing down on them, clearly he must keep the pressure on the necromancer and the remaining underling between him and the duskblade. So the ifrit raises his hand once again and another burst of flames washes over Rolth and his attendant.

OOC: Casting burning hands defencively. Ignatius concentration is high enough that failure is impossible. Burning Hands (DC 17): 5d4=11 Fire

Edit: OOC: My bad this time. For some reason even though you described them switching places I missed that it was now two priests above Ignatius on the cat walk. My action remains the same though regardless.
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan shifts his focus to defending himself against the priest in his face, delivering a quick one-two punch that is only partially effective.

[sblock=Actions]Attack (1d20+5=20, 1d20+5=14) Priest 4 for Damage (1d6+1=7, 1d6+1=4)[/sblock]

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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]
 

Dr Simon

Explorer
Ignatius' fire washes over Rolth and the cultist next to him. Although burned, both men are still moving when the flames clear. Rolth's attention is focussed on the tip of Deathwail as Edmond approaches.

"Protect me you idiot," he says, grabbing hold of the cultist and swapping places with him. The cultist edges cautiously forwards, trying to get past Edmond's reach with his scythe. Edmond wounds him but he manages to duck forwards and injure Edmond in return.

"You look tired," say Rolth to Edmond. He levels his finger and a dark ray of energy shoots out and strikes Edmond in the chest, sucking his energy away.

Meanwhile, the other cultist who was on the catwalk moves down to ground level, cautiously approaching Mhairi. The cultist flanked by Mhairi and Ignatius turns his attention to the ifrit and delivers a rapid series of strikes, causing wounds to open up.

In the doorway, Manachan trades unarmed strikes with scythe attacks and, although both combatants come away injured the cultist looks the worse for the exchange.

[sblock=OOC]
Ignatius - burning hands
Manachan - unarmed strikes

Cultist 1 - double move
Cultist 2 - attack Ignatius, hit for 9 damage (it's only a single attack, despite the flavour text)
Cultist 4 - attack Manachan, hits for 9 damage
P6 - move 10 ft, provokes AoO from Edmond which hits for 13 damage. Attack Edmond, hits for 7 damage.

Rolth - 5 ft. step, casts spell at Edmond. Ray Hospice 42.jpg, needs Fortitude save from Edmond (DC 19).
[/sblock]
 

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