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

Axel

First Post
Mhairi

Mhairi curses again as her blow strikes armour. Idiot girl! Why would you strike his body? Go for the armpits or the legs.

With Ignatius still trying to set the underground complex alight, Mhairi tries once more to neutralise the opponent. Her right handed rapier strike is aborted by the cultist's scythe swinging back for another strike at Ignatius, so she spins to her right and slashes at his (These weird people would just HAVE to be men...COLOR]) neck with her four-bladed starknife. In the half-elf's anxiety to quickly take down her opponent she rushes the strike, telegraphing the move a few seconds ahead - making for an easy block on the shaft of the scythe.

[sblock=actions]
Full attack.
Right hand (rapier): 1d20+10=12. Gonna call that one a miss and lucky not to fumble.
Left hand (starknife): 1d20+9=14. Probably also a miss...

Balls!!! I think Invisible Castle hates me. I can't seem to roll over about an 8 with any particular character...
[/sblock
 

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Neurotic

I plan on living forever. Or die trying.
Fort Save DC 19 (1d20+6=16) - Fail; it's just my luck that he hits me AND I fail my "good" save...I'm going monk for saves and getting protection items ASAP!


Edmond frowns as the ray hits him.
"So, Rolth, graveyard wasn't good enough, you decided to move up in the world. Too bad you ran into us again. What's cooking?" - young warrior indicates the vats of bubbling liquid
 

Dr Simon

Explorer
Right hand (rapier): 1d20+10=12. Gonna call that one a miss and lucky not to fumble.
Left hand (starknife): 1d20+9=14. Probably also a miss...
[/sblock

OOC: Yep, both misses. You need to beat AC18 for the cultists, even flat-footed (they're all protection and no dodge).

Fort Save DC 19 (1d20+6=16) - Fail; it's just my luck that he hits me AND I fail my "good" save...I'm going monk for saves and getting protection items ASAP!

OOC: Edmond is now exhausted (-6 Str and Dex, half movement, can't run or charge). Bad luck all round, but I guess it makes up for me rolling a "2" for all the cultist's attacks last round!


Rolth smirks as he sees that his spell has taken effect.

"Why not have a taste and find out?" he says.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manchan's follow up isn't quite as good as his previous attempt; a knife-hand strike at his opponent's throat is a little low and is stopped cold by the metal of his breastplate, and the priest deftly turns aside the knee that would otherwise have rendered his left leg useless.

Attack (1d20+5=17, 1d20+5=15)
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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
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DEFENSE
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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
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OFFENSE
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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
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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)
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TRACKED RESOURCES
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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
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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]
 

Kaodi

Hero
Ignatius frowns slightly. He had hoped that Mhairi would have gutted the cultist with her last two strikes, but there is nothing for it but to continue the fight. The ifrit carefully weaves a spell of healing to close his wounds, and tries to keep the cultists attention on him. [sblock=Celestial]"Look into my eyes, servant of darkness, and see that the only mercy given this day will be to this city as righteous fire consumes you!"[/sblock]

OOC: Casting cure moderate wounds defencively. Concentration is just high enough that it is also an auto-success. I guess as Mowlgi and I have broadcast our actions early it is now still Neurotic's turn before the bad guys go again.

Cure Moderate Wounds: 2d8+6=19
 
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Neurotic

I plan on living forever. Or die trying.
Edmond stares at Rolth.
"Your half trained stooges cannot stand before might of Irori. My body is my own, regardless what magic you employ." he states flatly.

Underscoring the statement, Deathwail cuts into the cultist priest


Attack vs priest with Touch of Fatigue; damage (1d20+11+1-3=22, 2d4+6-3=9) Fort DC 12
OOC: this assumes I don't have reach to get to Rolth. Also, how long does this weakening effect last?
 
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Dr Simon

Explorer
Edmond cuts down the priest before him, and Rolth's sneer turns to a look of fear. The necromancer moves back along the catwalk, gesturing at Edmond as if flicking magic from the tips of his fingers. Edmond feels his limbs stiffen and grow heavy.

Meanwhile the cultists continue their attacks at ground level. The newcomer swings his scythe at Mhairi, missing, but providing enough distraction for his cohort to step out from between Mhairi and Ignatius, and level another slash at Ignatius, wounding the ifrit. By the door, Manachan deftly ducks and blocks his opponent's swings.

[sblock=OOC]
Edmond - attack P5Hospice 43.jpg, hits and kills him.

P1 - attack Mhairi, miss.
P2 - attack Ignatius, hit for 5 damage.
P4 - attack Manachan, miss.

I need a DC17 Will save from Edmond, please.
[/sblock]
 

Kaodi

Hero
Ignatius glowers as the cultist moves out from between himself and Mhairi. But another opportunity to flank has presented itself if he can move into position a little bit more quickly than the half-elf. He makes a gesture for her to pause for just a moment and hopes she gets the message.

OOC: If Mhairi delays until after Ignatius, he take a 5' foot step to the Northwest and then she can move behind the cultist for the flank. Depends on whether she would get the drift of his gesturing though.
 


Axel

First Post
Mhairi

Catching a strange expression on Ignatius' face and a baffling hand gesture, Mhairi understands the holy man's burning desire to catch the necromancer, Rolff. With a quick smile she quips, "Alright, you got one then," and flips away from the cultist toward the vat of bubbling liquids.

With a small leap, she places her right foot on the vat's lip before quickly vaulting off it and onto the adjacent stairs. Having cleared the grand melee on the floor, the diminutive thief glances upwards and begins to close the distance as quickly as possible.

[sblock=ooc]
Made a sense motive roll to understand Ignatius. Epic fail...again (1d20+6=9). Actions written up accordingly, sorry Kaodi.

Acrobatics to extricate herself from threatened square = 25, DC=cultist's CMD.
Acrobatics to jump onto stairway = 30, rate DC for vertical jump and/or long jump as required (DC=24 for standing vertical jump of 3 feet, 32 for standing vertical jump of 4 feet). Roll again as required (1d20+13)

So THAT'S how the die roller works. Non-attack rolls only >10........*grumble grumble mutter*

I hope her movement can be easily enough interpreted through the IC post, but in plain English she is using Acrobatics to move onto the stairs "north" of her current position, then moving as rapidly toward Rolff as she can with any move remaining (35' movement too, yay).
[/sblock]
 
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