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

Axel

First Post
Mhairi

Mhairi loitered behind as the others walked off. She took the opportunity to empty all the jars of little black stones that she could find into a sack. They'll rattle while I walk, but still reckon I make less noise than Tin Man Ed and his clanky armour.

Coming out of the room that much later she misses the nurse's reacion to the writhing undead...things. It isn't a novelty anymore for Mhairi though. Rather than being disgusted and horrified she is amused - that somebody takes themself seriously enough to create such...crap art... She grins rather inappropriately at the nurse's expression of transfixed shock, taking altogether too much pleasure out of scaring the stuck-up-bitch's brains out.
 

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Kaodi

Hero
Ignatius follows silently behind Edmond. In his mind he is preparing himself for what must surely be the coming battle against the fell priestess the prisoners told them about.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan also follows along with the others, keeping his eyes and ears open.

Perception (1d20+13=26)
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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)
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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
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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.
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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
Manachan remains alert, but sees or hears nothing apart from the rustling of the animated corpses writhing behind the glass.

Beyond the double doors, the vat room is occupied again. Robed figures stand guard throughout; dressed as the Urgathoan cultists but slashed and burned-looking, with a pallor to their skin and a blank look in their eyes. These must be the cultists that you killed before, just a few hours previously. Something else has changed too - near the back of the room is a tall glass tank filled with liquid, and some kind of humanoid figure moving within. Another cultists lurks nearby to the tank, scythe at the ready.

Hospice 50.jpg

[sblock=OOC]
Initiative:

Ignatius
Cultist
Manachan
Mhairi
Edmond
Zombies
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=21938]Dr Simon[/MENTION]
OOC: I didn't count before...is everyone but #9 undead? Also, coordinates?
 
Last edited:

Kaodi

Hero
As Ignatius bounds forward a few steps into the vat room his blood is positively burning, or singing, as the battle fugue washes over him. He stops and for a split second he is blinded again like he was in his dream. Instinctively he raises his right hand, and now he can feel it too, the burning power. His vision returns, clearer then before, as whirling flames spin and form an orb of pure fire in his hand. He looks forward to the centre of the room and reaches out, palm forward with the fiery orb hanging suspended in front of it. Suddenly it contracts to the size of a marble and Ignatius commands in booming voice: [sblock=Celestial]"BURN IT ALL TO ASH!"[/sblock] At that instant the white hot bead zips forward into the centre of the room and almost without pressure explodes into a giant ball of fire.

Fireball (DC 19): 6d6=11

OOC: Jesus Christ, was that an unlucky roll for my first fireball! Four 1s and a 2, sheesh. The target is the vertex between the two vats and in front of the walkway. From there it should get every zombie and all the vats, and possibly brush the front of the glass tank. Ignatius moved three spaces forward to just inside the door on the left.
 

Dr Simon

Explorer
The flames wash over the zombies, leaving most of them blackened and fragile, but a few on the edge are merely singed. The Urgathoan, just out of range of the blast, smashes the tank open with his scythe and retreats through the door behind him.

Leukodaemon.jpg

The creature that was inside staggers forwards and shakes itself, doglike, of the briny fluid coating it. The creature is ogre-sized, with tattered raven wings dragging behind it and a head like the skull of a horse, or perhaps sheep.

Hospice 51.jpg

[sblock=OOC]
All zombies still remain upright despite Ignatius' fireball. Numbers 1, 2 and 6 are the least damaged.

Next up, Mhairi.
[MENTION=24380]Neurotic[/MENTION], yes, 1-8 are all zombies but 9 isn't.

Odd that creatures with horse-skull heads should crop up in two of my games at the same time!
[/sblock]
 


Axel

First Post
Mhairi

Mhairi paused after Ignatius stepped through and set up such a burst of flame that a gust of wind came from behind and pushed her hair around. Seeing the latest...thing...step through the mess of broken glass she groaned. "Ohhh...we should've just torched this place last night. Weird :):):):) doesn't stay dead it looks like. Anyone got plan better than more fire?"

The small half-elf drew her weapons while quickly moving forward and to her right - trying to get into the room before they were held off at the doorway. As Mhairi approached the stairs, and the zombie cultist near it she feinted, pretending to head straight up the stairs before driving forward to strike the zombie. Better hope they're as easy to fool as the stories, that was NOT your finest move...

[sblock=ooc]
Sweet-as time to roll a 20 Kaodi!! :D

Should be Manachan first by the initiative count but as I'm about to head to bed I posted.

Coutned 35' movement for the following, though possibly mistaken (starting square isn't entirely clear, have been up since 4am etc etc).
5'to get into the room (left of A column). Tumble into A6 (10') then B7 (20').
Std action: Feint vs Zombie 4.

No access to invisible castle on this network, sorry. Acrobatics DC = Zombie's CMD, check modifier is +13. If I counted movement wrong and am short, she'll go at full speed for A6->B7 (DC increases by 10).

Feint maneuver check is DC=10+zombie's BAB + Wis modifier (or sense motive skill if trained). Mhairi's modifier is +11.
[/sblock]
 

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