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

Kaodi

Hero
"Once you have told us what you know, Brunlida," says Ignatius, "I believe it would be safer if we returned you to the care of our friend upstairs. Though I suspect the two of you will get along much better now that you have accepted the truth. The best way you can help us finish this, other than divulging what you know, is to be our insurance. If something happens down here and we yet perish, you need to tell our allies what you saw down here and everything you remember that has transpired while in the employ of Davaulus."
 

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Axel

First Post
[sblock=forgotten reply]
Plainly startled at first, Manachan stiffens briefly as the flirty woman hugs him but then relaxes and returns the hug with a somewhat awkward pat on the shoulder. "It was nothing, really. I'm certain you'd have done the same were our positions reversed." He holds up a hand as she offers to return his dagger. "No, you keep it. You're far more effective with it than I, and this way we won't have to waste time and endanger ourselves passing it off again."

Mhairi smiled at Manachan's compliment, and the offer to keep the attractive looking dagger. "Thanks for making me feel guilty Manachan. If you asked Ed first, he'd tell you I probably wouldn't have run forwards at all... Yesterday I know I wouldn't, but I don't know anymore. Everything keeps changing..." she says, sadly. "But you...well...you leap into a fight to distract a demon from killing me, then save me from dying with magic, then offer to let me keep a special dagger?" If I didn't know better, I'd think you were trying to get into my good books?" she adds, with a grin.
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"I always knew there is good heart in you, little one. You just hid it, even from yourself.

Now, if we're all ready, let's scour this pit clean."
 

Dr Simon

Explorer
"I didn't even know this place existed until today," says Brunlida. "I mean, I'd heard rumours that the Arkonas had secret caverns for smuggling when they used to own the warehouse, but this.... I mean, I worked in the day, basically to make sure that only the truly ill were allowed in to save resources. I thought that Davaulus and his Physicians had chambers upstairs." She shakes her head. "Sorry I can't tell you any more, and that's the truth."

The only thing to do seems to be to proceed. Mhairi checks the doors and then Edmond opens one and the group moves deeper into the Urgathoan complex.

Both doors leed to the same room, another grim laboratory with walls lined with greasy candles and ugly-looking tools and equipment. Dominating this room are three more tanks, each containing a luekodaemon suspended in bubbling green liquid. Scrape marks and a pale patch on the floor show where a fourth has been moved - the one that you have just fought. Fortunately, these leukodaemons look lifeless and drained, but there are two Urgathoan cultists lurking near a pair of stone doors on the far side of the room. The doors are ajar and you can just make out a corridor beyond. The Urgathoans start to move towards the doors as you enter, but Manachan and Ignatius are quicker off the mark.

[sblock=OOC]

Hospice 57.jpg

Initiative order:

Manachan
Ignatius
Cultists
Edmond
Mhairi
[/sblock]
 

Kaodi

Hero
Ignatius moves with purpose towards the cultist on the right, raising a hand filled with flames to jab at his enemy while he holds his morningstar in his shield hand ready to switch back. [sblock=Celestial]"Consorting with daemons only adds to your crimes. Prepare for the cleansing fire of justice!"[/sblock]

OOC: No charge; Touch of Flame is a +5 melee touch, 1d6+3 fire damage.
Edit: It appears Invisible Castle has been healed. So: Touch of Flame: 1d20+5=18, 1d6+3=6 Fire
 
Last edited:


Axel

First Post
Mhairi

The sight of more demons - even immature ones - makes Mhairi's skin crawl. If one was so tough, four could've stormed the palace...

Taking advantage of Edmond and Ignatius being closer to the cultists she darted through the doorway, aiming to get behind the cultists.

[sblock=ooc]
Sorry for long delay, RL has been kicking me in the nuts.

Mhairi's actual actions will depend on the cultists' positions after they move (since they're ahead in the initiative order). Intent is to get behind them, then stabbity-stab using a flank from Ed or Iggy. Or move further if she needs to.
[/sblock]
 

Dr Simon

Explorer
Ignatius' fire strikes the cultist on the left. The man tries to duck, but although he manages to get his armour to deflect some of the fire he is still knocked back by the blast.

[sblock=OOC]
Ignatius - touch of flame hits #1, who is still going.
[/sblock]
 


Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan falls back on his trusty magic missiles, firing off three in rapid succession at the same cultist blown backward by Ignatius and then moving into the room.

[sblock=Actions]
Dr. Simon, the individual missiles did 5, 5 and 2. If either of the first two kills the cultist he'll switch targets and use the remaining missile(s) on #2.[/sblock]
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[sblock=Stat Block]Manachan Aingeali
Male Aasimar (MCP) Monk 2 Sorcerer 4
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 21, touch 17, flat-footed 18 (+4 armor, +2 Dex, +1 deflection, +1 dodge)
hp 47 (2d8+4d6+6)
Fort +5, Ref +6, Will +10
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed strike +5 (1d6+1/x2)
Ranged Heavy crossbow +5 (1d10+1/19-20/x2)
Special Attacks flurry of blows +0/+0, heavenly fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 6):
2 (4/day) Glitterdust
1 (8/day) Bless, Chill Touch (DC 16), Mage Armor, Magic Missile
0 (at will) Resistance, Touch of Fatigue (DC 15), Daze (DC 15), Read Magic, Prestidigitation (DC 15), Jolt
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +3; CMB +3 (+5 Grappling); CMD 20 (22 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist (3/day) (DC 16), Weapon Finesse
Traits Magical Knack (Sorcerer)
Skills Acrobatics +6 (+11 to make high or long jumps), Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ ac bonus +3, bloodlines (celestial), celestial sorcery, stunning fist (stun), unarmed strike (1d6)
Combat Gear Potion of cure serious wounds, Smokestick (4), Thunderstone (4); Other Gear Crossbow bolts (20), Heavy crossbow, Masterwork Silver Dagger, Nunchaku (2), Silver Crossbow bolts (5), Silver Dagger, Ring of jumping, Ring of protection +1, Grappling hook, Sack (10 @ 15 lbs), Silk rope, Trail rations (8), 2669 GP, 9 SP, 12 CP
--------------------
TRACKED RESOURCES
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Crossbow bolts - 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
Silver Crossbow bolts - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (3/day) (DC 16) - 0/3
Thunderstone - 0/4
Trail rations - 0/8
--------------------
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 2/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 +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
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 Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp
Stunning Fist (3/day) (DC 16) 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]
 

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