Dr. Si's Curse of the Crimson Throne - Beta Group

Dj'hân takes on an air somewhat more reminiscent of his typical boyish enthusiasm. "Why don't we just stay in the stairs and let em come up at us one at a time? I can hit em all with blasts of southern wind; dry em out till they crumble inta dust while you big guys bash em down in front."
 
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OOC:

Map attached of the room how Dj'hân saw it. 1-6 are the human (oid) skeletons, 7 is the owlbear. They may have moved since then....
 

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Leading the way, shield and cudgel in hand, Brindom whispers a prayer to Erastil. "Bless me and my friends in this trial of courage." At the base of the steps Brindom let's the prayer washover him and his friends.

[sblock=casting] Cast Bless duration one min/lvl adds +1 to attack and saves vs. fear making sure to catch everyone[/sblock]
 

Grinning up at Brindom, Dj'hân reaches into his liripoop past Majenko's head as the towering cleric begins hunting around for a makeshift club. In defiance of the cap's tiny size, the urchin carefully withdraws a tapered piece of hardwood as long as he is tall. Holding it up over his head, the boy offers up a cherubic smile and the human-sized club to Brindom. "Here. I figured this might come in handy."

Next he reaches into his cap and withdraws a clenched fist. Smiling impishly, the guttersnipe opens his hand to release a bright point of light that spirals up to circle lazily around Dj'hân's apple-sized head like some sort of loyal will-o-wisp. The boy stretches his tiny arms out to either side in a theatrical flourish. "Tadaa! It's my Dj'hân-o-lantern! I had my friend ol' Jeremiah magic it for me."

OOC: Being tiny, Dj'hân can occupy another character's square. He'd like to be in the front rank and so will remain in Edmond's space just behind him as they go down the stairs.
 

Manachan strides patiently along behind his peers, content to make his way into the combat as the opportunity arises.

As soon as space to move opens up he will move to engage.

[sblock=Stat Block]
Code:
   HP: 33/33     AC: 16   AC(T): 16   AC(FF): 13
 Init: +06    ST(F):+04   ST(R):+05    ST(W):+07

  BAB: 01       CMB:+01     CMD:+13

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +3        1d6            20/x2     +2 Flurry of Blows
Nunchaku                +3        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +3        1d10        19-20/x2

Celestial Bloodline Powers:
    * Heavenly Fire: 1d6+3 Ranged Touch Attack (30') (7/7 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each)

Spells:
    Cantrips			First Level (4/4 per Day)
    * Prestidigitation		* Chill Touch
    * Read Magic		* Mage Armor
    * Resistance
    * Touch of Fatigue
[/sblock]
 
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Into the Dead Warrens

The three men now see what Dj'hân discovered - the stairs descend to a wide room with a domed ceiling, 20 ft. overhead, supported on four columns. The walls and the pillars are all decorated in bones set into plaster. In a few places where the plaster has given way to age, they are scattered and broken on the floor.

To either side, steps lead down into pits full of bones. On the opposite wall, a tunnel has been roughly dug leading out of the room.

The skeletons have moved, and are standing in a cluster at the base of the stairs. As you approach they suddenly lift up their skulls and clatter into activity again, turning empty eye sockets towards the group and heft rusty scimitars. Blocking the base of the stairs is the large skeleton of an owlbear that raises its claws and clacks its beak menacingly as you approach.

[sblock=ooc]
Initiative order:

Manachan
Dj'hân
Brindom
Humanoid Skeletons
Owlbear Skeleton
Edmond

Note, I've put you at the base of the stairs on the map, you don't need to be quite so close if you don't want.
[/sblock]

[SBLOCK=Ambrus]
Dj'hân knows that skeletons are not affected by cold, are best fought using bludgeoning weapons and that they are mindless and not usually affected by tricks or mind-control magic.
[/sblock]
 

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Manachan

Suddenly realizing that using his crossbow would allow him to attack even though he's unable to physically reach the skeletons, Manachan pulls out his weapon and begins laboriously cranking.

[sblock=OOC]:o I knew there was a reason I took a distance weapon! Full round action to load it up, but he wasn't going to be doing anything this round anyway from the back . . .[/sblock]

[sblock=Stat Block]
Code:
   HP: 33/33     AC: 16   AC(T): 16   AC(FF): 13
 Init: +06    ST(F):+04   ST(R):+05    ST(W):+07

  BAB: 01       CMB:+01     CMD:+13

Weapon                  Attack    Damage      Critical     Special
Empty Hand              +3        1d6            20/x2     +2 Flurry of Blows
Nunchaku                +3        1d6            20/x2     +2 Flurry of Blows
                                                           +2 CMB Disarms
Crossbow (Heavy)        +3        1d10        19-20/x2

Celestial Bloodline Powers:
    * Heavenly Fire: 1d6+3 Ranged Touch Attack (30') (7/7 per Day)
        (Damage vs. Evil, Heal Good 1/Day Each)

Spells:
    Cantrips			First Level (4/4 per Day)
    * Prestidigitation		* Chill Touch
    * Read Magic		* Mage Armor
    * Resistance
    * Touch of Fatigue
[/sblock]
 

OOC: I suggest we position ourselves at the point of first sight (at the top of the stairs?) instead of melee at the bottom. We create choke point and can use Turn Undead and Edmond's reach.

EDIT: I hate being last, cannot plan anything. In general: if big skeleton still stands after Dj'ahn and Brindom, Edmond blasts him with guissarme shocking grasp. Power attacking if there is flank, AoO or other advantage...at range, Disrupt Undead
 
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Edit: Oops. Neurotic ninja'd me.

Dj'hân comes to an abrupt stop once the light of his circling will-o-wisp illuminates the giant animated skeleton further down the stairs. His breathing becomes fast and his tiny shoulders tremble lightly as the nightmarish monster clacks its beak at them hungrily. "W-w-we s-should s-stay here..."

Then the boy's face suddenly lights up with an impish smile. "T-they aint got no brains in their empty heads! If they're stayin down there maybe its cause they was told to stay and guard the room, but not the stairs. They might just stand there and let us blast them inta dust from here if we don't get any closer."

Focusing intently on the dancing dead at the bottom of the stairs, the urchin somehow causes the still air of the crypt to stir. Suddenly loose clothing, dust and cobwebs in the stairwell rustle violently as a desiccating whirlwind forms around Dj'hân and gusts down to envelop the skeletal monsters below. The urchin then begins backpedaling up the stairs to wait and see if any reprisals from the monsters below are forthcoming.

[sblock=OOC]Dj'hân called a stop 15-ft. from the bottom; just out of the owlbear's expected reach. He's producing a 30-ft line of fire (2d6 damage; Ref DC 14 half) which should be able to envelop the owlbear and skeletons 2 and 6 I believe. He'll then move back in case the skeletons advance. If the skeletons stay put, then we might as well do the same and destroy them all systematically with ranged attacks; Dj'hân will simply repeat the above action every round until all the skeletons are dust. If they do advance up the stairs, then we can simply fight while retreating to stay out of the skeletons' reach.[/sblock]
 
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Brindom holds his Holy Symbol high. His courage bolstered by the needs of his friends for him to do his best.

[sblock=Stats]
HP: 41/41
AC: 20 T: 13 FF: 17
Club attack: +1 to hit, 1d6 dmg, critx2, range 10'
[/sblock]




[sblock=Spells]Orisons: Mending, Detect Magic, Create Water, Read Magic
1st lvl: Remove Fear, Cure Light Wounds, Bless, + Protection from Evil
2nd lvl: Restoration,Lesser, Hold Person, + Shield Other
Abilities:
Channel Energy(living): 5/5 (2d6)
Calming Touch: 5/5
Touch of Good: 5/5 [/sblock]
 

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