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


log in or register to remove this ad

Lynn moved closer the pinned man while keeping a close eye on the other deserters.

And what exactly is it you are doing here that outweighs your duty to maintaining the order of this city?
 

Edmond Deathwish

"ThatWhether you want to go back or not is of no importance. Once you clear your guard obligations with Marshal Kroft you can return here. I don't believe she needs troublemakers just now. But deserting simply isn't an option.

Besides, if you do honest work you have to have a sponsor. I'd put some money into the venture, but you need to convince me it's legit."



OOC: just to be clear, of no importance regarding his wish not to go back, not Lynn's words
 

The brief fight, the injuries suffered, the harsh words exchanged and the ensuing tense atmosphere seems to have quickly suppressed the halfling child's enthusiasm for their first official mission. Dj'hân remains standing atop the small chest looking back and forth between the assembled adults, the quivering tip of his staff and narrow shoulders betraying his nervousness and uncertainty.
 

Tension is thick in the air. The two tied members of the Cow Hammer Boys are returning to consciousness, tied up by their comrades. Two wands are trained upon the Cow Hammer Boys - Lynn's wand of magic missiles, Dj'hân's "staff of power".

Under Edmond's boot and pole-arm, Verik shakes his head.

"Free food for the poor, that's better than beating up carters in the name of Her Majesty," he says angrily. "We weren't hurting anyone. If Kroft sent you, she's the one who's turned this into a fight."

Suddenly he grabs the shaft of Edmond's guisarme and pulls. Edmond keeps hold of Deathwail, but the deserter is still able to use the leverage to leap to his feet. His eyes flick towards a spear propped against the right hand wall.

[SBLOCK=OOC]
Dj'hân's healing wand on Edmond: 6 points.

Going to continue the initiative order as it stands:

Lynn
Dj'hân
Verik
Edmond

So Lynn and Dj'hân can react to Verik's sudden move. Edmond has two chances for an AoO here - one is the failed disarm attempt, the other is standing from prone. He can only make one AoO, though.

Edmond's pin attempt (d20 +CMB vs. 15+CMB) 12+5 =17, fail, so Verik isn't technically pinned.

Verik's moves this round - disarm (fail), stand from prone.
[/SBLOCK]
 

The wily urchin turns in fright, though not surprise, when Verik renews the fight. Hopping deftly down from the chest, he moves to point his quivering staff of power at the towering soldier. Like the bear... Suddenly, the air in the room stirs once more and pulls a few playing cards left on the table behind him into the air to swirl around the tiny halfling. As the temperature rises rapidly, a desiccating wind surges away from the boy and swirls past Edmond to again envelop the desperate deserter. Everything in the room between the halfling, the man and even past him (the doorjamb, the floor boards, the wooden furnishings and far wall) smolder and darken as if charred by fire. All around, the airborne playing cards slowly flutter to the ground.

[sblock=OOC]Move action to reach the door. Standard action to envelop Verik in a 30-ft line of fire; 1d3 damage; Ref DC 13 for half. Failure on the save renders him entangled. The effect won't affect Edmond, even if he's caught in the line of effect, since he's unknowingly protected from it by Dj'hân's endure elements effect.

Can I ask how much fire damage Verik suffered from the second round of being entangled by Dj'hân's desicating wind?

And just as a reminder, Edmond's AoO will benefit from Verik's -4 penalty to AC for being prone because it occurs before his action to stand.
[/sblock]
 
Last edited:


Edmond Deathwish

Edmond has no patience to argue with man this stubborn. As Verrik grabs Deathwail Edmond jerks it up and aside and brings it back down on prone man, still taking care to turn dull side of the blade as not to kill the idiot.

To hit(1d20+5=15); Damage (2d4+6=14)
OOC: non-lethal attack to disable rather then kill, -4 to hit vs. -4 to AC I rolled normal attack.
OOC: low to hit, but may be enough; max damage :)
 
Last edited:

What was going on here, were they really doing the right thing bring this man in? Lynn desperately wished they had spent more time investigating before jumping in. So occupied by racing thoughts, she was nearly taken by surprise when Vancaskerkin began forcing himself free. Thinking quickly she slid her slender dagger back into its sheath to free up her hand to cast. He had to make a play for the weapon so she waited for him to make a dash for it, clear of the others.

[sblock=ooc]

Sheath weapon

ready action to colour spray him as soon as I can catch him without hitting my compatriots. :)

[/sblock]
 

Edmond smacks the flat of his guisarme blade into Verik as he stumbles to his feet, sending the man flailing. With more luck than grace he stumbles over the table, avoiding most of Dj'hân's blast of scorching air and a second strike from Edmond. The table tips over, sending clouds of scorched paper into the air. The silver dagger clatters to the floor. Groggy, singed, but still on his feet, the tenacious deserter glances between Edmond, his spear and the dagger, both weapons within his reach. Edmond blocks the doorway, preventing Lynn from getting a target with her spell. Peering between the legs of the holy warrior is Dj'hân, staff of power at the ready.

[SBLOCK=OOC]
Half-Cockroach template applied to Verik, I'm sure.

Hit for Edmond's AoO, not enough to put him down. I rolled an attack for Edmond's 'official' attack, but it was a miss on 9.

Dj'hân's breath weapon - 3 damage, save made for half.

Lynn is unable to get a clear line of effect on Verik from where she is.

Initiative is the same for next round:

Lynn (holding)
Dj'hân
Verik
Edmond
[/SBLOCK]
 

Remove ads

Top