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

"We'll be right behind you. Be careful. Just ot be sure, you DO NOT have to go. We can go all together."

OOC: is there a temple on the graveyard? Can Brindom get us some holy water and/or similar items?
 

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"I should maybe go in second," Brindom says taking his holy symbol off his neck and wrapping the throng around his left hand. The symbol then rests on the back of his hand as he grips his long bow and nocks an arrow. "Think I'll need some light though."


[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]
 

Holding onto Majenko's head, the urchin clambers up out of Edmond's backpack and deftly jumps down to alight softly on the ground. A warm breeze gently ruffles loose clothing and hair as Dj'hân brushes past the legs of his towering companions on his way to the open door. On the threshold, he turns back for a last look and a few whispered words. "Just stay here and keep quiet fer a bit. We'll be back soon." Gotta be brave, like the bear. With that the urchin cautiously enters.

[sblock=Dr Simon]I don't know how much light there is inside, but I figure there's likely enough for Dj'hân's low-light vision to function. He intends to move slowly and stealthily, searching ahead of him for possible traps or concealed passageways as he goes. He's also depending in part on Majenko's darkvision and blindsense and some timely telepathic instructions/warnings/observations about anything he notices along the way.[/sblock]

Edit: Hey! My four thousandth post! Huzzah!
 
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Manachan peers through the door after his tiny friend and whispers, "Don't go too far . . . we want to be able to get to you if you need help."

[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]
 

[SBLOCK=Ambrus]
Behind the broken doorway, steps lead underground, and Dj'hân creeps down them stealthily. At the bottom of the stairs, just dimly lit enough for the little guttersnipe to see, is a massive square room. Dj'hân can just about make out the far wall, about 60 ft. away. Four carved pillars rise from the centre of the room, supporting a domed ceiling overhead.

The room is filled with bones. Skeletons embedded in the plaster of the walls, some having dropped to the ground where the lime has decayed. Stacks of bones of individuals types lay around the walls and are used to decorate the pillars. To the left and right, steps lead down to pits, filled with even more bones. This must be one of the old ossuaries, abandoned since the construction of the Cathedral of Pharasma on the edge of Grey District.

Dj'hân can just make out, on the far wall opposite the stairs, a small tunnel has been dug out of the wall. Then Majenko hisses a warning and Dj'hân sees movement out of the corner of his eye. In the bones pits to either side, something stirs...

OOC: Map will follow at some point. I've just upgraded my computer and haven't loaded PSP yet.
[/sblock]

OOC: There is a Cathedral of Pharasma on the edge of Grey District, you can have picked up some holy water on your way past, if you like. Otherwise, bar Abadar and Asmodeus, all other faiths are served by the Pantheon (except, of course, the really nasty ones like Lamashtu and Rovagug).
 

[sblock=Dr Simon]Dj'hân doesn't wait to see what manner of horrors might crawl out of the pits of bones; he turns and, in a panic, virtually flies up the stairs as fast as his little legs will carry him.

OOC: I'm assuming that Dj'hân won't have any trouble escaping since initiative hasn't even been established yet. Correct me if I'm wrong. Also, Dj'hân is actually flying up the stairs, even if he's not yet aware of it. ;)

Might I know how many... things... were stirring in the pits? With his blindsense Majenko should be aware of the number and approximate location of hidden or concealed creatures in the room. Also knowledge (religion) check may be in order to try and identify the creatures in the room.

BTW, how high is the ceiling of the chamber?
[/sblock]
 

[SBLOCK=Ambrus]
Yes, no need to roll initiative yet.

Between Dj'hân and Majenko they reckon 6 human(oid) skeletons in the right-hand pit (as you look from the stairs) and one large skeleton (msot likely an owlbear) in the left-hand pit. There may have been others buried beneath the bones but you didn't notice (and blindsight would be no help).

The ceiling of the room is roughly 20 ft. high at the highest point of the dome.
[/sblock]
 

All is quiet for the few brief minutes after the urchin enters the mausoleum. Then, suddenly, Dj'hân bursts out of the crypt door and flies straight into Edmond's chest. White faced and seemingly unhurt by the collision with the holy knight, the boy stammers as he struggles to recount what he witnessed. "The d-d-d-dancing d-d-dead! Bones! L-lots of bones! E-everywhere! Moving!!!"

Struggling in Dj'hân's hands, the pseudodragon turns his disembodied head to focus on the urchin. Sparing a glance at his saurian companion, the urchin swallows loudly, nods silently, takes a few deep breaths and tries again. "A-a staircase in the mausoleum leads down a long flight of steps to a big ol' abandoned Pharasman ossuary..." The urchin stretches his tiny arms as wide as they'll go for added emphasis. "It's about twenty paces square with a high vaulted ceiling with four big columns. The walls and columns are all covered in bones! The floor is littered with em too! There are these two wide pits with stairs to either side piled high with even more bones. That's where the dancing dead are; in the pits. The one on the right had a half-dozen or so skeletons as big as you guys while the one on the left had a giant skeleton getting up; like an owlbear or something!" This time the urchin traces a wide arc over his head with his hands to emphasize the giant's skeleton's towering height. "We didn't see anybody else in the room, but it looks like there's a dug out tunnel leading out at the far end."
 

"Very well, good work. Brindol, would you take the point? I'll cover you with my weapon and Manachan can overrun us both if needed. Dj'ahn, hold tight it might get rough if you just sit on the backpack. If your power doesn't destroy big one, I'll take it. The rest of you focus on the rest of them."
 

"I will do what I can but it sure sounds like a lot of them." Brindom says putting away his bow and arrow. "But my bow won't do me any good against a bunch of bones," he says unhooking his shield and looking about for something to use as a club.

Finding the discarded handle of a shovel he picks it up and gives it a few test swings. "I will go in first and use the shield to help protect both of us stay close behind me, I do have some powers that can help." Brindom starts for the steps. "Pretty dark in there anyone have a litte light?" he asks with a small grin.

[sblock=OOC] Sorry Brindom doesn't affect undead with his channel energy only the living.EDIT:CHANGED AFTER RULING And a club is still free in the equipment section. ;)
Plan on walking down the steps in total defense (that still in PF?) and cast Bless round 1 of any combat. [/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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