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

Giddy at their success, Dj'hân skips lightly back down the stairs; his childish giggling echoing off of the stone walls of the vacant crypt. The urchin takes a hold of Edmond's pant leg and, eyes wide with delight, begins yammering on excitedly. "D'ja see? D'ja see? I blew the dancing dead away! Their bones just flew right apart! That was amazing! Can we do it again? Can we?"

A mild horn butt to his chest from the pseudodragon's head in his hands seems to cut the boy's rambling short. Seeing the blood welling up through the gash in Brindon's side, Dj'hân grows still as his face blanches. "Oh! Oh! You're hurt. Hold on..." The urchin is about to reach into his liripoop when the saurian head disapears and reemerges from the hat while proffering a long slim stick for Dh'jân to take. "Ah! Thanks Majenko." Taking the wand, which is nearly as tall as he is, Dj'hân moves so as to prod Brindon in the calf with it.

OOC: Fun combat. Kudos! Attempting a Use Magic Device skill check to activate the wand of cure light wounds.
 

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"Easy little one. This is just first step, entrance guardians. Later we'll face true master of this foul place. But you are right, good job all around."

OOC: question: is it possible to cast and 'hold' spell such as Disrupt unded or is it limited just to touch spells?
 

"Thanks Edmond," Brindom grits his teeth saying. "You think there will be something tougher down the tunnel?" He watches Dj'hân dubiously as the little man tries to figure out which end of the wand is up.
 

OOC: 6 points healed to Brindom.

Neurotic: I don't think so, but I'll see what it's like in Pathfinder.

Further edit: No, only with a touch spell, not a ray. The difference being, with a touch spell you charge up your hand with some sort of effect which is discharged when you use the touch. With a ray, the effect is fired from your hand when you cast the spell. It's not 100% clear, but my interpretation is that a "touch" spell referes to one with a range of touch, not one that requires a touch attack (thus excluding ranged touch attack.
 
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[sblock=OOC: touch spell]Yes, it would be too good to have readied action (and effectively quickened spell) at will :)

tactics: would reach enable Edmond to strike with attack of opportunity an enemy that approaches Brindom if he is directly behind (with reach weapon I believe you can fight from behind shield wall at -4? I'm not sure if it's allowed in PF rules...) - Edmond would essentialy be right behind Brindom who can then use total defense and turning attempts while Edmond strikes the enemies in initial contact.
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Seeing Brindom healed Edmond readies Deathwail and motions to Dj'ahn to scout the room.
"Let's go. Dj'ahn, if you please."
 

[SBLOCK=OOC]
Found a specific ruling on ranged touch spells:

Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

On the shield wall tactics, I don't see any suggestion of an attack penalty for doing so. Brindom will count as "soft cover" for Edmond (+4 AC but no effect on Reflex saves) but no mention of penalties. Maybe you are thinking of using a tower shield in hoplite style?
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[sblock=OOC]I'm not sure where that came from. It's even better then. Edmond goes behind Brindom who is on total defense. Edmond gains +4 also and can attack anyone coming into melee with Brindom with tripping or channeling attack of opportunity. If it remains standing we can proceed with melee :)
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The urchin offers the towering Brindon a proud grin following his healing handiwork. Returning the wand to the interior recesses of his magical liripoop, Dj'hân offers Edmond a stiff backed salute before turning and picking his way carefully down the bone strewn stairs. With his pseudodragon companion's head cupped delicately in his hands, the guttersnipe tentatively enters the huge ossuary. Swallowing loudly, he cautiously moves across the floor pausing every few steps to scan the ground ahead.
[sblock=OOC]Both Dj'hân and Majenko are searching the room for visible traps or obstacles as they move slowly towards the tunnel near the rear of the chamber. Half-way through the room, while hiding behind a column, Dh'jân will catch and cup his Ioun stone in a hand so as to all but block the light it emits. He'll then try to approach the tunnel mouth stealthily to study the path ahead.[/sblock]
 

[sblock=Dj'hân]
Dj'hân sees no obvious traps or obstacles as he crosses the floor of the ossuary. Hiding the 'Dj'hân-o-lantern', he looks down the tunnel leading out of the room. Almost immediately, the tunnel forks, and from both branches there comes a soft blue glowing light. Down the right hand tunnel, Dj'hân can hear voices speaking a language he doesn't understand. There are scraping and bumping noises, like something heavy being moved. From the left hand tunnel (which is slightly wider), he hears noises like some kind of craftwork being done - squeaks of rustly metal, taps, clinks and other quieter sounds than the opposite tunnel.

It is slightly warm and moist in the tunnels, and the smell of mud, sweat and rotting meat are all quite strong.

OOC: The blue lighting reminds Dj'hân of stories that he has heard over the years associated with strange disappearances. People who have vanished sometimes reappear after days, weeks, months or even years, with vague confused memories of strange tortures and experimentations conducted by small wide-eyed creatures under an ever-present pale-blue light.
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[sblock=Dr Simon]Dj'hân will stealthily inch his way over to the fork to peek along both tunnels. He'll carefully move along each tunnel a little ways (only if it's necessary) so that he and Majenko can glimpse the activity going on at the end of each branch.[/sblock]
 

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