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

Taking up the rear guard with a slight limp, Brindom tries to follow the conversation but keeping his attantion on rear guard doesn't help. When Edmond looks ohim for an ideal he whispers. "I'll follow your lead I know you won't stir us wrong." Keeping his cudgel tucked in his belt he draws his sword for what maybe close quarters combat.

[sblock=ooc] I think whatever we do we do in pairs nobody should be off alone. [/sblock]
 

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"Good suggestion Dj'ahn, Majenko, I didn't know you can do that. Very well, we wait the result of Majenko's stab. Manachan, be ready to race there and help him. We'll stand ready to assist."
 

Dj'han replaces his liripoop upon his disheveled head and nods up at Edmond. "It's Majenko's idea." The pseudodragon draws the corners of its maw back into a crocodile's smile.

Making use of his darkvision and natural camouflage abilties, the tiny wyrm pads off ahead of the group into the darkness of the ossuary room. Cupping his magical 'Dj'hân-o-lantern' in his tiny hands, the urchin waits a few moments until he looses sight of the pseudodragon before holding a finger up to lips and motioning for the three larger men to follow quietly behind. The guttersnipe keeps a firm grip on the lantern, allowing only enough light to slip between his fingers so that the four of them can negotiate the room without tripping and falling. Dj'hân stays a few paces ahead of the others, carefully steering the group around lost bones or loose flagstones that might crunch or shift noisily when stepped upon. The urchin likewise points out any raised flagstones or protrusions that might cause one of the men to trip and fall. Moving tentatively into the rough-hewn tunnel, Dj'hân leads the group all the way to the fork and motions for Brindom and Edmond to remain there while he and Manachan continue up along the left-hand tunnel a few more paces to the bend around which they might spy the goings on in the workroom from a safe vantage point.

Moving stealthily ahead of the others, Majenko makes his way through the ossuary room, into the tunnel and cautiously along the left hand passage toward the workroom. The wily dragon takes cover behind jutting protrusions along the rough hewn walls as he advances. He lies in wait outside the workroom for a short while so as to observe the movements of the lone derro; carefully picking the right moment to steal up behind the creature to strike from surprise. When ready, the pseudodragon scurries swiftly into the room, raises its barbed tail and strikes.

[sblock=OOC]According to my calculations, a Pathfinder pseudodragon should have a Stealth score of +19 in a subterranean environment. It's sting attack has a reach of 5-ft. so no need to enter the derro's square. It has a +6 to strike in melee and, if attacking from surprise, the derro will be flat-footed. Damage is 1d3-2 plus poison (Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.)

If the derro isn't overcome in the initial surprise round, assuming he is surprised, then Majenko will attempt to win initiative the following round (initiative +2) and sting him again before he can react.
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OOC: Manachan will have crossbow loaded and ready - if the Derro doesn't fall to Majenko's poison he'll fire off a shot.

[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') (6/7 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]
 

Majenko slinks down the tunnel and lurks in the darkness, Manachan a little way behind him. Wait for my signal, says the pseudodragon to Manachan, telepathically, and moves to the entrance to the room.

There's a lone derro, looks like he's performing some kind of operation.... He's placing stirges on a body - can't tell if it's the Shoanti or not. Okay, his back's turned. Going in.

Majenko swoops in quickly behind the derro and lashes out with his sting. The derro's skin is surprisingly tough, and the pseudodragon's stinger doesn't puncture it. The derro spins around and sees the tiny dragon flitting around the room. It lets out a shriek of surprise, and throws the stirge it is holding up into the air. The leather-winged, blood-sucking creature seems a little stunned by its sudden freedom. Majenko darts down to sting the derro again but once more his stinger fails to penetrate the derro's armour and skin.

Manachan, now!

Manachan steps forwards and fires his crossbow. And misses.

The stirge finally reacts and decides to attack Majenko. The two creatures swoop around the room in a miniature dogfight.

[SBLOCK=OOC]
Majenko's Stealth easily beats the derro's Perception, so Majenko gets a surprise round.

Majenko surprise attack =14, fails to beat flat-footed AC.

Intiatives:
Derro 17
Majenko 16
Manachan 13
Stirge 5

Derro releases stirge and moves to the hutches on the eastern wall.
Majenko: sting attack on derro, 7, miss.
Manachan: crossbow attack on derro, 10, miss
Stirge: attach attack on Majenko, 7, miss.

The other three are alert to this situation and can join in, or tackle the other two derro as you see fit. Maybe everyone will roll better next time!

#1 is the derro, #4 the stirge. #s 2 and 3 would be the other two derro, but you can't see them at the moment. The wooden structure on the top right of the stirge room is a hutch with another stirge in. On the nearest table is a body with four stirges attached and drinking blood.
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Edmond moves so that he is just behind the bend in the tunnel so that anyone who shows himself is within reach of Deathwail. Thus securing himself versus missile fire he awaits further development. Concentrating briefly, one of lights he summoned floats around the bend so it foils darkvision and stealth of his opponents while giving him ample warning as shadows play on the wall opposite him. He readies power attack and freezes stock still waiting for something to strike.

[sblock=Actions]
Move two squares into left tunel (to his right) as stealthily as he can and ready action as described above. Dancing light dances down the tunnel and stops in that partial square just above first full square in the hall. For the moment he will conserve his magic...
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Taking up postion at the juncture Brindom keeps an eye out both ways, he wants to make sure the other creatures don't come in behind the party.

[sblock=Stats]
HP: 37/41
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): 4/5 (2d6)
Calming Touch: 5/5
Touch of Good: 5/5 [/sblock]
 

Manachan moves in on the Derro, setting himself up in a flanking position with Majenko, and delivers a hard strike with his bata.

[sblock=Neurotic]Light doesn't foil Darkvision, but does make it irrelevant (to the extent of the light, anyway . . . And good call on setting up shadows to forecast bad guys approach![/sblock]
 

OOC: Regarding lighting, don't forget that both of these rooms are lit by a soft blue glow (that seems to come from the walls), so it's not total darkness down there anyway (although the junction is in shadow).
 

Dj'hân's face contorts in revulsion at the sight of the hungrily feeding stirges. Stepping forth from his position next to Manachan, the urchin assumes control of the air in the tunnel and causes it to swirl around him before unleashing it in the form of a desiccating sirocco on all creatures in the workroom. Unlike the stirges and the derro, both Manachan and Majenko experience the sudden gust as nothing more than a delicate summer breeze.

OOC: Dj'hân is next to Manachan, not at the fork in the tunnel. 15-ft cone of fire; 2d6 damage; Ref DC 14 half.
 

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