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

[sblock=Dj'hân, Majenko, Manachan]
Darting in beneath the derro, Majenko stabs his stinger into its ankle. The little creature slumps forwards just as Manachan comes in for a grapple, leaving him holding the derro as if catching it from a faint.

From down the tunnel behind him, it sounds like Edmond and Brindom are fighting... something.

OOC stuff:
Majenko sting attack on derro 10+6=16, hit. I decided to allow Majenko to ignore the derro's worn armour (but not natural or shield), based on the positioning/bare feet thing.

Derro fails save.

Manachan and Dj'hân's actions held due to new development.

[/sblock]

[sblock=Brindom, Edmond]
"Tickles!" says the otyugh as Edmond's spell affects it. Brindom closes on the monster from the side and slams his club into its rubbery hide with a wet smacking sound.
"Hurts!" it says, squeezing Edmond with the tentacle holding him, and lashing out at Brindom with the other. Although raked by the spined pad, Brindom wriggles free of its attempt to grab him as well.

OOC: Don't think so on Combat Casting, but Edmond makes check anyway. Might make sense to have some effect, perhaps, but defensive casting implies being able to move to avoid attacks, not possible whilst grappled. Also, casting a spell and attempting to escape a grapple are both standard actions, so only one per round.

Brindom attacks with club, 16+2=18, hits for 6 damage.

Otyugh damages Edmond for 1 damage and attacks Brindom, hit for 6 damage but failed grab attempt.

[/sblock]
 

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Manachan allows the unconscious Derro to slump the rest of the way to the ground and whirls into the tunnel behind, moving to aid his friends against whatever they are facing.

[sblock=Question]Is that all the Derro we've seen? I've lost track. Manachan would trust his friends to handle their end rather than leave a Derro to attack from behind if there's one left.[/sblock]
 

"Argh!! And you just hurt me, so stop or we both may end up really hurt." Brindom says trying to convince the creature it would be better to talk.

[sblock=actions]
Trying diplomacy +7 to get it to stop a minute
move action- none
Standard action: Ready action: If creature starts to attack then attack with club first +1 to hit (d6 dmg) [/sblock]

[sblock=Stats]
HP: 31/41
AC: 20 T: 13 FF: 17
CMB: +1
Speed: 20'
Fort: +4 Ref: +3 Will: +5

[/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][/quote]
 



Dj'hân takes off after Manachan, running directly beneath the worktables towards the tunnel entrance in the far wall to catch up with the larger humanoid. Seeing his pseudodragon friend likewise turning towards the sounds of battle, the urchin calls out for him to stop. "No! Somebody's got to stay with the derro in case they wake up. You're the one with the stinger so you watch em." Majenko hisses his displeasure at Dh'jân but remains where he is for the time being. The urchin disappears into the tunnel, pulling a gust of wind behind him as he passes the pseudodragon.

OOC: Dj'hân double moves towards the sound of battle. Majenko busies himself with searching the bodies of the three derro in the workroom; disarming them while remaining ready to sting them should they begin to stir.
 

Manachan and Dj'hân race down the narrow corridor to find another chamber, lit by Edmond's dancing lights that bob and hover near to Brindom.

The chamber opens out to the left-hand side (as they see it), where the walls seem to descend into a pit of slurry. An island of solid ground is left in the centre of this room, upon which lies a pile of body parts in varying states of decay. The sickly sweet stench of rotting flesh mingles with a whiff of excrement.

Heaving itself out of the mud-pit is a huge bulbous sack of a creature, its flabby body split by a toothy maw. Three tentacles emerge from the sack. One holds Edmond wrapped in its grasp; the holy warrior sends a pulse of blue magic into the creature as it drags him over to its mouth and bites. The middle tentacle holds a pair of eyes, one above the other, and it points towards the newcomers. The third tentacle lashes out at Brindom. The cleric slaps at it with his club, but it still grabs him wraps around him.

"Stop or we both might end up really hurt," says Brindom to the creature.

"Me eat you first!" is all it has to say in reply.

[sblock=Dj'hân]
The creature is an otyugh, and many of these creatures are "employed" by the city in the sewers as living waste disposal units. Sometimes they escape. They are surprisingly intelligent, and can talk. They aren't overtly hostile, nor evil, but usually very hungry. Their bite can carry disease.
[/sblock]

[SBLOCK=OOC]
It will take a little while for Majenko to search the derro, so I'm holding off for now on that information. Under PF rules, the derro must make a save every minute against his stinger, so I think at least 8 rounds need to pass before I check.

Manachan and Dj'hân move into the chamber.

Otyugh: Grapple attempt on Edmond, beats CMD. Tentacle causes 7 damage. Second attack with bite, hits for another 7 damage. Third tentacle attack hits Brindom for 4 damage and engages grapple.

Edmond: Spellcraft check for Concentration: 1+6=7, fails to beat DC 24 Is still grappled.

Brindom: readied attack 6+2=8, fails to affect otyugh. Diplomacy check 5+7=13, not enough. Is now grappled.

Initiative order for next round:
(Majenko)
Manachan
Brindom (grappled)
Otyugh
Dj'hân
Edmond (grappled)
[/sblock]
 

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Umm, I already cast the spell. Chill touch allows for level touches...and touch attack automaticaly succeeds in grapple. There should be no concentration required...that's why I did it that way...
 

"Oh no you won't!" Brindom says swinging the club hard at the tentacle. "Let me go!" he says as the club comes down. "Let me go!"

[sblock=action] Standard action= attack with club +1 to hit; dmg (1d6) [/sblock]
 

Manachan bolts into the fray, launching a flying kick at the monster at the end of his move across the room.

[sblock=OOC]I don't know where he's starting in the room, so I can't tell if Manachan will actually be able to close and attack this round. If he can, +3 TH Unarmed Strike.

W/ map, looks like he's easily able to close the distance and launch a single attack. I guess he'll be subject to a AoO since the critter is large . . . Oh, well, you can't have everything![/sblock]

[sblock=Stat Block]
Code:
   HP: 33/33     AC: [COLOR="Red"]20[/COLOR]*  AC(T): 16   AC(FF): [COLOR="Red"]17[/COLOR]*
 Init: +06    ST(F):+04   ST(R):+05    ST(W):+07

*Currently +4 due to Mage Armor

  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 (3/4 per Day)
    * Prestidigitation  * Chill Touch
    * Read Magic        * Mage Armor
    * Resistance
    * Touch of Fatigue
[/sblock]
 
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