Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave


log in or register to remove this ad

OOC: If I've got the map updated correctly in my head, Edmond is already at C5 (that's where he'd have been to flank with Ignatius last round. Iggy moved to flank with Manachan this round. Metagaming strategy strongly, if Edmond waits until after Manachan attacks, Manny can 5' step, then Edmond can 5' step into Manny's spot and get another flank bonus :D.

Manachan stands his ground for a moment, missing with an elbow but landing a glancing knee strike before shifting positions once more.

[sblock=Actions][/sblock]
_______________
06PostShot.png


[sblock=Stat Block]MANACHAN AINGEALI CR 4
Male Aasimar (MCP) Monk 2 Sorcerer 3
LG Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 17, flat-footed 18. . (+4 armor, +2 Dex, +1 deflection, +1 dodge)
hp 40 (2d8+3d6+5)
Fort +5, Ref +6, Will +9
Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed Strike FoB +4/+4 +5 (1d6+1/20/x2)
Ranged Crossbow, Heavy +5 (1d10+1/19-20/x2)
Special Attacks Flurry of Blows +4/+4 BAB +1, Heavenly Fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 5, +5 melee touch, +5 ranged touch):
1 (7/day) Magic Missile, Mage Armor (DC 16), Bless, Chill Touch (DC 16)
0 (at will) Resistance (DC 15), Read Magic (DC 15), Daze (DC 15), Touch of Fatigue (DC 15), Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +2; CMB +4 (+5 Grappling); CMD 19 (21 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 15), Weapon Finesse
Traits Magical Knack: Sorcerer
Skills Acrobatics +6, Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ AC Bonus +3, Celestial, Celestial Sorcery, Ring of Jumping, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Silver Dagger, Nunchaku, Nunchaku, Silver Bolts, Crossbow (5), Silver Dagger; Other Gear Grappling hook, Potion of Cure Serious Wounds, Rations, trail (per day) (8), Ring of Jumping, Ring of Protection, +1, Rope, silk (50 ft.), Sack (10 @ 15 lbs), Smokestick (4), Thunderstone (4)
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 0/20
Daylight (1/day) (Sp) - 0/1
Heavenly Fire (7/day) (Sp) - 0/7
Masterwork Silver Dagger - 0/1
Potion of Cure Serious Wounds - 0/1
Rations, trail (per day) - 0/8
Silver Bolts, Crossbow - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (2/day) (DC 15) - 2/2
Thunderstone - 0/4
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Celestial Summoned creatures gain DR 1/evil.
Celestial Sorcery Aasimar sorcerers with the Celestial bloodline treat their Charisma score as 2 points higher for all Sorcerer class abilities.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +4/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
Ring of Jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.

Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Stunning Fist (2/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Silken hair the color of spun gold; eyes the dark blue of deep ocean but shot through with silver; skin the hue of milk with just a hint of chocolate. Manachan was a sensation among his much darker Varisian clan – plainly proof that their kapenia showed true and that their line was descended from divinity.

The Aingeali clan claims descent in direct line from Irori himself, though the claim has been disputed by many. The birth of Manachan, with his very unusual coloring, has been taken as proof by his parents and others of the clan. In many ways, the young man had a charmed childhood.

However, the pressure on him to live up to his ancestor’s divine example has been tremendous, and has led to great internal conflict between the wild ways of his nationality and the discipline espoused by his perfect ancestry. In an effort to resolve this conflict, Manachan left his clan at the age of 13 to enter a small monastery devoted to Irori. He has spent the last four years there, training relentlessly and learning that the path to perfection requires, for him at least, a balance between freedom and discipline, and carefully maintained contradiction between his clan’s nature and his ancestor’s teachings. Adding to his difficulties, about a year after entering the monastery his sorcerous abilities manifested. The instinctual nature of his magic disrupted even further the strict discipline required by the teachings of the monks.

Now 17 and finished with his studies at the monastery, Manachan has found that balance and been released into the world to continue his struggles toward perfection. A confident, outgoing young man with an easy humor and tremendous ability, he has found it fairly easy thus far to make his way.

Now at loose ends and with no instruction other than to find his own way to pursue his perfection, Manachan resolved to return to Korvosa – he had met a young scholar (Edmond) there on one of his errands for the monastery and they had struck a fast friendship. He was fascinated with the life of the sprawling city and decided that learning more of it would provide him some valuable lessons for his path.

Manachan dresses in dark, smoky oranges and forest greens, typically wearing a narrow kilt like wrap from the waist down and either going bare chested or donning a simple tunic – depending on weather and social requirements of his current location. He keeps his hair tied in a ponytail. Other than eyebrows his body is completely lacking secondary hair. He wears his bata strapped to his back, along with his crossbow. All of his other belongings he carries in a sack – to be dropped at a moment’s notice in case of a need to defend himself.[/sblock]

 

Between them, Ignatius and Manachan take out the cultist in their midst. The last cultist standing fights like a dervish. Although unsteady on his feet form his wounds, his wildly swinging scythe slashes across Ignatius' thigh and opens an unpleasant-looking wound. This cultist had dipped his scythe into one of the bubbling vat, and the foul stuff enters Ignatius' bloodstream.

This is pure Blood Veil. No incubation period needed here; almost immediately Ignatius breaks out in the tell-tale red blotches and staggers as a wave of nausea and fever hits him.

[sblock=OOC]
P2 is down.

P1 - move and attack Ignatius, hit for 11 damage and infects with blood veil.

I rolled a 2 for Ig's Fort save, and he suffers 1 point of Con and 1 point of Cha damage, unless he has some kind of ability that gives him resistance to disease. However, you can also spend a Harrow Point (all new characters have 1, I think) to re-roll the Fort save if you wish.
[/sblock]

Hospice 46.jpg
 

Edmond circles around the cultist and slashes with Deathwail from below and across the cultists back with his still considerable strength. The spell of weakness robed the blow of some of its precise movement and speed, but that is still no reason to leave the enemy standing with such dangerous weapon.

Move: C4 - C3 - B2 - flank with Ignatius
Power Attack vs #1; damage (1d20+11+1-3+2=19, 2d4+6-3+4=11) - channel Touch of Fatigue Fort DC 12
 

Deathwail takes the last cultist through the chest and the madman drops to the floor.

Meanwhile, Mhairi continues to search through Rolth's loathsome belongings.

OOC: Out of turn for Edmond, but it finishes the fight.

[sblock=Mhairi]
She finds, as well as his various tools, a set of keys, a bone wand, a fancy-looking dagger, a jar of unguent, 6 black onyxes and a small spellbook. Rolth is wearing a headband and a ring, and a smart black cloak over his grubby leather coat.
[/sblock]
 

Ignatius staggers backward. He retreats a step from the cultist and rushes out the word to a prayer of healing which closes the wound the scythe had just opened up, though it does nothing for the Blood Veil. The ifrit looks up again, fire in his eyes.
Cure Moderate Wounds: 2d8+6=12

OOC: So I guess the masks only protect against contact transmission, not blood transmission, eh? Oh well. I will forgo spending the Harrow Point. Ignatius does not have great fortitude saves to begin with, and perhaps I can turn it into something cool once they get some rest.
 

Ignatius' righteous anger fades as he sees Edmond cut down the Urgathoan. He takes another step backward and away from Manachan as a second wave of nausea threatens to overcome him. "Truly vile stuff," says the ifrit. "Ma-make sure you have your masks... secured on tightly."

Looking down at his arms and hands for a moment, Ignatius becomes distant momentarily. When he looks back up again he says, his voice steady again, "Perhaps I should go inform our two charges that Rolth has been defeated, unless you think we should search these doors immediately. This should have been all that was left of their contingent, right? We hav made quite a bit of noise."
 

"Maybe you should use the wand first." says Edmond as he climbs back up the stairs.

He concentrates at mage and cultist bodies.
"Mhairi, if you allow me to help speed up the search, these things are magical:"
he lists what he sees...
"The rest I leave to your expert eye."

OOC: Magic attunement leaving me at 1/5 uses
 

Ignatius blinks. "Oh, uh, right. I forgot that we brought that with us," says the ifrit. He reaches into his pack and pulls out the wand that cures disease. He gives it a quick wave and then touches the point to where the infected scythe cut him. "Pardon me for a moment then, I must attend to our patients."

The ifrit quickly jots up the stairs to Mhairi's side. "Have you found the keys, my dear? I must free those men," he says. Once he has then in hand he races back down the stairs and out the door, through the Bacchanal and into the chamber where the men are chained. "Rolth has been slain, good men. Your minds may be at rest, as soon your bodies shall be." Ignatius uses the wand on both of the me, and when he is sure that neither of them is any longer infected he unlocks the chains.

OOC: Ignatius will use as many charges from the wand as are necessary to cure himself and the two men. You would probably be better suited to making any rolls that are needed for this and diagnosis.
 

"Manachan, please keep an eye on our good priest so he doesn't get into too much trouble. And don't let him drain the wand, he cannot save everyone and we may need it. We're the best chance for the city and some selfishness may be necessary to complete our mission."
 

Remove ads

Top