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  1. - Top - End - #91
    Bugbear in the Playground
     
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Having finished with the remaining thugs, the party descends via the lift to the lower level of the fishery.

    The lift moves slowly, affording you a good look out over the Jeggare River, where a strong wind blows, whipping up waves to crash against the shore below you.

    Your descent reveals a dock below you, the wood planks composing it beginning to rot, which juts out into an even more rotten pier. A pool of bloody fish remains has been recently thrown in the water by the pier, turning it red. The lift also affords you a view of the fishery, and from your new angle, you can see that its lower floor seems to be a smaller building constructed directly below the main floor, made of the same wood as the rest of the fishery, and beginning to grey from wear. The door to this building is shut, and there are no windows.

    You are not alone, however, and your presence has been noted: A short man with a sour face and lacy, expensive-looking clothing stands near the pier, along with two burly mercenaries, each clad in suits of steel scales, with crossbows in hand. Your concern as to why they do not shoot becomes clear as the lift grinds to a halt, touching down on the dock: grubby, bleak-eyed children stand in front of you, blocking your way. They have been armed with rusty daggers, and sullenly look at you, shuffling forwards.

    You note another child, bound and unconscious, near the edge of the dock by the bloody fish remains.

    Round 1...
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    You've won initiative again, so go ahead and post.


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    I forgot to put Kalinda on this, so, King Tius, feel free to tell me where you're standing when you post.
    Last edited by Leviathan; 2011-07-02 at 08:31 PM.

  2. - Top - End - #92
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Rennard

    Aldrin, do you have any more magical sleep spells? I have a spell that might be able to take one of the mercenaries out

    The fencer once again starts drawing sygils into the air with his left hand, waiting for an opportunity to present itself while focusing his mind on the waters right below the pier

    Actions
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    Swift: Activate the Arcane pool

    Standard/Move:

    1) IF Aldrin can cast sleep
    1-a) and casting a spell would not cause an AoO (either by the enemies being asleep/ Rennard having enough time to cast the spell as the elevator finishes moving/ there is enough room)

    Rennard will cast Hydraulic Push vs M1, trying to push him out of the pier and into the water

    CMB - (1d20+5)[18]

    1-b) Casting would produce an AoO but it would be possible to use Acrobatics to move to a position that would not cause an AoO

    Rennard will move to the non-threaten spot and cast Hydraulic Push on M1 (using 1-a result)

    [roll=Acrobatics]1d20+5[/roll] EDIT=20 (see OOC)

    1-c) If it impossible to avoid an AoO,

    Rennard will Attack one of the Orphans while trying to deal non-lethal damage (-4) and cast Hydraulic Push on M1, maximizing the concentration bonus (up to INT, so +4 to concentration, -4 to attack)

    Attack - (1d20-4)[7]
    Damage - (1d6+2)[4], subdual
    concentration - (1d20+9)[15], vs DC 17

    2) If it is impossible to cast sleep

    2-a) Rennard will delay his action as much as possible trying to see if he can cast Hydraulic Push to the Mercenary without provoking AoO

    2-b) Combine 2-a with 1-b

    2-c) Rennard will try to attack the children with subdual damage while maximizing concentration and try to use Hydraulic Push to push the children out of the pier (Will cast to try to push 2 by ramming one into each other, if there are no 2 in line, then will try 1, then 3)


    Status:
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    HP=7/10, AC=17
    Last edited by Drothmal; 2011-07-03 at 03:45 PM.

  3. - Top - End - #93
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    "Dammit, Gaedren! Where the hell are you?!"

    Without a response to Rennard, Aldrin performs the familiar gestures, and points to the meek children that Gaedren was using as shields. His pent-up hatred for the man was only getting stronger and stronger.

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    Sleep centered on Y, affecting every enemy, and no allies. Enemies with the lowest hit dice are targeted first, and it cases of a tie, enemies closest to the origin (Y in this case) are targeted. DC 16 will
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  4. - Top - End - #94
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Jensi

    "Try not to hurt any of the children," Jensi implores his companions. He's glad that they seem to be of the same mind. Even Aldrin, with the red eyes, Jensi thinks. He feels guilty for thinking that the sorcerer might have fewer compunctions about collateral damage. Trying to be helpful in some way, the youth whispers a short prayer to bless his allies.

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    Jensi will cast Vigor on Kalinda, since she'll probably be able to hit one of the thugs rather than the children. That'll give her +1 to damage on the first attack roll she makes, whether it hits or not.

    HP: 8
    AC: 15
    Last edited by RocketMan; 2011-07-02 at 11:35 PM.

  5. - Top - End - #95
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    Dastan
    Dastan glares at the well-dressed man with distain seeing the orphans lined up as cannon fodder in front of him, then shouts. "Coward! You will face judgement for your crimes!" With that, he bowls through the children in his way, hoping to get close enough to deal with Yargin. He ignores the daggers they've been equipped with, trusting that they will either hesitate to attack him or fail to penetrate his defense.

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    Moving through O2 to the empty space east of M2. If O2 is still conscious after Aldrin's Sleep spell, I'll need to make an Overrun attempt. So:
    If O2 is still conscious, Overrun of (1d20+4)[16] vs CMD, ending my turn in the empty square and provoking attacks of opportunity from all of the orphans save O4 (unless they're still flatfooted due to not having taken a turn, in which case no AOOs are incurred).
    If O2 is not conscious, move past him to the empty square, provoking attacks as before, and make an Attack against Yargin, unless he's unconscious or otherwise no longer a valid target, in which case attacking M2.
    Attack: (1d20+4)[10]
    Damage: (1d8+3)[10]

    Summary:
    HP: 12/12
    AC: 18 Touch: 10 FF: 18
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  6. - Top - End - #96
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    OOC: Kalinda can be in the middle of the back row of the lift.

    Fueled by the vigor spell, Kalinda wastes no time taking aim and firing at whichever of the current enemies is not in melee. If they all are, she shoots at Y. Regardless of who she shoots, she quickly reloads her pistol after firing.

    Attack vs touch AC: (1d20+6)[21]
    Damage: (2d4+2)[7]
    Move Actiion: Reload
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  7. - Top - End - #97
    Bugbear in the Playground
     
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Aldrin calls out angrily, his spell the most efficient way to remove the children from his path. Four of the orphans drop like rocks, falling into what looks like the most pleasant sleep they've ever had, judging by their fatigued faces.

    This creates the gap that Rennard needs, and a mighty blast of water rushes at one of the mercenaries, who does not even have time to shout as he is carried away into the water, a panicked look in his eyes.

    Dastan also moves in, closing the distance between himself and Yargin, and delivering a downwards blow with his sword that the man just barely manages to avoid.

    Jensi's blessing bolster's Kalinda, her bullet whizzing off towards Yargin. It catches him in the leg, and the wicked man howls with pain.

    Tallox advances on Yargin, wordlessly and emotionlessly ignoring the remaining orphan, who stabs at the extraplanar being to no avail. The eidolon rends Yargin, leaving the man barely standing.

    Atavian's crossbow twangs, but the bolt that flies from it flies off into the water.

    "You'se gonna get it now! Gonna make you'se pay!" Yargin yells as he steps backwards. Heedless of the sleeping forms of children close by, pulls out a vial of an acidic substance, lighting a fuse fixed to the top. Then, with a mad laugh, he hurls it towards Kalinda, retaliating for her excellent shot. The bomb explodes, splashing burning acid at the gunslinger and those around her.
    Spoiler
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    Kalinda takes 10 damage. Jensi, Atavian, and Aldrin take 3 each.


    The remaining mercenary steps away from the paladin warily, managing to dodge Dastan's slash at him as he does so. Dropping his crossbow, the man hefts up the unconscious, bound child, holding the boy out over the water. "You touch me and the boy dies," he rasps.

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    Round 2...
    Last edited by Leviathan; 2011-07-03 at 09:39 AM.

  8. - Top - End - #98
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Jensi

    Jensi whimpers as the acid burns his skin. Looking around, he sees that Kalinda appears to have gotten the worst of it. Closing his eyes and taking a deep breath, he asks his goddess for aid. A bright, soothing light emanates from his outstretched hand, washing over the pier.

    "You can't hurt us, Yargin!" the youth calls. "You won't hurt anyone anymore!"

    Spoiler
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    Channel energy, excluding Yargin and the two mercenaries. If any of the orphans have taken any damage, however, they are not excluded. In particular, this will affect the unconscious hostage orphan.

    Channel Energy: (1d6)[1]

    HP: 6/8
    AC: 15
    Last edited by RocketMan; 2011-07-03 at 11:12 AM.

  9. - Top - End - #99
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Although his seething anger only intensifies from the acid that burned his flesh, Aldrin pays closer attention to the mercenary taking the child captive. Did that thug really think he could stop them with such a pitiful attempt to hold a hostage?

    I'm going to have to take care of this before someone like Dastan or Jensi try to negotiate with this wretched man.

    Aldrin makes a sign with his two hands, and as they faintly shine with crimson, he points toward the captor, assaulting his ears with a horrible noise only he can hear.

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    Using Ear-Piercing Scream on M2. (1d6)[2] damage, and he is Dazed for a round. Half damge, and no daze on a successful fortitude save (DC 15).

    6/8 hp
    Last edited by Blisstake; 2011-07-03 at 11:53 AM.
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  10. - Top - End - #100
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Reeling from the bomb, Kalinda squints as the acid burns her face and arms. Fortunately Jensi's healing magic eases the pain enough for her to focus. Once again she levels her pistol at Yargin, ready to return the favor.

    Attack vs Touch AC: (1d20+6)[24]
    Damage: (2d4+1)[5]
    Move Action: Reload
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  11. - Top - End - #101
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Dastan

    Dastan shouts as Yargin throws his acid, trying to cut the criminal's hand to stop the throw, and he grimaces when the attack fails and the liquid splashes on his allies, including Jensi. "You bastard... You will die here." His voice is slightly deeper and huskier than normal, and a barely visible shimmering aura of bronze-coloured light appears around him. "Face the judgement of the Gods!" He shouts as he send his blade whirling at Yargin. He spares only a moment for the hostage-taking mercenary, who he glares at with undisguised distain.
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    Activating Smite Evil as a Swift Action against Yargin (I was saving it for Lamm, but this guy is pushing all of Dastan's buttons), then making an attack against him using Power Attack.
    Attack: (1d20+6)[14]
    Damage: (1d8+6)[7]

    Summary:
    HP:12/12
    AC: 18 (21 vs Yargin), Touch 10 (13 vs Yargin), FF 18 (21 vs Yargin)
    Last edited by DaedalusMkV; 2011-07-03 at 01:32 PM.
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  12. - Top - End - #102
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Rennard

    If you try that again, I'll make sure that it's your hand that gets blown off says the duelist to Yargin, his hand lit aflame

    Actions:
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    1) If Aldrin's spell works and...

    1-a) The kid starts falling

    Rennard will rush towards where the kid is, trying to catch him before he falls into the water. No matter if this produces an AoO

    Acrobatics - (1d20+5)[8]
    (EDIT=Just to clarify, this acrobatics check was to try catching the kid, not for moving through, since Rennard does not mind incurring AoO)

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    Rennard, seeing the hostage falling, rushes through the crowded melee in an attempt to save him, disregarding his own safety


    1-b) The kid does not fall

    Rennard will prepare the spell Spark and use it on Yargin if he tries to use another of those explosive charges against the party

    Spoiler
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    If you try that again, I'll make sure that it's your hand that gets blown off says the duelist to Yargin, his hand lit aflame


    2) If Aldrin's spell does not work, Rennard will cast Daze on the thug holding the kid hostage (Will DC=14, save makes target immune to Daze spell for 1 minute)

    If the kid starts falling, Rennard will rush to his aid, moving as close as possible, even if he provokes AoO



    Status
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    HP=8/10, AC=17, Arcane pool=5/7
    Last edited by Drothmal; 2011-07-03 at 09:46 PM.

  13. - Top - End - #103
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Jensi's healing radiates outwards, mending his companions' wounds. The divine energy also washes over the unconscious child being held by the mercenary. Blinking, the child looks down at the bloody water below him and starts to scream, grabbing at the mercenary wildly. He is aided in this endeavour as Aldrin's spell blasts through his captor's mind, leaving the man stunned.

    Meanwhile, Yargin falls to a deadly combination of Kalinda's marksmanship, Dastan's mighty smite, and Rennard's spell.

    Tallox bludgeons the one standing child into unconsciousness, none too gently, but, after much wrangling by Atavian, he does not to hurt the child permanently.

    The halfling, meanwhile, runs to the edge of the dock, firing his crossbow into the mercenary in the water, who is struggling to stay afloat. His bolt misses, but seconds later the mercenary screams as he is forcibly dragged under the water. A mist of blood rises up.

    Round 3...

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    Last edited by Leviathan; 2011-07-03 at 04:20 PM.

  14. - Top - End - #104
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Rennard

    Actions
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    Rennard will delay his turn until the other spellcasters (Aldrin and Jensi) have gone.

    1) If neither of them is able to immobilize/kill the mercenary, Rennard will cast Daze on him (DC14, if he passes he'll be immune to the cantrip for 1min)

    Spoiler
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    Dastan, go for the child! I'll try holding our enemy in place!


    2) If the mercenary has been dealt with, Rennard will do everything he can to prevent the kid from falling, rushing to catch him if he were to fall

    Acrobatics - (1d20+5)[23]

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    Rennard, seeing the hostage fall, starts running through the pier, lunging powerfully at the end of the run in an attempt to save him



    Status:
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    HP=8/10, AC=17, Arcane Pool=5/7
    Last edited by Drothmal; 2011-07-03 at 09:56 PM.

  15. - Top - End - #105
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Jensi

    "Please don't hurt him," Jensi pleads frantically with the lone mercenary. With something in the water, it was even more urgent to keep the orphan safe on the pier. "Please, if you let him go we won't hurt you, I promise." Something about the youth's voice is different this time though, sounding slightly misty and far away this time as he imbues his request with divine energy.

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    Charm Person on the mercenary, DC 16. I believe Charm Person is a language-dependent spell, so +1 to the DC if the Charming trait applies.

    HP:6
    AC:15

  16. - Top - End - #106
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Dastan
    The Paladin grins fiercely as the well-dressed criminal falls, then immediately turns his attention to the Mercenary and his hostage. "I'll grab him. Be careful!" Dastan sheathes his sword then rushes at the duo and grabs for the bound child, hoping to take him from the hostage-taker's grasp and bring him to safety.
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    I think Grapple is the best bet for this?

    Touch Attack: (1d20+4)[14]
    Combat Maneuver Check: (1d20+4)[11]

    Summary:
    HP:12/12
    AC:18, Touch 18 FF 10
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  17. - Top - End - #107
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Kalinda
    Kalinda will keep her gun trained on the lone mercenary. Should he release the child or bring the kid back over the dock and out of harm's way, She will not hesitate to put a bullet in him (unless of course her companions try to promise him freedom or something like that).

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    Attack vs Touch AC: (1d20+6)[11]
    Damage: (2d4+1)[7]
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  18. - Top - End - #108
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    Atavian is in shock as the blood rises to the surface... sharks? he ponders. At least they wouldn't get him on the dock. Invoking the same magic as before, Atavian attempt to stun the mercenary again.

    Tallox steps forward to the stunned mercenary, even at Dastan grapples with the child. Atavian in the past has shown irrational affection for smaller humans. For whatever reason, killing them or even allowing them to die was frowned upon. Apparently these humans possess the same irrationale. Still, saving the child would be the fastest means to aiding their progression. Deciding to get simply move the man away from the water, the beyonder curls his fingers around the man's free arm with a forceful grip and, with a powerful thrust of his legs which breaks the plank beneath his heel, he attempts to leap backwards. Unfortunately for Tallox, his leg nearly drops through the cracked plank into the water and it takes him considerable effort just to keep from falling over.

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    Using the Drag combat maneuver. Moving toward him one square, then straight back, as far as he can. Provokes an AoO but the man is unarmed.
    Drag: If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.
    Daze DC 14
    Tallox Drag vs Merc's CMD: (1d20+5)[6] Edit: Well, about time his luck gave out...
    Last edited by SanguinePenguin; 2011-07-04 at 12:42 PM.

  19. - Top - End - #109
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    The mercenary smiles warmly, placing the child on the ground. He pats him on the head; you're not at all sure whether this gesture is genuine or sarcastic. "No harm done," he says. He looks around at the multitude of armed figures around him. So... I'll just be off then." He cautiously starts to walk towards the lift.

    Spoiler
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    I assume that, since Jensi's charm person worked, none of your other actions would follow it.


    The water beneath the dock still froths, however.

    Kalinda
    Spoiler
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    You can see that some sort of shark, having finished with the mercenary, is gorging itself on the fish remains that lie in the water.

  20. - Top - End - #110
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    "How many people is he going to hide behind?"

    After the noise of the battle dies down, Aldrin notices that drawing breath is becoming more difficult, and that he is begining to feel fatigued. Aldrin was so quick to use his magic, that he had almost completely drained his reserves.

    I'll need to be more careful about this in the future. Dammit, I didn't think there would be so many people!"

    Though he was loathe to admit any weakness, the group needed to be informed. "I... ah, don't have much magic left until I rest. If he's got any more human shields, I won't be able to put them to sleep. Sorry."
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  21. - Top - End - #111
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Jensi

    Jensi breaths a sigh of relief as the mercenary puts the child down safely. He quickly hurries over to the orphan, holy symbol in hand. White light again rushes over the onlookers.

    "I think you can go," the youth says quickly. "You're our friend now, since you didn't hurt the child. So, no harm done," he says, mirroring the man's own phrase, though Jensi says it brightly. Despite the smile that spreads sweetly over his face, there's a look of concern in his eyes. Jensi is not so naive as to think that none of his companions will have qualms about letting the mercenary go.

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    Jensi will spend two uses of Channel Energy, healing all orphans, everybody in the party, and the surrendered mercenary if he has taken any damage.

    Channel Energy (x2): (2d6)[5]

  22. - Top - End - #112
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    Rennard approaches the young healer smoothly and says quietly to his ear

    Maybe you should ask you new "friend" about Lamn's location and if there are other bodyguards or hostages with him

    Turning to the rest of the group and speaking in a louder voice, the fencer adds

    We should take these children away from here. Someone could use them as leverage against us again and Rennard looks to the waters I'm not sure it is safe for any of us to tarry here for long.

    Right after he finishes that line, the blade in his hand snaps in half once again. Patiently, Rennard unsheathes another rapier and continues as if nothing had happened

    I am out of major spells, but I still have my swordsmanship to rely on. I agree with Aldrin's concerns, but I think we should press on. Does anyone disagree? It is not completely clear if the duelist would heed any dissenting opinions, but he nonetheless waits for a response

  23. - Top - End - #113
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Seeing that the remaining mercenary was no longer a danger, Tallox approaches the next doorway and directly supports Rennard's assertion that they should continue, "I am eager to taste the flesh of this 'Lamm' that has caused all of you so much dismay." Atavian's face lights up in panic for an instant, but he calms himself immediately so only the observant would catch his horror.

    In a hurried voice Atavian adds, "I can still do a little magic!" Although, it almost seems he is covering Tallox's tracks.
    Last edited by SanguinePenguin; 2011-07-04 at 11:24 PM.

  24. - Top - End - #114
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Dastan
    Dastan grimaces, torn between whether to allow the mercenary to escape or not. After a few moments, he decides that Lamm himself is more important than a two-bit sellsword. "Of course we press on. Lamm will not be allowed to escape, no matter what." He looks at Aldrin for a moment, considering. "Of course, there's no reason for you to risk yourself. You've already done plenty for our cause, so if you're worried about danger you should stay here and watch over the children." He bends down, wiping the blood on his blade away with Yargin's frilly shirt, then sheathes it. "Tell me when you are all ready to go. I will lead the way, in case Lamm has prepared yet more traps."
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  25. - Top - End - #115
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Kalinda
    The young woman stares into the water with a shocked expression. "Sharks..." she mutters, momentarily lost in a trance. Snapping back to reality, she trains her attention back down the sights of her gun and onto the last of the thugs. She lets out an audible sigh of relief as Jensi's magic cures more of her burns.

    HP: 9/13
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  26. - Top - End - #116
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Aldrin couldn't believe the words that came out of Dastan's mouth. "Stay back? Are you serious? I will watch Gaedren die tonight. The children will be better off with him dead than me watching them."

    His face looks adamant, and he points to the closed door in front of them. "Now let's get in there before we give that son of a bitch any more time to prepare."
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  27. - Top - End - #117
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Wasting no time, the group opens the door into the lower section of the building. Inside is a nondescript room that has clearly been lived in for some time, as soiled clothes and old candle remnants are scattered about the floor. There is an unmade bed at the far end of the room, and, to the left of the door lies to only object of interest: a large stone pool of water.

    It is the lone figure that draws your attention, however. He is greasy and unwashed, with a sickly tinge to his skin and a mean, pinched face. The face that has haunted you for some days. Gaedren Lamm.

    Though alone, he is clearly prepared for intruders. A small crossbow is held in one hand, a sharp forearm-length blade held in the other. He glares at you with beady eyes, taking you in.

    With a wheezing snort, he speaks. "What a surprise. What a surprise indeed..." He looks at you each in turn.

    "Golden paladin... can always smell 'em... Gonna 'bring me to justice,' are you? Like I ain't heard that before!" He sneers at Dastan.

    He looks then to Atavian."Your family was the sorriest lot I've ever worked with. Sons of bitches, all of 'em."

    Then to Aldrin. "But yours was worse... Pompous asses. They deserved everything they got!"

    "Ol' Gaedren's got a head for faces," the old man says at Rennard, "and I recognize you. Come back to die like your dear dad, boy?"

    Seeing Kalinda's firearm, Gaedren laughs. "Just like her dad. Just make sure it doesn't explode; that would be a tragedy."

    Finally, to Jensi, he raises an eyebrow dismissively. "Didn't I sell you, urchin?"

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    I'll have a map up soon, but the for those of you who're going to go hit Gaedren with weapons regardless of positioning, you can post now.


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    Last edited by Leviathan; 2011-07-05 at 08:05 PM.

  28. - Top - End - #118
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Rennard
    In a glacial voice, Rennard responds to Gaedren's taunt

    The only one that will die tonight is you

    As he lunges towards Lamn, the duelist's blade is once again enveloped by magical energies. Despite his fury and his haste, Rennard has the clarity of mind to maneuver so he will not cut attack routes for the others.

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    Swift: Use Arcane pool
    Move/Standard: Rennard will take a charge action
    Attack - (1d20+6)[15]
    Damage - (1d6+2)[4]


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    HP=10/10, AC=15, Arcane Pool=4/7
    Last edited by Drothmal; 2011-07-05 at 07:00 PM.

  29. - Top - End - #119
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Jensi

    Jensi looks momentarily hurt as Gaedren flings his insult, but he quickly appears more serene that you've yet seen him. He looks mournful as he stares at the old criminal. "You have to die, Gaedren," he says sadly. He almost adds a habitual 'I'm sorry,' but decides that it would be a lie to say so. He's just sad it had to come to this.

    "Shelyn, you helped me before, please help me again," he whispers passionately. "Please help us kill Gaedren."

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    Jensi will cast Vigor on Kalinda. +1 to damage on the next attack roll.

    HP:8
    AC: 15

  30. - Top - End - #120
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    Default Re: (Pathfinder) The Curse of the Crimson Throne IC

    Finally, here they are. As Aldrin faces the pathetic man that sold out his family, all his anger from throughout the years forces itself to the surface. Aldrin has no clever remarks to make, no biting insults, and most importantly, no pity for the cruel crimelord.

    All he sees is red.

    "No. No more talking; you die today. Arsath!

    A bright light flashes right in front the old man, hopefully leaving him dazed long enough for Aldrin's companions to rip him to pieces.

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    Casting daze. DC 15 will save, or he loses his next action
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