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About This Game

A continuation of the Strange Aeons game on OG Mythweavers.

Game System

Pathfinder 1e
  1. What's new in this game
  2. HP: 62/66 + 15/15 - 5 NL | Essence: 9/9 AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12 VeilsStone Giant's Girdle : 2 Essence : Gain 5 + 5/Essence Temporary HP that regenerates at a rate of 1 per minute Loyal Paladin's Dan Bong of Light : [Good] : 2 Essence : Swift Action summon Dan Bong that bypasses DR - +1d6 damage/Essence - +5' Reach / 2 Essence - 10'+10'/Essence Line attack Aura of the Adaptable : 2 Essence : Runecloth of Doorways : [Teleportation] : Create 5' Diameter Portal in adjacent square, second portal within 25' +5'/2 levels - Treated as 2 levels higher / Essence [B]Tactician's Tabard[/B] : : : Aura of the Adaptable | Other Essence ReceptaclesGentle Touch : 2 Essence : Gain 1d4/Essence+Wis damage with Philosophy weapons, damage is nonlethal : 2d4+Wis Will of the Daeva : 1 Essence : +1 Will Saves/Essence Life Bond : 0 Essence : Transfer HP as Full Round - +5hp healed / Essence | Active EffectsDarkvision : 60' Burn : 1 | Veil UsesUnicorn Feathering (3) : Jack 1, Mike 1, Murdir 1 Following the others around the chapel as he looked for a place to stow his potential esipils, Murdir beamed cheerfully at the refugees, as completely unperturbed by the situation as he had been back in the Asylum. "Hello, friends." After greeting the others, the jolly duergar looked around for the asylum survivors, taking a moment to check in on them, as well as looking for the boy they'd rescued and his sister.
  3. AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3 Female Neutral Elf Wizard Conjurer (Teleportation) Level 5 Init 3 HP 31/31 Spd 30' AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2 Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2) Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force) Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12 Condition None Wand of Shield 49/50 Wand of Cure Light Wounds 24/50 Shift 8/8 1st Mage Armor, Grease, Colour Spray, Magic Missile , Protection from Evil, Vanish, Crafter's Fortune, Ears of the City, Pearl, Pearl, Pearl, Pearl. 2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy. 3rd Stinking Cloud, Stinking Cloud, Haste, Sophic takes the wand of lesser restoration. "I can use this... the only one that can.", she remarks. She also takes the unsorted spellbook and begins looking through it, until such time as she needs to sleep. She wakes up feeling energetic whereupon she sits down to memorize her spells for the day. Actions ..
  4. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal While Murd used his healing touch to restore Cesadia to consciousness, Miek and Jack unloaded the documents. With the documents removed from the bags of holding in Cesadia's presence, Mike turned to her and said, "I bring apologies for the troubles that have been delivered upon you due to any actions we have taken. We have taken this paperwork from the fort - there is still some there that we could not fit into the bags. It is the hope of us that some of this paperwork reveals more of the dealings of Count Lowls. If we are going to rescue townsfolk kidnapped and taken to the manor, we must do so after we rest for a short while, and do not have time to go through this paperwork now. While we rest and go do the rescuing, could you begin the process of looking through the information. We will assist you with this work once you are done, and there may be villagers here who can assist you, as well. Again, I am sorry we are being of such burden to you." OOC OOC text goes here.
  5. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts Sparks volunteered to speak to the surviving leader of the Silent Building, who had been leading an investigation into Count Lowl's affairs before everything went to hell. Jack tromped along with him as the carrier of the bags and helped the lightning lad to unload the massive piles of documents that they had taken from Fort Hailcourse, with Murd following in tow likely for some derived amount of humor. Murd’s presence was very much appreciated when they located the injured leader of the Silent Building, as the Duergar put her back on the mend with his usual slapping skill while Jack and Sparks unloaded the contents of the Fort’s intel haul that they could cart along. Leaving Sparks to explain what it all meant, and what they hoped the detective might be able to find, the gunslinger excused himself and Murd and went, at Winter's direction, to speak to the beleaguered defenders of the church... Jack leaves the piles of documentation from the fort with Sparks in the presence of the (Now slap-healed) detective lady. ---------------------- The musketeer struck an imposing figure, even slowed down with the added weight he was carrying. He sized up a small group of three slightly more well-armed and armored men who appeared to be among the defender's number and gave them a nod. "Right, y'all seem to be the sort I've been looking for. Jack Heath. This here’s Murd. Miss Winter said there's some folk defending this church from invasion. I'd like to speak to yer leader. Ah brought you all a little present to make the job easier..." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  6. Hunnan Hunnan considers the approaching oozes, trying to figure out anything that may help with these strange creatures
  7. AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3 Female Neutral Elf Wizard Conjurer (Teleportation) Level 5 Init 3 HP 31/31 Spd 30' AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2 Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2) Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force) Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12 Condition None Wand of Shield 49/50 Wand of Cure Light Wounds 24/50 Shift 8/8 1st Mage Armor, Grease, Colour Spray, Magic Missile , Protection from Evil, Vanish, Crafter's Fortune, Ears of the City, Pearl, Pearl, Pearl, Pearl. 2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy. 3rd Stinking Cloud, Stinking Cloud, Haste, Eilidh looking rather fresh, all things considered, well fresher than the others, ponders if she has the resources and the time to start on crafting something. She'd yet to see loot from the tower and finds herself wondering what the deal is. Actions Detect Magic once more..
  8. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts The sight of his romantic interest settled Jack again after the unsettling walk through a once bustling village. "Damn right." He rumbled, hefting the bulk of what they had brought with them. "We didn't come empty-handed, neither. Miss Winter, ya said that the leader of the Silent Building survived, right? Well, we've got a pile o' documents we wouldn't mind having her look over. We've also run off with one of the parapet heavy crossbow emplacements and disabled the rest, then stole all the ammo fer it, so if'n yer sentries have a position up high, we can get 'em situated with some proper crossbow power. And after we've taken care of all that, it'll be time for a bit of a rest. We need to catch our wind back before we head out to deal with this mess here in Thrushmoor once n' fer all." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  9. Thrushmoor Murdir's attempts at levitating the cabinets falls just short of their weight, unfortunately. With a philosophical sigh he resigns himself to levitating all four of the dogs and strolling forth from the fort, sardonic grin still splitting his face wide. Jack shovels the contents of the cabinets into a Bag of Holding, which now seems about at its limits in terms of carrying capacity before he even begins, and certainly doesn't hold all of the books and scrolls available. The other Bag is more accommodating, but the grim reality is that there's just too much here to take with you at present. Some of the documents will have to be left behind. Having satisfied your curiosity about the place, the four of you finally take your leave of the fort. The journey back is fairly uneventful, but none of you can shake the feeling that your every step is being watched from somewhere behind the treeline of the nearby forest. The town is empty and quiet. Eerily quiet. Only the breeze from the mighty river and the rustling of the ominous trees encircling Thrushmoor can be heard now. Not even animal noises are to be found here. It feels like death, but somehow worse. You hastily hurry on to the New Chapel, taking care not to leave yourselves opened to ambushes. Once or twice you fancy you see a cloaked figure dart around a corner or recede into an alleyway, but any investigations into these foreboding figures only turns up shadows and wind. Though there are still a number of hours left in the day, the sky is overcast and the land prematurely darkened with rolling storms and fog, reminiscent of the first night you arrived in town. You are very glad to see the relative safety of the chapel's lighted windows once you draw near. OOCYou are only able to take about 3/4 of the available documents. You will have a 25% chance of missing out on each clue as a result. "Glad to see you whole and hale" Winter says, greeting you at the door. She's been watching for your arrival it seems. "Come inside quickly. We can't afford to risk anything getting in." So saying she ushers you inside the chapel and then quickly closes and bolts the door. Two men begin shove pews and various other bits of furniture across the entryway. This is beginning to feel a little too uncomfortably familiar to those of you who escaped the Asylum. Within the chapel is what's left of the town. Men, women, and children all huddled over small cooking fires and bedrolls or spare sheets laid out in heaps on straw mats. Hushed whispers here and there, but mostly grim silence. Tear-streaked faces full of fright turn to look at the four of you as you join the throng. It is extremely familiar, in fact. "Get yourself some food" Winter instructs. "I've already cleared a space for you to sleep. You're going to need it for what we have ahead." She pauses, then manages a wry smile and claps Michael, the closest member, on the back. "We've faced worse. We can do this, I have faith. Just get your legs back under you now. This is as safe a place as any in this town, at least for one night. We've got able-bodied men taking watches all hours of the night, and believe me when I say their paranoia will ensure nothing crosses that threshold without us knowing about it." Map Red Dot - You Are Here
  10. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts Jack didn't waste time talking. He followed Murd's lead, stowing what documents were quickly grabbable and portable into their bag for later distribution. "Miss Winter said that the leader of the Silent building survived. Ah say we dump this mess on her while we get ready for the Mansion attack, and see what she can dig up fer us while we're busy killin' Cultists. But let's get out of here, gang. I've had enough o' this fort for a while." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  11. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal "I concur. We do not have time right now to look through these files, but we should come back when the threat is dealt with. Perhaps it can shed more light on our lost memories." OOC OOC text goes here.
  12. HP: 62/66 + 15/15 - 5 NL | Essence: 9/9 AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12 VeilsStone Giant's Girdle : 2 Essence : Gain 5 + 5/Essence Temporary HP that regenerates at a rate of 1 per minute Loyal Paladin's Dan Bong of Light : [Good] : 2 Essence : Swift Action summon Dan Bong that bypasses DR - +1d6 damage/Essence - +5' Reach / 2 Essence - 10'+10'/Essence Line attack Aura of the Adaptable : 2 Essence : Runecloth of Doorways : [Teleportation] : Create 5' Diameter Portal in adjacent square, second portal within 25' +5'/2 levels - Treated as 2 levels higher / Essence [B]Tactician's Tabard[/B] : : : Aura of the Adaptable | Other Essence ReceptaclesGentle Touch : 2 Essence : Gain 1d4/Essence+Wis damage with Philosophy weapons, damage is nonlethal : 2d4+Wis Will of the Daeva : 1 Essence : +1 Will Saves/Essence Life Bond : 0 Essence : Transfer HP as Full Round - +5hp healed / Essence | Active EffectsDarkvision : 60' Burn : 1 | Veil UsesUnicorn Feathering (3) : Jack 1, Mike 1, Murdir 1 Looking over the room, Murdir's jolly grin faded somewhat as he took in the vast array of records. Unfortunately, they had not the time to give the history the respect or time it would take to fully parse through, so the duergar shook his head. "Come back for this, I think. We've not enough time to fully go through it all, and at this point, it doesn't matter what we find." Despite his comment, the jolly duergar attempted to levitate the cabinets, checking to see if they were within what he could telekinetically lift. If they were, he brought them along as he collected the unconscious potential esipils riding dogs. Having secured the group of caninewfriends, Murdir was content to go along with the others to the chapel, though he kept an eye out for any toes that would be a good addition to his collection as they went.
  13. Fort Hailcourse While Jack and Michael continue ransacking the towers, Murdir and Eilidh make a quick sweep of the reading room and move on to the other low-slung building on the parapet. Everything in this room is in disarray. Overturned and broken furniture litters the floor, and sprays of dried blood mark the room’s stone walls. A cracked mirror hangs on the eastern wall at the top of the stairs to this room. A portrait of an aging couple lies amid bloodied and torn bedclothes near a large double bed and the room’s wardrobe stands open, its contents spilled out in front of its mahogany doors. The impression the two adventurers get is that whoever lived here was brutally murdered and their belongings hastily rifled. Whoever did this clearly did not search thoroughly enough, as Murdir turns up a loose floorboard and uncovers a pouch filled with gold, silver, and three freshwater pearls, while Eilidh's intuition helps her to find a skeleton key that was stuck to the underside of one of the desk's drawers with a wad of red wax. Having finished your tour of the parapet, the four of you meet once more in the front entrance where the double doors still hang open. After exchanging the passphrase and verifying that you are in fact all accounted for, it seems that the time has finally come to leave the fort behind at long last. That is, until Murdir asks if anyone has taken a look into the room with the closed doors at the far end of the dining room and court room. Reluctantly, the party turns and re-enters the fort one last time. It turns out the skeleton key was in fact of some use, as it easily opens the locked door on the far side of the dining room, and again with the other locked door exiting into the court room. What lies behind these doors is a relatively small, but very densely packed archive. Years of court cases, building permits, ships logs, and just about any other documentation an administration might keep are stored here in rows upon rows of scrolls and leather-bound books stacked high inside two wide cabinets with reinforced wooden doors. The skeleton key also makes short work of the locks on these cabinets and a wealth of town history lies before you. It'd take hours to sort through it all, no doubt, but if there's any place where you could learn more about what happened in this little town both before you arrived, and before you left... this would be it. OOCIt'll take 2 hours of careful research here to find 1 relevant clue about Thrushmoor and 8 hours to find all relevant clues. Map Loot 80 Ballista Bolts (10 lbs, 10 gp each) 3 Freshwater pearls (100 gp each) 22 sp 88 gp 1 Skeleton key
  14. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts As Sparks slid the last of the arbalest bolts in their bag, Jack finished disabling the second siege weapon. "Two towers down, Sparks. Three to go." He declared, sighting their next target to the south. "Let's finish this up." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  15. Fort Hailcourse Red Jack and Michael quickly make their way over to the tower due east of the one your party just pillaged. There they find another light ballista, of which they make short work and shove all the bolts from the storage box into the Bag of Holding they took with them. Meanwhile, Murdir leads the way to the closer of the two low buildings with Eilidh in tow. After checking to ensure no more nasty mechanisms awaited his opening of the door, the Duergar enters and finds a surprisingly cozy room within. This room is furnished with a large table, a few comfortable chairs, and a standing mirror. In fact, the room appears reasonably clean compared to the rest of the fort. A fireplace sits cold in the corner, and a pile of books and folios is spread across the table. This must be some sort of reading room, and indeed the stack of books suggest someone was using it for just that purpose before the fort was sacked and taken. A staircase leads back down into the fort near the northern wall of this room. There is nothing of immediate value that either member of the party can find or detect, magical or otherwise. Map Loot 20 Ballista Bolts (10 lbs, 10 gp each)
  16. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal Mike nodded in agrement. "It is a good plan. When we go to the manor, we should also figure out a physical identifier. The mirrorfriend is a reflection - by necessity, it is a reflection, and physical markings are switched to the other side." OOC OOC text goes here.
  17. , shell-shocked fighter Description About 5'8", Lora has long, dirty red hair that hangs in front of her eyes and her large forehead. Her nose and teeth are pronounced, and her chin is snug. Her skin is light brown. Her stomach has an obvious bulge, like she is pregnant, and a distinctive scar that runs all the way up to her sternum. She wears shiny metal armor of interlocking scales, a small metal shield, and she carries a large and curved sword in both hands. She seems very taciturn and distant, like she is in shock, or not all there, mentally. “Baby” appears to be an aberration, a warped creature with long, spindly crab legs and the head of a human infant. Lora waits, peering around the corner. "Any particular weapons we should use to fight 'em?" she asks. She is slightly wary of using her blade on something that can simply separate. (OOC) I'm assuming that there might be more specific information forthcoming. I can roll for her, too, but I doubt she'll do better than Jax. Statblocks [URL=/sheets/?id=2591499][B][SIZE=+1]"Bloody" Lora[/SIZE][/B][/URL] F N Human Fighter, [B]Level[/B] 2, [B]Init[/B] 3, [B]HP[/B] 18/23, [B]Speed[/B] 20 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 15, [B]CMD[/b] 19, [B]Fort[/B] 6, [B]Ref[/B] 2, [B]Will[/B] 3, [B]CMB[/B] +8, [B]Base Attack Bonus[/B] +2 [B] falchion [/B] +6 [-1] (2d4+6 [+3], 18-20/x2) [B] +1 silver dagger [/B] +7 [-1] (1d4+5 [+2], 19-20/x2) [B] scale mail[/B] (+5 Armor, +1 Dex, -1 Size, +1 Deflect) [B]Abilities[/B] Str 20, Dex 13, Con 14, Int 12, Wis 14, Cha 7 [B]Condition[/B] None F N Human Fighter, Level 2, Init 3, HP 18/23, Speed 20 AC 16, Touch 10, Flat-footed 15, CMD 19, Fort 6, Ref 2, Will 3, CMB +8, Base Attack Bonus +2 falchion +6 (2d4+6 , 18-20/x2) +1 silver dagger +7 (1d4+5 , 19-20/x2) scale mail (+5 Armor, +1 Dex, -1 Size, +1 Deflect) Abilities Str 20, Dex 13, Con 14, Int 12, Wis 14, Cha 7 Condition None [URL=/sheets/?id=2591805][B][SIZE=+1]"Baby"[/SIZE][/B][/URL] N Tumor Familiar Familiar, [B]Level[/B] 2, [B]Init[/B] 2, [B]HP[/B] 9/16, [B]Speed[/B] 30, swim 20 [B]AC[/B] 19, [B]Touch[/B] 14, [B]Flat-footed[/B] 17, [B]CMD[/b] 10, [B]Fort[/B] 4, [B]Ref[/B] 4, [B]Will[/B] 0, [B]CMB[/B] -2, [B]Base Attack Bonus[/B] +2 [B] 2 claws (grab +2, constrict 1d2) [/B] +6/+6* [-1] (1d2*-2 [+2], 20/x2) [B] no armor[/B] (+2 Dex, +2 Size, +5 Deflect) [B]Abilities[/B] Str 7, Dex 15, Con 12, Int 6, Wis 10, Cha 2 [B]Condition[/B] None N Tumor Familiar Familiar, Level 2, Init 2, HP 9/16, Speed 30, swim 20 AC 19, Touch 14, Flat-footed 17, CMD 10, Fort 4, Ref 4, Will 0, CMB -2, Base Attack Bonus +2 2 claws (grab +2, constrict 1d2) +6/+6* (1d2*-2 , 20/x2) no armor (+2 Dex, +2 Size, +5 Deflect) Abilities Str 7, Dex 15, Con 12, Int 6, Wis 10, Cha 2 Condition None
  18. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts The gunslinger nodded as they stowed the ballista bolts in their bag and he hefted the weapon onto his back through a bit of creative rope-work. "We're only takin' the one." He announced, glancing around at the other towers and momentarily catching Murd's pointed gaze, nodding in agreement at his comrade's thoughtfulness. "But we'll wanna disable the others, that's sure enough a good idea, Murd. Good thinkin. Don't want the Cultists to sneak back here and try grabbin' the rest for their own use later. Ah think ah can disable 'em in a way that we could repair with a bit of work later. But ain't nobody goin' solo right now. Here's the plan. Sparks, you're with me. We're gonna round up the rest of the ammo from the other four ballistas and then put a gremlin in the works of the other four so they can't be used. Murd, El, while we're doin' that ya may as well make one last sweep of this place fer anything that jumps out as useful in your eyes. If'n there's trouble make a lot of noise and we'll come running. Same goes for us, you hear me shootin' ya know there's fun happening without ya. And since our old Doppelgangers are in the picture again..." Jack thought it over and nodded, bringing the other three into a huddle before whispering. "Yer Code Phrase is 'Wet Powder,' Murd and El. We meet back up at the front entrance of the fort after this, and you say that to me n' Sparks. We'll answer back 'Bad Powder.' That way we'll know it's us so none of us get shanked by that opportunistic bastard." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  19. Fort Hailcourse So saying, Jack heads back up the basement steps resolutely. Murdir follows him with a cheerful grin, while Michael and Eilidh bring up the rear. There is still no sign of any fresh assailants upon re-emerging from the basement, so the four of you make your way swiftly up to the top of the fort's parapets by way of the nearest tower's spiral staircase. At the top, you find yourselves atop the parapet wall with another spiral staircase continuing up to the top of the tower itself. Peering out the door in the side of the tower gives you a view of the other towers, as well as two low-roofed buildings built along the wall. Ascending to the top of the tower requires pushing your way through a heavy trap door, but it does give you a nice view not only of the fort, but the surrounding area as well. In the distance you can see faint plumes of smoke rising in the direction of the town. You also notice that the alarm bells have long stopped tolling. A single light ballista is mounted on a pintle hinge here in a position that would give anyone using it near full 360 degree coverage of the area. It takes some doing, but eventually Jack and Murdir are able to unfasten the weapon and heft it down. It will not fit into the Bags of Holding your party have, so someone will have to lug its thirty pounds back to town the old-fashioned way. Nearby you find a box with a stack of ballista quarrels, and thankfully these do fit into a Bag of Holding, as each weighs roughly ten pounds apiece. This process took about twenty minutes all told, and there are four other towers remaining, each with its own mounted ballista. It'll likely be nearly two hours before you're done with removing all of the weapons, and their combined weight will be about one-hundred fifty pounds in total. No small feat to haul all of this back to the town, certainly, but five light ballistae properly mounted and utilized might indeed make the New Chapel a bit more difficult to assail. Loot 1 Light Ballista (30 lbs, 500 gp) 20 Ballista Bolts (10 lbs, 10 gp each)
  20. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts Jack paused at Elidh's remark, but only for a bit. "Wouldn't ask ya to." He grunted. "Ballistas are just big crossbows. We didn't have time to put a hole in the wall and we don't have time to build a ballista from scratch. We're just grabbin' one or two and running for the exit. The townsfolk are holed up in the church and they need some form o' protection, especially with the losses they took. If'n we can't get it done in 5 minutes or less and get out of here, we ain't staying, Elidh. But I owe it to Miss Winter and the other survivors to take a chance on gettin' them some protection while we're dealing with this mess and shutting it down." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  21. AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3 Female Neutral Elf Wizard Conjurer (Teleportation) Level 5 Init 3 HP 31/31 Spd 30' AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2 Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2) Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force) Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12 Condition None Wand of Shield 49/50 Wand of Cure Light Wounds 24/50 Shift 5/8 1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl, Pearl, Pearl, Pearl. 2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy. 3rd Stinking Cloud, Stinking Cloud, Haste, Eilidh shrugs, clearly not impressed with Jack's point of view.. "See you at the chapel then." she purrs, then with a quick smile, heads towards the exit. After a moment she turns.. "Actually, who thinks this is a good idea from Jack? I'm fine with it, if it takes no more than 5 minutes. I am not sticking around for a major and time consuming engineering project." Actions Detect Magic once more..
  22. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts "If'n we can take some with, we're taking some with." Jack announced, giving Murd a nod. "We oughta leave these folks some form of protection, after all. And I expect ah can disassemble the mounts and make 'em portable. Come on, gang. One last stop in this fort, and it's above ground." Having said his piece, Jack led the team up to the ramparts to examine the defensive weapons of the fort and see if they could take one or more back with them for the townsfolk's defense. Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  23. Human Gun Chemist "Why yes! I agree they are two very different things," Dr. Creed says in response to Jax's very logical and rational observation of the differences between burning and corroding, as it were. The doc relishes in the ratfolk's attention to detail. He steps back and away from the oozing anomalies to give more room to they who will surely set to hacking the things to pieces in short order, choosing not to waste a round of his dwindling supply of shot or precious ordinance on the mindless things, lest they prove more problematic than expected. OOC Draws short sword. Steps back.
  24. AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3 Female Neutral Elf Wizard Conjurer (Teleportation) Level 5 Init 3 HP 31/31 Spd 30' AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2 Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2) Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force) Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12 Condition None Wand of Shield 49/50 Wand of Cure Light Wounds 24/50 Shift 5/8 1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl, Pearl, Pearl, Pearl. 2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy. 3rd Stinking Cloud, Stinking Cloud, Haste, Eilidh shrugs.. "It's more likely they chose a moonless overcast night and just walked in. They don't need torches.". she replies, happy to take her time in speaking since it sounds more self assured. "Ballistae aren't exactly hand held.", she remarks in amusement, clearly of the opinion that anything to do with ballistae at present is a dumb idea. Actions Detect Magic once more..
  25. HP: 62/66 + 0/10 - 5 NL | Essence: 7/9 AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12 VeilsStone Giant's Girdle : 1 Essence : Gain 5 + 5/Essence Temporary HP that regenerates at a rate of 1 per minute Loyal Paladin's Dan Bong of Light : [Good] : 2 Essence : Swift Action summon Dan Bong that bypasses DR - +1d6 damage/Essence - +5' Reach / 2 Essence - 10'+10'/Essence Line attack Aura of the Adaptable : 2 Essence : Runecloth of Doorways : [Teleportation] : Create 5' Diameter Portal in adjacent square, second portal within 25' +5'/2 levels - Treated as 2 levels higher / Essence [B]Tactician's Tabard[/B] : : : Aura of the Adaptable | Other Essence ReceptaclesGentle Touch : 0 Essence : Gain 1d4/Essence+Wis damage with Philosophy weapons, damage is nonlethal : 2d4+Wis Will of the Daeva : 0 Essence : +1 Will Saves/Essence Life Bond : 2 Essence : Transfer HP as Full Round - +5hp healed / Essence | Active EffectsDarkvision : 60' Burn : 1 | Veil UsesUnicorn Feathering (3) : Jack 1, Mike 1, Murdir 1 Beneviolent grin only widening as the others forgot about the trap, and started ruminating on the lack of time, Murdir once again started patching them back up, but at a much slower pace, going along with his veil's slow building buffer. "Giving up on getting the ballistae then? We ought to at least see how hard they'd be to take, just to make sure the cultists can't grab them once we're gone." Ideally, they'd take them, but in a worst case scenario, it still wouldn't be the worst to damage them or at least take the bolts to limit their use. Actions Heal Jack/Mike back to full with Life Link - at a rate of 11hp per minute, as SGG regenerates Temp HP
  26. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal "Yes, but now we are aware of the ghost and will be prepared for it. Also, we will be fully rested and can hopefully take it down quickly." Mike frowned. "Skum are aquatic creatures, aren't they? Could they have entered the fort via the well? It would explain how they managed to take the fort with no one noticing. Something to consider later. For now, let's go to the chapel and meet up with Winter." OOC OOC text goes here.
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