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Missing Magistrate

Hidden from: Rakle, Eborne1, eriktd, ccanary, saithor

Chromoid

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spacer.pngEilidh Sorsha

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

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 peers down the corridor, sees nothing dangerous. Shen then speaks with Imp, her owl familiar, in that wierd language that exists only between master and familiar. Imp flies down the corridor to the chamber at the end, turns around and flies back, landing on his mistress' falconer's glove. Eilidh herself stands ready to knock anything that jumps out at her familiar on its ass, singular or collective.

Actions Detect Magic once more..  

 

 

Edited by Starhawk (see edit history)
Name
Perception
22
1d20+11 11
Familiar Perception
23
1d20+14 9
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Hailcourse Basement

The familiar wings away immediately into the next room while Michael tries his best to get a visual on what lies ahead from this side of the shattered door. Both come to the same conclusion: there is nothing hostile or even all too interesting in this next room. Just a long well shaft that extends from a sunlit opening in the ceiling overhead and descends through the floor into a dark abyss below, presumably full of ground water. The bucket and rope are currently hauled all the way up to the surface.

To confirm, Imp manages to descend into the well shaft, where he verifies that there is actually an aqueduct about forty feet below the floor leading away to the north. The passageway is narrow and not well-suited to flying, so the familiar makes a small aerial acrobatic maneuver and reverses his direction so he can soar back up into the primary room and return to Eilidh. There is nothing else beyond this room except for the smooth stone walls surrounding it.

 

OOCYou will see a blue line leading north on the map as if this room continues. This is the aqueduct, and can only be accessed by descending the well shaft 40'. There is no egress from this room otherwise.

All players receive 400 XP for surviving the trap

Map

Untitled.png.a3d03d1154cdbeccd10889ff524df60c.png

 

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spacer.pngEilidh Sorsha

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

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 has a chat with her owl, Imp, when it returns after a brief winged foray. She then turns to the others.. "Well, it's a well.. there's an aqueduct feeding the well and it heads off into the darkness.", she purrs briefly, faintly smiling at how useful she is turning out to be. "So, let's get back to the blocked tunnel then. Maybe Murdir can try 'again' with the portal thing? Otherwise, any small hole drilled through the other side should allow me to get in and out."

Actions Detect Magic once more..  

 

@Phntm888 @Erico @dhemon

Edited by Starhawk (see edit history)
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“Naw.” Jack shook his head. “That blocked off tunnel ain’t going anywhere fer now. We need to get out of here. Rest up for a bit before we move on the Mansion. We’ve flat run out of time.”

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spacer.pngEilidh Sorsha

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 nods at this, no arguing with a tight schedule. "When we come back we get to do the ghost re-run. Might want to be armed for that, second time around.", she purrs.

Actions Detect Magic once more..  

 

@Phntm888 @Erico @dhemon

Edited by Starhawk (see edit history)
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Michael "Mike" Stevens
AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | Features | Conditions


 

"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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spacer.pngHP:  62/66 + 0/10 - 5 NL | Essence: 7/9
AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12
Veils  | Other Essence Receptacles | Active Effects | Veil Uses


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

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spacer.pngEilidh Sorsha

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..  

 

@Phntm888 @Erico @dhemon

Edited by Starhawk (see edit history)
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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
Jacob "Red Jack" Heath
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

 

 

 

 

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spacer.pngEilidh Sorsha

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..  

 

@Phntm888 @Erico @dhemon

Edited by Starhawk (see edit history)
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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
Jacob "Red Jack" Heath
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

 

 

 

 

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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)

 

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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
Jacob "Red Jack" Heath
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

 

 

 

 

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Michael "Mike" Stevens
AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | Features | Conditions


 

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.

 

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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

Untitled.png.a33b6e954c44bd38d18ce9ae48aadff5.png

Loot

  • 20 Ballista Bolts (10 lbs, 10 gp each)
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