Jump to content

Missing Magistrate

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

Chromoid

Recommended Posts

spacer.png

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
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

 

 

 

 

Link to comment
Share on other sites

Posted (edited)
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

Untitled.png.e0e5f008a074d4519861f4be92221e91.png

Loot

  • 80 Ballista Bolts (10 lbs, 10 gp each)
  • 3 Freshwater pearls (100 gp each)
  • 22 sp
  • 88 gp
  • 1 Skeleton key
Edited by Chromoid (see edit history)
Link to comment
Share on other sites

spacer.pngHP:  62/66 + 15/15 - 5 NL | Essence: 9/9
AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12
Veils  | Other Essence Receptacles | Active Effects | Veil Uses


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.

Link to comment
Share on other sites

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


 

"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.

 

Link to comment
Share on other sites

spacer.png

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
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

 

 

 

 

Link to comment
Share on other sites

Posted (edited)
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.

 

spacer.png

"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

Thrushmoor.png.0313ce6f61f515d60c53affa25339f93.png

Red Dot - You Are Here

 

Edited by Chromoid (see edit history)
Link to comment
Share on other sites

spacer.png

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
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

 

 

 

 

Link to comment
Share on other sites

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 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..  

 

@Phntm888 @Erico @dhemon

Link to comment
Share on other sites

spacer.png

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
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

 

 

 

 

Edited by Erico (see edit history)
Link to comment
Share on other sites

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


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.

 

Edited by Phntm888 (see edit history)
Link to comment
Share on other sites

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 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 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 ..  

 

@Phntm888 @Erico @dhemon

Edited by Starhawk (see edit history)
Link to comment
Share on other sites

spacer.pngHP:  62/66 + 15/15 - 5 NL | Essence: 9/9
AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12
Veils  | Other Essence Receptacles | Active Effects | Veil Uses


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.

Link to comment
Share on other sites

The New Chapel

Things could definitely be better, but they could also be a whole lot worse. Despite the all-out assault on the town, the New Chapel still holds roughly half of the populace within its walls. Whatever Winter and the people of the Silent Detective Agency did to stall the onslaught, it seems to have borne fruit in many lives saved. Still, that means half of an entire town is packed into a single building meant to host most of them for only a few hours in one day, nor was it intended to provide large quantities of food, drink, or any other necessities a home might have. The whole place is crowded end to end and people are clearly miserable and antsy thanks to the conditions and the imminent, unknowable threats lurking just beyond the stone walls and uncomfortably large windows.

Cesadia's wounds do heal in response to Murdir's mysterious Akashic energies, but she does not wake immediately. After examining the sleeping woman, Winter assesses that whatever struck her seems to have left her partly comatose as well as badly wounded, and it will take time for her to regain her own strength and awaken. Winter assures Michael that Cesadia will awaken, though it might be later than he initially hoped.

Winter.jpg.4d363be7425e738c93577e18268b473b.jpg

"In the meantime," the cleric continues, "I'd be more than happy to help some of the locals who have reading comprehension to sort through this mess and see what we can turn up. It may well prove a good distraction for them. Can't imagine there's much point keeping any of this town's secrets anyway. Unless, of course, you think differently?"

Despite her confidence and aptitude, it seems Winter is at a point where she's willing to consider your party the rightful leaders of this ragtag operation.

"Also, not to take emphasis off of our current situation, but I don't suppose you found any sign of Accuser Omari anywhere in the Fort? I am now all but certain she and her people are all dead, but even a hint as to where they were or where they went before their demise might aid us in this plight."


Meanwhile, Jack rounds up the most capable and able-bodied men he's spotted in the chapel since he entered the building. They are all fishermen of some stripe, but they do carry what appear to be long daggers meant for a little more than just skinning fish, and they appear to be keen and ready for whatever might attack the chapel.

The men greet Jack with mixed levels of wariness, but they accept his approach.

 

"I'm Grant Mave" says a burly young giant, stepping forward from the group of men. He easily looks Jack in the eyes, being a few inches taller, but his body looks like it was built by masons, not a mother's womb. "We know you. You and yours caused the ruckus what upturned the town. But we also seen you're a hell of a fighter so long as you got your fancy gizmo there. Being as none of us are leaving anytime soon, might as well take what we can while we can. What'd you have in mind, Red?"

 

Grant's eyes stop boring holes into Jack's for a moment as he, along with a good chunk of those nearby, watch with mixed interest and horror as a stocky, dusky figure stumps unfazed through the chapel with a whole pack of unconscious riding dogs levitating five feet off the ground just behind him. Murdir's uncannily wide smile does nothing to assuage the apprehension in the faces of those who witness this ominous sign, but no one is foolhardy enough to oppose him and he passes almost effortlessly through the packed chapel, dogs and all, to a distant corner. Those residing here quickly scatter, pressing back into the masses around them as the Duergar sets about arranging his new "friends" on the ground, still grinning like an eel.

It is not lost on these good folk that the unnerving grin seems in part to be caused by the sight of the chaos and distress all around.

 

Link to comment
Share on other sites

spacer.png

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 gave the young giant a nod. "Mave? All right, we can work with that." Jack paused as everyone's attention turned towards Murd's approach along with the floating pets. He could see more than a few people were disturbed. "Don't pay Murd much mind. Not sure what he's planning, but I'd guess it'll come in handy. He pulls out some wild tricks. Or mebbe he's just looking for a new pet. He was all sorts of sore when this little magic-sniffer we had back at the Asylum ran out on him. Meanwhile, we've got other matters to look into."

Jack set down the arbalest he'd brought with him with a heavy thud on the ground, then calmly started digging out armor and weapons from his bag. "Things are lookin' grim right now, ah get that. But in this situation ya got two choices; lay down and die, or stand up and fight." He gave Mave and the other gathered defenders a grim look. "Me and mine aren't planning on lettin' the Cultists get away with their nonsense, you can count on that. But there's still this Church to defend, and like it or not, y'all are going to need to step up and defend it. This church, and everyone in it. We've got weapons and we've got armor we can loan you for the cause, and ah can give you a quick rundown on weapons safety. Sure, ah know most of ya ain't got the training to be soldiers, but if you're gonna keep everyone here safe tonight, you're gonna need every advantage you can get."

 

Jack stood up and sized up the men around Grant Mave. "We gotta make do with what we have. So if any of ya want to improve yer chances of makin' it through tonight alive, I need volunteers. Anyone willin' to step up and do their part to protect the innocent folk here gets armor and gets weapons. And the big prize - a Ballista taken from the Fort, with plenty of ammunition fer it. We need to figure out the best place to put it, and for my money, I'm thinkin' up on the roof - mebbe in the belltower, so ya can cover every side of the building with some heavy duty crossbowin'. Earlier today, I made the mistake of tellin' the townsfolk about the mess we were in and tryin' to sound like I was some big damn inspirational hero. Well, I ain't. I'm a crusty, four-day sober gunman that don't got an inspirational bone in mah body, and ah made a mistake. I'll own up to it, and that's why I'm ridin' back out there into the night come hell or high water. Because I ain't no hero. I'm an engineer and a gunslinger, and I don't make friends easy."

 

The gunslinger paused for effect, giving a grim smile. "But ah know how to fight. And ah know how to survive. And if'n you're willin' to open yer ears, then I might just be able to teach you all a thing or two. So who's in?"

 

(Jack offers up a loan of the leather armors, longbows, longswords, the spear and trident, and about half an hour's worth of training for anyone who wants it. He also has the Ballista ready to deploy once we decide on a location and has the tools to mount it.)

 

(P.S: Jack looks around for the innkeeper, Dena. Is she among the survivors here? And what's the situation on Boulder?)

 

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

 

 

 

 

Link to comment
Share on other sites

The New Chapel

Mave and the other men with him look a little nonplussed by this speech, but after some side glances at each other, they nod silently and step forward. Two other men slowly push their way through the crowded church towards Jack as well. He's found himself five willing hands to handle what defense this place can muster.

Training is brief and mostly regarding safety and explanations of how the weapons work, with a live demonstration of loading (and unloading) the ballista. There's literally no room to actually practice anything, so Jack has to make do with the most simplistic verbal instructions he can give to the men. The armor is awkwardly donned, the wearers move around in it with grimaces and uncomfortable expressions, and overall it looks pretty bleak. Still, the defenders now have a semblance of protection they did not have before and at least one of them opts to keep his sword. The rest all stick to their long knives and one even doffs his armor again, saying "I'll die slower without it, mark me words."

The ballista is jury rigged up in the clock tower, but it's mostly just a makeshift rest set atop the stone ledge of the tower, with the full force of the weapon to be braced by a man with his back set against the railing surrounding the bell pit. It's crude, and likely going to hurt like hell if used, but it'll get bolts down range.

 

Dena is amidst the survivors. Indeed she comes over to your group soon enough, face wry, but still somehow smiling through it all.

 

"So! You aim to be paying me for your night's stay after all!" she remarks with a chuckle and a slight twinkle in her eye. "That's mighty rich o' ye, seein' as how there's going to be one hell of a bill to pay to clean up the Wagon after this is all done. Damn thugs ransacked the place end to end, they did!"

 

To Jack, she jerks her head towards the rear of the Chapel. "Yer feller's out yonder. Couldn't bring 'im in, o' course, but it seems the bad folk are none too interested in livestock right about now. Left the whole stable untouched, they did. Took me stableboy though."

Her smile evaporates for a moment. A hard look enters her eyes, and she fixes the cowboy with a dagger-like glare.

"I'm countin' on the lot o' ye" Dena adds in a venomous tone. "I'm a-countin' on ye all to end this. I want blood, ye hear? Nobody, an' I mean NOBODY runs us outta this town. Not Lowls, not 'is father, not 'is mother, an' not this lot of varmints. You make sure that mansion runs red. Hell, burn the place to the ground, I says!"

 

These last words are met with more than a small amount of affirmative murmurs from those near enough to hear over the common din filling this place. The townsfolk seem both scared and angry. Fortunately it seems most of the anger is directed at the cultists. Best it stays that way if you wish to remain here.

 

Link to comment
Share on other sites

×
×
  • Create New...