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Missing Magistrate

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

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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 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, a new arrival with no connects to any save Winter, has less to do than the others. She raises an expressive eyebrow in Dena's direction when she speaks of annihilating the enemy, giving the distinct impression she's been involved in such things before. "When I've rested and prepared my spells, I intend to do just that.", she says with what can only be described as ironclad assurance.

Actions ..  

 

@Phntm888 @Erico @dhemon

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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. "I understand. Thank you for offering to look through the files. I do not know if we found any sign of Accuser Omari or not, as I do not know what the Accuser looks like. However, the fort's dungeons did hold two bodies. We do not know who they are, but one could be Accuser Omari. Can you describe the Accuser? I'll see if the description matches my memory of either of the two."

OOC

OOC text goes here.

 

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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 arming, armoring, and training of the fishermen under Grant Meve was as awkward as Jack had expected it to be. They were untrained civilians who'd never served in a militia, much less a military unit. But for as much as they seemed to complain about being in the studded leather armor he'd set them up in, Jack felt a little bit better. Any kind of protection was better than none. They might complain now, but there was a chance that the brief bit of training he'd done for them might just keep them all alive a little longer tonight.

That the people huddled in this church might survive this troubling night. That Thrushmoor might survive this night.

And that, if their race to assault and overwhelm the mansion and its Cultist defenders paid off - that they would not return to a town empty of living souls.

Jack's expression was as stoic and grim as ever as he heard Dena's words, and as he shifted his gaze to hear the murmuring agreement from the townsfolk of Thrushmoor. The survivors were battered, riven with grief and pain and rage. Terrified and fearful of what the night and tomorrow might bring, yes, but on the surface and masking it, there was the desire to have their suffering repaid a hundredfold. By the hands of three men who had once been a source of it, and their helper.

 

The gunslinger reached out and took Dena's hand, firmly shaking it. "The Code says they die, Miss Dena. They've earned their death a dozen times over, and we'll give it to 'em. You can rest easy on that." He looked to the others and gave a small nod of his head. "Fer now, we've gotta rest up a bit and get ready, and I suggest y'all do the same. It's gonna be a long night."

 

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


Chuckling ominously, Murdir shook his head slightly at Dena's rant with a cheerful grin on his face.
"Ah, friend. Vengeance is meaningless if you don't get it with your own hands. I'll try to keep a couple alive for you."
Leaving it at that for now, the jolly duergar moved on, continuing to keep an eye out for anyone he recognized, and treating anyone injured that he came across. There'd be plenty of time to ruin reputations if they survived, after all.

Actions

Burn 1 Essence for Tactician's Tabard, swapping AotA (RoD) for AotA (Unicorn Feathering)

Apply FH 5 (3 round duration) to anyone injured.

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The New Chapel

While your party does what it can to ease the suffering of the refugees within the chapel, it still isn't nearly enough. The place is overcrowded, warm with the press of bodies, humid from the encroaching fog, and generally stuffy and uncomfortable. Michael and Winter spend time talking about Accuser Omari and her entourage, a discussion which leaves the kineticist almost certain that he's not yet seen any of them alive or dead so far.

 

Afternoon turns to evening, and evening to night. What rest you're able to gain is fitful and frequently disturbed by strange noises from without and the general discomfort of your makeshift hideout, but thanks to the ballista-wielding fisherman in the bell tower you're kept well appraised of any and all potential threats. Oddly enough, there appears to be no attempt at taking out the chapel on the part of the cult. Shapes and shadows are frequently spotted in the distance and the sound of glass shattering and wood cracking can be heard from time to time, but no one OR thing approaches the chapel directly.

 

Eventually you've rested enough, and you feel you're about as ready to face the manor as you'll ever be. The status quo outside hasn't changed in the last four hours and dusk has turned to black, starless night. You could wait out the night here and assault the manor in the morning, or you could attempt to brave the eerie night and try to get the drop on your foes at an hour they might not expect you to arrive.

 

Either way, you have a fight and a half ahead of you, and the horrors have only just begun.

You have leveled up!

Welcome to Level 6.

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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 8/8

Cantrips Open/Close, Prestidigitation, Detect Magic, Ray of Cold, Mage Hand.

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 greets the others after a rest, her skin clear, her teeth white, her hair shining, her clothes spotless, her dress wrinkle free, her long ponytail down her back immaculately braided. "No rest for the wicked, well not until we make it so.", she purrs in carefree syllables. She rubs her hands together, the action momentarily revealing the spring loaded wrist sheathes on each arm.

Actions ..  

 

 

Edited by Starhawk (see edit history)
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Red Jack the Musketeer
HP: 60/60
AC: 22 Touch: 17 Flat-Footed: 15
CMD: 25
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 20
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

The team allowed themselves four hours of rest, planning to set out as soon as possible to assault the mansion. For Jack, there were no spells to memorize or complicated rituals to follow. He checked his gear, recounted his ammunition, then found a spot in the building where he could lean his back up against the wall and close his eyes for a little while.
 

Boulder would be all right for a few hours more; the Cultists apparently cared little for the animals, only people. The gunslinger put such concerns out of his head, biding his time. Waiting.
 

waiting to see if Miss Winter would approach him on her own tonight, or if she would stay away. The crush of people denied any sense of privacy, real or imagined, and perhaps she didn’t want others to overhear their conversation. Or perhaps, with the threat that she knew Jack and the others were walking into lingering on her mind, she might want one last word before he went.

 

Jack left the choice up to her, and made himself available. But time passed on regardless.

 

The four hour mark arrived, and Jack stirred to wakefulness.

 

—————-

 

Jack walked to the front doors of the church and waited for the others to gather there as well. He saw Winter standing nearby, and some impulse made him push past a few other people to reach her.

 

“Well…We’re off, then.” He said quietly. “Is…I feel like there’s something I oughta say here, but…”

 

But words had rarely been Jack’s forte, especially now with so many people around. He looked into her heterochromatic eyes, yearning for an eloquence that wouldn’t come.

 

 

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)
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Michael "Mike" Stevens
AC 20 (19), T 15 (14), FF 16 (Enveloping Winds 25% miss chance vs ranged; 15% Fortification)| HP 74/74 (68) (Nonlethal 15) | Fort +11 (10), Ref +10 (9), Will +5 | Perception +11 | Initiative +4 (3) | Internal Buffer 0/1 | Features | Conditions


Prior to sleeping, Mike rubbed the little butterfly necklace that had magically appeared in his sleep when they were in the asylum. He still wasn't sure where it had come from or what it's purpose was, but it made him feel better. He even thought he slept more restfully.

Of course, he still awoke with that feeling of fatigue deep in his bones - the one that he felt when his power seemed to drain him. He guessed that he would need to sleep longer for that to go away, but the power he felt coursing through him seemed almost stronger. He sat up, stretched and swung his legs over the edge of the bed. Wait. I did not sleep in a bed. Looking down, he saw that he was apparently floating a couple of feet off the ground. Just...floating there. The people around him were giving him funny looks, which was rather understandable. Putting the bedroll away, he looked down, then concentrated and lowered himself to the ground. He then concentrated again and floated himself back up, then left, then right, then back down.

Walking over to where the others were gathering, he said, "I think I might be able to fly now. At the very least, I am capable of floating. Are we ready for cultists?"

OOC

OOC text goes here.

 

Edited by Phntm888 (see edit history)
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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 8/8

Cantrips Open/Close, Prestidigitation, Detect Magic, Ray of Cold, Mage Hand.

1st Mage Armor (cast), 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, by her appearance defining the word 'immaculate' on account of her far too frequently used prestidigitation cantrip, offers up a virtually triangular, and blinding, grin at this from Mike.. what a strange name?

"I was born ready... twinkletoes.", she purrs.

In truth she was rather looking forward to the next few hours. On her own, she'd have been scared silly, but the lot she was currently with seemed quite capable of keeping things with big teeth, big claws or larged pointy objects well away from her.

She had as a matter of caution, released Imp, her AWACs owl, to have a look around for the purpose of target identification, route scouting and being nosey as a general principle. Imp returned prior to her leaving to give her the complete 'low down'..
 

Imp (taking 10) Perception 25 Stealth 33

Actions .. Cast Mage Armor prior to exit. 

 

 

Edited by Starhawk (see edit history)
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spacer.pngMurdir Flintheart
HP:
 75/75 - 5 NL | Essence: 10/10
AC: 19 - FF: 16 - Touch: 14 | Fort: +9 Ref: +8 Will: +13
Veils | Other Essence Receptacles | Active Effects | Veil Uses


Having finished his rest a good while before Jack & Mike, Murdir had reassessed his set of veils, coming to the unfortunate conclusion that his ablative health buffer was no longer feasible with their vastly limited schedule. Even by the time he'd finished shaping and binding his new veils, most of the others were still napping, so the jolly duergar had turned to the survivors with his characteristically unsettling smile.
"So friends, how can I help you?"
Perhaps the most surprising thing was that the question was genuine, with the duergar pitching in to help sort things out and keep people settled as best he could, all the while surreptitiously keeping any eye out for anyone that seemed suspicious or potential infiltrating cult members.

When the others finally started stirring, he returned just in time to hear Eilidh's initial comment.
"Rest is for the weak, friend."
The weak, and those not owned by Droskar, anyway. Once the others were sorted, he made his way toward the doors, ready to move on and collect some more toes.

Actions

Perception : Take 10 : (30)
Sense Motive : Take 10 : (26)

Edited by dhemon (see edit history)
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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 8/8

Cantrips Open/Close, Prestidigitation, Detect Magic, Ray of Cold, Mage Hand.

1st Mage Armor (cast), 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 waits by the door, clearly anxious to be off. She's debriefing her owl familiar, following its recon mission outside. "These flesh eating bastards aren't going to kill themselves.", she idly remarks, referring to the tattooed near humans with the pointed teeth, who ate folk.

Actions .. Cast Mage Armor prior to exit. 

 

 

Edited by Starhawk (see edit history)
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