Shadow over Riddleport

Game Master Joana

"We cornered his drunken ass in the Goblin last time. This time, we won't show any mercy. We'll kill him for what he did to Larur, and then he'll tell us where Lil is." -- Braddon Hurst


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Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Phillip moves to comply with Badeye's request and does so with deliberate intent of movement. His back is freely offered as he ascends the steps, smoothing down his outergarments and running one hand through his hair. As the door swings open he mentally girds himself, much more at ease now that the thug had unhanded him... though he needed be careful indeed within if the situation was not to turn back to mud.

Not yet appraised with what the situation truly was... Phillip kept his mouth shut for the moment, apart from seeking further directions as he looked around the entrance room.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Phillip:
The door opens onto a large open room. Scratched and stained wooden tables and benches stand to either side of the doors. Deeper in is what appears to be a font, a dented tin cup tied to it by a frayed length of twine. To the left, a staircase leads upward. Past the staircase is a communal dining room through an open doorway, where you see the vagrants who entered while you were watching from the alley, some intent on bowls of food in front of them but others peering warily back into the main room or over their shoulders at another open doorway. The stagnant air reeks of mud, sweat, vinegar, and stale alcohol, layered over with the sickly-sweet aroma of cheap gruel.

Directly ahead, past the lobby, the room spills into a modest chapel. A dozen worn-out pews and mismatched benches are arrayed in front of a plain wooden pulpit. A nervous-looking man is standing behind the last bench, looking at the staircase anxiously. He jumps a little, startled as you open the door. Your keen eyes pick out what appear to be fresh drops of blood on a few of the stairs and trailing on into the dining area.

Current effects: expeditious retreat (Phillip)

Map of the ground floor

The nervous man is about 25 feet from you as you stand at the threshold, between the first bench and the font. The only other people you see are in the dining room, sitting around the tables. You have a standard action left, if you want it.

Having dispatched the clubman, Gristav steps back into the front hallway, stepping over the prone body. Snake heals the half-elf, urging haste in retrieving Braddon.

Round 8 init: Brandy, Gristav, Balston, Badeye, Phillip, Snake, Braddon, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

Gold Goblin:
Bastard word at the ready, Braddon smashes into the door again.
Strength: 1d20 + 4 ⇒ (17) + 4 = 21


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Pausing Phillip asks without turning his head "And then?"

No action to take.


Phillip:
As you pause in the doorway, two humans come out of the dining room, walking as if with purpose. One is a skinny man with a quickly-drying blood stain on his upper left arm; the other is a rakishly handsome man in the white and gold robes of a Sarenite priest. When he sees you, he stops and smiles. "Decided to come inside, have you? Knuckles, go back upstairs and see if the lads need any assistance." The injured man gives you an uneasy glance before nodding to the priest's request and moving past you to head up the stairs. "Now," he returns his attention to you, beckoning welcomingly, "come along in and let's have a friendly chat."

Make me a Will save, Phillip.

Braddon:
As you put your shoulder to the door once again, it seems clear that you're unlikely to break it down alone. Gristav is on the other side, however; he may be able to unlock it.

The door visible on the east end of the hallway shudders under a blow from the other side, clearly identifying the room into which Braddon has been locked. Before Gristav and Snake can do anything about it, however, there are footsteps from the stairs; a moment later, the man they recently saw seeking Father Kreun in the kitchen appears, the crossbow bolt now extracted from his shoulder. "By his black fingers!" he cries in panic, when he sees the three prone figures on the floor. "They've killed them all!" He turns a gaze half-vengeful and half-afraid on Gristav and Snake as he draws a cutlass.

Knuckles double-moves to D11, drawing a weapon

Round 9 init: Brandy, Gristav, Balston, Badeye, Phillip, Snake, Braddon, Beltias, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)

Updated map link

The door that Braddon is trying to break down is at F17. Knuckles has cover from the railing between you, but the two of you have higher ground on him.


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

Regarding the swordsman, Gristav sincerely and warmly praises him, walking away. "Good man. Brave man. Draws sword at two-to-one odds, when better odds and men are fallen, and we stand. Go tell your master: They're alive, we don't want anyone dead. I'm still honestly wondering, just what explains all this bullying and brandishing..."

Gristav moves to E17 or F17 as needed to unlock that door, and unlocks the door. That's two move actions?


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Will Save (with Adaptable Luck): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Reaction pending resolution of whether that saves, and whether Phil gets an impression of what it was attempting to induce.


Phillip:
You feel a momentary sense of compliancy wash over you, somewhat similar to the feeling Fenella Bromathan induced at the Cypherlodge the other day, but perhaps previous exposure has strengthened your resistance; this time the sensation slides away without finding purchase on your mind.

The other man, Knuckles, climbs the stairs, but you see him stop in horror before reaching the top. "By his black fingers! They've killed them all!"

A flash of annoyance crosses the priest's face. "Badeye," he calls through the door, "go upstairs with Knuckles and take care of it!"

The aptly-named Badeye steps up behind you. "You've been asked nicely," he growls down your back. "Step on in and be sociable."

Badeye moves to B13 and readies

Round 9 init: Brandy, Gristav, Balston, Badeye, Phillip, Snake, Braddon, Beltias, Rasper, Knuckles, Garspheal

Current effects: expeditious retreat (Phillip)

Map link


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Indignation and anger rise like bile within Phillip's craw at the attempted intrusion into his mind, the immediate flight response that swells is quelled as the more serpentine part of the halfling's mind coldly analyzes the situation. With deliberate and resolute intent he moves nearer the so called priest, and clears a path for Badeye to be able to take the stairs and leave his back unhindered.

Can't see the map at work, but intent is to only move far enough to get clear of Badeye's threat area and give him clear access to the stairs.

Words come to Phillip and are laid out "I am manhandled outside your door, then as I enter under my own intent you attempt to force yourself upon my mind. What little patience I have is spent Aita... choose your words carefully before my ears are closed to you."

aita - father in Varisian, though in this case Phil's intonation tilts towards it being a godfather rather than a father of god.


Phillip:
As soon as you step out of his way, Badeye is up the stairs, pushing past Knuckles to the second-floor landing.

You can pick your ending position later on when you can see the map, if you want; I'm going to guess D14 is the most attractive square. You'll have to move at least 10 feet so you're left with a standard, if you want to use it for anything.

Gristav reassures the cutlass-wielding man of his compatriots' well-being as he crosses to the door behind which Braddon is imprisoned. He is just realizing, to his consternation, that the only way to unlock the door will be with a key when Badeye charges to the top of the stairs, fixing Snake with a threatening glare.

Badeye moves to D10

Round 9 init: Brandy, Gristav, Balston, Badeye, Phillip, Snake, Braddon, Beltias, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)

Updated map link

Snake, you and Badeye have melee cover from one another due to the railing and don't threaten each other for the purpose of AoOs. Despite the token, he's not actually wielding two punching daggers. ;)


Seeing Badeye move up the stairs, Snake sighs. "Oh crap." Moving back a bit, Snake then emits forth a bit of his arcane power, targeting the thug.

Move to E 15; Cast Cause fear(DC 14 Will for Badeye): The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round.

AC 16; Hp's 15/15


Male Human (Chelaxian)

Phillip:
Phillip Hargreaves wrote:
"I am manhandled outside your door, then as I enter under my own intent you attempt to force yourself upon my mind. What little patience I have is spent Aita... choose your words carefully before my ears are closed to you."

The priest spreads his hands with a smirk. "I only want a little information. Are you working for Marzo or directly for the man upstairs ... Kane, he's calling himself?"


Snake bestows on Badeye a glare that should have turned his blood to icewater and his knees to jelly ... but perhaps the fact that only one eye is looking the witch's way prevents the fear from taking proper hold. The walleyed man shivers but holds his ground. Next to him, Knuckles shows no interest in shoving past him, instead waiting on the larger man to lead the way.

Badeye Will 1d20 ⇒ 19
Knuckles delays

Round 9 init: Brandy, Gristav, Balston, Badeye, Phillip, Snake, Braddon, Beltias, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)
shaken (Badeye)


Male Halfling Inquisitor of Calistria (Heretic archetype)

Beltias Kreun:
Mentally creasing his brow in some degree of confusion, Phillip responds without answering. Raising an eyebrow he smooths his mustache with his right hand "And it matters why? From the sound of it your acolytes seem to be struggling somewhat. Will the knowledge of who I hold master stop the blood from flowing?"

Leftover standard readied to back away from Beltias if Kreun attempts to approach to melee range.


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

"No rush. I'm safe in here."

"I could meet you downstairs if you want. There's a window."

(Braddon delays)


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
Braddon Hurst wrote:

"No rush. I'm safe in here."

"I could meet you downstairs if you want. There's a window."

(Braddon delays)

"Mi ne scias kie estas la ŝlosilo estas, kaj mi ne tuj estos permesitaj serĉi. Ni ne estas sekura ĉi tie. Eliro, kaj revenas kun eltiritaj klingo. La mapache rigardas, Li apogas vin."

Elvish:
"I don't know where the key is, and I'm not going to be allowed to search. We aren't safe out here. Exit, and return with drawn blade. The 'coon is watching; he'll support you."

Gristav, as usual, keeps talking, as he walks away. (Intended:E13)

"Yes yes, we'll get the key and let you out...", Gris seems to vent his vexation. It was genuine vexation, but at the keyed door, not Braddon.

Seeing a second of the brigand-deacons, Gristav asks, "Ah, have you the key? I'm feeling pressed for time, and if I need to search, I'll need to be ungentle..."

Gristav settles his stance, contemplating a Coup-de-Grace against the stoutest of the bowmen.


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

"Vojaĝante."

Elvish:
"I'm on my way."

Gold Goblin:
Braddon immediately leaps for the window and begins climbing down.


Male Human (Chelaxian)

Phillip:
"Knowledge is power, my friend," the priest shrugs. "Goons are easy to come by in Riddleport; people who can give me a valuable bit of information are much rarer. See, if you're working for Marzo, I can expect more trouble from the Cove; goons are easily replenished there, as well. Forewarned is forearmed." He doesn't move toward you but waits expectantly for an answer to his inquiry.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Beltias Kreun:
Nodding sagely Phillip concedes "Aye, and if I'm working for the man upstairs then the fire once doused should not re-ignite... but you think in merely black and white" putting out his left and right hand as though indicating the two options Beltias has proffered. "I have a master and a mistress both... but neither have you named." channelling as much into his delivery to present a picture that the ones he follows (himself and the Wasp Queen) are above all in the hierarchy of life.


Having exchanged words with Braddon through the door, Gristav moves back to the unconscious men by the window overlooking the street, uneasily aware of the amount of time that has passed since the spell which disabled them was cast. Still, he keeps his words light and his front unruffled.

"Aye, I've a key," Badeye growls back, "but the closest you'll get to it is hearing it turn in the lock from the wrong side of the door." He begins to move off of the staircase in your direction....

You've a standard action left to do something with if you like, Gristav (attack, cast, ready, Total Defense, etc.).

Round 10 init: Brandy, Gristav, Braddon, Balston, Badeye, Phillip, Snake, Beltias, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)
shaken (Badeye)

Braddon:
You toss the coil of rope out the window and follow after it in one swift motion. Out of the corner of your eye, you spy the man who had been looking up at the window, now at the front corner of the building, watching your descent with astonishment.

Roll me 2 Climb checks vs. DC 5, Braddon.


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

Gold Goblin:
climb 1: 1d20 + 3 ⇒ (4) + 3 = 7
climb 2: 1d20 + 3 ⇒ (18) + 3 = 21


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
Gold Goblin wrote:

Having exchanged words with Braddon through the door, Gristav moves back to the unconscious men by the window overlooking the street, uneasily aware of the amount of time that has passed since the spell which disabled them was cast. Still, he keeps his words light and his front unruffled.

"Aye, I've a key," Badeye growls back, "but the closest you'll get to it is hearing it turn in the lock from the wrong side of the door." He begins to move off of the staircase in your direction....

"You mean to attack and imprison us?", Gristav maths aloud, then sighs, and sweeps his stave in a circle of scintillate stellati, spellstriking the fallen longbowman. Power flares, and frost fluffs, the chilled air condensing the erstwhile enforcer's exhaled air, and then the next breath. Proof, the man still lived. Though only Gristav may have noticed, he was thankful of it.

Standard Action, Spellstrike, Frostbite, inflicts 1d6+2 non-lethal cold, Fatigues the affected, no save. Staff does 1d6+3 delivering the spell.

Staff +1+2STR+1BAB+9?: 1d20 + 13 ⇒ (4) + 13 = 17
Staff +1+2STR: 1d6 + 3 ⇒ (6) + 3 = 9
Frostbite 1d6+2: 1d6 + 2 ⇒ (1) + 2 = 3

Arcing the riming stave up in a broad arc, Gristav reports, "There's more in here, for you, or for him..." Gris nods at the crumpled crossbowman. "If we're to battle, I won't have them at my back. Now, go tell your master: we should speak. He, should come to the bottom of the stairs. You, should leave the key."

(Another charge of Frostbite remains)


Braddon:
You walk down the outside wall of the building with relative ease, dropping the final few feet to the ground. The man at the corner gapes at you a moment, then backpedals a few steps before disappearing around the front of the building.

Rasper moves ??

"You," Badeye replies, "should stop telling people what to do." He rounds the end of the railing and advances on Gristav, stepping over the fallen clubman without a glance and grasping at the ashen staff.

You get an AoO, Gristav, as he doesn't have Improved Disarm.


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
Gold Goblin wrote:

"You," Badeye replies, "should stop telling people what to do." He rounds the end of the railing and advances on Gristav, stepping over the fallen clubman without a glance and grasping at the ashen staff.

You get an AoO, Gristav, as he doesn't have Improved Disarm.

Frostbiting Quarterstaff +1+2Str: 1d20 + 3 ⇒ (18) + 3 = 21

1d6+4 Staff: 1d6 + 4 ⇒ (4) + 4 = 8
1d6+2 Frostbite non-lethal: 1d6 + 2 ⇒ (4) + 2 = 6
(Also, fatigued until NL damage healed)

Gristav's reflexive no-you-don't recoiling from the grab transforms into a full turn, delivering much of the hip, all of the arms, a bit of the back leg, and a paralyzing pulse of coruscating cold. "You're quite right", Gristav accepts apologetically. "Would you please", the half-elf hopes, "...go suggest to the Father we might trade words rather than minions?"


Badeye's strength is no match for Gristav's determination to keep hold of his weapon; having taken both a firm rap from the cudgel and a numbing bite from the half-elf's spell, he is too slow and stiff to snatch the staff away. "Oh, the Father's having words all right," the man leers through chattering teeth. "We caught your halfling sneak."

Badeye moves to E12 and attempts to disarm Gristav 1d20 + 8 - 2 - 1 - 14 ⇒ (6) + 8 - 2 - 1 - 14 = -3

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)
shaken (Badeye)
fatigued (Badeye)

Phillip:
"So you'd have me believe there are still other interests in play?" Father Kreun responds a bit skeptically. "Whose?"

For the moment, he seems content to talk, making no aggressive moves in your direction, despite the sounds of a scuffle above your heads. The nervous-looking man in the chapel area scoots a little closer, as if interested in the conversation.

Round 10 init: Brandy, Gristav, Braddon, Balston, Badeye, Phillip, Snake, Beltias, Rasper, Knuckles, Garspheal

Current effects: expeditious retreat (Phillip)

Updated map link


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
Gold Goblin wrote:
Badeye's strength is no match for Gristav's determination to keep hold of his weapon; having taken both a firm rap from the cudgel and a numbing bite from the half-elf's spell, he is too slow and stiff to snatch the staff away. "Oh, the Father's having words all right," the man leers through chattering teeth. "We caught your halfling sneak."

"Oh? He's not mine. Still, you should hope he's well. Is that what this is about, all the bullying and brandishing, the drawn swords and sigils? That's what I want the Father to do; explain..."

Gold Goblin wrote:
Badeye moves to E12 and attempts to disarm Gristav 1d20+8-2-1-14

"You're going to make me break you, aren't you?", Gristav laments.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Beltias Kreun:
Phillip's voice hardens a little more "I'm not in the habit of talking business while other matters are still being pounded out." biding his time and throwing the nervous man a pointed look that lets him know that Phillip sees him, and that his personal space is not to be violated. "You should see to your house first Aita."

Technically readied action to back away should either come for him.


The man on the staircase doesn't seem to be in any hurry to join Badeye, instead watching from his position of safety behind the railing.

Knuckles continues to delay

Round 10 init: Brandy, Gristav, Braddon, Balston, Badeye, Phillip, Snake, Beltias, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)
fatigued (Badeye)

Updated map link


Unable to move closer to where he can aid Gristav in combat, Snake continues his magical assault.

Cast Daze(At Badeye)

AC 16; Hp's 15/15


Badeye Will vs. DC 13 1d20 ⇒ 9

Phillip:
Phillip Hargreaves wrote:
"I'm not in the habit of talking business while other matters are still being pounded out. You should see to your house first, Aita."

The priest's face hardens. "You'd rather wait until your companions are subdued and out of the way? Fine." He glances at the man at his elbow with some annoyance. "You. Make yourself useful." He nods to the staircase.

A little hesitantly, the man moves toward the stairs; unwilling to risk the proximity, you jump for the open door; but at your first movement, the priest pulls a black symbol from beneath his white robes, and a wave of life-sapping energy pulses through the room. The man Beltias just ordered upstairs stops, wide-eyed, and drives his own dagger into his gut; at the same time, screams and wild keening erupt from the dining room as some of the beggars smash the earthenware crockery to slash themselves and others turn murderously on their neighbors.

Beltias channels negative energy: damage 1d3 ⇒ 2 Will DC 14
Madrat Will 1d20 - 1 ⇒ (11) - 1 = 10 1d100 ⇒ 74 1d8 + 1 ⇒ (2) + 1 = 3
Knuckles Will 1d20 + 2 ⇒ (8) + 2 = 10 1d100 ⇒ 99
Commoners 1d100 ⇒ 361d100 ⇒ 521d8 + 2 ⇒ (3) + 2 = 51d3 + 2 ⇒ (3) + 2 = 51d100 ⇒ 931d20 + 2 ⇒ (18) + 2 = 201d100 ⇒ 351d100 ⇒ 941d20 + 2 ⇒ (11) + 2 = 131d3 + 2 ⇒ (1) + 2 = 31d100 ⇒ 661d8 + 2 ⇒ (4) + 2 = 6

Round 10 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Current effects: expeditious retreat (Phillip)

Updated map link

If you make the Will save, you take 2 points of negative energy damage and can keep your readied action; if you fail, you take the damage, are confused, and must roll 1d100 to see what you do. If you get "attack nearest creature," you'll have to 5-foot-step and attack Madrat with an unarmed strike, as you only have a standard action.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Will Save: 1d20 + 5 ⇒ (17) + 5 = 22 Shouldn't it be 1 damage with a save?
Knowledge (Religion-untrained): 1d20 + 1 ⇒ (11) + 1 = 12 To identify holy symbol.

Feeling the so called priest's energy wash over him Phillip channels his individuality and will of self-determination to resist Kreun's intent. A headache begins to swell and pound as the halfling endures and sees the madness unfold as Madrat turns upon himself...


Phillip:
Phillip Hargreaves wrote:
Shouldn't it be 1 damage with a save?

Not by my reading, although this is the first time I've ever used, or seen used, variant channeling.

Ultimate Magic>Spellcasters>Cleric>Variant Channeling wrote:
When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further.

As you duck out of the mission suddenly gone mad, you recognize the device in the priest's outstretched hand as a featureless black mask, the holy symbol of Norgorber, god of thieves and assassins. At the eastern corner of the building, the walleyed man's partner, Rasper, is still standing, staring at something around the corner.

Round 10 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Current effects: expeditious retreat (Phillip)

Updated map link

Without Phil moving for the door, Beltias wouldn't have drawn his holy symbol, so I don't see any way for you to get out of the situation without your readied action triggering. You may end in whichever square you wish, within your range of movement, and can, of course, speak as a free action. You have 40 feet of movement left from your position on the map and can use as much or as little of it as you wish; your readied action was to move away, but you can decide how far.

The man on the stairs stares at the confrontation between Badeye and Gristav in blind panic. Charging up the stairs, he slashes at the dazed man's back, the blade of his cutlass clinking off a metal stud on the larger man's leather armor.

Knuckles moves to E11 and attacks Badeye 1d20 + 2 ⇒ (9) + 2 = 11

Round 11 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)
fatigued (Badeye)
dazed (Badeye)

Updated map link

Braddon:
Round 11 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Updated map link

Right side of the map is north; I forgot to rotate it when I was drawing it.


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

Gold Goblin:
Braddon moves quickly around towards the front of the house, drawing his bastard sword as he does. Knowing someone else is around, he swings wide of the corner and approaches the front door with a modicum of caution.

(Double move 55' - Q13, Q14, Q15, P16, O17, N17, M17, L17, K16, K15)


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
Gold Goblin wrote:
The man on the stairs stares at the confrontation between Badeye and Gristav in blind panic. Charging up the stairs, he slashes at the dazed man's back, the blade of his cutlass clinking off...

"That's hardly fairplay!", Gristav laments. "I suppose you've both, chosen your sides. Pay attention, then: it's done like this...", Gristav grimly grandstands.

Spell Combat -2 TH
Quarterstaff +1 +2 Str +1 BAB +2 Flanking: 1d20 + 4 ⇒ (15) + 4 = 19
Quarterstaff +1 +2 Str: 1d6 + 3 ⇒ (5) + 3 = 8
Spellcraft +7 to cast Brand defensively vs DC15: 1d20 + 7 ⇒ (11) + 7 = 18
Spellstrike Brand w/ staff: 1d20 + 4 ⇒ (18) + 4 = 22
Quarterstaff +1 +2: 1d6 + 3 ⇒ (1) + 3 = 4
Brand 1 HP (Fort sv 13), and Tienish glyph

Tienish:
"Having the quality of travelling in a straight line, as an arrow or bull."

"All this, to imprison one man? I don't suppose, you could find that key?", Gris asks the turncoat.

(If Badeye felled by first attack, Brand attack vs fallen crossbow/swordsman. Glyph reads: "A blade too ready".)


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Hissing at the recognition and shaking his head at the folly of Gristav to willingly lead them to such a place Phillip bellows as loud as he might towards the stairs "The Father worships The Reaper!" bundling himself out of the door and back across the street in his hurry. Not necessarily to flee... yet... though the thought does cross his mind.

11/13 HP
At work, so no map - but Phil skitters across the street and to the mouth of the alley where he watched earlier.


Phillip:
Having delivered what warning you can, you make a dash back across the road for the safety of the alley. Your shout drew the attention of the fellow at the corner, however, who watches you go. Glancing desperately at whatever he sees around the corner, he runs back to the front stoop, looks across at the alley and back to the east, then scrambles up the stairs and in the open door you just came out.

A moment later, Braddon comes into view from the northeast corner of the building, his oversized sword undoubtedly the reason the man he's following looked so desperate. The half-elf appears also to be heading for the front doors.

Braddon:
Just before the watching man disappears around the corner, you hear Phillip's voice shouting from somewhere at the front of the building: "The Father worships The Reaper!" You have no clue who The Reaver might be.

As you hare around the corner, you see no sign of the man, but you do spy Phillip across the street from the front stoop, in the entrance to an alley. The halfling must have seen which way the other man went.

Your move is fine, but if you want to make a quick conferral with Phillip, you may make any adjustments you wish.

Gristav, Perception DC 9:
From below on the ground floor, you you hear Phillip's voice shouting: "The Father worships The Reaper!" You recognize the name as one of the many titles of Norgorber, the god of secrets. You know that the Sons and Daughters of the Mask, as his worshippers style themselves, generally fall into one of four separate cults: the murderously insane, spies and political manipulators, thieves, and practitioners of alchemy and herbalism. Despite the fact that only some of his followers are criminals in the traditional sense, his faith is outlawed virtually everywhere in the Inner Sea, driving the church underground.

Snake:
From below on the ground floor, you you hear Phillip's voice shouting: "The Father worships The Reaper!" The moniker is meaningless to you.

Gristav's staff thumps twice firmly into the dazed man, the second time with an arcane sizzle which leaves behind an elegant glyph branded incongrously into the rough stubble of his cheek; however, despite the bludgeoning he has taken, the man refuses to topple and fall, absorbing the punishing blows obdurately.

The man behind him doesn't seem to register Gristav's question, still staring wildly, while Badeye's mental fog seems to clear.

Badeye Fort 1d20 + 6 ⇒ (3) + 6 = 9

Round 11 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston)
unconscious (Balston)
fatigued (Badeye)

Map link


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

Gold Goblin, Phillip:
Braddon waves Phillip over with his sword, but doesn't deviate from his rush to the door.


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

Perception+1: 1d20 + 1 ⇒ (20) + 1 = 21

"Herepus, you remember I said very little was illegal in Riddleport? Well, they've hit upon it!", Gristav said in descending tones. "Madness and mercenary murder. We've got to clear our path, quickly; we're needed below."


Braddon:
The door on the right side is slightly ajar. From within, you can hear the panicked screams and wails of what sounds like a small crowd.

Map link for Braddon & Phillip


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

Gold Goblin:
Open door, check for ambush, rush in sword drawn. :-)


Braddon:
You just double-moved, so let's hold that thought until next round. ;)


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin and Braddon:
Seeing Braddon arrive gives Phillip some hope of a stout frame to hide behind, and he hisses across the street "Ware his symbol... he can darken your mind with it." and the halfling begins to make signs as though he intends to follow Braddon.

As much signs as one might out of initiative order that is ;)


Catching sight of Knuckles attacking Badeye, Snake finds this all even more confusing. "I told you Kreun was crooked. And if you heard what I just heard, according to Raccoon, he worships the 'Reaper' - who or whatever that is. And you're blocking my way." Snake then concentrates a glare upon the overgrown thug.

Evil eye hex on Badeye(DC 14); -2 to AC for 6 rounds(1 round if save)


Behind Badeye, the other man seems suddenly to realize where he is and what he has done. "Cripes, Badeye," he cringes. "I don't know what came over me. For a moment there, you looked like...." He shakes his head, trying to rid himself of the nightmare vision.

Badeye Will 1d20 ⇒ 12

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
expeditious retreat (Phillip)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston, Badeye)
unconscious (Balston)
fatigued (Badeye)

Braddon:
Through the door and over the sound of the tumult, you hear a barked order: "Hold them off! I'll get Mumsy!"

Round 11 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Map link


Male Halfling Inquisitor of Calistria (Heretic archetype)

Braddon and Gold Goblin:
Phillip moves to stand behind Braddon, taking a few moments to retrieve his crossbow and see it loaded with quarrel. He jerks his head t'wards the door as though suggesting Braddon to go forth and he might follow...

Move action move (drawing crossbow as part of it), move action load.
At work so no map - but intent is to move up to Braddon's shoulder.


Braddon and Phillip:
As you ready yourselves at the threshold, the door suddenly opens, and about a dozen people spill out in a panic, tears or expressions of fear on their faces, some few blood-spattered. They seem unarmed and are apparently interested solely in putting distance between themselves and Rag's End.

This is mechanically an Overrun attempt. If you choose to let them pass, no harm befalls them or you; if you try to stop any of them, they'll have to make a check to get past you. Braddon is entitled to an attack of opportunity against one of them, if he chooses to take it; Phil can't as he has a ranged weapon in hand.

Phillip Perception DC 20:
In the rush of people out of the mission, you suddenly spy the nervous fellow who stabbed himself with his own dagger; he clutches his belly, trying to stop the bleeding, as he desperately stumbles along with the crowd.

Unwilling to stick around and risk Badeye's ire, the second man turns and darts back down to the foot of the stairs.

Knuckles withdraws to D12

Round 12 init: Brandy, Gristav, Braddon, Balston, Badeye, Snake, Beltias, Phillip, Madrat, Rasper, Knuckles, Garspheal

Current effects: Arcane Pool: +1 enhancement to staff (Gristav)
mage armor (Snake)
expeditious retreat (Phillip)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Balston, Badeye)
unconscious (Balston)
fatigued (Badeye)

Updated map link

Knuckles is on the lower level and has cover from Gristav. This is also the last round for your +1 bonus to your staff; you cast it in round 3 of the fight, and it lasts 1 minute, or 10 rounds.


M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
"Snake" wrote:
Catching sight of Knuckles attacking Badeye, Snake finds this all even more confusing. "I told you Kreun was crooked. And if you heard what I just heard, according to Raccoon, he worships the 'Reaper' - who or whatever that is. And you're blocking my way."

"You did", Gristav agrees. "Did you note my surprise? Hear me argue? But who knew then, this was an assassins' cult? I'd guess neither..."

Spell Combat -2 TH
Quarterstaff +1 +2 Str +1 BAB: 1d20 + 2 ⇒ (18) + 2 = 20
Quarterstaff +1 +2 Str: 1d6 + 3 ⇒ (1) + 3 = 4
(Everything below does not happen)
Spellcraft +7 to cast Brand defensively vs DC15: 1d20 + 7 ⇒ (5) + 7 = 12
Spellstrike Brand w/ staff: 1d20 + 2 ⇒ (1) + 2 = 3
Quarterstaff +1 +2: 1d6 + 3 ⇒ (1) + 3 = 4
Brand 1 HP (Fort sv 13), and Tienish glyph


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin:
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Unwilling to be trampled by the longshanks seeking shelter away from the murderhouse, Phillip allows them free passage.


hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4

Gold Goblin and Phillip:

Braddon is only too happy to let the people rush past and he holds his sword in check unless one of them pulls a weapon on him.
"Who's Mumsy?" he asks as Phillip arrives. "They're getting her for us!"
Braddon attempts to push his way in, drawing his second sword as he does so.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Braddon:
Phillip's brow furrows a moment before he shakes his head and shrugs at the mention of Mumsy.

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