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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The last knock Gristav's staff delivers elicits a growl from the enraged Badeye -- frozen, dazed, attacked by an ally from behind -- and a vicious swing of his meaty fist that interrupts the half-elf's incantation and redirects his focus to his own defense.

Snake:
From your position a little further from harm's way, you have the luxury to note movement in the street below. Glancing through the dirty glass of the window, you see several beggars running out the front doors of the mission in an apparent panic.

Braddon and Phillip:
Braddon peers through the door after the last of the crowd has pushed past. The room inside appears to be empty, save for a bloodstain on the floor beside the nearest table. He is just about to stride in, when he catches a hint of movement to the right of the door, perhaps someone waiting in ambush? Glancing to the left, he sees the faint shadow of another man, this one further from the doors but still seemingly lying in wait for him to enter. The sounds of two women's voices raised in anger waft from somewhere deeper inside the building, as do a child's sobs.

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


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

Gold Goblin and Phillip:
"Door ambush," Braddon mutters to Phillip. "Got anything? One of those smoke pellets, maybe?"
(Braddon delays)


Male Halfling Inquisitor of Calistria (Heretic archetype)

Gold Goblin and Braddon:
Phillip shakes his head as he dryly replies "Gristav failed to mention that our destination was a house of madness and murder... so no, I didn't come that prepared."


Tired of the staff that hits both hot and cold, Badeye stops trying to seize it, deciding the quickest way to quiet it is to incapacitate its wielder. Drawing a nasty-looking morningstar from his belt, he swings it viciously at Gristav, but the railing on one side and the wall on the other constrain his motion enough that the heavy spiked ball fails to connect.

Badeye attacks Gristav 1d20 + 8 ⇒ (4) + 8 = 12

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 (Badeye)
unconscious (Balston)
fatigued (Badeye)

Map link

Braddon:
Acting, or continuing to delay?


"An assassin's cult?! You gotta be freaking kidding me!" He glances out the window one more time before looking back to the two combatants, "Sorry, Gristav, gotta go." And with that, Snake lowers his shoulder, avoids the unconscious thugs, This is gonna hurt and launches himself through the window.

Rushing through the windows of D 13, D 14. Whatever damage that involves just let me know... I can take it... maybe. :p

AC 16


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

Gold Goblin and Phillip:
Braddon grins at the Halfling. "Everyone should be prepared round Gristav. He attracts madness and murder. Follow me on 3. Guard my back, thanks. 1,2,3!"

Braddon steps through the door, both swords drawn, and slashes his bastard sword at the figure to his right.

Bastard Sword (+2 vs Human): 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
damage (+2 vs human): 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14

(Delay until just before Phillip, then draw, move and attack)


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:
"An assassin's cult?! You gotta be freaking kidding me!" He glances out the window one more time before looking back to the two combatants, "Sorry, Gristav, gotta go." And with that, Snake lowers his shoulder, avoids the unconscious thugs, This is gonna hurt and launches himself through the window.

"This house is steeped in madness...", Gristav observes. "Am I still sane?", he asks comradely of Badeye. "Am I now sane?, I should ask. Ah well, you stand between me and my fellows, so... You and I, sir." Gristav momentarily straightens, and half-bows, meeting his flyingly, floridly-flourished staff across a bare inch of suddenly-stopped space, grinning at the brigand-deacon, who heard a faint chuckle, either from the half-elf, or from the staff.

(That's next round's Swift Action, Arcane Pool, by my count, third of 4 points, to empower the staff. Written now 'cause, y'know, muses.)


Lowering his shoulder, Snake plows through the window and then, incongruously after the violent crash, wafts down to the front steps as gently as a feather. The broken glass possesses no such supernatural lightness, however, and plummets down in jagged shards around Braddon and Phillip.

Snake takes 2d3 ⇒ (1, 3) = 4 damage from the glass. Braddon and Phillip, roll Reflex saves vs. DC 15 for half-damage.
Caltrops vs. Snake 1d20 ⇒ 1: Snake does not take further injury by landing on the broken glass.
Still committed to your stated course of action, Braddon?


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

Gold Goblin, Phillip and Snake:

reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Braddon looks up and covers his face as the shards of glass fall about him.
"Door ambush," he explains as Snake lands, then dances through.
(as per previous stated action, thanks)


As Braddon steps through the door, the man on his left throws a dagger that doesn't come close to hitting the half-elf; another dagger is already in his hand as the first lands quivering in the wooden doorframe. The man on the stairs is not so lucky, as Braddon's bastard sword slashes through his leather armor as easily as his flesh and leaves him bleeding out on the bottom steps.

Rasper attacks Braddon 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5 and draws a weapon

Round 12 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, 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 (Badeye)
unconscious (Balston, Knuckles)
fatigued (Badeye)

Updated map link

B&C 13&14 have broken glass in them. Phillip and Snake are aware of the hazard and can pass through with no risk to themselves by moving at half-speed or slower. The door at C13 is open; C14 is closed.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 Taking 4 damage for 7/13 HP remaining

Wincing as the jagged shards of glass rain around him, slicing away at his exposed hands and face, Phillip is left with a bloody rent from cheekbone to lip from one of the clear daggers. Sending a withering stare at the descending Serpe, the halfling grimaces before spitting a gobbet of bloody saliva at the warlock's feet... apportion of blame for his injury implicitly carried with it.

Not yet seeing a reason to expose himself within the murder-flop-house and the pounding headache from the Father's graces mixing with the sharp pain of lacerations... Phillip waits.

Phil is delaying - triggers for coming off delay would be being able to see either 'Mumsy' or the Father, or any other potentially worthy target move into his view.


Gristav:
As the warm morning breeze wafts through the broken window, Gristav suddenly feels very much alone, surrounded by prone and unconscious men -- and one very angry and awake one.

Round 13 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
unconscious, blinded & stunned (Brandy, Garspheal)
Evil Eye: -2 to AC (Badeye)
unconscious (Balston, Knuckles)
fatigued (Badeye)

Updated map link

Swift action to re-enhance your staff has already been noted. The window at D 13-14 is broken.


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)

Badeye:

Scenario: Spell Combat, -2 to hit

Staff +1, +2 STR, -2 SplCom: 1d20 + 1 ⇒ (10) + 1 = 11
Staff +1, +2 STR: 1d6 + 3 ⇒ (4) + 3 = 7
Defensive cast: Brand SpellCraft +7 vs DC 15: 1d20 + 7 ⇒ (20) + 7 = 27
Spellstrike Brand w/ Staff: 1d20 + 1 ⇒ (18) + 1 = 19
Staff +1, +2 STR: 1d6 + 3 ⇒ (4) + 3 = 7 + Fort DC 13 or +1 HP and Brand effect
Tienish brand to read: 'Unwise'

Still hale and hearty, is Badeye?


Gristav:
Once again, Gristav strikes. The first attempt Badeye manages to turn aside, interposing a well-padded shoulder to take the brunt of the blow. The second foray with staff, however, darts past the man's defenses; striking to the side of his temple, opposite the Tien mark, it thumps resoundingly against his skull, leaving him staring, blinking, staggering, finally tipsily toppling to the floor.

Badeye Fort 1d20 + 6 ⇒ (7) + 6 = 13

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

Round 13 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
unconscious (Knuckles)

Map link

B&C 13&14 have broken glass in them. Phillip and Snake are aware of the hazard and can pass through with no risk to themselves by moving at half-speed or slower. The door at C13 is open; C14 is closed. From his present position, Snake doesn't have line of sight on any enemies.


Braddon wrote:


"Door ambush," he explains as Snake lands, then dances through.

"Figures. How we doing?" he asks as he quickly takes in the situation, noticing Phillip's cut up face. "Sorry about the shower. Really didn't expect to see you here, Raccoon. Thought you'd left." Snake reaches out and lays two fingers upon the halfling's shoulder, the blue white light returning to his eyes as he does. Healing Hex: 1d8 + 2 ⇒ (7) + 2 = 9 Once the healing power fades, "Alright, now that that's taken care of," he turns and opens the door in front of him, "where's Kreun?" he says venomously as he looks within the building through narrowed eyes, hoping to spot the false priest.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phillip shies away from Serpe's uninvited touch, but cannot escape the taller man's dextrously extended digits. The warmth of healing flowing through his body only slightly diminishes his umbrage, as he curtly jerks his head towards the open door to suggest the Father was within.

Back to full HP, but maintaining delay


Braddon recognizes the man he just cut down on the stairs as the same man he shot with his crossbow in the storage room upstairs; the other man, the one who watching him climb out the window, gapes a moment at his gutted compatriot before turning and dashing toward the boarded-up doors in the back corner of the building and reaching his free hand beneath the barring planks. The supposed uselessness of the doors proves to be an illusion, as the seemingly-solid barricade splits evenly down the middle and the door opens.

The wailing and ruckus from the dining room continue.

Rasper moves to I17 and opens the door

Round 13 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
unconscious (Knuckles)

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)

Lady Luck:
Gold Goblin wrote:
...The second foray with staff, however, darts past the man's defenses; striking to the side of his temple, opposite the Tien mark, it thumps resoundingly against his skull, leaving him staring, blinking, staggering, finally tipsily toppling to the floor.

"Thank you", Gristav says, softly. "And for the tall one, too. The redhead. The sailor. The elder. The dwarf, the hair-purpure... the halfling." Turning to consider the dazzled-down duo, Gristav laments, "This isn't done yet, is it? How dark are these? Where is the light?" The light of a sun, Gristav remembers, Blinds, and makes shadows. Firelight, burns. Starlight, must be looked for.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Calling out into the house past Braddon "Gristav - any above we need fear?"


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)

"Chiuj kvar rompitaj!", Gristav bellowed back, resolving to keep that a true statement. At least, metaphorically.

Elvish:
"All four broken!"


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

"Clear," Braddon translates for any who need it.
He shouts up the stairs, "Du ovojn sub. Unu rompita. Unu kirlitaj."
Braddon then lurches across the room at the fleeing man, swinging his bastard sword wildly.

Elvish:
"Two eggs below. One broken, one scrambled."

Mechanics:

Preferences (in order)
1. Charge and attack H16 (if hard corner H17)
2. Move and attack H16 (if hard corner H17 possibly via E14,F15,G15,H16)
3. Double move to I18 (via E14 and E18, possibly provoking at I17)
If required to pass table- Acrobatics: 1d20 + 1 ⇒ (10) + 1 = 11
Bastard sword (+2 vs humans, no charge): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage(+2 vs humans): 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Braddon dashes across the floor in pursuit of his omelet. His wild swing cuts deeply between the man's ribs. Blood sprays against the open door and onto the dirt path outside, but the man stays on his feet.

Round 13 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
unconscious (Knuckles)

Updated map link

B&C 13&14 have broken glass in them. Phillip and Snake are aware of the hazard and can pass through with no risk to themselves by moving at half-speed or slower. Both doors at C13-14 are open.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Not quite following Gristav's shouted response, but taking what meaning he needed from Braddon's charge - Phillip cautiously chose his steps as he moved into the room. He kept quiet though and instead watched for sign of Mumsy or Kreun presenting themselves

Move at 1/2 speed to E,16, Standard readied to fire against any hostile that presents itself as a cleaner target.
I'd take a shot Braddon... but with a -8 to hit it'd be a waste.


Phillip advances into the building, his crossbow at the ready, his "slow and careful" pace with his magically-enhanced speed even more swift and nimble than his normal rate of movement. From his new vantage, he can see two woman fighting one another in the dining room, one punching wildly at the other who is yanking at the first woman's unkempt hair. Further in, a body lies in a puddle of blood on the floor, a sobbing girl and a frantic man leaning over the prone form.

Gristav:
Your hopes are buoyed by the voices of your allies from downstairs. A moment later, one of the prone forms on the floor lets out a wordless groan; Brandy, the man who directed you to Padraig's room, is beginning to emerge from his spell-induced stupor.

Round 14 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

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

Map link

The window at D 13-14 is broken.


Confused at Gristav's response, "Did he kill the other two?" he asks himself. "Doesn't sound like something he would do. Hm."


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)

Wordless, frowning, Gristav calls mind matched to muscle, and the spinning staff strikes in hollow victory, but solid effect.

Scenario: Spell Combat, -2 to hit, +1 Staff, no DefCast
VS Stunned, Blind, Prone(?)

Staff +1, +2 STR, -2 SplCom: 1d20 + 1 ⇒ (4) + 1 = 5
Staff +1, +2 STR: 1d6 + 3 ⇒ (5) + 3 = 8
Brand w/ Staff: 1d20 + 1 ⇒ (19) + 1 = 20
Staff +1, +2 STR: 1d6 + 3 ⇒ (6) + 3 = 9 + Fort DC 13 or +1 HP and Brand effect

(If first hits and KO's, 2nd for the stouter fellow)
(...and I forgot to add the +1 for the staff again,so to-hits are 6 and 21, damages are 9 and 10+Brand)


Gristav:
Your distaste at attacking a helpless target constrains your first blow; the end of your staff raps sharply instead on the wooden floorboards. With an effort, you overcome your squeamishness and deliver a sound blow to Brandy's skull; from the impact zone, a Tienish brand blossoms.

Brandy Fort 1d20 + 4 ⇒ (4) + 4 = 8

Round 14 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
unconscious (Knuckles)

Updated map link

B&C 13&14 have broken glass in them; as long as you're moving out of the hazardous squares and not into them, you can move at full speed.


Snake moves into the building, looking around. "KREUN!"

Move to F 14; Look for Beltias. Unless I also notice what Phillip sees. I prefer to be absolutely sure just in case.


Once you're at F14, you can see into the dining room and see what Phillip does. Feel free to continue your action accordingly; that's only 15 feet of movement.


Cool.

Noticing the commotion in the dining room, Snake moves over there in a hurry as he catches sight of a still form lying upon the ground and the little girl crying. Ignoring the two women fighting, he kicks the chairs out of the way and bends to examine the body that lies in a pool of blood upon the floor. "Back up!" he orders the frantic man as he prepares to tend to the person.

Double Move to F 6 if that's possible.

AC 16; Hp's 11/15


Snake shoves his way past the scuffling women, who pay him no mind. He can see that the little girl is the one he spoke to earlier with the one-armed doll, the man is the crazed one dressed in sailcloth, and the woman on the floor with her throat gashed is the one with the bruised face. Broken bowls are on the table where she had been sitting, gruel dripping onto the floor. The man's hands are bloody to the wrists; he is ineffectually trying to press the edges of her wound closed and keening quietly to himself in distress.

On the other end of the building, Rasper looks stunned as blood begins to soak into his clothing, but he manages to step out the door and slam it shut in Braddon's face. Once again, the barricade looks solid; despite having seen it opened, the half-elf is not entirely sure where the secret latch might be.

Rasper 5-foot-step to J17, closes door at I17, ???

Round 14 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Updated map link

Perception DC 20 to find the secret latch as a move action; otherwise, it will take a full-round action to find it. Or you can go do something else entirely and forget about the door. :)


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

Braddon drops the short sword pommel first to his left and scrambles for the latch, mirroring his target's earlier movements.

perception: 1d20 + 8 ⇒ (2) + 8 = 10

He curses as he fumbles with the device and brings his bastard sword up ready as the door finally springs open.


After what seems like an eternity, Braddon's hand finally finds the hidden latch, and the door swings open. Rasper stands on the other side, with a vial in his hand, looking unpleasantly surprised to see Braddon again so soon.

Phillip, meanwhile, has seen no new targets for his crossbow present themselves.

Round 14 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
unconscious (Knuckles)

Updated map link


Male Halfling Inquisitor of Calistria (Heretic archetype)

The heat of the situation getting to him, Phillip touches hand to where his holy symbol is sheathed in cloth and murmurs "Preguiza" while his eyes are fixed to Rasper. From there his legs carry him o'erswift and sure, his left shoulder presented to set the illusory door swinging on hinges as he slips easily past the dulled senses of Rasper - who cannot react in time to catch him with any opportunistic strike.

Phillip casts his eyes quickly East and South for sign of other parties, before spinning in place and taking a knee. Sights are lined up and with a steady exhale his digit contracts and sends a small quarrel arcing towards Rasper...

Cast litany of sloth on Rasper as swift action, move to M18 in single move action,
Fire Crossbow at Rasper: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 for 1d6 ⇒ 6
1/3 1st level spells remaining.


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)

(Dawn will find me busy, and I see I'm next at bat...)

Gristav grimaces at the grimness, not welcoming, but not unaware, of his duties to his prisoners- and to his team. How it had, WHY it had all gotten out of hand, had become clear, thank Mapache, but now it was seeming to get in hand, and the sanest thing, here in the house of madness, was to bludgeon the helpless bespelled brigand-deacons... {Or am I mad, for thinking that sane? Would a madman wonder?}

In any case, he struck, and he spelled, and struck again, and he hoped he might judge them enduringly but not permanently pacified... that is, if his judgement could be trusted?

Scenario: Full-round Action for Spell Combat, -2 to hit

Arcane Pool applied to staff, add +1 to TH and Damage

Targeting the slighter then the stouter of the Color Spray targets, until unconscious again.

Staff +1 BAB, +2 STR, -2 SplCom: 1d20 + 1 ⇒ (15) + 1 = 16
Staff 1d6, +2 STR: 1d6 + 2 ⇒ (2) + 2 = 4
Defensive cast: Brand SpellCraft +7 vs DC 15: 1d20 + 7 ⇒ (17) + 7 = 24
Spellstrike Brand w/ Staff: 1d20 + 1 ⇒ (20) + 1 = 21
Staff 1d6, +2 STR: 1d6 + 2 ⇒ (5) + 2 = 7 + Fort DC 13 or +1 HP and Brand effect

Oh dear... Staff confirm crit: 1d20 + 2 ⇒ (11) + 2 = 13
Staff crit damage: 1d6 + 3 ⇒ (5) + 3 = 8


Phillip uses the combination of his divinely-enhanced speed and supernatural sloth he confers upon Rasper to push through the second door and put his back to the courtyard wall before pulling the trigger on his crossbow. The diminutive bolt sings through the morning air before thunking deeply into the meat of the man's back. Knees buckling, Rasper collapses in the threshold, his dagger and vial slipping from his hands to clatter on the doorstep.

Meanwhile, upstairs, on the floor at Gristav's feet, Brandy's staring eyes find their focus and lock their gaze with the half-elf's just as he brings down the butt end of his staff between them, returning the recovering man to oblivion.

Gristav nonlethal attack vs. Brandy 1d20 + 2 - 4 ⇒ (15) + 2 -4 = 13

Round 15 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

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

Updated map link


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

Braddon watches the man before him collapse and grins with obvious delight.
"Nice," Braddon nods to the halfling.
"What the abyss is going on again?"


Snake doesn't waste time checking for a pulse as he quickly brings about magic from within to halt any more bleeding, hoping she still lives. Casts stabilize "C'mon, don't die on me... please," he mutters as he checks her pulse. Looking to the girl, he glances toward the crazy man before asking her, "Who did this? Was it him?" he asks the child, motioning with a nod toward the man, trying to keep his composure.


Having dealt with Brandy, Gristav turns his attention to his neighbor and strikes with the ensorcelled end -- strikes a little more sharply than he may have intended, in fact; a trickle of blood mars the Tienish tattoo.

Below, the pulse of blood from the woman's gashed throat is stemmed as Snake's magic knits an intangible tourniquet. "It was I," the man groans. "I failed the Dawnflower, and she smote the world with her burning wrath."

"It wasn't him," the girl contradicts, without even glancing at him. "It was her ... and the man next to her. There was a horrible ... thing, and people shouted, and then she smashed the bowl and cut herself with a shard, and the man next to her did, too. He ran away with everyone else." The girl herself is uninjured but looks pallid and drawn; her one-armed doll is half-soaked with blood.

Gristav nonlethal attack vs. Garspheal 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18 Confirm 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9
Garspheal Will 1d20 ⇒ 1

Round 15 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

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

Map link


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

Braddon bends down and pockets the potion at his feet.
"I'll just hold onto this for now. Unless anyone needs it."
He turns and retrieves his short sword, then looks around for his next target.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Distant from Serpe's questionings and unable to spread any particular light upon them, Phillip is left instead with the issue of the fallen man and whether he had been fleeing... or running to someone. He looks around swiftly to assure himself that there was no further risk to come from this direction...
Perception: 1d20 + 9 ⇒ (12) + 9 = 21 Extra +2 if this is dim light
...before giving Braddon a small nod "Get back in there, see if any of the wastrels saw where Aita... sorry, the Father went."

As soon as Braddon's back is turned, Phillip moves to the fallen body of Rasper and begins to swiftly search it in a manner more thorough...

Gold Goblin:
As Phillip strides to the body, he is cognizant of both what the man would have done to him... as well as the proclivities of certain other employees within Saul's employ. Pragmatism o'ercomes his thoughts and his searching of the body cuts a second purpose. Disguised within the shadows of his hands and the fossicking within cloth... Phillip buries Rasper's dagger into the scoundrel's armpit... seeking to ensure his death with finality and prevent others from arguing for him to be saved.

Move action to the body, use Sleight of Hands to conceal his coup de grace attempt if allowed - it's a full round action, so it will be next round before he sees any results of it.

Move action to get over to Rasper, then start a decent body search and pocket of useful items (such as the dagger, etc.)
Probably worth a full round action at least?


Braddon picks up the vial, which he notices is labeled in a spidery hand Cure, and pockets it for safe keeping.

Phil looks around the courtyard and sees no obvious threats. It's possible the man was making for the gate, although it looks rusty and little used; perhaps he intended to climb the rough stone wall or the tree, the branches of which extend over a flat deck to the west and up to the windowed cupola on the roof. At the moment, the man's in no condition to communicate his plans. The halfling bends over the body on the doorstep as prelude to turning out its pockets.

Round 16 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
Arcane Pool: +1 enhancement to staff (Gristav)
unconscious & stunned (Garspheal)
unconscious (Balston, Knuckles, Badeye, Rasper, Brandy)
fatigued (Badeye)

Map link

You've got three move actions there, Braddon (pick up item, stow item, pick up other item). I'll assume you want to do the first two for now and pick up your short sword at the beginning of your next turn, unless you tell me otherwise.


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)

"You may all be damned", Gristav says conversationally to the fallen scattered about him, while he loots and loads and limbers the longbow of the last, "But I won't doom you. You'll have more days; 'at each dawn, some souls flower'. You may have heard it said, before your mosaic."

(Move to stow (sling) staff, move to pick up bow, (move for quiver?), and BAB 1 lets weapon ready as part of move. Not sure how many turns, but Gris is headed downstairs with arrow nocked.)


Slinging his staff over his shoulder, Gristav picks up his fallen foe's longbow.

Round 16 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
Arcane Pool: +1 enhancement to staff (Gristav)
unconscious & stunned (Garspheal)
unconscious (Balston, Knuckles, Badeye, Rasper, Brandy)
fatigued (Garspheal, Badeye)

Updated map link


Snake looks to the little girl through narrowed eyes, confused. "Wait a minute: a thing? What kind of thing? And you mean to tell me she cut herself?"

Delay. Or whatever kind of action equals asking questions. :) Because right now that's all he's doing until an immediate threat presents itself.


"A thing," she replies miserably, hugging her knees and shivering. "Like howling in my head. It made me feel sick. Some people screamed, and some attacked each other, and she broke the bowl and cut herself."

"The wrath of Sarenrae," the man puts in sadly. "It burns against us. Only through suffering can we repent."

Braddon picks up his short sword and....

Round 16 init: Brandy, Gristav, Balston, Badeye, Snake, Beltias, Rasper, Braddon, Phillip, Knuckles, Garspheal

Current effects: mage armor (Snake)
expeditious retreat (Phillip)
Arcane Pool: +1 enhancement to staff (Gristav)
unconscious & stunned (Garspheal)
unconscious (Balston, Knuckles, Badeye, Rasper, Brandy)
fatigued (Garspheal, Badeye)

Map link

Move action to pick up your short sword, if that's still what you want to do, Braddon; that leaves you with a move or a standard.


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

Braddon looks around, eyes narrowed. With no sounds of combat nearby, he moves towards the altar at the back of the church, keeping to the walls with both swords ready. (Move to J13)


Snake's looks straight through the girl, "Beltias." Refocusing after a moment, he turns to the crazed one, "SHUT UP! Kreun is behind all this, you got that, bub?! No wrath of no Sarenrae, KREUN! And he will suffer for what he's done, I promise you that." Turning back to the girl, "Did you see which way Beltias went?"


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phillip kneels by Rasper, leaning over the body as his diminuitive form ferrets through pockets for any hidden valuables or information...

Gold Goblin:
Placing the dagger by Rasper's armpit Phil taps it by hand as though driving a nail before using a sudden drive with his knee to push the blade as deep as he can manage into the bastard's chest.
CDG: 2d4 - 2 ⇒ (1, 2) - 2 = 1 Worst. Coup de Grace. Ever.


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)

Hoping to overhear the shouted conversation downstairs:

Perception+1: 1d20 + 1 ⇒ (7) + 1 = 8

Gristav entertains himself humming a jaunty tune while he starts for the stairs.

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