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What's the local laws on law enforcement opening fire BEFORE a crime has been committed, given the extenuating circumstances of a good lead, a known gang member, and flying in the city via an unusual mode of transportation? Would the fact that most of the guests being poisoned/drugged count as an active crime scene sufficient to open fire at the incoming heavily laden bat before clearly identifying who it is?
Lore:Mivon Legal System: 1d20 + 8 ⇒ (18) + 8 = 26

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In the midst of getting ready for the uninvited guests, Alan looks to the remaining sober party-goers. For any slow to move, he shows that his vocal talents extend beyond sweet melodies, and asks again, with a voice as soft as thunder.
I think that there's a 'safe' space near the bar? no balcony's, no staircases, etc.
"The Watch requests everyone please move towards that back wall for safety. If you could help move one of your less fortunate fellows, that would be appreciated. Please. "
"I understand that you may be hesitant, but we believe this is a sign that there will be some party-crashers arriving momentarily. We will deal with the tigers that come at night, and we wouldn't want to mistake your intent with that of those that are ... joining us. We would not be able to prioritize your safety."
"Thank you for your assistance.
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23
Enough of that, or I'll forget to be nice!
You heard me ask for something,
And I never ask twice!
Sorry, Les Mis on the brain!

Milo Hanse |

Milo hasn't had anything to drink. He's on duty!
"Ah." He states brilliantly when people start slumping to the ground. "This way milady." He politely suggests, leading Tracy towards Sven.
When S.W.A.T warns him about the skylights he grimaces and casts Mage armor on himself, as trouble seems to be arriving. Making sure he stands between Tracy and any skylight.
It's a real struggle to find anything with this new setup isn't it?

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@Hoch there's some sort of academical device set up. You're not sure what it does but you successfully shut off the trigger.
Ruth Hightower makes her way over to Milo and Tracy "Alright Twinklefoot, don't tell me she don't need some muscle around." She plants herself near with her lucrine hammer at the ready.
Callahan Guards, everyone one of you with a ranged weapon get out to the balcony and start shooting. This is an imminent threat, deadly force is authorized. Move it, move it, move it.
"Sven, we need a road block on the door to the ballroom. Tackleberry I want you on the ballroom balcony, Hoch quit fiddling with that trap and take some shots. Murtaugh take a side balcolny in case they circle round Mahooney you take the other one both of you shout if you get incoming. Where the hell is Sweetchuck! Alan and Mulancy watch the gift table and our backs.
With that Callahan pulls out a flintlock pistol and heads to the balcony.
3 rounds to cast buffs, position or take ranged potshots.
Fluffy you still with us?

She Who Always Tries |

Just noticed that changing my mind on how to word the last post resulted in me losing several words. It should have said "unslings and loads her light crossbow"
She Who Always Tries responds to Callahan's order by opening fire on the bat. Each round she can fire and reload.
Round 1:
Attack with +1 Merciful Light Crossbow: 1d20 + 7 ⇒ (15) + 7 = 22, +1 if within 30 feet, range penalty -2 per 80 feet, reduced by 2 by Hunter's Sight.
Damage: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (6) = 15, +1 if within 30 feet, non-lethal, cold iron.
Round 2:
Attack with +1 Merciful Light Crossbow: 1d20 + 7 ⇒ (5) + 7 = 12, +1 if within 30 feet, range penalty -2 per 80 feet, reduced by 2 by Hunter's Sight.
Damage: 1d8 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6, +1 if within 30 feet, non-lethal, cold iron.
Round 3:
Attack with +1 Merciful Light Crossbow: 1d20 + 7 ⇒ (8) + 7 = 15, +1 if within 30 feet, range penalty -2 per 80 feet, reduced by 2 by Hunter's Sight.
Damage: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (2) = 11, +1 if within 30 feet, non-lethal, cold iron.

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Alan ceases trying to organize the expanding chaos as Callahan takes charge of things, and takes a defensive posture near the gift table, and triggers Heroism from the Knight's Pennon (Battle). I'm assuming that I can just dock the gold for the backpack rig, I never actually got a cost for it, Fluffball assumed that a MW backpack would serve. Then he pulls out a scroll and leaves it within easy reach on the gift table. CLW, L1
"Commander! I vow will hold the line!"
Active Buff: Heroism, CL 6, 60 min duration

Hoch |

Hoch looks around, but without some sort of missile weapon, she cannot help attack. She removes her two batons and stands ready to repel anyone who moves towards the girl or table with all the treasures upon it. Alan stands off to one side of her and she nods to him as he calls out to the Commander.

Milo Hanse |

Milo nods gratefully to Ruth. "Thank you." He says, ignoring the now familiar 'Twinklefoot' tag.
He will cast Detect magic and scan the room for any signs of magic being used or prepared.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 Oh joy.

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RD 1: Fluffball takes his bag of marbles and spreads out the marbles along the floor near the gift table- just in case, well behind Alan and Mulancy, of course.
"Dearest Alan," he begins,
"Not really sure how to feel about it.
Something in the way you move
Will probably send you flying all over the floor
I want you to stay"
Rd 2: He'll hand a Smokestick to Milo
"If they come a little bit closer, baby"
"And that ain't no joke
You could disappear in smoke
And that ain't no joke
You could disappear in smoke"
Rd 3: Put in Some Earplugs, Readied Action to throw a Thunderstone when in 20 ft
Ranged Attack: 1d20 + 1 ⇒ (12) + 1 = 13

Amelia N. Rolshen Esq. |

Amelia keeps her eyes tightly shut, still trying her best to appear unconscious and dead to the world. Her mind focused on the terrifying fact she was about to be caught in a fight.
Bluff: 1d20 + 14 ⇒ (1) + 14 = 15
Bluff: 1d20 + 14 ⇒ (10) + 14 = 24
Bluff: 1d20 + 14 ⇒ (5) + 14 = 19

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She's first shot draws a loud screech from the giant bat as the bolt bounces off it's studded leather armor. It rises as it flies revealing a goblin underneath. The odd bits turn out to be tow ropes as two gliders are behind the bat. The bat flies over the building and the skylight explodes as predicted. Since you guys cleared it it does not cause the intended mayhem and panic.
The glider flyers (Wheeler and Jade) land on the balcony releasing on a short drop.
Pyre is coming down from the skylight.
Spindleshank is unaccounted for thus far.
We can do this one of 2 ways roll for initiative or I can roll for you what say the group?

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GM roll, though i think that's decided either way!

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I hear "crazy at work"... I work in a semi-banking related field, and the post office accidentally re-directed a portion of our mail, so a number of the checks that were in the mail were stopped by those that had mailed them... It's been causing havoc all over the building, and it's my department's turn. I've been getting about 4~5x as much work as 'normal', and haven't been able to do more than hit refresh at most once a day to see if there updates in days...

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I'm simplifying things, collectively as a party you have +20 to initiative they as a group (counting only 6) have a +24 so:
Guard:Init: 1d20 + 20 ⇒ (18) + 20 = 38
Baddies: Init: 1d20 + 24 ⇒ (6) + 24 = 30
Bi-Standers: Init: 1d20 + 10 ⇒ (5) + 10 = 15
Allied NPCs: Init: 1d20 + 20 ⇒ (7) + 20 = 27
So in no particular order you are up I will then do baddie actions, then Allied NPCs, then Bistanders, then you again.
I put some thought in and I think this makes the most sense.

She Who Always Tries |

I'm assuming that Wheeler and Jade have dropped onto the same balcony that She is on, given that she's been shooting at them as they approached
She Who Always Tries drops her crossbow at her feet (free action), pulls out her Sap (move action) and shouts at Wheeler in Vanaran.
Intimidate to demoralize: 1d20 + 8 ⇒ (7) + 8 = 15 (standard action)

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As the raid commences in earnest and hostiles burst into the main room, Alan roars with a voice as soft as thunder at those intent on breaking the law.
"Under Part 2
Title 4
Chapter 6
Section 0
Subsection 1
of the Mivon Penal Code, You are ordered to drop your weapons and raise your hands. You are Under Arrest!"
I'll also Standard Action Intimidate, targeting Pyre.
1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Active Buff: Heroism, CL 6, 60 min duration

Sven the Shieldbearer |

Looking dead at what seems to be the leader of the group, Sven shouts ”Lie on the ground, hands behind your head!”
Standard Action: Command Cast. DC15 will save, and I think they get a -2 penalty if they are intimidated by Sven’s companions. Will also take a Move Action closer to them.
Sven hoped the spell worked. If their leader was compelled to surrender, the others might well comply or just take flight. Either way, they would have succeeded in their mission and could return with heads held up high. And with greater responsibilities to boot!

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Fluffball understood how the Watch worked, and the necessity of asking the gang to surrender. However, his time on the streets taught him that no matter how scary, the gangs weren't going to surrender. Not in the least. So he grabs his Tanglefoot Bag and readies to throw it the second one of the members darts away.
Ranged Attack: 1d20 + 1 ⇒ (16) + 1 = 17

Milo Hanse |

Milo moves until Pyre is withing 30 feet and blasts her with his Lightning lance as she comes through the skylight.
Attack Ranged touch + PBS: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage?: 2d6 + 2 + 1 ⇒ (3, 2) + 2 + 1 = 8
"No bombs inside please."

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Wheeler Sense Motive: 1d20 + 7 ⇒ (17) + 7 = 24
Pyro cannot beat that DC with the size penalty so he is shaken
Will vs commnand: 1d20 + 1 ⇒ (8) + 1 = 9 (factoring in shaken) Pyro will act on his turn
Fluffy- I assume you're readying in case Spindleshank shows up?
Milo misses.
Waiting on Hooch before their round actions.

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River Facing Balcony Characters on site: She Who Always Tries, Callahan, Wheeler, and Jade.
Wheeler positions himself rages and charges she with a bull rush attempt trying to throw you off the balcony.
She would get an attack of opportunity provided she has a melee weapon with which to do so.
Bull rush: 1d20 + 7 ⇒ (15) + 7 = 22 beats your CMD by 4 so you're moved up to 20ft which is more than enough to be knocked over the railing. There's a larger balcony 10ft down which you land on but you take fall: 1d6 ⇒ 5 damage and need to climb to get back into the fight.
Jade spends a ki and goes invisible.
Dining Hall Characters on site: Pyro is under his bat mid air, Spindleshank is still under effects of an invisibility potion, Svan is at edge of room guarding door to Ballroom, Alan, Mulancy, and fluffball are by the gift table and Milo charged in to miss with his lightning lance from the ballroom.
Unfortunately there were other enemies the whole time and the round in here opens with the 4 human looking vishkanya barmaids firing pistol crossbow bolts with sleep toxin at the three at the gift table. After the intimidating display they target Allen twice then Fluff and Mulancy
-Fluffy's held action can go off whenever.
-Sven's command is going to impact pyro, treating it as a "fall" command.
-there's marbles around the gift table making that area difficult terrain or dc 11 reflex to not trip.
V1: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d4 ⇒ 3 + DC 12fort save
V2: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d4 ⇒ 3 + DC 12fort save
V3: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d4 ⇒ 4 + DC 12fort save
V4: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 ⇒ 4 + DC 12fort save
So a bunch of misses there
The bartender produces a halberd and calmly positions himself in front of the ladies forcing anyone to try to get past him to attack them.
Pyro is brought to the ground in a prone position by the bat (following the command) he still manages to throw a bomb. Notably his modifier doesn't normally take a -4 for being prone or a -2 for being shaken.
bomb throw: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 2d6 ⇒ (3, 3) = 6
Close of their turn a darkness spell goes off 20ft radius around the gift table and that's close enough to cover Sven.
I'll get into allies in a separate post.

She Who Always Tries |

She Who Always Tries had drawn her Sap, so will take the attack of opportunity.
Sap: 1d20 + 4 ⇒ (19) + 4 = 23, damage: 1d6 + 1 ⇒ (1) + 1 = 2 non-lethal, which should get applied as a penalty to the bullrush attempt if I hit.
Not enough to make him miss, but is it enough to stop him pushing me off the balcony?

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In the moment's pre-Darkness, what sort of obstacles were between Alan and the Bar? Would Alan be able to charge the Bartender? I assume all 3 of us by the gift table are covered in Darkness? Just trying to keep on top of what options are available.

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In a quiet vocalization, intended just for the few allies nearby, Alan pipes up again. Free action statement. I think I might be the best suited for the marbles, the halberdier, and the barmaids, and well, can't see anything atm!
"I think I can keep all 5 of those gang-members busy, and likely take a few down and out for questioning later, if you can protect the Heiress, and the gifts... They might seem like nuisances at the moment, but the hail of those bolts might prove to be an issue if not dealt with quickly and firmly."

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I was thinking the bat, since that had been what I was thinking beforehand- might not be the best move, but it's still a move
Fluffball quickly sees the humanoids firing before the darkness bomb, and quickly searches his memory for what the could be.
knowledge Local: 1d20 + 15 ⇒ (13) + 15 = 28
He then begins to talk to Alan, as the man goes to fight them.
"Tell 'em bring their guns out
Send my city up in flames
And yea though I walk through the valley of the death
But my hope still remains
Whether dead or alive, this is do or die"
Assuming I correctly identified the creature, that's the Naturalist Bardic Performance he's starting (+1 to AC, attack rolls, and saves against spell- like abilities they may have).

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Dining Hall:
Mulancy casts Bless
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Kn Local 15 to recognize Wonderboy a local vigilante
Wonderboy appears from under the bar two weapon sapping the bartender.
sap: 1d20 + 5 ⇒ (14) + 5 = 19
sap: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 3d6 + 3d8 + 5 ⇒ (6, 2, 1) + (1, 6, 6) + 5 = 27 NL daamge
The bartender looks pissed the young vigilante is prolly going to meet the business end of that halbred next round.

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Bistanders- There's some yelling and screaming and a trample towards to stairwells trying to get off the floor.

Amelia N. Rolshen Esq. |

Amelia opens one eye to catch sight of the pushy man from earlier planting a blade in the back of the large female watch member. A spark of anger bursts to life in Amelia as she rises to her feet.
::gets up from prone:: move action
Amelia fixes her glare on the pushy fop, her voice drips with scorn.
"Hey you, Prancing Peacock, you had best quit this fool's errand before the private security from First & Basil gets here. The Watch will spare your miserable lives if you give up now, the firm's hitters will gut you and smile!
Intimidating to Demoralize as a standard action
Intimidate: 1d20 + 10 ⇒ (16) + 10 = 26

Hoch |

Hoch stays near the table, daring any of the bandits to come towards her. She does not want to be tricked away from the table where one of the other bandits could then steal things. (unless ordered to leave by a superior, of course)

Sven the Shieldbearer |

Sven looked around. There was chaos all around him. He didn't like chaos. It was loud, it was disorderly, and it had to be stopped. He also heard the sounds of a scuffle and someone yelling in draconic. He figured someone needed some sense bashed into their head.
Move action. If this can get me into combat with whatever ruffian is causing the disburtance...
Merciful Headbutt with flank?: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Nonlethal Damage: 1d4 + 1d6 + 7 ⇒ (3) + (2) + 7 = 12

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Perception, Sound: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
Alan is, as usual, oblivious of all things above and beyond the immediate, here and now, and strides cautiously, and purposely towards the bar, barely slowing down due to the dimmed light trusting his faith to guide his feet, brushing lightweight chairs out of his path, and detouring slightly around such tables too large to similarly brush aside.
Reflex: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 Please add whatever minuses for Darkness as needed.
If possible, Alan gets within striking range of the Halberdier with one 20' move, but will double move as needed. Assuming that only one such move is needed, an attack roll will follow. If the distance requires a double move, he'll take any extra steps so as to flank with the unknowable vigilante. (not trained in that skill)
Earthbreaker, merciful: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 +1 from Bardic, and +2 from potential Flank not included
damage: 3d6 + 7 ⇒ (6, 5, 1) + 7 = 19
Active Buffs:
Heroism: +2 morale bonus on attack rolls, saves, and skill checks. 60 minutes.
Bless:+1 morale bonus on attack rolls, doesn't stack.
Bardic (Archivist): +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster. Mod not included above.