
GM Cyrioul |

Nerris fights the flow of the crowd through the square, trying desperately to reach the wounded Sara.
The crack of Indra's whip resounds through the square, providing nearby non-combatants with an extra scare, and sending the thug sprawling to the ground at Alexite's feet!
Orrias easily lands a warning blow on the loyalist's shoulder - not enough to cause serious damage, but drawing a hint of blood, clearly threatening more!
The doors of the Opera House remain closed behind Nox, but it's clear that the Dottari are now no longer holding the door - they want to clear the square.
1d20 + 1 ⇒ (16) + 1 = 17
Three of them step away from the building, and their comrades fan out to the edges and begin taking down one protester after another. Where the thugs are relatively disorganized in the crowd, these take up formation as they slowly march into the fray, making for your positions!
Three of the Dottari guard are now on the map as #7, #8, and #9 - these three mean business!
The Dottari just went. Sara, Alexite, and Pip are up, then the two remaining thugs (if still in the fight) are next.

Saraphim Castilla |

Really...
death saving throw: 1d20 + 2 ⇒ (1) + 2 = 3
Ruina lunges at the other dottari, striking with the intent to kill for what he had done to Sara.
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 1 ⇒ (1) + 1 = 2
trip: 1d20 + 2 ⇒ (8) + 2 = 10
Her bite breaks strikes true, breaking flesh but the armor of the dottari stop her from doing any serious damage.

Alexite Tauranor |

Sara, weren't you just at 0 hit points? If so, you don't need to make death saving throws yet! You're just staggered (if you take a standard action you lose a hit point and begin dying). If I'm wrong, please ignore!
Alexite blinks as one man just starts to walk away and the other topples to the ground thanks to Indra's whip. "Oh hey. Thanks, Horns." He gives the thug a kick...
Unarmed Strike (Combat Exp): 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
Damage: 1d3 + 3 ⇒ (1) + 3 = 4 nonlethal damage
...and, as the man on the ground gasps, he glances around at the advancing dottari and grimaces. "Ok, it's time for the smart people to get toward the edges of the crowd. This way!" He beckons for Indra and anyone nearby paying attention (like Nerris) to follow, and plows through the crowd toward where he's heard some serious screaming.
Current AC: 16
Standard: Attack
Move: 30' toward Sara (trusting to the fact that 5 is prone to save me from his AoO)

Pip Fenstrad |

The march of the Dottari jitters Pip, although his grinning face would never betray such a thing.
He quickly grabs his banner pole and jogs around the fountain, keeping away from the Dottari.
Despite his irreverent nature, differentiating between what he can probably get away with and what he absolutely cannot get away with has been the key to Pip's survival.
While beguiling some hoodlums and Thrune-loving thugs did not worry him, slinging spells at Old Bar-zai's actual soldiers was another matter.
Hustling around the fountain's curve, he sees the scattering crowd nearly trample a woman knocked out by the thugs.
"That's not funny," he says too grimly for his own liking, now suddenly determined to get Saraphim safely out of the park and back to her family.
Double move to skirt around the fountain and head for the other side of the plaza.

Saraphim Castilla |

cool, always thought 0 meant i was down.
Feeling light headed from the pain, Sara tries to concentrate on healing her arm without provoking more aggression from the guard with anger issues.
cast defensively DC 17: 1d20 + 2 ⇒ (11) + 2 = 13
Her hand glows for a moment before fadding without doing anything.
"s'what i get for starting a fight i shouldn't have," Sara mutters to herself before collapsing.
attempted to cast cure light wounds but failed. Ruina's turn is the same.

GM Cyrioul |

Sadly, Sara slips into unconsciousness as the words from the spell fail her lips in the face of the thugs fury. Ruina leaps forward with a growl and bites solidly into the man’s shin, but fails to bring him to the ground.
Alexite’s kick lands solidly in the man's ribs, doubling him over on the ground while Pip scampers by.
Fearing the large blade at his back, Orrias is targeted with a mace blow...
#2 ATK vs. Orrias: 1d20 + 3 ⇒ (16) + 3 = 19
#2 DAM vs. Orrias: 1d6 + 2 ⇒ (3) + 2 = 5
...and the mace crunches into the slender elf’s ribs!
The man that Indra pulled to the ground stands, and rushes up to face the blue-skinned tiefling head on!
Nerris, Indra, Orrias, then the Dottari!

Indra Meru |

With the Dottari showing up, Indra feels that this situation has evolved into something more serious. She whispers a silent prayer to Calistria, asking her to pass judgement on those in the service of Thrune. So emboldened, she turns her malefic gaze on the Thrune goon in front of her.
swift action activate judgement, starting with protection, giving her a sacred +1 AC (18). Then she uses intimidate on goon #5 to demoralize him
Intimidate(demoralize): 1d20 + 12 ⇒ (5) + 12 = 17
"This isn't a fight you want to pick, boy. Even if you win... I will MAKE you suffer," she growls with a sneer.

Nerris |

Nerris looks and Indra and says,"Listen I don't know who you are but please follow me. There is strength in numbers and they seem to be coming faster than we can knock them out. If you get hurt I can help but its hard to move in this crowd."
Double move to Saraphim

GM Cyrioul |

Fearing the large blade at his back, Orrias is targeted with a mace blow...
[dice=#2 ATK vs. Orrias]1d20+3
[dice=#2 DAM vs. Orrias]1d6+2
...and the mace crunches into the slender elf’s ribs!
Per the discussion thread, since Orrias is in cover in the crowd, this blow would have missed. No damage.

GM Cyrioul |

BOTOrrias takes another slice at the thug in front of him...
ATK: 1d20 + 3 ⇒ (18) + 3 = 21
CRIT Confirm: 1d20 + 3 ⇒ (13) + 3 = 16 (With crowd cover, does not confirm)
DAM: 1d10 ⇒ 7
...cutting a leg out from underneath the man and leaving him bleeding on the ground!
IndraMOVEBOT risks a blow from the thug facing her by moving away from the approaching Dottari...
#5 AoO: 1d20 - 1 ⇒ (6) - 1 = 5 (Nonlethal)
...but the man swings wide and she's able to get free.
Yes, since it's leaving a threatened square and going through difficult terrain, it drew the attack. If you'd like to adjust your positioning slightly, go for it! Just wanted to keep moving to...
- Round 4! -
The Dottari, unamused by all the violence on their street, march through the crowd in a tight formation, clocking protesters about the head as they close in on your more violent combat within the protest!
Move action, standard to knock out some anarchists.
Sara, Alexite, and Pip are up!

Pip Fenstrad |

The sight of so much blood turns the Pip's stomach. When the pandemonium first broke out, he hoped that everyone would disperse without the protest devolving into a bloodbath.
Despite how badly things now threatened to escalate with these strangers tearing each other apart and the Dottari approaching, Pip maintains hope that he can still
diffuse the conflict, at least long enough for the last of the protesters to flee.
With a daredevil grin, however, Pip judges that this is a matter not for his magic but his reliable silver tongue.
He interposes himself between the clashing protesters and the Dottari Guards, flailing his arms to catch their attention.
"My good defenders of Kintargo, you must hurry!" he entreats the Dottari, "I just saw a mob of vile anarchists brandishing torches and dashing around the side of the Opera House!"
Pip points towards the northern corner of the opera house, playing the part of a panicked, concerned citizen.
"You must hurry and stop them before they roast our noble Lord Mayor alive! Please save him!"
Bluff: 1d20 + 7 ⇒ (16) + 7 = 23
Essentially, Pip's going to try to Bluff the guards to pursue purported arsonists on the opposite side of the plaza so everyone else can get away.
With your discretion, would I be able to get the +5 "The target wants to believe you" Bluff modifier since I'm offering them both
a set of subversives whom they could really rough up and the potential to be heroes by saving Lord-Mayor Thrune?

Alexite Tauranor |

"Gorum's balls!" Alexite swears as he sees both Sara and one of the thugs topple to the ground. Why do these people keep pulling blades?! There was no need for that! He'd come over here in the hopes of knocking the thugs out and thus "defusing" things, but it looks like he won't have the chance. Pushing people out of the way, he bellows, "This woman's hurt! Out of the way, fools!" Scooping Sara up in his arms (we'll see how Ruina reacts to that!) he starts to push his way toward the edge of the crowd. "C'mon, resisting the dottari is no fun. And not wise. You!" he barks at Orrias. "Put that damn blade away before someone sees it!"
Current AC: 15
Standard: Scoop up Sara
Move: 20' (I'm assuming I'm encumbered)

Saraphim Castilla |

death saving: 1d20 + 2 - 1 ⇒ (7) + 2 - 1 = 8
Sara groans out of reflex as Alexite picks her up. Ruina snaps the air as he lifts her but once she realizes that he's trying to help Sara, she calms down. Ruina then continue's to follow Alexite as he carries Sara away, always glancing up at her to ensure her safety and at the other guards who have entered the fray.

Orrias Lelitaern |

Orrias pauses a long moment, trying to place Alexite's face, before nodding to himself. "The one who threw the pouch," he says. "This damn blade is why that young woman is still alive." The elf nods solemnly at Ruina. "Along with yourself of course."

GM Cyrioul |

Sorry for the delay, all, it was a busy weekend for our house, and a busy Monday!
Alexite gets people to scoot out of the way, and he's able to move Sara, and Ruina, through the crowd with relative ease.
As for Pip's words...
#7 Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
#8 Sense Motive: 1d20 + 4 ⇒ (20) + 4 = 24
#9 Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6
...two of the guards swing their heads away and look ready to head for the building, but the third just growls and prepares to advance on you!
I'm going to rule that they do not want to believe you, but only because you're here for the protest and not in a Dottari uniform OR wearing one of the armbands favored by the Thrune Loyalist thugs. However, your lie is good enough to pull a couple of them away!
The remaining Thrune Loyalist thug fights through the crowd to get to Indra, still incensed at having been pulled off his feet, and lunges at her with his light mace...
ATK: 1d20 - 1 ⇒ (12) - 1 = 11 (Nonlethal)
...but the swing goes wide, and the man suddenly notices the approaching Dottari!
Nerris first, then Indra, then Orrias gets to move. Let's say that if you make it to the side of the map, you're in the clear!

Indra Meru |

Indra may hate the Thrunes, but she's not stupid enough to stay when the dottari show. Annoyed at the persistence of this thrune goon, she tries to simply loose him in the crowd.
moving away will provoke, I want to see if he hits me before I complete my turn

Indra Meru |

groovy, I'll just keep moving then
Using the crowd to shelter her movements, Indra continues moving away from the dottari and the goon. Seeing a group of others who struck against the Thrune sheep, she follows close behind them, curious as to where they will go. Perhaps she would find fierce allies among those who would stand against Thrune tyranny. She also silently appreciated the slip who tricked the guard. She would never admit such a thing out loud, but his bravery was... impressive.

GM Cyrioul |

Nerris lays a hand on Sara, and the young hunter's eyes pop open as the magical energy flows into her. Indra dodges away from the thug and the Dottari, and Orrias gets ready to run as well.
Though Pip's words convinced two of the Dottari to run and check the other side of the building, the remaining one is not so convinced! The woman snarls as she brings her heavy mace to bear on the diminutive figure...
#8 Heavy Mace ATK vs. Pip: 1d20 + 4 ⇒ (14) + 4 = 18
HM DAM vs. Pip: 1d8 + 2 ⇒ (4) + 2 = 6
...clocking the halfling and knocking him unconscious! The woman looks ready to step over him and approach the rest of you to mete out more justice!
Round 4! Sara, Alexite, Orrias, Pip, then the remaining Thrune Goon.

Saraphim Castilla |

Sara gasped as the magic surged through her body hraling her enough to wake up. As her eyes began to focus she onky saw the cobblestone floor and soon realized she was being carried.
"What in the nine hells is going on!? Unhand me!" she shouts and struggles against Alexite's hold, not realizing he was in the proccess of rescuing her.
From his shoulder she sees the halfling get knocked out. After a moment of being argumwnative with her recuer, she realizes what happened and is asked to be put down again, this time without added venom behind her words. "We need to go back, those bastards are still harming others. We have to save them." she says after a moment.
She goes to heal herself before pausing for a moment. She's no powerfuk spellcaster and can only muster out a few spells a day. She has a hazy recolation of attempting a spell earlier and wonders if she should heal herself or wait until they reach the others who need help. She realizes if she falls again she's be of no help to anyome and uses her last spell on herself before reading heraelf to follow the others.
clw: 1d8 + 1 ⇒ (6) + 1 = 7
She mutters a quick prayer to Ragathiel and her body glows a faint rose gold for a moment while her more serious injuries stitch themselves closed.

Orrias Lelitaern |

"Oh sweet Calistria..." Orrias mutters as the halfling gets maced. Reaching into his breast pocket he withdraws a small vial and pops the stopper, gulping down the contents. Sighing, the elf adjusts his grip on the courtblade and steps towards the fallen Halfling.
Drawing & drinking my Shield extract, then 5ft step towards Pip. At work right now, could someone move me?

Alexite Tauranor |

"Whoa!" Alexite says, shocked, as Nerris heals Sara in front of him. When she starts shouting and squirming he nearly drops her on her head. "Alright, alright, alright," he grumbles, letting her down. "Excuse me. Drink some wine, wouldya?"
And that's when he hears the mace connect with Pip's head.
"Awww, not the funny li'l guy..."
With a sigh, Alexite turns back toward the fray. "I really, really did not want to have to fight the dottari today...I'd rather not end up in jail...Green, can you grab the halfling?" This last is apparently directed at Nerris, as he strides toward the dottari, drawing a dagger as he goes.
"OI! Swine! Pick on someone your own size!" Adopting a defensive crouch, Alexite swings at the dottari...
Unarmed Strike (CE): 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Damage: 1d3 + 3 ⇒ (1) + 3 = 4 nonlethal. REALLY don't want to kill a dottari.
Crit??: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
...and clocks them in the jaw!
I'm assuming that Sara can get down without me spending an action...if not, just ignore the punch.
Current AC: 17
Move: 30', drawing dueling dagger en route
Standard: Punch!

Saraphim Castilla |

i'm fine having my move action being to get down herself.

Pip Fenstrad |
2 people marked this as a favorite. |

"Aw, bugger..." Pip manages to squeak before he sees a shower of many-colored stars that quickly fade into darkness.
Stabilization Check: 1d20 - 3 ⇒ (9) - 3 = 6
Blood pools by his temple as he crumples to the paving stones. Had his spirit stood beside his body, he would have kicked himself for not managing a final pithy remark.
Instead, his mind and spirit fade into the embrace of an old memory.
He was a child again, even smaller somehow. It was the 15th of Gozran, and under a gentle spring breeze, the park was again filled with people.
The unpleasant portion of Taxfest had passed: the Abadaran priests had finished their rounds alongside the tax collectors, and now the First Vaulters were holding a public feast, open to all citizens. Among them, the Tanessens had brought their slaves and set them loose, if only for an hour or two.
Pip’s parents had unerringly found their boy, escorted to the festivities by Soria’s family. A dinner with his family had become a once-in-a-lifetime event. Worthy of an entire holiday, young Pip had bragged to Soria.
But the night fell too soon, and the invisible chains soon returned to drag his family away.
Back at Songbird Hall, Soria and her parents could not find Pip to comfort the boy.
He hid inside a low cabinet filled with paintbrushes and pallets to rock himself to sleep and sequester his ugly crying from the Shelynites who always seemed so happy.
When the colorless void of dreamless sleep on the verge of death returns, Pip is almost grateful to be separated from the bitter memory again.
Maudlin doesn't suit him.

GM Cyrioul |

Sara boosts her fortitude with a healing spell, after clambering down from Alexite's shoulder.
Alexite, still ready for battle, runs up and clouts the dottari guard in the head!
Orrias, ready to help, starts moving his way through the crowd. The park is still full of protesters, so it's still difficult terrain. I've moved you back a bit.
Pip, sadly, bleeds out a little more on the street, accompanied (as far as he knows) only by the memories of his friends and family...
The one thrune loyalist that is still up and fighting really wants some payback on Alexite, and launches a blow at the fighter's knees...
NL ATK vs. Alexite: 1d20 - 1 ⇒ (17) - 1 = 16
...but Alexite just manages to dodge the blow!
Nerris, Indra, then the Dottari!

Nerris |

Nerris just stares at Pip. She calmly moves up the injured halfling and while closing her eyes she places her hand upon his. "Please give me the strength to get through this and protect these people," she says while healing him.
Heal 1d4 ⇒ 4
Oooo crap. I didn't want to roll that value. Anything but that value.

Indra Meru |

Seeing the little comedian fall, Indra is filled with righteous anger (at least as far as she's concerned). She starts to move to heal him, when she sees another step forward first. Since someone already seems to have that taken care of, she instead moves to support the alcoholic fellow defending him. Once again, she sends her whip out at the thrune goon, entangling his legs.
Whip(trip): 1d20 + 2 ⇒ (18) + 2 = 20

GM Cyrioul |

Back in town! Updating now...
Nerris hops forward to lay a hand on Pip, healing both some of the damage from the Dottari AND some of the less-lethal damage when he was
clouted by the Thrune Goon with a light mace about 20 seconds ago. Pip, you're actually back to +3 HP!
The gooon hits the ground again with a thud and a grunt, the air wooshing out of his lungs.
The Dottari sees her new challenger step up, and goes after Alexite with a heavy mace...
ATK: 1d20 + 4 ⇒ (7) + 4 = 11
...but her swing goes wide of the nimble fighter's torso!
Round 5! Sara, Alexite, Orrias, Pip (staggered, playing dead is totally ok), then the remaining Thrune Goon.

Alexite Tauranor |
1 person marked this as a favorite. |

"Too slow, sister," Alexite grunts as sidesteps the blow. He takes a second to kick the goon in the ribs...
Attack vs. prone, CE: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d3 + 3 ⇒ (3) + 3 = 6
...but just stubs his toe on an uneven cobblestone. The dice give and they taketh away... "Motherf--move, li'l guy. I got you."
AC is 17.
Standard: Attack!
Move: None... :(

Orrias Lelitaern |

"Well stuck, miss. Let me help with that." Stepping between Nerris and the fallen thug, Orrias smacks the man in the back of the head with the flat of his blade.
Attack vs Prone, Nonlethal: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14 Nonlethal: 1d10 ⇒ 9

Saraphim Castilla |

which dottari are still conscious?

Saraphim Castilla |

Remember, pull your shot this time Sara tells herself as she takes aim at the dottari near the group of like minded savors. She calms herself and aims carefully, taking a few steps through the masses before releasing her arrow.
attack vs. 8: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
nonlethal damage: 1d8 + 2 ⇒ (4) + 2 = 6
Ruina whines as Sara continues to put herself in harms way. She stays by Sara's side to protect her from what she feels is a foolish exploit.
ready action. nonlethal attack any baddie that gets near.

GM Cyrioul |

Sara’s shot is easily deflected by the Dottari’s shield. Sadly, in this gathering, that means that it likely didn’t fall to the ground, but rather got stuck in someone’s backpack in the crowd!
Pip remains safely on the ground, though it’s getting difficult to not flinch when the crowd around you is nearly stepping on your head every few moments.
Nerris and Indra, then the Dottari!
Hope you that celebrated had a great Thanksgiving holiday!

Indra Meru |

Indra is excited to have the odds in her favor for once. A fierce and malicious grin crosses her countenance as she moves closer to the dottari. Even if he's only injured, to have the lackeys of Thrune get some taste of what they deserve, is simply exhilarating.
"You don't look so tough anymore, human. In fact, you look like a helpless little fish, dangling on a hook. Here fish fish fish fish fish."
Intimidate(demoralize): 1d20 + 12 ⇒ (3) + 12 = 15
10' mv, demoralize

Nerris |

Nerris starts to sob as she goes to pick up the "unconscious" halfling. Feeling his pulse upon picking Pip she places the halfling gently down away from the dottari and says,"Please run. I'll make sure your safe."
Standard: reposition pip
Move: Stay where I am

Nerris |
1 person marked this as a favorite. |

Nerris breathes a sigh of relief. "Everyone is alive and safe for now," she sayss as she shuffles through her bag and carefully tries to bean the Dottari with a lollipop.
Move: Grab lollipop from bag
Standard: Throw lollipop 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13 for ?????????