Zartrel |
The wayfinder was our original course of action. We should stick to the initial plan from the Venture Captain rather than the word of a bandit.
Zuriel Heihachi |
Does anyone have survival skill? If not it's going to be tough off the path. I do not.
Yes, we should use the wayfinder, but if we have information that will make it easier to follow the wayfinder, we should consider it. Trekking through the wilderness might prove difficult, even with the wayfinder. But I will of course go with what the group decides.
That's 2 votes for the wayfinder, one vote for the bandit path. What does everyone else think? Ragnar is a ranger, so he probably has survival.
Kenji Nishida |
Kenji grimaces at the treatment of the man who was promised his freedom. He grumbles low but says nothing to Mumbly or Zuriel.
"Following the wayfinder seems like the proper way, but I agree that if we can follow it and stay on an easier path, we should do so. Not all of us are skilled at moving through wilderness."
Jhon Doe |
Jhon, who has been absent trying to accomodate his won code to the situation, starts speaking again.
Adhering to a plan only makes sense if we can really do as suggested.
If anyone is able to move through the wilderness I´ll follow him. If nobody is able to do that, then we should follow the bandit path. Even with possible dangers, it surely will be less dangerous than getting lost.
I had a busy weekend, but I´m here again
GM Bold Strider |
Looks like 3 for path and 2 for wayfinder.
The Pathfinders wave off to the Agents and their prisoners as they follow the information given to them by the bandit that they ostensibly betrayed. The path begins to lead them astray from the direction of the wayfinder, but the offshoot towards the mountains falls inline with the wayfinder for the moment.
After three more miles of travel, including circumventing a lake, the Pathfinders find a ruined monastery that sits atop a rough hill. Bushes and rubble cover much of the hillside, and it appears that other buildings once stood here. The remains of the monastery still have time-worn reliefs here and there, mostly depicting tiger-headed men hunting and fighting, on the outside of the ruins.
Bushes and debris litter the nearby hillside with the remains of the outer walls of an ancient stone structure visible above the folliage and reaching a height of about fifteen feet. The shattered stone remains of a taller building are visible inside the walls.
The monastery’s outer walls are 5 feet thick and 15 feet high. Although the mortar and stone facing is crumbling, the walls are mostly intact. Most of the defensive crenellations atop the walls (except where noted on the map) have collapsed, as have three of the four corner towers. A 10-foot-long stretch of the north wall has fallen into a heap of rubble, but the rest of the walls are safe to walk on. A set of stairs in the inside southwest corner ascends to the top of the walls, and a new wooden ladder has been placed inside the east wall. Climbing the walls anywhere else requires a DC 15 Climb check. The remaining crenellations provide partial cover against anyone outside the walls. Between the slope and the rough ground, moving up the hill to the monastery’s walls counts as difficult terrain. The dense foliage on the hillside provides anyone approaching the monastery with partial cover against anyone firing ranged weapons from the wall.
Zuriel Heihachi |
GM, at the monastery does the wayfinder point towards the monastery? Also, the text references the map but there is no map posted, FYI.
Zuriel keeps his voice low and says: Remember, we want to convince their leader to join us. If possible, we should try to subdue as many of their number as possible without killing them. Shall we approach?
Kenji Nishida |
"Ah.. a monastery... they could indeed be either resting here before continuing their travels, or for some reason, this IS their destination. Either way, it seems we must enter. Anyone have any ideas on best method?"
Jhon Doe |
I think we should enter by the walls, far from the crenellations, taking vantage of the foliage to have cover.
If at least some of us can climb the wall, we could check if there are archers. If, or when, there are no archers, the rest can climb up climbing by ropes.
Kenji Nishida |
"I'm not GREAT at climbing, but I'm adequate, if that will help, I'm glad to give it a try. I can at least be fairly quiet while doing so."
Zuriel Heihachi |
Alright then, Kenji can scout ahead, signal to us when to follow, and we'll climb up after him. We'll come running without trying to be stealthy if we don't get the signal from you, or we hear fighting. Is this agreeable? Exercise caution if there is a battle. The bandit may have been lying and these may just be monks here. Does anyone need assistance with climbing?
I'm ready when you are, Kenji. I think your HP in your sig is wrong--pretty sure Mumbly healed you. I have claws of the ice bear to loan to anyone who might not be good at climbing.
Zuriel Heihachi |
Here, put these on. Zuriel says, affixing two spiked claws to Mumblpeg's hands. +2 bonus to climb, ignore slippery surfaces
When it is time to climb the wall, give it a try. If you can't, just say Ascend and your task will be much easier. Swift action to gain spider climb for 1 round. So you can use your full round to double move up the wall. I'd try to climb normally first, though, if you can.
Kenji Nishida |
must have missed the healing.. thanks for letting me know...
Kenji begins his climb.
climb: 1d20 + 4 ⇒ (18) + 4 = 22
GM Bold Strider |
Perception:
Ragnar Northman: 1d20 + 8 ⇒ (10) + 8 = 18
Jhon Doe: 1d20 + 4 ⇒ (6) + 4 = 10
Zuriel Heihachi: 1d20 + 8 ⇒ (8) + 8 = 16
Zartrel: 1d20 + 4 ⇒ (18) + 4 = 22
Mumblypeg: 1d20 + 6 ⇒ (20) + 6 = 26
Kenji Nishida: 1d20 + 11 ⇒ (4) + 11 = 15
As you creep forward, it is fairly obvious that there are four archers stationed on the battlements. They don't seem to have seen you yet, but they will if you blatantly cross the open ground to the monastery.
Map posted. You are currently shaded by some wood to the south of the monastery, but you could ostensibly choose to advance on the building from any side.
Zuriel Heihachi |
Climb if needed: 1d20 + 7 ⇒ (9) + 7 = 16
Zuriel crouches low next to the others. Zartrel do you have a spell that can draw the archers off so we can close the distance without getting attacked?
I don't know, maybe you can summon something to focus their attention elsewhere?
There's no map posted yet, GM.
Mumblypeg |
"I could arrange some ghostly sounds perhaps, or even a few items to float about or crash in the bushes" Mumbly offers "I'm not one for climbing in a hurry, perhaps I can serve best down here creating distractions from the safety of some cover to keep them engaged"
Jhon Doe |
Having sommething summoned up in the walls as we run up will be great.
Zartrel |
That I can do. Zartrel says as he draws a wand from his pack.
Once everyone is in position Zartrel begins to release the wands effects. Within a moment a celestial eagle appears at the top of the wall right near to one of the archers on the wall.
Zartrel |
Ah ok wasn't exactly sure what distance was from woods to the wall.Yea I am fine with doing that once everyone else is ready. Since there is that much distance and having to be out in the open Zartrel will use his wand of Mage armor on himself and Skivane and also cast shield on himself before stepping out to use the Summon monster wand. That will bring Zartrel AC to 23 and Skivane AC to 21
Kenji Nishida |
Kenji moves as close as he can to the wall, hoping proximity to it will preclude some weapon fire at him... and he can begin his climb next round...
stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Jhon Doe |
Jhon also moves around the grond, hoping Zatrel can distract the archers enough to not be shooted to death.
Zuriel Heihachi |
If Mumbly doesn't want to use my claws, I'll don them instead, stowing my other weapons.
Zuriel tries to follow the others quietly as well, but his movements are awkward.
Stealth: 1d20 - 1 ⇒ (7) - 1 = 6
I think we're all supposed to move our characters on the map. I moved mine, but I didn't want to move anyone else's because I don't know what squares you all want to go to. I moved half speed to avoid the movement penalty, not that it did much good.
GM Bold Strider |
@Zartrel: The moving into range would be your surprise round action, then you would need to spend a whole round casting the Summon Monster (the first round of combat).
@Piety: You move at half speed while stealthing and you only get a single action in the surprise round.
Moved everyone according to their posts.
Everyone rushes forward in surprise!
Initiative:
Ragnar Northman: 1d20 + 5 ⇒ (1) + 5 = 6
Jhon Doe: 1d20 + 1 ⇒ (14) + 1 = 15
Zuriel Heihachi: 1d20 + 2 ⇒ (17) + 2 = 19
Zartrel: 1d20 + 5 ⇒ (7) + 5 = 12
Mumblypeg: 1d20 + 3 ⇒ (10) + 3 = 13
Kenji Nishida: 1d20 + 1 ⇒ (6) + 1 = 7
Archers: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
The two guards on watch are clearly on their game as they see the entirety of the party, even Ragnar and Piety.
The two archers nearest to the Pathfinders grab their bows and fire off an arrow a piece as the other two rush to the southern wall.
2d6 ⇒ (4, 5) = 9
Arrow @ Mumblypeg-15 AC: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Arrow @ Zuriel-18 AC: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Arrow Confirmation @ Zuriel-18 AC: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Ouch...
The arrow slams into Mumbly with a fair amount of hurt,nearly felling the man, but Zuriel takes a nearly fatal blow as the arrow pierces his chestplate and possibly nicks an artery.
Damage @ Mumblypeg: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Damage @ Zuriel: 3d8 + 6 + 6 ⇒ (3, 1, 6) + 6 + 6 = 22
Initiative:
1st: Archers (Red; Blue; Green; Orange)
2nd: Zartrel; Skivane; Ragnar; Piety; Jhon; Mumblypeg-Staggered @ 0/9 HP; Zuriel @ 9/31 HP
Ragnar Northman |
"Mumblypeg, stay down! I'm alsmost there! Stay alive a little longer!" Ragnar shouts while shooting an arrow at the Archer who just hit Mumblypeg before moving up to Mumblypeg.
Longbow: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Zuriel Heihachi |
I have to say, this is not my best scenario so far. Hopefully things will turn around. ;-)
Zuriel advances, ripping the arrow out of his chest and trying to avoid a repeat occurrence.
30 ft move. Total defense. 3 ranks in acrobatics, so AC is 24
GM, see where I am? Suppose next turn I gain a 20 ft climb speed. Can I take a move action that uses 5 feet of regular movement and then 15 feet of climbing all as one move action? 5 regular and 15 climbing should be easier if not just as easy as 20 ft of climbing, right?
Zartrel |
@Zartrel: The moving into range would be your surprise round action, then you would need to spend a whole round casting the Summon Monster (the first round of combat).
Yup, Sounds good
Kenji Nishida |
thanks, I was wondering what happened to me... lol
Kenji rushes the wall and prepares to start climbing, hoping he's well hidden in the darkness against the wall.
Jhon Doe |
Take them down as soon as possible!
Jhon continues is brave run praying his godness to let the arrows fly away, and his arms be strong enough to climb quickly. As soon as he´s at the wall base he can find enough handholds and don´t climb anything.
climb: 1d20 + 3 ⇒ (1) + 3 = 4
GM Bold Strider |
@Zuriel: If you have a Climb speed, then you can mix and match your movements, such that you don't exceed the shortest speed, I think? So if your slowest speed is 20', you can walk and climb 20' as one move action, I believe. (Makes sense to me).
Zartrel begins to cast with his wand as Ragnar fires off an arrow and the rest of the party tries to get up the walls.
Ragnar's arrow aims true and strikes one of the archers as all four begin to rain down arrows on the party.
4d6 ⇒ (4, 6, 1, 3) = 14
Arrow @ Ragnar: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Arrow @ Jhon: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Arrow @ Zartrel: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Arrow @ Skivane: 1d20 + 5 ⇒ (5) + 5 = 10
Jhon and Ragnar both become peppered with arrows as Zartrel and his eidolon avoid any attacks.
Damage @ Ragnar: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Damage @ Jhon: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
At the beginning of his turn, Zartrel finishes casting Summon Monster I and an eagle appears in front of the archer in blue on the 20' high wall.
Initiative:
1st: Archers (Red @ 8; Blue; Green; Orange)
2nd: Zartrel @ 24/24 HP; Skivane; Ragnar @ 25/36 HP; Kenji @ 14/17 HP; Jhon @ 11/18 HP; Mumblypeg-Staggered @ 0/9 HP; Zuriel @ 9/31 HP
Ragnar Northman |
Ragnar continues to shoot, he sends an arrow at the guy he already hit before.
Longbow: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Zuriel Heihachi |
Ascend Zuriel says, climbing the wall as swiftly as a squirrel.
We wanted to negotiate, but you attacked us without asking why we are here. Remember that, when your future is written the half elf decrees to the archer. He throws him off the roof, hoping to give Kenji an easy target.
Zartrel, send your bird to attack that one! he yells, pointing to the yellow archer.
Swift: Activate claws
Move: Up the wall
Standard bull rush with flank and destined strike on blue archer, trying to push him SW according to compass (Up and to the left) vs CMD: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18
GM Bold Strider |
@Zuriel: Since it is a 15' high wall, you climbed up to the height of the wall, but you aren't on the platform to bull rush. It would take another 5' of movement to get to the platform and would provoke since you are moving through a threatened space. You are essentially hanging off the edge of the wall at the moment.
Zuriel Heihachi |
I didnt know exactly how much move it would take, I think it's kind of a gray area. If I dont have enough movement to bull rush i'll 5ft move next to the wall and total defense I guess.
Zartrel |
A dark cloak whips in the wind as Skivane rushes towards the ladder.
The celestial eagle coalesces into this realm with a beam of light and an intense hatred for the man directly in front of it.
Celestial Eagle smites evil as a swift action against the blue archer
Bite: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Talon 1: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Crit: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Crit damage: 1d4 + 1 ⇒ (2) + 1 = 3
Talon 2: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Dropping the wand Zartrel casts a quick spell. The air around him becomes frigid and cold as ice flakes form on the ground around the half-elf.
Zartrel releases the pent up frozen energy at the orange archer.
Snowball Ranged Touch: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 3d6 ⇒ (2, 5, 6) = 13
If hits DC 15 or Staggered
Jhon Doe |
Jhon restarts climbing, sure that this time can´t climb worst than few moments ago.
Climb: 1d20 + 3 ⇒ (19) + 3 = 22
Once his up, he pick his rapier and prepares to defend himself. What about some fencing
parry: 1d20 + 8 ⇒ (7) + 8 = 15
Risposte: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 4 ⇒ (2) + 4 = 6