GM Engleaktig |
Hotspur makes it up the ladder and balances on the rope easily. So does Cornelia. The "knife guy's" readied action goes off. He cuts one of the ropes holding up the bridge!
The ladder falls back to the ground as the bridge sways violently! Hotspur and Cornelia manage to stay on (though crossing the bridge will now be a little more difficult). Ethendril, however, (Ethendril Reflex: 1d20 + 3 ⇒ (9) + 3 = 12) falls off as soon as he reached the top (Falling Damage: 2d6 ⇒ (2, 5) = 7), and he takes 7 HP of damage for his trouble.
Botting Olga and Dydimus:
Olga tends Ehtendril: CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Sir Dydimus picks up the ladder and sets it again so the remaining party members can climb up and join the fray.
Hotspur the Unsettled |
Is the knife guy visible for shooting and does he get to act again before Hotspur will with the sorted initiatives?
Hotspur the Unsettled |
Hotspur steadies herself, reloads (move action) and fires on the Aspis agent.
She will be staying where she is for now (until he cuts more ropes, lol).
single-barrel shot: 1d20 + 7 ⇒ (9) + 7 = 16 Touch AC to 40'.
damage: 1d12 + 1 ⇒ (7) + 1 = 8
Ethendril h'Caramore |
Ethendril thanks Olga for healing his wounds from his fall.
Seeing that his heavy armor will prohibit him from doing anything useful on the rickety bridge, the paladin instead takes a javelin from a clutch at his back and hurls it at the knife-wielding man.
javelin atk: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 4 ⇒ (4) + 4 = 8
Sir Dydimus |
OK I think I can make it up the ladder and accross the bridge with a double move. Is this correct?
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Dydimus quickly scurries up the ladder and across the bridge to threaten the knife-tiger-man-thing.
Cornelia d'Malheur |
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
"Hold on, Sir Dydimus, I am coming!" Cornelia begins to work her way across the rickety bridge, drawing out sword cane as she move forward to help her comrade!
Double move. Swift Action to draw sword cane. I haven't moved Cornelia yet, because I don't see a DC for the Acrobatics check.
GM Engleaktig |
Olga delays. With three enemies on the bridge, the Aspis agent's path is clear: cut the one remaining rope that still suspends the bridge.
Cornelia Reflex: 1d20 + 6 ⇒ (7) + 6 = 13, Falling Damage: 2d6 ⇒ (3, 2) = 5
Dydimus Reflex: 1d20 + 8 ⇒ (16) + 8 = 24, Scrambles onto the nearby platform
Hotspur Reflex: 1d20 + 6 ⇒ (5) + 6 = 11, Falling Damage: 2d6 ⇒ (2, 2) = 4
Cornelia and Hotspur both fall from the now-cut bridge and take a few HP of damage. Sir Dydimus manages to sidestep the fall and is on the platform next to the Aspis agent.
The party is up!
Hotspur the Unsettled |
Hotspur has the air knocked out of her and hears something crack as she lands, but lying on her back she reloads and fires up at the Aspis Agent...
Single barrel shot: 1d20 + 6 ⇒ (15) + 6 = 21 +1 to hit/ dmg within 30', touch AC 40'.
damage: 1d12 ⇒ 4
GM Engleaktig |
Sir Dydimus |
How dare you! Your cowardice is matched only buy the stink of you breath, you vile cockroach!
Swift: Challenge
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Ethendril h'Caramore |
Ethendril frowns as the rope bridge collapses. Seeing that his companions have only taken minor damage, he continues his efforts to bring down the last agent.
However, his skill with thrown weapons is not what it is with close-quarters weapons, and his javelin again fails to find its mark.
"End this, Sir Dydimus!" Ethendril yells as encouragement to the halfling, who has the most advantageous position.
javelin: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 4 ⇒ (5) + 4 = 9
GM Engleaktig |
Olga-Warpriest |
Olga will shoot her shortbow: 1d20 + 3 ⇒ (9) + 3 = 12 and if she hits 1d6 ⇒ 2.
GM Engleaktig |
Botting Cornelia.
- Move Action: Stand up
- Move Action: Retrieve dropped sward cane.
____________________________________________________________
Sorted Inits:
Aspis
Hotspur
Olga
Dydimus
Ethendril
Cornelia
____________________________________________________________
The Aspis agent takes a 5-foot-step into the hut. (No longer visible from the ground.) Then he full attacks Sir Dydimus!
- Non Action: 5-foot-step
- Full Attack:
Primary Hand Dagger: 1d20 + 7 ⇒ (11) + 7 = 18, Miss!
Off Hand Dagger: 1d20 + 7 ⇒ (20) + 7 = 27, Crit?: 1d20 + 7 ⇒ (15) + 7 = 22, Damage: 2d4 + 8 ⇒ (4, 2) + 8 = 14
Sir Dydimus suffers a grievous injury for 14 HP of damage!
____________________________________________________________
The party is up!
Hotspur the Unsettled |
How high off the ground are the huts again? Do you have any solid ideas for getting up there, Ethendril?
Ethendril h'Caramore |
"Dydimus!" Ethendril yells as the Aspis agent catches the impetuous halfling off-guard.
Growling in frustration over his inability to help, the stalwart paladin moves to retrieve the fallen ladder, then runs back and places it at the base of the tree.
"We climb back up!" he yells in response to a look on Hotspur's face.
Looking at the map, I should be within 5' of where the ladder fell when the bridge was cut. So I would like to pick up the ladder and move to the base of the tree where Dydimus is. The map makes it look like there's some water there...if it's not that deep and I think the ladder is tall enough, I'll just wade in and place the ladder in the water at the base of the tree. If it looks really deep or if that won't work, I'll move with the ladder to a side of the tree it will work, or a different tree entirely.
EDIT: Actually, it looks like I have the movement to get to dry ground on the north of the tree...I'll just move there.
Hotspur the Unsettled |
I'll wait for the ruling on that, but if it is okay, Hotspur will double-move to reach, and then climb up the ladder.
Sir Dydimus |
Um... A little help here! Didimus calls to his companions as he clutches at the deep gash left by the dagger. Despite his injuries Dydimus isn't one to back down from a fight and instead presses the attack, hoping to end the battle.
Swift: Arcane strike
Attack: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Well use it or loose it!
Shirt Reroll w/ GM star bonus!
Attack: 1d20 + 8 + 1 + 3 ⇒ (13) + 8 + 1 + 3 = 25
Shoot I was hoping for a crit!
GM Engleaktig |
The few gripplis in the immediate area shower the party with praise before scattering to gather the other Krihirik once more.
Mother Bogwynne graciously accepts the tyrannosaurus eggs.
The surviving Krihirik elders agree that the talisman the dwarves gave them so many years ago is best employed by the party—especially if the rumors of the Golden Guardian awakening are true. The talisman is an egg-shaped mass of dry clay the size of a melon, its surface smoothed and intricately decorated with linear patterns, plant imprints, and the symbol of a mountain standing under dozens of stars.
"More than a thousand cycles ago, the dwarven refugees came to us from the distant north, fleeing a home lost ages ago. We aided the dwarves and welcomed them as neighbors in the nearby hills—a land even harsher than our own. When they fled their home for a second time, we offered them aid once more, though they requested only that we honor their memory and accept a gift: this talisman that bears the power to defeat the golden beast that now haunts Ashkurhall. The talisman’s power is hidden within, and it must be unsealed in the beast’s presence. To do so too soon would expend its energy needlessly or even invoke a terrible disaster. We have entrusted you with this relic of our people; use it wisely."
Scenario over! Congratulations! You've successfully finished the mission. :-)
Ethendril h'Caramore |
Yay! Well done, everyone! Dydidmus, you saved the day!
Ethendril looks relieved that Dydimus is okay. The paladin places a hand on the halfling's wound and heals him completely. He also assists the Krihirik in cleaning up their village. Once they are finished, he accepts the talisman and promises the Pathfinders will use it wisely.
Thanks for running that, Engleaktig! Very enjoyable scenario. I especially liked the chase scene with the T-Rex...super memorable! So on to the next part? I forgot how many parts there are. Also, I should level after this one...nice!
Hotspur the Unsettled |
Hotspur cheers Sir Dydimus!
Thanks for the ride, GM! Great game, everybody! I really loved the chase sequence. It seemed really suited to the play-by-post format. Hotspur will now be level 2! I'm considering have her take 2 levels of bard -- but I do make a lot of Bards, so I'm not sure yet.
Sir Dydimus |
Huzzah! Huzzah! Huzzah! Dysimus cries from the hut!
Fortune favors the bold!
GM Engleaktig |
Chronicle sheets are available.
Please let me know in the discussion thread if there are any corrections/additions/edits that need to be made.
GM Engleaktig |
SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
At the start of part 3 you return to Ashkurhall. The area where you had the final battle in part 1. Because you defeated the kobolds, you can descend the stairs that you did not explore previously. You find yourselves here.
Cornelia d'Malheur |
Hey guys! Sorry about my lack of posting. Rough last two days and I had to get up at 4am today to take my in-laws to the airport. I will be pretty busy this weekend, but I will work on getting Cornelia sorted. Also, I really enjoyed this scenario. That chase scene was amazingly fun!
Ethendril h'Caramore |
Ethendril looks at the blood-stained altar, as well as the signs of recent activity.
"It appears we will have company here," the paladin observes. "I think the stairs down are the clear path forward," he adds.
Hotspur the Unsettled |
Is it possible to have picked up a wand of cure light for 2PP between the adventures?I gave Hotspur a level of bard, so she can even use the wand now! I felt bad for burning through everyone else's wand charges.
Hotspur the Unsettled |
Yep. You can do normal shopping between scenarios.
Thanks.
Hotspur nods at Ethendril while stowing her wand of cure light wounds.
GM Engleaktig |
You know what. I forgot to give you something. At For Bandu, you receive the following Letter from Venture Captain Ambrus Valsin at the Pathfinder Grand Lodge.
News of your mission in the Bandu Hills has reached me. It is unfortunate that Venture-Captain Sharrowsmith angered the kobolds so much that they attacked the local miners, but I have also heard that thanks to your efforts, the kobolds have ceased their attacks, at least for now.
According to the latest report, you learned about an ancient monster watching over the dwarven ruins that Sharrowsmith had been studying, and you decided to visit the Kaava lands to acquire a powerful weapon that could defeat the guardian. I hope that your negotiations with the tribe of gripplis guarding the weapon were successful and you are now ready to continue your mission to find Sharrowsmith.
I want to remind you that Nieford Sharrowsmith is our foremost scholar in the region, and thus, your first priority is to bring him back alive, or at least find evidence about what has happened to him. Naturally, also record any information of historical value as you explore the ruins.
If you run into kobolds while exploring the dwarven ruins, try not to antagonize them any more than is necessary to find Sharrowsmith. The earlier trouble with the kobolds has already harmed our reputation with the locals. It is vital to the continued success of the Nantambu lodge that we secure allies, not make enemies.
One more thing: we have reason to believe that the Aspis Consortium is planning to intercept your mission and kill or kidnap Sharrowsmith. Make haste and keep an eye out for trouble at all times.
Blessing of the Ten,
Venture-Captain Ambrus Valsin
Hotspur the Unsettled |
Hotspur reads the letter.
"Just another day in paradise... But it looks like the Sir Dydimus Non-Violent Approach to Kobolds™ is the way to go."
Ethendril h'Caramore |
Ethendril nods soberly.
"We should do all we can to promote a peaceful solution," he agrees.
"Let's follow these stairs down."
GM Engleaktig |
Ethendril boldly strides forward. (Does he have a light source?)
Two granite statues of dwarves in full armor stand guard in this entrance hall, flanking the entrance to a corridor to the south. Antelope skull patterns painted in red ochre cover each statue's face. In the wall to the south are two rust-stained iron doors.
Sir Dydimus |
Those Aspis Devils will rue the day they crossed paths with the likes of us! Dydimus cries as he finished reading the letter.
Sir Dydimus |
Dydimus casts light on the feather in his cap.
Hotspur the Unsettled |
Hotspur also activates her Wayfinder on her belt as a back-up light source, in case Dydimus doffs his cap.
Olga-Warpriest |
Olga doesn't have a light source, but she should be able to see okay.