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"Alright! Let's get this doggie across!" she says. "I've got rope on my pack and a Grappling Hook. Some of us hold him, while the rest get the ropes sorted out, then we can lower him down and then pull him up the other side."
Strength 1d20 + 3 ⇒ (9) + 3 = 12

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"Lets throw grappling hook across from here before we go down so we throw it 30ft across instead of 70ft up the other side"
-Posted with Wayfinder

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Alright, let's organize this operation. Not to railroad the party, but with six of us it may take a while before we arrive at a plan naturally.
First, a few inventories and figures:
Moll - silk rope (#1), grappling hook
Kargen - silk rope (#2)
Thoril - hemp rope (#3)
Angruf - hemp rope (#4), piton
Moll - +3, +6*
Kargen - +2, +5*
Thoril - +3, +5*
Angruf - +2, +1*
Yanbrel - +0, +0
Las - +0, -2*
*These don't match the values listed on the character sheet, but I couldn't find any special Climb modifiers for anyone, so the listed figure is ranks + class skill bonus + str mod - ACP (armor only, not shields). Las would have to remove his armor to safely use a regular rope, as he already mentioned.
I thought Yanbrel had a rope as well, but apparently I got my adventuring kits mixed up. This should still be enough, however. Here is what I suggest:
We organize into two groups: Alpha Squadron, with the three highest Str/Climb folks (Moll, Kargen, Thoril), and Bravo Squadron, with the others (Angruf, Yanbrell, Las).
Step 1) Everyone in the party but Moll aids Kargen in grappling, and then pinning Kalkamedes.
Step 2) Cut rope #1 in half, to be fixed later. We now have ropes 1a and 1b, each 25 ft. in length
Step 2) Moll (highest CMB) ties up Kalkamedes with rope #1a. If he does not have +5 CMB or +4 Str mod, he cannot escape. If we want to be safe, we could also knock him unconscious and heal him up on the other side.
Step 3) Tie ropes #1b and #2 together, fix them to the grappling hook, and catch it on the far clifftop.
Step 4) Tie together and knot ropes #3 and #4, hitch them to the current clifftop. Bravo Squadron climbs down.
Step 5) Alpha pulls ropes #3/4 back up, while Bravo waits below.
Step 6) Alpha lowers the tied-up Kalkamedes to the bottom of the cliff with ropes #3/4, then climb down themselves.
Step 7) Yanbrel's owl familiar flies back up the cliff, cuts apart the knot with its talons, pushes the pieces over the edge. It then flies over the opposite side, checks for any hazards at the top of the cliff, and reports back to the party waiting in the chasm.
Step 8) Alpha collects the pieces of ropes 3 and 4, climbs up the far cliff on ropes 1b/2, pull Kalkamedes up behind them, then drop the rope back down.
Step 9) Bravo climbs up the far cliff.
Step 9) Angruf Mends the various cut ropes back together.
If all goes well, the party has made the passage with ropes and bodies wholly intact, and no other resources spent.

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As can be anticipated, but always feared, Angruf divests himself of armor for the great climbing exercise, and 'reassembles' himself at the conclusion.
climbing: 1d20 + 2 ⇒ (13) + 2 = 15
climbing: 1d20 + 2 ⇒ (13) + 2 = 15
climbing: 1d20 + 2 ⇒ (4) + 2 = 6
climbing: 1d20 + 2 ⇒ (5) + 2 = 7
--- repositioning to avoid that nasty bit at the start of the upward climb.. ----
climbing: 1d20 + 2 ⇒ (18) + 2 = 20
climbing: 1d20 + 2 ⇒ (3) + 2 = 5
climbing: 1d20 + 2 ⇒ (7) + 2 = 9
climbing: 1d20 + 2 ⇒ (9) + 2 = 11

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We should all probably just take 10 on climb checks, since even with a DC 10 rope, getting a 5 or less is a fall, and knotting it might use up too much length. We also still have to secure the grappling hook, I'll have Yanbrel give that a go right now since his Dex seems as good as anyone's.
With no objections: The witch folds one of the silk ropes on half to find the middle, the slices it in twain with a quick stroke of his dagger. He takes one of the new, shorter ropes and ties it fast to the end of the other, still-intact silk rope. The other end he secures to Moll's grappling hook.
Grappling hook is a thrown weapon with range inc. 10 ft, so I guess a square on the opposite clifftop would be at least 35 ft. away, in the 4th increment, for -6. A target location with 'ample' places to latch has AC 5.
Attack vs. AC 5: 1d20 + 2 - 6 ⇒ (20) + 2 - 6 = 16
Critical Hook!!!: 1d20 - 6 ⇒ (4) - 6 = -2
Well, still a hit.
"Step back please" the witch announces, as he coils up the rope. He begins whipping the hooked end around in a circle, first at his side, then rotating it over his head, before flinging it across the chasm with a grunt.
"HrrrnAAH!"
Seems I didn't proofread the step numbers very well, and we ended up with two 2s and 9s. Steps 2a and 3 have been accomplished.
Yanbrel will cast Guidance on Kargen, or whoever makes the check to grapple Kalkamedes, then try to aid.
Aid Another to grapple: 1d20 + 0 ⇒ (20) + 0 = 20
Geez. Yanbrel is seriously dedicated to the success of this plan.

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I appreciate the planning and looks good. Thanks.
With a little trouble towards the end of the climb up, everyone manages to make across safely.
Ill update the map when I get home. It should be the start of the stuff youv'e been waiting on. :)
-Posted with Wayfinder

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Yanbrel y didn't you just grapple him your self lol
Bty Daveak fallenheart was supposed to be Thoril
Thoril will aid the grapple
Aid another: 1d20 + 3 ⇒ (4) + 3 = 7
-Posted with Wayfinder

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I didn't even notice, ha ha.
NEW MAP
Over the course of another two hours, the rough, mountainous scrubland gradually flattens and gives way to thicker copses of trees sustained by a series of chilly, narrow streams. Kalkamedes’s trail meanders northward, into an overgrown area that offers plenty of easy cover and some difficulty in maneuverability.

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Angruf: 1d20 ⇒ 12
Kargen: 1d20 + 5 ⇒ (12) + 5 = 17
Las L.: 1d20 + 1 ⇒ (12) + 1 = 13
Moll: 1d20 + 3 ⇒ (2) + 3 = 5
Thoril: 1d20 + 2 ⇒ (9) + 2 = 11
Yanbrel: 1d20 + 8 ⇒ (20) + 8 = 28
[spoiler=DM Perception Rolls]
Angruf: 1d20 + 2 ⇒ (5) + 2 = 7
Kargen: 1d20 + 7 ⇒ (16) + 7 = 23
Las L.: 1d20 + 6 ⇒ (12) + 6 = 18
Moll: 1d20 + 0 ⇒ (1) + 0 = 1
Thoril: 1d20 + 7 ⇒ (2) + 7 = 9
Yanbrel: 1d20 + 6 ⇒ (4) + 6 = 10
________________________________________________________________________
Surprize Round:
Kargen
<attackers>
Las
Group 1
Yanbrel
Kargen
Group 2
<attackers>
Group 3
Las
Angruf
Thoril
Moll
Only Yanbrel and Kargen get to act in the Surprize Round. But after that, please utilize the normal Init, and I will be going by Groups.

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Only Yanbrel and Kargen get to act in the Surprize Round.
I'll go by the bolded part first and assume that's Las and Kargen. Does/did Yanbrel's familiar get a perception roll (+10)?

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Knowledge, Local: 1d20 + 5 ⇒ (15) + 5 = 20
Suddenly Kargen is jolted out of his thoughts by the sights of shadows moving in the forest. He shouts out, "Ambush! Thugs among the trees! We need to protect Kalkamedes!"
The Hunter of Erastil steps forward and utters a quick prayer to Old Deadeye. Instantly, a shimmering field surrounds him.
5 foot step and cast Shield of Faith. AC is now 19.

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DM Beckett wrote:Only Yanbrel and Kargen get to act in the Surprize Round.
Yes, sorry. Las and Kargen.
I'll go by the bolded part first and assume that's Las and Kargen. Does/did Yanbrel's familiar get a perception roll (+10)?
1d20 + 10 ⇒ (7) + 10 = 17 barely fails

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just so you are tracking i am not flat footed even though i have not activated.
-Posted with Wayfinder

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Good to know.
-Posted with Wayfinder

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Thug 1 vs Kargen: 1d20 + 3 ⇒ (19) + 3 = 22 <HIT>
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Thug 2 vs Moll: 1d20 + 3 ⇒ (9) + 3 = 12 <MISS>
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Thug 3 vs Kargen: 1d20 + 1 ⇒ (20) + 1 = 21 <HIT>
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Thug 4 vs Thoril: 1d20 + 1 ⇒ (11) + 1 = 12 <MISS>
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Thug 5 vs Yanbrel: 1d20 + 3 ⇒ (11) + 3 = 14 <HIT>
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Thug 6 vs Kalkamedes: 1d20 + 3 ⇒ (14) + 3 = 17 <HIT>
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Las and then Group 1 (Yanbrel & Kargen) are up

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Crit Confirm: 1d20 + 1 ⇒ (9) + 1 = 10
Crit Damage: 1d4 + 2 ⇒ (3) + 2 = 5

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At first Las is happy to see the fellow travelers. A few ??? hits later, Las is not so happy.
"Well, that's no way for humans to greet strangers on the road!!"
Las presents his holy symbol and heals his companions. "Let Sinashakti protect all good travelers...almmmmmmm..."
Channel Positive(Heal): 1d6 ⇒ 5
If the terrain between Thoril and the thugs is considered difficult, Las will use Caravan Bond and put Agile Feet (ignore difficult terrain for one round) on Thoril as a free action
Can we see what they are wearing and what they are attacking us with?

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Right now, slings. They are wearing some sort of leather armor that's been painted black, and it looks like they all have light maces and saps at their belt.
Now that they have attacked, they are clearly visible, (if you would be able to see them in the dark).

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"Oh?" The witch looks down at the feathered shaft suddenly protruding from his thigh.
"Goody, do you see this?" He nudges awake the familiar than had fallen asleep on his shoulder. "Terrible owl. Night time!"
Yanbrel reaches down and yanks the arrow from his leg. "It stings, you know." Suddenly a pulse of energy thrums through his flesh, reknitting the dripping wound. He looks over to where Las has dropped to the ground.
"How thoughtful. But the poor fellow exhausted himself."
He draws his crossbow from his pack, locks in a quarrel, and steps up next to Moll. "Help me spot one," he whispers to the bird on his shoulder.
Draw crossbow, load crossbow, 5-foot step E.

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Thoril will drop the rope and charge to his current locationsince it is an open area i believe i can charge like that because there is nothing blocking the straight line there.if not let me know i will he can charge to a different guy and i will move him there.and attack.
Attack: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Extra +2 For charge
Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Damn LOW ROLLS

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your stats say FF 11. Did I miss something? Also thry are using slings not arrows. :)
-Posted with Wayfinder

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Whoops. Yeah, submitted that before I saw the update, just assumed they were using longbows. Well, Insanity patron, free license to hallucinate. I was thinking 15 because there are like five people between the thug and Yanbrel, so he'd get +4 from cover.

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know(local): 1d20 + 1 ⇒ (17) + 1 = 18
"These roadside thugs actually have enough of a reputation to have their name known. Gentlemen, meet Gorgon's Privateers - a local smash-and-grab club. They may well clear off with some moderate encouragement." Angruf looks whistful, "Though I have been looking for an opportunity to experiment with my wand of color spray..."

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Two stones slam into Kargen, one narrowly missing his eye and the other his throat. Lucky shots he thinks, hoping that it was more luck than skill.
"My turn, now." He moves quickly towards them, trying to use the trees as some cover, while drawing an arrow. He lines up a shot at one and let's it fly.
Attack #2
Attack (PBS): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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Kargen, Las healed you for 5 points.

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Group 1
Yanbrel
Kargen
Group 2
<attackers>
Group 3
Las
Angruf
Thoril
Moll
Kargen and Las spot the danger just in time. The follower of Ol'Deadeye calls on divine protection and warns the others of the ambush, while the priest of the open road calls on his healing rain to help after they lob a small volley of sling bullets.
The witch readies his crossbow and steps into position while Kargen looses an arrow, hitting one of the thugs solidly in the shoulder and drawing blood. Most of the thugs draw their slings and instead move and draw Light Maces, going for flanks as much as possible.
Thug 1 tries to slip past Thoril, but is cut down for his trouble
1d20 + 10 ⇒ (6) + 10 = 16
Thug 2 then just steps up and attacks.
Attack Thoril: 1d20 + 4 ⇒ (1) + 4 = 5 <MISS>
Thug 3 attacks Moll with a sling after advancing a bit.
Attack: 1d20 + 3 ⇒ (8) + 3 = 11 <MISS>
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Thug 4 veers of to the left and hurls a bullet at Kargen (cover).
Attack: 1d20 + 3 ⇒ (7) + 3 = 10 <MISS>
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Thug 5 steps into flank with another one and tries to bash Thoril.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16 <MISS>
Damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8
And finally Thug 6 goes after Kargen, swinging a Light Mace.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23 <MISS>
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Moll advances and Thoril charges (slightly out of order).
still need actions for Round 1 for Las and Angruf.

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Thoril will take 5ft step and attack
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
-Posted with Wayfinder

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Light on his feet, Las moves behind a clump of trees and calls upon his patron,
"Sinashakti, grant this woman the luck of the gods,"
Las bestows a bit of luck onto Moll.
Moll, remember, TWF is going to be a lot better with bit of luck

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low roles every time...killing me
-Posted with Wayfinder

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Angruf steps forward, drawing his hammer. He begins to declaim an ancient dwarven epic. Although in ancient dwarvish, the rolling, sing-song tone of the epic tale inspires Angruf's companion to match the deeds of the ancient dwarves.
Round 1
Status: HP 15/15 | AC 14 | T 10 | FF 14 | CMD 13 | F +1 | R +3 | W +5 | Init +0
Free: draw hammer
Move: 20' move
Standard: initiate 'inspire courage'

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you are right. Id messed up one of the dice codes and had to go rewrite it, so it actually added the new roll to the last one and pushed all the original tols up. I forgot to recheck.
-Posted with Wayfinder

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Moll feels her fate shifting and swings her Guisarme at the nearest thug's legs. "You stales have picked the wrong marks." she says.
Trip attack on the thug. 1d20 + 5 ⇒ (9) + 5 = 14
Luck Re-roll 1d20 + 5 ⇒ (14) + 5 = 19
She then drops the Guisarme and draws one of her shortswords, stepping up to the fellow.

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Right, back to me. Sorry.
Kargen backs away from the thug attacking him and draws and arrow. But instead of shooting it at him, he aims for the man fighting with Thoril.
5 foot step back and Attack #5
Attack (PBS, Bard): 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
Damage (PBS, Bard): 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

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Guess I'm up too then.
"Hey." Yanbrel pokes the somnabulating pathfinder with the side of his crossbow. "Stay."
Satisfied that his message has been received, the witch goes bounding off towards the melee, owl still perched stolidly on his shoulder, and fires off a quarrel at the nearest bandit.
Move SE, E, E, SE, SE, attack #2. Moll is moving out of turn order I think, so when Yanbrel takes his shot she should still be 10 feet away and the thug still on his feet.
Attack vs. Thug 2: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 ⇒ 2

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Yanbbrel accidentally shoots her owl.

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Two of my PCs have rolled crossbow attacks today, and two have come up nat 1. What are the odds? (A: 1/400.) Just gonna stick with Evil Eye from here on.

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Two of my PCs have rolled crossbow attacks today, and two have come up nat 1. What are the odds? (A: 1/400.) Just gonna stick with Evil Eye from here on.
The Paizo Dice Rollers are notorious for their bad rolls. My first PbP (I think) a party of six all rolled Nat 1's on a Perception check in a row. Normally, a lot of the times I roll for NPC or monsters, I see a few crits an then max damage, so you've been fairly lucky this time.
@ Everyone: basically when your group comes up, just post you action, and I'll try to adjust for it in a sort of round summary. Group 1 just went, so it's back to group 2 (the enemies), and right after that is Group 3 once more.
Group 1
Yanbrel
Kargen
Group 2
<attackers>
Group 3
Las
Angruf
Thoril
Moll

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Thug 2 holds off for a moment after being tripped, awaiting one of her allies to come to her aid.
Thug 3 charges Thoril, now flanking with Thug 5, bashing at Thoril as he quickly tries to dodge and parry both incoming attacks.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19 <HIT>
Damage: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Thug 4 likewise sweeps in trying to flank Moll, where Thug 2 begins to stand up, drawing first an AoO from Moll.
AoO to Thug 2: 1d20 + 11 ⇒ (14) + 11 = 25 <HIT>
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9 <and almost drops them>
Thug 2 then stands, and both attack Moll.
2 Attack: 1d20 + 6 ⇒ (4) + 6 = 10 <MISS>
Damage: 2d6 + 2 ⇒ (5, 3) + 2 = 10
4 Attack: 1d20 + 8 ⇒ (13) + 8 = 21 <HIT>
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Thug 5 again strikes at Thoril, sweeping around in an unorthodox motion with the mace.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17 <MISS>
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Finally, Thug 6 moves in for the kill swipes at Kargen
Attack: 1d20 + 4 ⇒ (9) + 4 = 13 <MISS>
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Group 3 is up once more.

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Moll gets two rolls on her AoO from Bit of Luck. I say this because she could crit.
Las figured that Thoril wanted to go down swinging so he decided to try and help him as best he could.
Las moved to put the dwarf in range and bestowed the luck of Sinashakti on him. If Thoril could kill one, he might survive.
"Thoril protect yourself, the luck of the Sinashakti will guide your hand!"
Bit of Luck on Thoril
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

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Thoril will hold till after moll...moll if you five foot over unbetween the other two you should be able to take out guy on ground and provide me flanking so i can take out this guy that just hit me
-Posted with Wayfinder

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Thoril will take a 5ft step flank with mole
Rage attack: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d10 + 7 ⇒ (9) + 7 = 16
-Posted with Wayfinder

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Reroll attack: 1d20 + 12 ⇒ (17) + 12 = 29
-Posted with Wayfinder

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Small retcon. In the last attacks, Thug 4 that charged at Moll did not flank with the other Thug, which means Moll actually takes 2 less Damage. Slightly altered the map.
Thoril and Moll both hit, striking down one more thug.
Angruf and then back to Group 1 and Round 3.

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[ooc] you no what's sad the guy that hit me was using a bigger version of my weapon and i still did more damage lol
-Posted with Wayfinder

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Thoril, at first I thought they were using two-handers as well, but then I realized they are using sneak attack, so it's really 1d6 and then another 1d6 because you are flanked.