DM Beckett
|
Did you see your rolls? :P You nearly just singlehandedly did it all.
DM Beckett
|
As the massive and rather pissed off dinosaur rips apart one of the Lizardfolk attempting to stab it with a cheap spear, it continues to chase after the other group of humans it had been after. They rush right at you once they enter the clearing, and realizing you would make amazing distractions to aid their escape, charge right at you, the huge thunder lizard right on their tail. It instantly spots it's eggs still in your hands, and goes berserk, rushing at you and the other thieves.
Reacting quickly, you manage to stick your feet out at just the right time, causing a few of the Aspis agents to stumble, nearly dropping their eggs and falling face first into the hard ground. Suddenly, as they begin to catch their footing, it's almost as if the very ground is covered in a thin layer of cooking fat, and it turns out, it truly is. Not wanting to be eaten, you all rush off in the same direction the Aspis agents where, adding a few pointed remarks about their typical ass-hat behavior as you leave them in your dust.
Just as you begin to make headway in fleeing, you enter a narrow section of the ravine, one that barely accommodates the large dinosaur, causing it to slam into the mountain walls as it chases. The dinosaur’s thunderous rampage causes some rubble to fall in your path, but thinking quickly, you are able to lead the team on a tight path through the rubble until you can find an area to climb atop it. Seeing the Aspis team coming up right behind you, you toss the Feather Token down to block the spot.
A waterfall feeds a pool and stream that cut across a broad section of the ravine, and sharp-toothed fish are leaping out of the water in anticipation of a meal. It's difficult, but you manage to get everyone across without being made food for something else, even taking a moment to push some of the low-hanging vines away so the Aspis Consortium team has that much more trouble.
Continuing to run, your course leads you heading up the mountain, but before you can get there, you must cross a deep putt. Too late to turn back, it's over or going under. Because of your advantage, you quickly spend a few seconds finding a somewhat safe way across, and just as you make it, you see the Aspis Consortium, just barely avoiding the beast's snapping jaws and painful death come to the ravine. With no time to spare, they leap onto different vines to swing across, but that leaves them at your mercy, a fatal mistake as you begin to target the vines, sending two of them to their deaths.
Not far beyond, still going uphill, you come into an area of dense foliage, where the big dinosaurs can’t fit through tight spaces. You again, this time more luck than skill, find a good path, but on the way, knock over a few particular fallen trees to create even more obstacles for your foes. Just then, you spot something, a rare fruit called a Kaava Sun Pear, a small fruit that glows with it's own yellow light, and are able to leap up and grab one. Unfortunately, this works to their advantage as they find, by sheer luck alone, a shortcut that allows them to catch up with your team, and the dinosaur bursts through mere feet behind them.
Both groups, seeing a ledge near the top of the mountain near a cliff that you doubt the dinosaur could reach, call on their last reserves of strength and stamina for the final all-out sprint to safety. You reach the cliff's edge at the same moment, the remaining Aspis Agents honestly trying to decide if it would be better to continue to flee while leaving you here to make the climb and hopefully get eaten, but in a masterful stroke, you manage to leap up, just barely catching a ledge, and climb atop, sending down a rope for the others. With no where else to go, the Tyrannosaurus arrives, angrier than ever, and tears them apart. Knowing she can not reach you, and her anger mostly sated, she decides to fall back, returning to see if any of her eggs are still secured in the ransacked nest.
Unsure of your own safety for the moment, you stay up there for a good while, catching your breath and making certain the beast is gone. It isn't until then that you realize you had lost one of the eggs, fallen from your pack at some point. But you still have some, and none of you had fallen to her jaws.
Sorry for the wall of text, that was the entire chase broken down round by round.
With your remaining prizes in hand, you make your way back to the Grippli village. Having gotten completely lost, it takes some time to find yourselves, but you make it back.
At the outskirts of the Krihirik village, grippli possessions lie scattered about as if they were dropped or tossed carelessly from the dwellings above. Where before gripplis hurried about the village, now none are to be found. Shouting from the direction of the elders’ hut carries through the empty jungle “Find the others!” followed by the loud crash of something falling to the jungle floor.
As you come closer, you see that the loud crash was the human and half-elf raiders knocking over the last of the ladders leading up to the tree village. Most look to have been destroyed, though one, at the far end (see map) is still functional, though it's been knocked away and would need to be reset first.
The tree village itself is 25ft above ground. You can attempt to climb up using some of the other trees in the area and then jumping over to the rope bridges, or various means of flight would also help. However, whatever you plan on doing, it had better be quick. You can already spot one of the elder's corpses lying mishandled from at the edge of the center hut, and have no idea of the fates of the others, or most of the other Gripplis.
Finally, you also spot more than a few of the raiders, two one the ground and two with their leader up above still actively looking for something, tearing through the different huts and tossing various personal possessions outside without care. Many fall down, littering the ground around the tree village. The scouts on the ground see you as you arrive, and call out a warning to the others, and as they do, you also see a large black haired cat step around from behind a tree, ready for some action. Looking down with contempt, you spot their leader. An infamous Aspis Agent wanted for murder and well known for cruelty in his dealings. Kalim, or "Fiveknives" simply looks down and smiles.
Caith: 1d20 + 0 ⇒ (10) + 0 = 10
Darius: 1d20 + 6 ⇒ (11) + 6 = 17
Garret: 1d20 + 1 ⇒ (2) + 1 = 3
Kylar: 1d20 + 6 ⇒ (19) + 6 = 25
Nicolae: 1d20 + 6 ⇒ (16) + 6 = 22
Roderick: 1d20 + 9 ⇒ (1) + 9 = 10
---------------------------------------------------
Fiveknives: 1d20 + 4 ⇒ (6) + 4 = 10
Aspis Scouts (4): 1d20 + 3 ⇒ (20) + 3 = 23
If there are any questions about the set up, please ask.
THE FINAL ENCOUNTER!!!
ROUND 1 <* = located 25ft above ground floor in the tree village.>
Kylar ()
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Aspis 1 (), Aspis 2 (), *Aspis 3 (), & *Aspis 4 ()
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Nicolae (), Darius (), Roderick ()
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*Fiveknives ()
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Caith () & Garret ()
Kylar Drugo
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Knowledge Nature: 1d20 + 1 ⇒ (18) + 1 = 19
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Kylar picks a piece of the fruit The Kaava Sun Pear is a magical fruit, seen as holy my many of the local tribes. It glows with soft yellow light equivalent to that of a candle for 8 hours after being picked. During this time, if a creature eats the fruit as a full-round action, it confers the benefits of cure moderate wounds and neutralize poison.
*******************************************
Seeing the Aspis attacking the village Kylar rushes forward underneath the overhead bridge. He quickly vanishes and reappears releasing stream of acid at the western thug on the ground.
Acidic Ray: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Sneak Attack damage: 2d6 ⇒ (3, 5) = 8
Garret C.
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Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Sense Motive: 1d20 + 10 ⇒ (10) + 10 = 20 If I think it´s going to hurt my allies, I´ll tell what I see, if I think it´s going to hurt the Aspis, I´ll remain silent
Also, there´s no elder gripplis in the map to be saved?
DM Beckett
|
Kylar moves forward, going beneath the building for some protection from above, ad launches a small jet of acid at the closest thug below, but it hits a few hanging vines and doesn't make it to the target.
In retaliation, both of the Aspis scouts below level their crossbows at Kylar and fire, then retreat a bit further back, dropping their crossbows and drawing a handaxe. Both hit, leaving a pair of bolts sticking out of the Nagaji, but it doesn't look too painful.
Crossbow vs Kylar (AC 19): 1d20 + 5 ⇒ (15) + 5 = 20 <HIT>
Damage: 1d10 ⇒ 2
Crossbow vs Kylar (AC 19): 1d20 + 5 ⇒ (17) + 5 = 22 <HIT>
Damage: 1d10 ⇒ 5
ROUND 1
<* = located 25ft above ground floor in the tree village.>
Kylar (-7)
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Aspis 1 (), Aspis 2 (), *Aspis 3 (ready), & *Aspis 4 (ready)
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Nicolae (), Darius (), Roderick ()
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*Fiveknives () & Panther ()
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Caith () & Garret (posted)
Roderick Xim
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Roderick will move up and lob a bomb up at the thug to the east.
"I dare say, how do we get up to them?"
Bomb, range, pb: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 Blast dmg : 2d6 + 3 + 1 ⇒ (2, 3) + 3 + 1 = 9 dc 14 splash for another 6 fire dmg.
Nicolae Tiberius
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After climbing the cliff the varisian stops for a moment to regain his breath. That was fun. Lets not do it again.
Kylar picks a piece of the fruit The Kaava Sun Pear is a magical fruit, seen as holy my many of the local tribes. It glows with soft yellow light equivalent to that of a candle for 8 hours after being picked. During this time, if a creature eats the fruit as a full-round action, it confers the benefits of cure moderate wounds and neutralize poison.
He picks up two fruits and store them in his pockets while eating a third. Hmmm, and it tastes good too. Nice.
CMW: 2d8 + 3 ⇒ (6, 6) + 3 = 15*********************************************
Back at the tree village Nicolae moves forward near Kylar and tosses a javelin on the same targe as Roderick.
Attk: 1d20 + 6 ⇒ (1) + 6 = 7
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9
DM Beckett
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There was only one, and it was something you that happened during the chase. No harm in eating it, there just are not any more. Also, add an extra +4 to that. :P
DM Beckett
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Nicolae tosses a javelin while Darius tries to begin the climb up t9 5hir level, neither doing too well, but Roderick shows them up by hurling a bomb, smashing his target hard in the chest. Both of the archers are ready to attack anyone that begins to climb, but do not have a clear shot at Darius, so their leader shouts to focus fire n Roderick, while drawing a pair of daggers.
ROUND 1
<* = located 25ft above ground floor in the tree village.>
Kylar (-7)
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Aspis 1 (), Aspis 2 (), *Aspis 3 (ready), & *Aspis 4 (ready, -9)
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Nicolae (), Darius (), Roderick ()
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*Fiveknives () & Panther ()
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Caith () & Garret (posted)
Caith Skullcrusher
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Caith seeing no immediate way to get to his enemies high up on the ramp moves forward and ends underneath one of the walkway's, ready to move further towards the ladder when he sees an opening.
Thug 1 and 2 are also up in the trees or are they near the ground?
Caith Skullcrusher
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K, move stays the same, since I can't reach either of them and attack, but if it's ok I'd like to use my standard to ready an attack in case an enemy come close enough to hit
Readied attack bull rush vs CMD: 1d20 + 13 ⇒ (19) + 13 = 32
Follow-up attack with spiked armor if hit as part of the bull rush: 1d20 + 10 ⇒ (11) + 10 = 21
Damage if hit: 1d6 + 7 ⇒ (5) + 7 = 12
DM Beckett
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One thing, you write I posted, but I only make the perception check, no movement and no attack. Any problem if I move and cast a spell?
Not a problem. Because I place everyone's actions in order as thy come up, I glanced at it above and assumed it was your action. Please, go ahead.
Caith gets ready, in case they come in close.
Just a head's up, all of them are armed with ranged weapons (minus the boss) and seem to be falling back a bit rather than advancing. Did you want to do something else instead? It's very unlikely that they will come close.
The panther, seeing so many opponents, and remembering how it's master has mistreated it in the past, simply takes off running, abandoning the bastard to his fate.
ROUND 1
<*** = located 25ft above ground floor in the tree village.>
Caith (), Garret (), & Kylar (-7)
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Aspis 1 (), Aspis 2 (), ***Aspis 3 (ready), & ***Aspis 4 (ready, -9)
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Nicolae (), Darius (), Roderick ()
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***Fiveknives ()
Garret C.
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Beware, there´s a panther. Says Garret pointing it. Also I had a 20 Sense motive check, but don´t know why I was rolling
After having warned his companions, Garret starts to cast one of his spells, conjuring a starknife near one of the thugs.
Spiritual weapon: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (6) + 1 = 7
DM Beckett
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Sorry. The Sense Motive check revealed that the Panther, Fiveknive's pet was mistreated, and very likely to run rather than fight.
Kylar Drugo
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Kylar vanishes in a puff of smoke. Quickly he runs around the large ree trunk towards the fallen ladder on the ground. Still seeing one of the Aspis Agents nearby he shoots an Acidic Ray from his mouth at the man. The putrid goo wilts all of the leaves around the base.
Acidic Ray: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak Attack Damage: 2d6 ⇒ (5, 1) = 6
Vanishing Trick; PBS
Caith Skullcrusher
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Just a head's up, all of them are armed with ranged weapons (minus the boss) and seem to be falling back a bit rather than advancing. Did you want to do something else instead? It's very unlikely that they will come close.
Nah..it would make more sense to move forward on the defensive..but that's not something Caith would do....so I'll stick to my action. but thanks for checking
DM Beckett
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The divine priest calls on holy aid in the form of a magically floating weapon of pure magic that strikes at his enemies from afar, but it doesn't seem to connect this time. Kylar's attack, however, does literally spitting a beam of pure arctic cold at the woman and nearly killing her outright, but not quite
Seeing the threat you present when they are so close, the Aspis return fire. the two on the ground focusing on Kylar first. with the others above focusing on Roderick.
vs Kylar (AC 19): 1d20 + 7 ⇒ (17) + 7 = 24 <HIT>
Damage: 1d4 ⇒ 3
vs Kylar (AC 19): 1d20 + 7 ⇒ (3) + 7 = 10 <miss>
vs Roderick (AC 17): 1d20 + 8 ⇒ (1) + 8 = 9 <miss>
vs Roderick (AC 17): 1d20 + 8 ⇒ (15) + 8 = 23 <HIT>
Damage: 1d4 ⇒ 4
ROUND 1
<*** = located 25ft above ground floor in the tree village.>
Caith (), Garret (), & Kylar (-10)
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Aspis 1 (-12), Aspis 2 (), ***Aspis 3 (), & ***Aspis 4 (-9)
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Nicolae (), Darius (), Roderick (-4)
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***Fiveknives ()
Roderick Xim
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Roderick shrugs off the injury and prepares and lobs another bomb at his prior target.
Bomb, range, pb: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Blast dmg : 2d6 + 3 + 1 ⇒ (2, 3) + 3 + 1 = 9 dc 14 splash for another 6 fire dmg.
DM Beckett
|
Random: 1d8 ⇒ 5 +Random: 1d3 ⇒ 1
Nicolae rushes under the section of the tree village and stabs one of the thugs on the ground directly in the heart, sending her small frame to the ground in a pile of blood. While Darius stands there, unsure what to do, Roderick hurls another bomb, but it veers off, landing too low and striking one of the trees behind and beneath his target to no effect.
Fiveknives himself steps outside the building, standing on the bridge directly above Caith and sends a knives down as he draws another from his full bandoleer.
Dagger vs Caith (AC 14): 1d20 + 11 ⇒ (18) + 11 = 29 <HIT>
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
ROUND 3
<*** = located 25ft above ground floor in the tree village.>
Caith (-7), Garret (), & Kylar (-10)
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Aspis 1 (-12), ***Aspis 3 (), & ***Aspis 4 (-9)
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Nicolae (), Darius (), Roderick (-4)
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***Fiveknives ()
Also, just a heads up, I finally found out why this fight was so easy. The mislabeled and misprinted all of the thug's stats. I've finally got the correct ones and they are now an actual threat. (no more d4's damage besides the boss that fights with knifes).
Kylar Drugo
|
Kylar hits a button on his wrist as a wand flings fom the folds of his robes to his open hand. Quickly he taps the wand to his side as a magical shield appears before him.
Use wrist sheath to Use wand of Shield bringing AC to 23
Caith Skullcrusher
|
Bleeding from his shoulder Caith quickly moves in on the last thug remaining on the ground and slams his shoulder into him, trying to keep the tree between him and the guy throwing the knives.
To hit AC Thug 1: 1d20 + 10 ⇒ (8) + 10 = 18
piercing damage if hit: 1d6 + 7 ⇒ (6) + 7 = 13
DM Beckett
|
Caith moves up and drops the last of the thugs on the ground, sending his body to the ground to bleed out from the many tiny holes from his spiked armor while Garret commands his summoned ghostly weapon to move and strike again up above, but it fails utterly to connect. Kylar calls on his own magic for further protection.
Spiritual Weapon vs Aspis Thug 3: 1d20 + 6 ⇒ (1) + 6 = 7 <miss>
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
From above, the two other thugs reload their crossbows and then fire once more.
Crossbow vs Roderick (AC 17): 1d20 + 6 ⇒ (14) + 6 = 20 <HIT>
Damage: 1d10 ⇒ 5
Crossbow vs Roderick (AC 17): 1d20 + 6 ⇒ (17) + 6 = 23 <HIT>
Damage: 1d10 ⇒ 6
ROUND 3
Caith (-7), Garret (), & Kylar (-10)
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Aspis 3 (), & Aspis 4 (-9)
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Nicolae () & Roderick (-15)
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Fiveknives ()
All enemies on the ground are now dead, so the three that remain are all 25ft up in the air atop the tree village. Just a reminder, there is a latter you can use to get up, or you can try to climb the trees (on the map 20ft up, and make a small jump up and over to reach the village. It doesn't seem likely that the will be coming down, themselves.
Roderick Xim
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Roderick, taking another hit from a crossbow bolt, will hurl a bomb at the leader (hoping to splash the other thug) and then retreat to cover under the main platform (towards the ladder).
"I am hit. Press the attack! I will join as soon as I am able."
Bomb, range, pb: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 Blast dmg : 2d6 + 3 + 1 ⇒ (5, 5) + 3 + 1 = 14 dc 14 splash for another 6 fire dmg.
Kylar Drugo
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Yup I was working my way to it hehe
DM Beckett
|
Refl: 1d20 + 4 ⇒ (2) + 4 = 6 <Full>
Both take full damage, with Fiveknives offering a few choice curses down to you assembled Pathfinders before, (slightly out of turn here, Nicolae's action goes first) taking a step back inside the building and chanting a few vile words to heal himself.
Cure Moderate Wounds: 2d8 + 7 ⇒ (7, 3) + 7 = 17
ROUND 3
Caith (-7), Garret (), & Kylar (-10)
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Aspis 3 (-6), & Aspis 4 (-9)
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Nicolae () & Roderick (-15)
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Fiveknives (-14) (healed)
ROUND 4
Caith (-7), Garret (), & Kylar (-10)
DM Beckett
|
It's a Move action to pick it up, and then a Standard Action to set/secure it to climb. After that, actually climbing (25ft) is just difficult terrain, but does not require a Climb check.
Kylar Drugo
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Kylar rushes towards the ladder as Caith puts it up. He begins to climb it one rung at a time.
Will make it halfway up the ladder. 15 feet.
Garret C.
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Sorry for the delay
Garret also moves to the ladder, letting the spiritual weapon fight for him. Wait for me Caith, I have a spell you should enjoy says with a smile.
Spiritual weapon: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 1 ⇒ (4) + 1 = 5
I´ve moved throug the tree rots, if they count as diffult terrain I´ll use agile feet so they don´t affect me
DM Beckett
|
Once the ladder is raised and placed, there is no need to hold it. So, I'll have Caith place it and everyone else start to climb.
Both of the Aspis Agents are beginning to look worse for ware as Garret's mystical weapon strikes again, this time hitting true and drawing blood. Caith manages to place the ladder, allowing Kylar, then Nicolae and Garret to begin to make their way up.
Up atop the village, seeing you making your way up, Fiveknives orders the other two to rush over towards the ladder, "kill them as they come up!", and both drop their crossbows, rushing over to the ladder and drawing, very quickly, a pair of hand axes.
Spiritual Weapon AoO: 1d20 + 6 ⇒ (2) + 6 = 8 <>
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
ROUND 4
Caith (-7), Garret (up 5ft), & Kylar (-10, up 15ft)
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Aspis 3 (-11), & Aspis 4 (-9)
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Nicolae (up 10ft) & Roderick (-15)
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Fiveknives ()
DM Beckett
|
So, just for reference, I'm tracking that on the ladder we have Kylar on top, 15 ft up, with Nicolae, then Garret, then Caith right below.
Roderick Xim
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Roderick drinks an extract of CLW then moves towards the ladder as well.
clw: 1d8 + 3 ⇒ (2) + 3 = 5
DM Beckett
|
Roderick manages to heal some of his wounds while closing the distance to the ladder, while up top, their leader moves a bit closer, grabbing a potion of his own to chug down.
ROUND 5
Caith (-7), Garret (up 5ft), & Kylar (-10, up 15ft)
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Aspis 3 (-11), & Aspis 4 (-9)
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Nicolae (up 10ft) & Roderick (-10)
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Fiveknives ()
Garret C.
|
Garret casts Bull´s strengh on the dwarf, Well Caith, I hope you use well the strengh Desna has given you. And walks up the rest of the ladder easily forcing the thugs to attack him instead of his allies. 1 use of agile feet to ignore difficult terrain
Spiritual weapon last attack: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 1 ⇒ (6) + 1 = 7 Hope it´s enough to take him down and I only face one AoO
Kylar Drugo
|
Seeing the thugs at the top of the ladder Kylar quickly vanishes as he blends in with the surroundings like a chameleon.
Kylar climbs the rest of the ladder avoiding detection and moves right past the thugs towards Fiveknives.
Use Vanish ability and double move. Stay invisible 2 rounds remaining.
Stealth while moving at half speed.: 1d20 + 20 + 8 ⇒ (14) + 20 + 8 = 42
DM Beckett
|
It actually counts as like moving diagonals, where ever second square counts as 2, so a total of 35ft worth of movement to get up. That leaves you a single standard or move action.
as Caith, followed by Garret and the hidden Kylar make it to the top, Caith takes a few incoming axe swings, all of them connecting and drawing more than a little blood to rain down one poor Nicolae below.
AoO Axe vs Caith (FFAC 14: 1d20 + 7 ⇒ (10) + 7 = 17 <HIT>
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
AoO Axe vs Caith (FFAC 14: 1d20 + 7 ⇒ (20) + 7 = 27 <CRIT THREAT>
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
AoO Axe vs Caith (FFAC 14: 1d20 + 7 ⇒ (1) + 7 = 8 <Boooo!!!! . . . I mean, um. . . . Yay!!!, yah, that's it. :P>
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
ROUND 5
Caith (-17, UP), Garret (UP), & Kylar (-10, Invis, UP)
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Aspis 3 (-11, UP), & Aspis 4 (-9, UP)
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Nicolae (up 10ft) & Roderick (-10)
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Fiveknives (UP)
Caith Skullcrusher
|
Caith getting hit on the head a few times as he climbs up the ladder growls like a mad man and decides to make use of his magically enlargde muscles
Bull rush vs thug 4 cmd: 1d20 + 13 + 2 + 2 ⇒ (2) + 13 + 2 + 2 = 19
If hit follow up attack with spiked armor vs AC: 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16
Damage if hit: 1d6 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
(free action to rage, then standard to bull rush..not moving along with him since I want to push him off the bridge)
DM Beckett
|
What the heck, I swear I updated this a few days ago, and even double checked. I was actually coming to ask why the game was stalled. No I will correct that, though it doesn't matter too much with Caith's action.
Garret calls on his faith's divine strength, offering it as a blessing to his ally while the blade above sinks in deep to the target it is attuned to. Caith makes it the top, slamming into one of the thugs above and nearly killing him with his spiked shoulder slam. If he survived the initial hit, he would the long fall to the ground that followed, and he lands on the ground with a solid thud. Up inside the tree village, you can see multiple grippli corpses lying about within the closed huts. It looks like they where slaughtered with impunity, and the insides of he huts are in upheaval, possession tossed about without care. It looks like the Aspis where looking for something.
Able to get into position with ease, Kylar suddenly reappears in the most opportune position, forms a magical blade of pure acid and sinks it into his flank while Nicolae and Roderick charge up the ladder to finish off what little opposition remains.
With all the Aspis dead, you discover that a few of the Gripplis are still alive upstairs, though beaten and severely hurt, they will live. Mother Bogwynne is the only of the elders to live, and she tells you that shortly after you left, the Aspis Consortium, lead by a lieutenant, Fiveknives, betrayed them. Fearing that they would run into more trouble gathering the eggs, they simply decided to take the "weapon", and attacked, slaughtering everyone they could until someone confessed the location of the prize they sought. They where able to hide many of the younger Gripplis before the slaughter, and she, once sure the danger is over, lets out a loud croaking call, calling them back to the village.
Mother Bogwynne raises a hand and lifts her head as if performing a blessing, and dozens of gripplis gather to listen. “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.” She holds up a melon-sized ovoid made of clay.
“The descendants of Sigrin spoke of this as their greatest treasure, which they had left behind. It is a legacy that continues to this day, for none have ever braved the Golden Guardian to claim the riches as their own.” A chorus of croaking vocalizations follows the elder’s story, and she adds, “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.” The other group seemed to have a problem here, so OOC, this is the weapon/artifact you have been looking for.
End of Part II and on to Part III, the final act.
After resting for a day or two, you return to Fort Bandu to resupply and contact the Society. Upon your arrival, you receive a letter. . .
Pathfinders,
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
Taking a short break here so that everyone can level up, swap spells, and reset. Please let me know when you are ready to go. I'll have Chronicle Sheets out soon, within the hour. Also, IT SADDENS ME TO SAY, no, this Boon DOES NOT grant you the ability to play a Grippli. It will add to another one down the road that will, but by itself it does nothing. ARG!!!
Roderick Xim
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Excellent, thanks. Roderick just now realizes he has not spent his gold from part 1 (or part2) goes shopping for (750)snapleaf, (1000)boots of cat, and a wayfinder(250).
DM Beckett
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Sounds good. Please let me know who is still needing to update and when you are good to go. I'm ready on my end, but I want to give everyone a fair chance as they need.
Kylar Drugo
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I am all updated. Purchased:
Belt of Inc Dex +2 (4000)
Boots of the Cat (1000)
Ioun Torch (75)
Scroll of Lesser Restoration x3 (225)