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You are several days northwest of Bloodcove—days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, it seems, were not as secret as you hoped.
Needing to send a message back, Kuaizi and Holman are sent back to Bloodcove to take the message to Aram Zey. They take a wide berth, avoiding the coming Aspis Consortium force. While on the path, you find a fellow Pathfinder trying to get to Azlant Ridge as well.
Garrett Shadowcaller (former player of Holman), you may introduce yourself.

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We got company boys, another pathfinder it seems. So what prey tell bring you alllll the way out to these lovely parts of jungle hell? as he looks the newcomer up and down.

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I hope this one's worth it. tells the varisian tattooed sorcerer grimly. The crow was a bearer of ill omen, it can only get better!

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Ralklain examines the man swiftly, without a moment to lose.
"Hush hush, traveler! We've got company after us, and you would not like to be here when they cross the road! Get up on the caravan or get away, your choice!"

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The halfling seems hesitant to explain his reason for being in the region, but when Ralklain hastens his response, he claps his hands excitedly and climbs quickly into the wagon.
"Another pathfinder? I..." He pauses, unsure whether to expose himself to his new acquaintances, but sighs and hangs his head. "Well, okay, yes, I'm a pathfinder. I was sent on a mission to Bloodcove, but it...didn't go well. I escaped before I was found out, but it was close. Too close." He shudders as he thinks of what might have happened if he had been caught. "Anyway, I was off to make my report when you showed up. And if what you say is true, then it's all the better you did. Let's get going!"

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"Had I been in your shoes, I would have been more wary. This caravan might easily have been an Aspis trap." And you could be an Aspis spy. Unlikely, but possible.
Taking 10 Sense Motive for 18. Also casting detect E,C,G,L (in that order) and coming up with nothing.

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Around 15 or so minutes after talking to the halfling, confirming his identity, a sudden cry goes up among the wagons, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. “They’ve given up the chase!”
Raimondo declares and a tired cheer erupts from his caravan.
A few minutes later, Raimondo pulls the caravan to a stop in a small jungle clearing, "The horses need to rest."
Garret Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Morgrim Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Ralklain Perception: 1d20 ⇒ 7
Ryskovich Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Shandor Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Exitium Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Garret Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Morgrim Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Ralklain Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Ryskovich Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Shandor Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Exitium Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Captain Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Aspis 1 Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Aspis 2 Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Aspis 3 Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Aspis 4 Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Aspis 5 Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
As you continue to converse amongst yourselves, some of you hear a snap, just before you all hear a signal whistle! Soon, Aspis agents flood in to surround you! The Aspis captain calls out, "Kill them, kill them all!" Raimondo and his drivers huddle under the wagon, wishing you all the best of luck!
Combat Order (Surprise Round):
Ryskovich (can act) <-
Garret (can act)
Aspis 2
Exitium (can act)
Morgrim (can act)
Ralklain (surprised)
Aspis 4
Shandor (surprised)
Aspis 5
Aspis Captain
Aspis 3
Aspis 1
Ryskovich and Garret, you have initiative and may take a standard action!

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:p He's a lush and apparently willing to do anything for money, as he was the only guys crazy enough to take this mission! ;)
EDIT: The horses are clearly fatigued, so Raimondo is not a complete idiot.

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If I have (can act) next your name, then you may act on the surprise round. On a surprise round, you may only take a Standard action or less. (Standard or Move, and a Swift if you are able.)

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as much as I WANT to have a weapon drawn, I DOUBT I would since we feel we lost them
Ryskovich takes a deep breath as the landscape changes to jungle from the city. When the caravan stops, he takes a swig from a water jug, and relaxes a bit.
A few moments later he hears some snaps of twigs, he looks around but doesn't see anything right away. He hears a signal whistle, and snaps into fighting stance ready for whatever trouble may arise. He sees the half dozen Aspis Agents pop outta the bushes, he draws his rapier, and stands ready for hell to be unleashed.
Move action: draw rapier for surprise round.

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Aspis 2 moves up for a clear shot.
Combat Order (Surprise Round):
Ryskovich
Garret
Aspis 2
Exitium (can act) <-
Morgrim (can act)
Ralklain (surprised)
Aspis 4
Shandor (surprised)
Aspis 5
Aspis Captain
Aspis 3
Aspis 1
Exitium and Morgrim up next!

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Exitium do use natural claws and have pounce, so he can charge and pounce even when limited to standard action, as this case.
The look-like-a-tiger creature saw the signs longer before the pathfinders. Birds flew, branches broke under their enemies feet, the wind carried up their scent. He was ready for when they approached, and so he unleashed a flurry of attacks on the first enemy he saw:
Charging and pouncing the northernmost enemy.
PA Bite: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23! Damage: 1d6 + 5 ⇒ (6) + 5 = 11
PA Claw: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9! Damage: 1d4 + 5 ⇒ (3) + 5 = 8
PA Claw: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11! Damage: 1d4 + 5 ⇒ (2) + 5 = 7

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Ralklain's planar ally charges off, leaping through the air! Exitium clamps down on the mercenary's neck, crushing his trachea as his claws scratch ineffectually on the mercenary's armor. He stops struggling almost immediately.
Combat Order (Surprise Round):
Ryskovich
Garret
Aspis 2
Exitium
Morgrim (can act) <-
Ralklain (surprised)
Aspis 4
Shandor (surprised)
Aspis 5
Aspis Captain
Aspis 3
Aspis 1 (dying)
Morgrim, you are up!

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Morgrim calls for Abadar's aid in the fight, then steps forward to meet the Aspis charge. Casting bless. "+1 morale bonus on attack rolls and on saving throws against fear effects" for everyone in the party. Morgrim's shield isn't out yet, so his AC is 18.

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No sooner has Morgrim stepped forward calling upon the power of the Grand Scales, does Aspis mercenary 4 (who I just realized, are all trying to sneak up on you all while upon horseback! So lowering the DC, Shandor is among the people that notice) draws a bead on the beastly sorcerer with his bow, while nudging his horse to move with his knees!
Longbow: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d8 ⇒ 4
The arrow hits the flat-footed Shandor, but fails to penetrate his tough orcish hide!
Combat Order (Surprise Round): bless +1 morale to atk and saves v. fear
Ryskovich
Garret
Aspis 2
Exitium
Morgrim
Ralklain
Aspis 4
Shandor (can act) <-
Aspis 5
Aspis Captain
Aspis 3
Aspis 1 (dying)
Okay Shandor! You are up! Sorry, Ral, even with the lowered DC, you didn't hear them approach.

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Startled at first, the orclike varisian sorcerer takes a moment to gather his wits before he reacts. Looking at the Aspis Captain, a deep growl comes from his throat, transforming itself into a mighty deafening orcish roar for his target! Runes flare on his body, magic comes to life.
Feel the anger of Bakharan! WraaaAAAAATH!
Casting Ear-piercing scream on the Aspis Captain. Fortitude save DC 17; 4d6+4 sonic damage and dazed for one round unless save is made (in which case the dazed condition is negated and the damage halved).
Ear-piercing scream: 4d6 + 4 ⇒ (3, 3, 2, 4) + 4 = 16
Ear-Piercing Scream
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

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Sorry, you're completely right! It looks like I misread the spell.
Ear-piercing scream, take two: 2d6 + 2 ⇒ (1, 5) + 2 = 8

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I was just going to take your first two rolls, which came out to the same! ;p
Captain Fort Save: 1d20 + 5 ⇒ (1) + 5 = 6
The Aspis Captain holds ears as if the roar was right in his ear! Shaken, he wobbles, unsteady on his horse. After shaking his head free of cobwebs, he stares daggers at Shandor, bleeding visibly from his ears.
The mercenary in front of Morgrim seems to be struggling to control his horse! Aspis 5 Ride: 1d20 + 6 ⇒ (1) + 6 = 7
The last mercenary to move, follows his companion taking a shot at the obviously dangerous spellcaster! Longbow: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d8 ⇒ 6
This arrow finds its mark in Shandor's shoulder!
Combat Order (Round 1): bless +1 morale to atk and saves v. fear
Ryskovich <-
Garret
Aspis 2
Exitium
Morgrim
Ralklain
Aspis 4
Shandor (hp 17/23)
Aspis 5
Aspis Captain (8 hp taken; dazed)
Aspis 3
Aspis 1 (dying)
Top of the key! Ryskovich and Garret!

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baddies are on horseback yes? Can the horse use AOO should I provoke. My movement, if possible would be right-right-right-right-diagonal right-down. Then hold action to go with Garrett and gain flank than attack captain. Is that possible since captain is dazed and can't take AOO?

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The horse may, but it seems that these horses are not battle-trained, and it may just spook and try to run. You cannot move then hold, but you may hold then you and Garret move together. You are correct, the Captain cannot take an attack of opportunity.

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Will wait for Garret, then go together in tandem with him
in Halfling language
Hey, Garret, let me know when you're ready. I move to give us flanking, and we can take this captain down to the ground he says with a wry smile.
assuming it goes off with a hitch
attack with flank & piranha strike: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Ryskovich, is there something that gives you +10' to your move? I didn't notice it before, but shouldn't your move be 20'? Garret would have to move one more space for you both to be flanking, if that is the case.

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Regardless of the movement, Garret can get around without provoking, as #5 has a bow, so cannot take an AoO.
Moving together as a practiced pair, probably a halfling thing ;p Garret and Ryskovich circle the Aspis Captain slipping their blades into his side and legs!
Aspis Mercenary 2 rides around and takes a shot at Shandor, hoping to take the spellcaster down! Longbow: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d8 ⇒ 2
I am assuming that Shandor's mage armor has long since expired, and was not refreshed as far as I am aware.
A second arrow grazes the sorcerer's arm, drawing blood!
Combat Order (Round 1): bless +1 morale to atk and saves v. fear
Ryskovich
Garret
Aspis 2
Exitium <-
Morgrim
Ralklain
Aspis 4
Shandor (hp 15/23)
Aspis 5
Aspis Captain (18 hp taken; dazed)
Aspis 3
Aspis 1 (dying)
Exitium, Morgrim, and Ralklain are up!

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I took "fleet of foot", gave up sure-footed to get it. my movement is 30 feet, but no bonus to acrobatics...i am pretty sure its PFS legal :) If not that i can change it back

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I guess because you missed the : I thought it was part of the description Keen Senses. :p Will fix the map then.

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Unable to see any enemy from his current position, Exitium circles around the carriage and finally finds a thug, having enough time to deliver a devastating bite:
Exitium's PA Bite: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20! Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Ralklain covers the tiger, moving close to it while drawing his crossbow, and shoots Bandit 3:
Precise Crossbow: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14! Damage: 1d8 + 1 ⇒ (7) + 1 = 8

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Exitium circles and rushes the mercenary 2 and leaps up, dragging him off of his horse! The horse, spooked runs off as the eidolon tears into its rider.
Morgrim buries his axe into the side of the rider next to him, causing him to double over, then slide off the horse as it bolts!
Aspis Mercenary 4 continues to circle, hoping to keep away from the beast that took down two of his allies in the last two rounds and lets an arrow fly at his previous target (Shandor)! Longbow: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d8 ⇒ 8 With a solid thud, the arrow buries itself deep in the Varisian sorcerer!
Combat Order (Round 1): bless +1 morale to atk and saves v. fear
Ryskovich
Garret
Aspis 2 (dying)
Exitium
Morgrim
Ralklain
Aspis 4
Shandor (hp 7/23) <-
Aspis 5 (dying)
Aspis Captain (18 hp taken; dazed)
Aspis 3
Aspis 1 (dying)
Shandor, your go!

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Screaming with pain but enraged by the blood drawn from him, Shandor draws one of his wands and utters an angered arcane word. A transluscent armor covers his body, protecting him from the Aspis' cruel arrows. Then he moves forward one of his tormentors, glaring at him straight into his eyes, entering melee range in hope of further hinder the incoming arrows.
Move action: drawing wand of mage armor ; Standard action: using said wand, 44 charges remaining; Free action: 5-ft step

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The captain regains his wits, and slides off his horse, drawing the short sword from its scabbard. He looks at Ryskovich, in his heavy armor, and smiles. Short sword: 1d20 + 6 ⇒ (10) + 6 = 16 Damage: 1d6 + 3 ⇒ (6) + 3 = 9 With a flick of his wrist, he tests with a strike, but it deflects harmlessly off of the halfling's armor!
Mercenary 3 tries to bring his horse back under control. Ride: 1d20 + 6 ⇒ (17) + 6 = 23 Once he has firm control, he urges the horse on, and tries to take a shot at the sorcerer again! If Shandor has any natural weapons, he may make an attack of opportunity.
Merc 3 Longbow: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d8 ⇒ 6 The arrow flies wide and disappears into the jungle!
Combat Order (Round 1): bless +1 morale to atk and saves v. fear
Ryskovich <-
Garret
Aspis 2 (dying)
Exitium
Morgrim
Ralklain
Aspis 4
Shandor (hp 7/23)
Aspis 5 (dying)
Aspis Captain (18 hp taken)
Aspis 3
Aspis 1 (dying)
Ryskovich and Garret are back up!

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We small folk are not easy to hit. Try again, should you live that long you Aspis scum
rapier, piranha strike: 1d20 + 7 ⇒ (12) + 7 = 19
dam: 1d4 + 2 ⇒ (2) + 2 = 4

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Ryskovich's rapier slips past the Captain's defense, catching him under the arm. The small gash produces a small stream of blood, joining the others running down the Aspis Captain's arms and torso!
Combat Order (Round 1): bless +1 morale to atk and saves v. fear
Ryskovich
Garret <-
Aspis 2 (dying)
Exitium
Morgrim
Ralklain
Aspis 4
Shandor (hp 7/23)
Aspis 5 (dying)
Aspis Captain (22 hp taken)
Aspis 3
Aspis 1 (dying)

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Sorry for the delay, all - I was travelling when we started, and just got back home. I'll be posting normally from now on.
Garret begins to spin, his cloak flying outwards; his scimitar lashes out, giving the captain yet another wound.
Move action: Begin Battle Dance (Inspire Courage), 6 rounds remaining
Standard action: Attack captain
Attack (Scimitar, Flanking, Battle Dance): 1d20 + 6 + 2 + 2 ⇒ (12) + 6 + 2 + 2 = 22
Damage (Scimitar, Battle Dance): 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

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Garret's slash drops the Aspis Captain to his knees, then to his face. As he drops, the remaining mercenaries look like their morale is broken! It is easy to see that they look like they are going to turn tail and run!
Exitium, Morgrim, and Ralklain may act before the first one can act!
Combat Order (Round 2): bless +1 morale to atk and saves v. fear
Ryskovich
Garret <-
Aspis 2 (dying)
Exitium
Morgrim
Ralklain
Aspis 4
Shandor (hp 7/23)
Aspis 5 (dying)
Aspis Captain (22 hp taken)
Aspis 3
Aspis 1 (dying)

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Once again the tiger looks after a new meal, and finds Bandit three, having just enough time to go after its throat:
Exitium's PA Bite: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Ralklain goes for the other one, shooting Bandit 4, after recharging his crossbow:
Precise Crossbow: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Confirmation: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Damage: 1d6 + 5 ⇒ (2) + 5 = 7

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Under other circumstances Morgrim would have been content to let them run, but this was war. He rushes towards one of the remaining foes, hoping to deprave the Consortium of another soldier.
AC still 18
Battleaxe, 2 handed: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 131d8 + 4 ⇒ (5) + 4 = 9

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Exitium moves like a blur rushing past Shandor, leaping through the air. The eidolon lands on the opposite, chewing on the the trachea of his target, as the mercenary slumps over and off his horse.
Morgrim moves up trying to catch the remaining one, but fails to get enough leverage to strike the elevated target. With a click, Ralklain's quarrel flies into the remaining mercenary's chest, causing him to slump over... he still has just enough to urge his horse away, which more than obliges!
Morgrim may take an attack of opportunity!

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Morgrim takes one last swing at the retreating horseman, hitting him solidly in the back.
AC still 18
Battleaxe, 2 handed: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 251d8 + 4 ⇒ (8) + 4 = 12
Confirm Crit: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 122d8 + 8 ⇒ (6, 1) + 8 = 15

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Morgrim continues his previous swing in a full circuit, connecting with the rider's side, taking him from the saddle! The mercenary's broken form hits the soft earth with a splort, the life quickly fading from his body.
END COMBAT
--
Taking a few breaths, you all see several arrows protruding from Shandor's body, making his breathing kind of ragged...

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"Hmm. Well, let's take care of you, shall we?" Garret moves quickly, drawing a wand from his belt pouch and tapping it twice on Shandor's wounds. Each time, a soft glow emanates from the tip, and the wounds begin to heal.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7