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Suddenly not sure of her soldier's chances, but needing that dang key, Xeanja, the Consortiums witch instructs her minions to attack with a faltering voice.
Ahnastasios: 1d20 + 4 ⇒ (4) + 4 = 8
Alistar: 1d20 + 3 ⇒ (9) + 3 = 12
Brynjolfsen: 1d20 + 3 ⇒ (3) + 3 = 6
Miyako: 1d20 + 4 ⇒ (16) + 4 = 20
Owyn: 1d20 + 1 ⇒ (7) + 1 = 8
---------------------------------
Xeanja: 1d20 + 5 ⇒ (3) + 5 = 8
Aspis Goons: 1d20 + 4 ⇒ (16) + 4 = 20
Init recheck
Miyako: 1d20 + 4 ⇒ (2) + 4 = 6
Aspis Goons: 1d20 + 4 ⇒ (18) + 4 = 22
ROUND 1
Aspis Goon 1 (), Aspis Goon 2 (), Aspis Goon 3 (), and Aspis Goon 4 ()
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Miyako & Alistar
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Xeanja (Demoralized)
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Ahnastasios, Owyn, and Brynjolfsen/Keshra
Also, I need to know who is holding the key.
1d20 + 14 ⇒ (11) + 14 = 25

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Will be on the road in a bit so providing this early
Perception Aid: 1d20 ⇒ 11
Smite evil activated. Attack leader ...
attack/Greatsword: 1d20 + 8 ⇒ (5) + 8 = 13
Shirt Reroll/Greatsword: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d10 + 3 ⇒ (8) + 3 = 11
Rinse, repeat as necessary

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Perception: 1d20 + 5 ⇒ (19) + 5 = 24 Ooooh.. So close. haha
Bryn dismounts his camel, and knocks an arrow in his shortbow. Kesh, Attack! bryn points towards the two thugs behind them. as Keshra charges her target Bryn fires his arrow at thug3.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 ⇒ 3
Keshra: Thug4
Claw Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Claw Attack2: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Damage2: 1d3 + 2 ⇒ (3) + 2 = 5
Keshra only gets a Bite, or Claw attack each attack round... not both, correct?

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You also rested.
@Bryn, your pet has scent, so can read that spoiler, but no one else knows if they cant make the check.
@Everyone, its a contested check that your reacting to, so no Aid Anothers. :(

John Keltin |

Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Miyako grabs holds of her loaded crossbow, moves to a slightly more favorable position, and releases a bolt aimed at thug 3.
Bolt: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d8 ⇒ 2

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I was wondering why the game seemed to have stopped. I guess all their actions didn't post.
Each of the Aspis Agents grabs a Light Crossbow and fires at the nearest target.
Aspis 1 vs Alistar (AC 12): 1d20 + 1 ⇒ (3) + 1 = 4 <miss>
Aspis 2 vs Ahnastasios (AC 18): 1d20 + 1 ⇒ (8) + 1 = 9 <miss>
Aspis 3 vs Brynjolfsen (AC 12): 1d20 + 1 ⇒ (19) + 1 = 20 <POSSIBLE CRIT>
Aspis 4 vs Miyako (AC 15): 1d20 + 1 ⇒ (20) + 1 = 21 <POSSIBLE CRIT>
Aspis 3 vs Brynjolfsen (AC 12): 1d20 + 1 ⇒ (7) + 1 = 8 <no crit>
Damage to Bryn: 1d8 ⇒ 2
Aspis 4 vs Miyako (AC 15): 1d20 + 1 ⇒ (16) + 1 = 17 <CRIT>
Damage to Miyako: 2d8 ⇒ (1, 1) = 2
After they have fired, they drop their crossbows, but do not move.
Alistar returns fire at agent 1.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
The witch begins to cast a spell that will tae a round to complete.
Ahn moves up and destroys agent 2.
ROUND 1
Aspis Goon 1 (), Aspis Goon 3 (-2), and Aspis Goon 4 (-5)
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Miyako (-2) & Alistar
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Xeanja (Demoralized)
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Ahnastasios, Owyn, and Brynjolfsen (-2)& Keshra

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Ahn's swing was at the witch (that or his smite bonuses need to be removed as he's using smite on the witch)

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Owyn charges the leader of the group and swings at her.
Attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
I'm willing to bet that's a miss. Can someone move me on the map? I'm posting from my phone today and can't move him.

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Both Ahn's and Owyns attacks on the witch hit, dropping her far beyond what even magical healing may help. With their leader dead, the rest turn and (try to) flee. You may attack them if you want. Keshra spots a small lizard (familiar) trying to sneak upon on Owyn and splats it to death with a single paw.
And that concludes the scenario.

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"What was she even talking about ... what key?!"
Yeah ... I had completely forgotten about that ...

John Keltin |

"No idea," Miyako says, licking her own wounds clean, "Do we have a key? What's it for?"
"Anyway, I can't stay much longer. Good luck with the escort and all that, but I have to be somewhere else."
Miyako waves at the others and walks off, heading back to Absalom. "Bye-bye!"

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"I believe she was looking for this." says Owyn as he takes the key that the captain gave him out of his pocket. "We're not sure what it does, but it has something to do with the dig site."

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-----PART 2 BEGINS-----
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.
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.

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Owyn stare back down the road they've been traveling, not sharing in the group's elation. With a determined look, he calls out to the company "Well done, everyone, but let's keep moving! We're not out of the woods yet, and I doubt the Consortium would just give up so easily. We may have only bought ourselves a temporary reprieve."

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maybe they know something we don't ....
Remember to bot as necessary ... Still in and out of availability.

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For the last few days, the Aspis Consortium has been hot on your trail. It seems that word of you, and whatever this mysterious key you carry has caught spread fast amongst the local consortium, and they've dogged you ever since. You have been driving a caravan filled with food and much need supplies and medicine into the Mwangi Jungles towards an excavation cite controlled for now by the Society called the Azlanti Ridge. For some reason, the various dust trails that have been closing in on you have now stopped, and you waste no time taking advantage of the opportunity to put some distance between you and were they where.
After a few hours, Raimondo says that you must stop. The animals must rest and eat, and he needs to consult with his people to form a plan. It doesn't take long for you to find a suitable place. Getting off of your camels and horses, stretching your legs and extending your arms for the first time in what feels like forever. Sitting down to eat a quick meal while the others converse or tend to their duties. . .
Perception checks please. . .

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Bryn stretches his legs and walks around the rest area looking around the surrounding area, while Keshra walks along his side.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

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"I don't think I can walk ...", says Daeven as he tries to stretch
perception: 1d20 + 6 ⇒ (15) + 6 = 21

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Sorry, Yah, I totally forgot that when I was prepping. I was just going to have you as part of the Caravan, basically called in to replace some of the other players that left after part 1. Feel free to introduce yourselves, though.
Grundle Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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As you sit down to eat a quick meal, your discussion is cut short by the snapping of a twig not far from you. Grundle and Daeven spot the danger in time to be able to act in the surprise round, as three lightly armored archers, bows drawn ride up on you. They are lead by a captain with a lance, and each wears proudly the small badge of their affiliation with the Aspis Consortium. The constant thorn in your own organization's side.
"Give us the dang key. I know you have it. We heard you mention it. Give it up, and we will let you go. Resist, and I'll have my men take it off your corpses."
Daeven: 1d20 + 2 ⇒ (17) + 2 = 19
Grundle: 1d20 + 3 ⇒ (17) + 3 = 20
Owyn: 1d20 + 1 ⇒ (2) + 1 = 3
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Captain Calgredine: 1d20 + 2 ⇒ (9) + 2 = 11
Aspis Archers: 1d20 + 2 ⇒ (18) + 2 = 20
SURPRIZE ROUND
Grundle & Daeven
ROUND 1
Grundle
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Captain Calgredine
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Brynjolfsen/Keshra & Daeven
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Archer 1, Archer 2, & Archer 3
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Owyn
map updated. I tried to cut it down a bit to make it easier to see on screen, but not a lot I could do. Also, just to note, they are not large sized, they are all mounted. The log is difficult terrain blocking charges, and there is a bit of cover you could get behind.

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Sense Motive: 1d20 ⇒ 6
"I hear these ruffians I am with left the leader of the last Aspis group bleeding out with her minions running for their lives. I intend to end the minions first this time. See if their cries of anguish can get you to wet yourself before you flee back to the hole you came from. In any case, what key? ... Maybe you heard us say flea ... we call the short one flea ..."
intimidate: 1d20 + 5 ⇒ (7) + 5 = 12
Please move Daeven in the most efficient route to the right side up to guard 3

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Grundle slides off his camel and slaps its side friendly-like. "Yer good fer as ugly an' smelly as yeh are. Reminds me o' me...maybe why I like yeh." He stretches grandiosely, the spiked chains around his torso clinking and rattling in response to the movement. He spits to the ground, just after the camel does, and looks at the rest of you. "Can't believe the damned Society talked me back into this. You lot must really need a babysitter if their scratching under the barrel for me." He burps and scratches an armpit. "Grundle. Ain't pleased yet to meetcha." With that he finds a suitable mound of sand, sits, and rests his back on it. Snores can be heard a few minutes later.
*****
Grundle drops his food on the ground and curses as the riders come up. He slowly stands, flail heads dropping down, and he sneers. "Who the hell are you? And better'n you have tried to make me a corpse. Tell yeh what... you give us each a day's worth of trail rations and then turn around and I won't pluck yer eyes outta yer still breathin' head and shove 'em up yer nethers!"
Grundle inches forward during this talk, flails spinning lazily.
Intimidate: 1d20 + 2 ⇒ (20) + 2 = 22

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I hate Intimidate. . .
ROUND 1
Grundle
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Captain Calgredine (Demoralized)
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Brynjolfsen/Keshra & Daeven
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Archer 1, Archer 2, & Archer 3
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Owyn

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Actually, you need to be within 30ft to Demoralize.

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Grundle moves up closer to the enemies, and readies to attack anything coming close. Cpt Calgredine spurs his mount, double moving into a position in hopes of charging next round, (remember is armed with a lance). "Fire at will! Bring them down."
ROUND 1
Grundle
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Captain Calgredine
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Brynjolfsen/Keshra & Daeven
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Archer 1, Archer 2, & Archer 3
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Owyn

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Am I able to charge him? Counting squares, I should be able to get t the captain but is it difficult terrain?
Charge Attack: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Sigh, not that it matters.
Grundle spits and rushes forwards trailing a stream of expletives aimed at the mounted man.

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You actually went before him, and he was way out of range then with the log blocking your way. You can next round though.
-Posted with Wayfinder

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Daeven advances to within 15' and uses his whip to trip/unhorse guard #3
cmb: 1d20 + 5 ⇒ (2) + 5 = 7

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Keshra will charge 70' and attack the Captain's mount.
Keshra: 1d20 + 4 ⇒ (12) + 4 = 16
Claw damage: 1d3 + 2 ⇒ (1) + 2 = 3
Bryn steps 15' to get a clear shot, and fires an arrow at the captain mount as well.
Bryn: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d6 ⇒ 4
"Take out his horse..."

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Daeven advances, but is not able to get close enough to snag his target. Keshra charges the Cpt, slashing a single claw at his horse and drawing blood. However, just before that, the rider tried to stick Kersha with his lance.
AoO: 1d20 + 8 ⇒ (7) + 8 = 15 <Hits I think>
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
The three archers move around a bit, then fire an arrow at their closest threats.
A1 vs Keshra <AC 13?>: 1d20 + 3 ⇒ (4) + 3 = 7 <miss>
A2 vs Grundle <AC 17>: 1d20 + 3 ⇒ (8) + 3 = 11 <miss>
A3 vs Daeven <AC 16>: 1d20 + 3 ⇒ (20) + 3 = 23 <CRIT Threat>
A3 vs Daeven <AC 16>: 1d20 + 3 ⇒ (10) + 3 = 13 <HIT, NO CRIT>
Damage: 1d8 ⇒ 3
ROUND 2
Owyn & Grundle
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Captain Calgredine (-0/-3)
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Brynjolfsen/Keshra (-0/-5) & Daeven (-3)
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Archer 1, Archer 2, & Archer 3
Because this is bascally a cycle, I've moved Owyn from last (in the previous round) to first (in the next round) in the Init. It should speed things up as there is one less segment to wait on.

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Daeven tries again to unhorse/trip guard #3
cmb: 1d20 + 5 ⇒ (18) + 5 = 23

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Kesh is AC15
Kesh attempt to bite the horses hind leg.
kesh: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bryn calls forth the Animal focus of the bear after seeing Kesh take a hit from the lance Animal Focus: Bear adds +2 con for both Bryn and Kesh. That gives Bryn 11HP, and Kesh 16HP for the 1min duration.this ability is usable once per day until 4th lvl.
Bryn fires another arrow at the Captain.
Bryn: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 ⇒ 3

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Grundle charges the mounted captain but misses while Owyn advances and arms himself. Captain Calgredine steps back, unable to charge, and plunges his lance at Grundle.
Lance: 1d20 + 9 ⇒ (1) + 9 = 10 <miss>
Keshra follows the captain trying to continue to slash at his mount, but is no able to land a hit, but does manage to distract the two long enough for Bryn to sink an arrow in. On the other side of the field, Daeven gets his whip around the mount forcing it to fall sending the rider to the ground.
Fall: 1d6 ⇒ 4
Archers 1 and 2 advance more, getting closer while maintaining their distance, and each fire off another arrow.
bow vs Grundle <AC 15>: 1d20 + 3 ⇒ (5) + 3 = 8 <miss>
bow vs Owyn <AC 24>: 1d20 + 3 ⇒ (14) + 3 = 17 <miss>
Archer 3 stands up, and 5ft steps away, firing one shot at Daeven. As it does, the horse also stands up, and begins to flee.
bow vs Daeven <AC 16>: 1d20 + 3 ⇒ (15) + 3 = 18 <HIT>
Damage: 1d8 ⇒ 2
ROUND 3
Owyn & Grundle
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Captain Calgredine (-3/-3)
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Brynjolfsen/Keshra (-0/-5) & Daeven (-5)
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Archer 1, Archer 2, & Archer 3 (-4, unmounted)

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Keshra moves 40' around the captain being careful to stay away from his lance. if kesh moves more than 30' that's her action for the round, I don't think she can make an attack as well, can she? Either way at least now Owyn gets a flanking bonus. :)
Bryn lines up another shot on the captain, and takes it.
Bryn: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 ⇒ 6

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Flail 1: 1d20 + 2 ⇒ (3) + 2 = 5
Flail 2: 1d20 + 2 ⇒ (14) + 2 = 16
Flail 2 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Grundle, angered by his bad aim, spits at the captain as he whirls his flails around in an arc above his head. The first flail head pounds into the dirt but the second comes around towards the captain...

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Neither Owyn or Grundle are able to land a hit, but have also pinned down the Captain with his lance. With no other options, he drops his lance and draws a shortsword.
Grundle AoO: 1d20 + 2 ⇒ (5) + 2 = 7
Owyn AoO: 1d20 + 6 ⇒ (4) + 6 = 10
Keshra AoO: 1d20 + 6 ⇒ (8) + 6 = 14
But all miss. Jeeze. What the heck.
He then slashes at Owyn.
Attack Owyn (AC 24): 1d20 + 7 ⇒ (13) + 7 = 20 <miss>
Bryn shoots, but it just misses while Keshra circles around.
ROUND 2
Owyn & Grundle
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Captain Calgredine (-0/-3)
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Brynjolfsen/Keshra (-0/-5) & Daeven (-3)
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Archer 1, Archer 2, & Archer 3

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Daeven runs to the left and then charges in leaping up while trying to pull the guard's head into His knee
unarmed Strike: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
damage: 1d6 + 3 ⇒ (3) + 3 = 6

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Flail 1: 1d20 + 2 ⇒ (8) + 2 = 10
Flail 2: 1d20 + 2 ⇒ (12) + 2 = 14 Oh come on dice!
Can the bear flank? If so Grundle's gonna 5-ft step soon.
Grundle, getting angrier by the second, whips his flails back up to try and hit the mounted man in the chin on the upswing. Missing terribly his eyes begin to bulge in his head and foam starts to dribble out of his mouth.

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Yes, the bear can flank.
Daeven rushes up and plants knee in the archer's face, hitting the poor guy a lot harder than he expected, dropping him to the ground in tears, then, unable to handle the pain, collapses.
The other two archers try to focus on freeing their leader. Both aim at Owyn.
1 vs AC 24: 1d20 + 3 ⇒ (10) + 3 = 13
2 vs AC 24: 1d20 + 3 ⇒ (15) + 3 = 18
ROUND 3
Owyn & Grundle
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Captain Calgredine (-0/-3)
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Brynjolfsen/Keshra (-0/-5) & Daeven (-3)
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Archer 1() and Archer 2()