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"Kill us? Nope, don't think so!" Nina responds, nudging Inky who takes off on a charge at Brown...
Charge vs. Brown FF (+1 Adamantine Lance; Heroism, Power Attack, Spirited Charge): 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Damage (Arcane Strike): 3d6 + 45 ⇒ (4, 6, 5) + 45 = 60
Or if Daedin's arrows take Brown down, they'll charge Green instead.
...and with plenty of room to maneuver, they keep going for some distance before wheeling back around to face the rest of the men.
Ride Check: 1d20 + 11 ⇒ (18) + 11 = 29
______________
Nina & Inky charge and then keep going, courtesy of the Ride-by-Attack feat. Current AC for both is -2 due to charging.

GM supervillan |

The Aspis boss barely gets his orders out of his mouth before Daedîn's arrows plunge into him, and Nina and Inky charge him down.
Edited :)
Though shocked at the speed and lethality of the pathfinders' attacks, the aspis archers return fire.
targets - 1=Daedin, 2=Nina: 3d2 ⇒ (1, 2, 1) = 4
Mr Blue vs Daedin: 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d8 ⇒ 2 yeah, that bad
Mr Purple vs Nina: 1d20 + 3 ⇒ (6) + 3 = 9damage: 1d8 ⇒ 7
Mr Orange vs Daedin: 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d8 ⇒ 8
Arrows fly at Daedîn, Nina and Inky - at least, that's probably who the aspis were aiming at, but their aim is so bad it could have been any of you.
Combat round 1
Daedîn, -1hp
Nina, charged
Inky, charged
Mr Blue
Mr Purple
Boss ZK (brown)
Mr Orange
Pai, -2hp, flying 5'
Thoriel, -1hp
Mr Red
Mr Pink
Mr Yellow
Teric
Mr Green
The bold may act!
Assume Nina and Inky are about 30 feet off the map to the top

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Pai casts Black Tentacles on the three remaining archers to the right side of the map.
Grapple check 1d20 + 11 + 4 + 1 ⇒ (5) + 11 + 4 + 1 = 21. If grappled take 1d6 + 4 ⇒ (2) + 4 = 6 damage.

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Thoriel bursts into action, charging up her sword and then racing with impressive speed across the space between her and the Aspis. Her long strides and leaps look as effortless as they do graceful. She quickly closes the gap and then attacks with a final spin and a lunge.
Spend arcane point to enter Spell Dance. Movement increased to 60'. +6 AC against AoO for moving through threatened spaces. Duration 1 minute.
Spellstrike. Cast Shocking Grasp, move 60' and use 'free melee attack'. Heroism. Lunge (-2 AC).
Shocking Grasp vs. Green: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 +3 if Aspis wearing or holding any metal.
Damage: 1d6 + 7 + 5d6 ⇒ (1) + 7 + (3, 3, 2, 2, 1) = 19

GM supervillan |

Never seen Spelldance used before - nice ability :)
Thoriel closes the gap with grace and speed, lunging at Mr Green when she gets within range. Her lightning blade stabs at the aspis, who sinks to his knees - alive, but with no more spirit for the fight. He drops his bow and begs for mercy.
Mr Pink tries to escape the tentacles' grasp: CMB: 1d20 + 4 ⇒ (8) + 4 = 12 they're completely awful :D
Mr Red and Mr Yellow drop their bows and engage Thoriel with heavy maces.
Red vs Thoriel: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Yellow vs Thoriel: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
The aspis agents are completely outclassed. But they don't seem to know it yet.
Combat round 1 / 2
Daedîn, -1hp
Nina
Inky
Mr Blue, -6hp grappled
Mr Purple, -6hp grappled
Boss ZK (brown)
Mr Orange
Pai, -2hp, flying 5'
Thoriel, -1hp
Mr Red
Mr Pink, -6hp grappled
Mr Yellow
Teric
Mr Green surrendered
The bold may act!

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Daedîn will fire at the three Aspis agents closest to Thoriel (red, orange, yellow)...
To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Holy
Longbow (Manyshot): 1d20 + 16 + 2 + 1 + 1 - 2 - 2 ⇒ (16) + 16 + 2 + 1 + 1 - 2 - 2 = 32
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (8) + 2 + 2 + 4 + (3, 1) = 20
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (4) + 2 + 2 + 4 + (4, 6) = 22
Longbow (Iterative): 1d20 + 11 + 2 + 1 - 2 - 2 ⇒ (15) + 11 + 2 + 1 - 2 - 2 = 25
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (6) + 2 + 2 + 4 + (4, 5) = 23
Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 - 2 - 2 ⇒ (10) + 16 + 2 + 1 - 2 - 2 = 25
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (7) + 2 + 2 + 4 + (3, 5) = 23

GM supervillan |

Daedîn's arrows drop three aspis agents in rapid succession.
Those caught in the black tentacles shout for mercy and offer their surrender.
Combat over!
Party status:
Daedîn, -1hp
Pai, -2hp
Thoriel, -1hp
Green is alive - the three in the tentacles can be taken alive if Pai dismisses the spell, otherwise they're doomed.

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"Hah! About time you guys showed some sense," Nina laughs as she and Inky wheel around; she keeps her lance leveled at the remaining Aspis agents. "Drop your weapons and don't try anything funny, okay?"

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Teric nods to Daedîn, impressed with the man's skill. He strides over to the one who had surrendered to Thoriel. "Well, it would seem that you're in the best position of your friends. I am taking control of all your assets here. They now belong to me and my friends. That includes your knowledge of this place. Now, what is the Aspis doing here and who is in charge?"

GM supervillan |

"You killed the boss <hakk> <hakk>" the captured aspis agent spits blood, his wounds taxing him. "That's Zahur Karn" he points to the swordsman lying face down on the ground nearby. "His half-brother Haliduras is in the city somewhere below. Having some trouble with the city's guardians <hakk>. It's his show. He don't tell us grunts nuthin' important."
You recover a number of potions, but those are the only magical gear the aspis possess. Their arms and armour are of poor quality.

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"Figures we'd all apparently be after the same things," Inky grumbles. "Let me guess, you guys just got here too so you don't know anything about anything, right?" she adds, rather sarcastically.

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"What do you mean the city's guardians? What kind of guardians? And what is he looking for?" Teric gestures to Daedîn to raise and point his bow at the man.
Intimidate: 1d20 + 11 ⇒ (12) + 11 = 23
No idea if he knows anything more. I think he's probably told us everything.

GM supervillan |

"I got no bloody idea what's down there, us junior agents were just supposed to guard the camp. Mebbe Boss Zahur knew more, but he's dead. C'n I have that potion back? I'm afeared the burn missy gave me might prove fatal <hakk> <hakk>."
The aspis spits blood again. It doesn't look like he's doing it for effect.

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"Hmm...it doesn't sound like they know anything else," Nina frowns. "But it does sound like there might be more agents somewhere inside? Something to keep an eye out for, for sure."
She glances to the others.
"They did surrender. I think we should just tie them up and leave them here topside until we get done."

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"Or tie them up and hang them over the edge of the cliff...that way they can admire the view until we return?" Thoriel adds somewhat distractedly, as she spends a moment recalling one of her shocking grasp spells.
Use Pearl of Power (1) to recall Shocking Grasp.

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"Whatever doesn't involve leaving them right there next to the boat," Inky remarks, shifting her shoulders in what seems to be a shrug. "It's a lot harder to steal our boat when they aren't right there next to it."

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Daedîn rolls his eyes.. ”I was being facetious; if we tie them up and toss them next to our boat from this height, does anyone really think they’ll be alive to steal our boat?”

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"Hey, at this point I don't think anything would surprise me anymore," Inky grumbles.

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Teric merely waves his hand like he can't bother with the details. "Whatever you wish. We need to find this Haliduras and stop him. Whatever he's up to, I don't feel like I want him to succeed." He takes one of the light healing potions.
They had manacles, we can use them to hold them here.

GM supervillan |

You easily bind the surviving aspis agents with their own manacles or the erinyes' rope. Badly wounded and stripped of even their poor quality equipment they pose no threat.
You proceed to the camp, and find a score or so of emaciated miserable workers engaged in various labours around a large wooden building. A plume of black smoke emanates from a chimney in the building. Ramshackle tents are arrayed in an orderly fashion about the central building. One or two of the workers look at you quizzically, but none speak and none approach you.

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Diplomacy 1d20 + 20 ⇒ (16) + 20 = 36
”Hi there, everyone! I’m Pai. I don’t suppose you’ve seen a young man named Grone around here have you? His uncle is mighty worried, and we are here to check in on him..”

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"Also, we kicked those Aspis guys in their big fat behinds so you don't have to worry about them anymore," Nina adds cheerfully. "Assuming, um, you're not here because you wanted to be, which it doesn't look like you are..."

GM supervillan |
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The nearby workers look confused. Most of them try to ignore you, but a couple down tools. "You mean the guards? Are - are you here to rescue us? Cus' Albert sez he's a prince and his daddy was gonna send someone..."
"There's more of 'em though" says a second worker. "In there." She nods nervously towards the large wooden building. "And anyway, how would we get off this damned rock?"

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"Well, we got here in a boat...but I don't think it'll hold everyone," Nina replies. "But if there're more bad guys lurking then we need to take care of them first! And, uh, we're also kinda here to find someone and take a look inside this place so we'll have to do that too...but then we can figure out how to get everyone out of here! Knight's honor!"

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"Brilliant, Nina," Inky huffs with a roll of her eyes.

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"Very well. Let's pay them a visit." Teric casts a spell and suddenly there are mutliple images of him. He also pulls out a metamagic rod to cast another detection spell.
Mirror Images: 1d4 + 2 ⇒ (2) + 2 = 4
Also cast an extended See Invisibility

GM supervillan |

Seems like you're ready to kick the door in ;)
With a moment's preparation, you decide to finish the job with the aspis and open the door to the large wooden building - a barn, or workshop of some sort it would appear from the outside.
The door is shut - but it doesn't take a great deal of force to get it open. Long enough though to alert the building's occupants if they weren't already aware of your presence.
Piles of excavated earth litter the ground. A vast chasm, a jagged wound into the plateau, reveals a long shaft that drops into the pillar’s core. In the middle of the open room, a rickety scaffold clings against the chasm’s edge winding its way down into darkness. A rail system runs atop the scaffold and mine carts wait to descend into unknown depths. Lanterns swing from high beams creating shadows that dance amidst the loose dirt. Armed men expeditiously load the carts while following orders bellowed by a beautiful woman with a simple bronze trinket coiled in a snake motif dangling from a silver chain on her lithe neck.
As you enter, the woman shouts "Now! Let's go, go, go!" and she and a crew of four men jump into a mine cart and push off, down into the chasm. Two more men block your way.
Thoriel: 1d20 + 8 ⇒ (12) + 8 = 20
Teric: 1d20 + 1 ⇒ (7) + 1 = 8
Nina: 1d20 + 6 ⇒ (8) + 6 = 14
Pet Incandescence: 1d20 + 3 ⇒ (2) + 3 = 5
Pai: 1d20 + 6 ⇒ (1) + 6 = 7
PetCallie: 1d20 + 2 ⇒ (6) + 2 = 8
Daedin: 1d20 + 14 ⇒ (7) + 14 = 21
dude 1: 1d20 + 5 ⇒ (18) + 5 = 23
dude 2: 1d20 + 5 ⇒ (18) + 5 = 23
The two soldiers immediately move to block your access into the hall. Armed with mace and shield, they swing for Nina and Inky.
Blue Aspis v Nina: 1d20 + 9 ⇒ (8) + 9 = 17damage: 1d8 + 5 ⇒ (2) + 5 = 7
Pink Aspis v Inky: 1d20 + 9 ⇒ (10) + 9 = 19damage: 1d8 + 5 ⇒ (7) + 5 = 12
Better prepared for trouble this time around, the gnomish knight and her eidolon fend off the mace blows.
Combat round 1
Blue Aspis
Pink Aspis
Daedîn
Thoriel
Nina
Teric
Pai
Inky
The bold may act!

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Thoriel sighs as she steps forward to engage with the soldiers. "Step aside. We'll save some time, and you might save your lives!"
As if to prove a point she swings her sharp blade back and forth a couple of times at the nearest soldier.
Attack vs. Blue: 1d20 + 17 ⇒ (3) + 17 = 20 Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Iterative: 1d20 + 12 ⇒ (7) + 12 = 19 Damage: 1d6 + 7 ⇒ (1) + 7 = 8

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"Whoa hey, okay, easy now!" Inky snarls as she dodges a mace strike. She snaps her teeth at Pink...
Attack vs. Pink (Bite): 1d20 + 9 ⇒ (16) + 9 = 25
Damage (Magic Attacks): 1d6 + 3 ⇒ (3) + 3 = 6
...and then takes a step back.
Priority Nina, Teric, Pai, Daedin, Thoriel.
Aid Another (+2 AC): 1d20 + 9 ⇒ (2) + 9 = 11
Aid Another (+2 AC): 1d20 + 9 ⇒ (4) + 9 = 13
Aid Another (+2 AC): 1d20 + 9 ⇒ (18) + 9 = 27
Aid Another (+2 AC): 1d20 + 9 ⇒ (20) + 9 = 29

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"Yes, it'd be a lot easier if you'd give up...but you Aspis never do," Nina remarks with some regret as she jabs her lance twice at Pink.
Attack vs. Pink (+1 Adamantine Lance; Heroism, PA): 1d20 + 13 ⇒ (8) + 13 = 21
Damage (Arcane Strike): 1d6 + 15 ⇒ (4) + 15 = 19
Attack vs. Pink (+1 Adamantine Lance; Heroism, PA): 1d20 + 8 ⇒ (14) + 8 = 22
Damage (Arcane Strike): 1d6 + 15 ⇒ (4) + 15 = 19
Ride Check: 1d20 + 11 ⇒ (17) + 11 = 28

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Teric makes a circular motion with his hand and two balls of cold lightning appear, one near each guard. They lash out with freezing electricity.
Ball Lighting 1 (Reflex DC 24 negates): 3d6 ⇒ (6, 6, 4) = 16
Ball Lighting 2 (Reflex DC 24 negates): 3d6 ⇒ (3, 6, 2) = 11
Failing the save makes them slowed 1

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Pai didn’t want to waste her more powerful magic, so she targets the Apsis in the blue tinged garments with her magic missile wand.
Magic missile 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12

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Daedîn will fire at any Aspis still standing till they drop...and then the other if he’s still up...
To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Holy
Longbow (Manyshot): 1d20 + 16 + 2 + 1 + 1 - 2 - 2 ⇒ (9) + 16 + 2 + 1 + 1 - 2 - 2 = 25
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (1) + 2 + 2 + 4 + (2, 6) = 17
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (8) + 2 + 2 + 4 + (4, 6) = 26
Longbow (Iterative): 1d20 + 11 + 2 + 1 - 2 - 2 ⇒ (15) + 11 + 2 + 1 - 2 - 2 = 25
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (4) + 2 + 2 + 4 + (6, 2) = 20
Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 - 2 - 2 ⇒ (19) + 16 + 2 + 1 - 2 - 2 = 34
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (6) + 2 + 2 + 4 + (5, 1) = 20

GM supervillan |
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The two aspis guards go down under a storm of attacks - from the chasm you can hear the rattling of the other agents' mine cart descending. An empty cart stands at the top of the track...
Time for a mine cart chase! Unless you have another idea :)

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"Game on! Come on guys, don't let those bastards get away!"
Daedîn runs over and jumps in the cart, drawing his bow afterwards. "Someone drive this thing while I shoot those bloody Aspis pigs through their heart!"

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"Oh gosh yeah, we gotta catch up to them!" Nina agrees.
"Inky, think we can fly behind the cart or what??"
______________
If everyone fits & if it's easier for our GM to adjudicate, Nina & Inky will ride in the cart. Otherwise, if Inky thinks she can at least keep the cart in sight and there's enough room, they can fly along behind everyone else.

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Thoriel hops in the cart beside Daedin, grabbing the steering apparatus. "Everyone in, who's getting in! They're getting away!"

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Teric hops in the mine cart and points forward. "Let's go!" The Trade Prince obviously expects someone else to figure out how to get them rolling.

GM supervillan |

There's room in the cart for 6. All aboard!
This is technically part of the same encounter, so I will add the aspis cart occupants to the initiative tracker. Further details of the mechanics will be in the Discussion thread.
Mr Blue: 1d20 + 5 ⇒ (19) + 5 = 24
Mr Pink: 1d20 + 5 ⇒ (10) + 5 = 15
Mr Purple: 1d20 + 5 ⇒ (17) + 5 = 22
Mr Green: 1d20 + 5 ⇒ (17) + 5 = 22
Beauty: 1d20 + 2 ⇒ (3) + 2 = 5
Ride, control: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Ride, accelerate: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
attack: 1d20 + 6 + 2 - 2 ⇒ (19) + 6 + 2 - 2 = 25damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
attack: 1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
The aspis cart hasn't got very far ahead, but the beautiful woman in the midst of the soldiers urges them to speed up.
The two soldiers at the back of the cart throw debris at Thoriel - bits of rock and small mining tools from the inside of their cart - but the lithe elven magus easily avoids their missiles.
Combat round 3
GM
Mr Blue
Mr Green
Mr Purple
Mr Pink
Daedîn, -1hp
Thoriel, -1hp, driver
Nina
Teric
Pai, -2hp
Inky
Beauty
Carts
The bold may act!
Driver needs to make a Ride check - see Discussion.
Cart positions:
Aspis, +20ft, speed 30
Pathfinders, +0ft, speed 30
Difference: 20ft

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"Nina, get up here and drive this thing. Do you think you can make this thing go any faster?" Thoriel gracefully ducks out of the way of the Aspis attacks and shifts her weight at the front of the cart to help Nina steer it.
Ride: 1d20 + 6 ⇒ (17) + 6 = 23

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"Right!" Nina cries as she quickly scrambles up to the front of the cart to take control of what serves for the steering/braking lever. "Hang on, I'm gonna let 'er loose!" she warns before easing up on the brake in an attempt to make the cart go faster.
Ride (Control): 1d20 + 11 ⇒ (19) + 11 = 30
Ride (Accelerate): 1d20 + 11 ⇒ (1) + 11 = 12
Ride (Accelerate; Eternal Hope Trait): 1d20 + 11 ⇒ (16) + 11 = 27
"YEEHAW!"
______________
Move to control, move to accelerate. Used Nina's Eternal Hope racial trait to reroll that nat 1~

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Upon noticing that the fleeing Aspis are throwing rocks and other things in an attempt to slow them down, Inky bares her teeth.
"I'll swat that junk out of the air!"
Priority: Nina, Thoriel, Teric, Pai, Daedin.
Aid Another (+2 AC): 1d20 + 9 ⇒ (9) + 9 = 18
Aid Another (+2 AC): 1d20 + 9 ⇒ (18) + 9 = 27
Aid Another (+2 AC): 1d20 + 9 ⇒ (8) + 9 = 17
Aid Another (+2 AC): 1d20 + 9 ⇒ (16) + 9 = 25