| GM-Lia |
Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
The orb of frost smashes into the bloodseeker. Not only does it damage the creature, but it acts as an aiming point for Dyrm.
Jaxi, I noticed you are missing Nature on your sheet, which you get automatically from Fey Sorcerer. It should be at +7, (5 for level, 2 for trained, 0 for Wisdom) from what I can tell, and you need to roll it to determine your success for the Aid, if Dyrm shoots at R1s bloodseeker.
On the right side, the right-most redcap brings his bloodseeker closer as well.
R3 is 40 feet from the ground, just like R1. Zothan and Dyrm are up.
| Zothan the Seeker |
Dropping his sword cane for a moment, Zothan yanks one of the chakrams he's carrying off his belt and hurls it at the injured bloodseeker. Then he picks his blade back up.
"Don't reckon I'll be getting that back, but I was carrying too many of those things anyway." he says wryly.
Chakram vs R1's Bloodseeker - 40 ft range: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
| Dyrm |
Dyrm lines up his shot on the one Jaxi suggests and fires, glad for her attempted aid.
Action 1, Firing at the target Jaxi told him to take out.
to hit: 1d20 + 9 ⇒ (16) + 9 = 25
Dmg if that hits: 1d8 ⇒ 5
Then he immediately reloads...
Which is action 2
And fires again!
Action 3 second shot 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d8 ⇒ 7
| GM-Lia |
Zothan does not have to drop the cane. In the Remaster, you can use an Interact action to swap one held item for another item. He can draw the Chakram while sheathing the sword cane.
Indeed, Zothan will not be getting the charm back, and both of Dyrm's bolts will be lost as well. However, all three projectiles hit, the bloodseeker dies, and the Redcap tries to leap for the ledge. He is much too far away, though, and his screams echo as he falls into the darkness!!
The final redcap guides his mount up and over the ledge.
R2 commands his mount twice, so he ends up about 30 feet over the ledge, with no chasm under him. Halanestra is up to end the round.
| Halanestra Ravenheart |
Halanestra shivers as she sees the redcap scream and fall, glad her feet are on solid ground. Never see me riding something like that, begging to be shot down.
She takes aim at the nearest bloodseeker and fires twice...
Strike! ◆: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d6 ⇒ 6
Strike! ◆: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 ⇒ 2
And tries to recall anything she knows about redcaps which Zothan hasn't shared with the group. Any special tricks they have, tactics they prefer?
RK: 1d20 ⇒ 20 Safe to say I got that :) Again, more for the thorough reports feature.
| GM-Lia |
Halanestra's arrows do not find a target. She does recall that if a redcap kills, or helps to kill, something, they can dip their hat into the blood, and that magically bolsters the power of their blows.
Round 3.
No status effects. No one is wounded.
Jaxi is up, then R3, (the right side redcap), then Zothan and Dyrm, then R2 (he used to be center, and is now left), then Halanestra.
| Jaqsiaria |
Jaxi will perform a repeat, casting Frostbite onto the Bloodseeker of R3. Rather than aid though, she'll duck back behind the cover she had, hoping to at least protect herself from whatever retaliation might come from her actions.
Frostbite: 5d4 ⇒ (3, 4, 2, 1, 2) = 12
Two actions for Frostbite, one action to Take Cover.
| GM-Lia |
Bloodseeker Reflex save: 1d20 + 11 ⇒ (12) + 11 = 23
The bloodseeker is hit by the Frostbite, but not as badly as Jaxi hoped.
R3s Bloodseeker has 6 damage taken
But, then its rider commands it and they target...
Target: 1d4 ⇒ 2
..Halanestra. First, the creature closes and lashes out at the rogue with its leg.
Action 1: Command Animal for Stride and Strike.
Leg attack: 1d20 + 11 ⇒ (8) + 11 = 19.
But, the leg whooshes over her head. The redcap himself then swings his scythe.
Scythe: 1d20 + 17 ⇒ (1) + 17 = 18.
But, once more, the attack just misses the elf. Finally, the bloodseeker flies off.
Action 3: Command animal for Stride, once more, to get up into the air over the edge.
As the bloodseeker darts away, the Redcap swings again!
The Redcap uses its reaction, Flyby Swing, which lets it attack if its bloodseeker mount moves away from a target. However, in this case, it does get MAP, as it is still its turn.
Scythe: 1d20 + 12 ⇒ (12) + 12 = 24
Slashing damage: 1d10 + 11 ⇒ (8) + 11 = 19
This time, the fey's strike does land and draws blood.
Halanestra is at 32/51. Zothan and Dyrm are up.
| Zothan the Seeker |
Without concern for his own safety, Zothan strides forward and slashes twice his blade at the redcap who attacked Halanestra.
"Get back, you murderous bastards. You won't get our blood!" he snarls as his blade cuts into the deadly fey with the power of cold iron.
Sword cane attack: 1d20 + 14 ⇒ (11) + 14 = 25
Sword cane damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12 Counts as cold iron
Sword cane attack - MPA: 1d20 + 14 - 5 ⇒ (16) + 14 - 5 = 25
Sword cane damage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8 Counts as cold iron
But both the attack and the challenge is meant to also serve as a distraction. While the redcap has its attention focused on the attack, Zothan's offhand makes a practiced flick with his scepter, seeking to swipe the fey's bloody cap off its head.
Edit: I originally tried to use Steal to grab the Redcap's hat, but then I noticed that you automatically fail if the creature who has the object is in combat or on guard. Bummer
| Dyrm |
"They're trying a hit and run," The warrior regrets not having gotten more bolts before they left, but that was his own mistake.
Reloading, he fires at another mount, and reloads again
Which would be action 1, 2, and three respectively. So for the ranged attack: 1d20 + 9 ⇒ (3) + 9 = 12
Dmg if that hits: 1d8 ⇒ 2
| Zothan the Seeker |
It's back up in the air. It swooped in, attacked, and then went back up out of melee range. Sorry if that was not clear.
Alright. This fight just went from hard to deadly. If we're going to make it, we'll have to work together as a team and fight smart. If we just keep trading attacks, we'll lose the damage race real fast. GM, with your permission I'd like to convert my attack from the last post to a readied attack vs the next Bloodseeker to come into range.
Retcon
Seeing Halanestra cut deep by the scythe, Zothan realizes that they will soon be defeated if they allow the Redcaps to continue their swooping tactics.
He moves to stand shoulder by shoulder with Dyrm, leaving enough room behind him for Halanestra and Jaxi to take cover against the wall.
"If they want to hit and run, they have to get into striking range first, Dyrm. Get out your axe and take a swing at them when they do. See if you can knock them from the saddle! And once they are on the ledge, shove them over the edge." Dyrm has the Brutish Shove Feat which should be able to push the Redcaps if it hits. And without cold iron, pushing them to their death will be faster than hacking through their HP.
Then he calls out to Jaxi and Halanestra.
"Take cover behind us. Halanestra, keeps shooting at their mounts. Jaxi, their will is weak - use the laughing fit or another spell that targets their minds!" If we can make them slowed and/or take away their reactions, it's going to greatly hinder their ability to do hit and run attacks.
| Halanestra Ravenheart |
Afore my turn comes up I have a tactics question. Is there enough space for me to move, say, 70 feet back? I'm trying to deprive the redcap/bloodseeker of the actions required to do their move + attack + escape sequence, and my current supposition is that they'll want to focus on me since they hit me already. Dyrm should prove to be a tougher target, and with hunt prey I can still shoot without penalty.
| Zothan the Seeker |
I think we should be very careful about splitting up. I'll try to find time to write down some more in-depth tactical thoughts in the discussion later.
| GM-Lia |
Yes, Zothan may retcon his turn, and yes, Halanestra has that much room. As Zothan noted, falling back that far would split Halanestra from the group. You are on a 30' wide ledge, and Zothan's plan is to form a square, and it's not a bad plan at all.
Dyrm's shot misses, and Zothan starts to form the group into a defensive formation as the remaining one darts in.
target: 1d4 ⇒ 1
It is targeting Dyrm!
As the bloodseeker makes it to the dwarf, Zothan's blade flicks out and finds the mount.
R2's mount takes 12 damage.
It lashes out with a leg at Dyrm.
Leg attack: 1d20 + 11 ⇒ (6) + 11 = 17
However, the impact from the sword cane knocks the creature just enough so that it misses.
It does not stop the redcap from swinging at Dyrm.
Scythe: 1d20 + 17 ⇒ (16) + 17 = 33
Crit. The scythe has deadly, which adds a d10 after the normal damage is doubled.
Damage: 1d10 + 11 + 1d10 ⇒ (6) + 11 + (10) = 27
Dyrm takes 17x2+10, or 44 damage
1d20 + 6 ⇒ (12) + 6 = 18
The redcap orders the bloodseeker away, but much to his chagrin, the wounded creature tries to flee, and not tactically disengage for a new attack.
The redcap still makes his reaction, with an additional -2 as the mount is not doing what he wants. If Dyrm had a melee weapon in hand he'd also get a Reactive Strike.
Reaction: 1d20 + 10 ⇒ (20) + 10 = 30
Ouch, nat 20. Another crit for damage: 1d20 + 11 + 1d10 ⇒ (11) + 11 + (3) = 25
47 more for a total of 91. Dyrm is down and at Dying 2.
Bloodseeker 3 has taken 6, Bloodseeker 2 has taken 12 and is trying to flee. Dyrm is at Dying 2, and Halanestra has taken 19. Halanestra is up.
| Zothan the Seeker |
Crit. The scythe has deadly, which adds a d10 after the normal damage is doubled.
Ouch, nat 20. Another crit for [dice=damage]1d20+11+1d10
47 more for a total of 91. Dyrm is down and at Dying 2.
Yeah...this is what I was talking about when I mentioned that we had a high risk of TPK. Let's see if we can get out alive, but I have my doubts.
| Halanestra Ravenheart |
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Halanestra's scream of pain, then of shock, fills the cavern. She blinks away the pain, tries to ignore the worrying amount of blood she's spilled herself, and dashes over to Dyrm Stride ◆. She takes a minor healing potion out of her bag Interact ◆ and feeds it to him. Interact ◆
Calling out to the rest of the group, "I know you've all got fancy tricks and flashy spells; now's the time to use them!"
Minor Healing Potion: 1d8 ⇒ 1 ... of sodding course. Not that it matters much
| GM-Lia |
Dyrm wakes back up, on the ground, with his crossbow next to him.
Dyrm is at 1/75, is Wounded 1, and Prone. Halanestra is at 32/51.Both of the remaining bloodseekers are wounded at 6 and 12 HP taken respectively.
Bloodseeker 3 is over the ledge, while Bloodseeker 2 fled back over the chasm. Jaxi is up.
| Jaqsiaria |
"This is bad, very bad, I don't like this! Why do these things suck so much?" Jaxi would shout out from her hiding spot, giving a worried look from Zothan to Halanestra to Dyrm. She had healing, she could heal their wounds, but... she was going to trust Zothan here.
"Why did the Redcap fly?" She'd make a small pinching motion with one hand on her other, before flinging it out quickly. A burst of dust flew out at the closer Redcap, covering him before she finished the other spell. "Because he had to fly south for the Winter!"
One action is to cast Faerie Dust, and then two actions are to cast Laughing Fit on the remaining Red Cap. Two different will saves!
| GM-Lia |
Jaxi's Faerie Dust not only gets R3, but it also covers his bloodseeker as well.
Save R3: 1d20 + 11 ⇒ (12) + 11 = 23
SaveBloodseeeker 3: 1d20 + 6 ⇒ (20) + 6 = 26
However, neither of them seems to be bothered by the dust. She then casts Laughing Fit on Redcap 2 who just laid into Dyrm.
Save R2: 1d20 + 11 ⇒ (2) + 11 = 13
The spell lands and the redcap starts to laugh so hard that its hat tumbles from its head, and falls into the chasm. "No!!!!!!". It sends its bloodseeker in a chase and soon is out of sight.
R2 and Bloodseeker 2 are out of the fight. In the adventure, the hat falling is tied into that redcap hitting 40 HP, and his hat falls on that hit. I think the Laughing Fit triggering it is funny though, so, since he failed the save, I changed the trigger!
The remaining Redcap laughs himself. "That is going to be embarrassing for Interhoff!" However, the misfortune of his ally does not keep him from attacking!
target: 1d3 ⇒ 2
Seeing that Jaxi has been the most effective against the group, he directs his mount to her.
Action 1: Command for Stride/Strike.
Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Piercing damage: 1d4 + 3 ⇒ (1) + 3 = 4
However, the attack just grazes her.
The recap then swings its scythe at Zothan and kicks with nailed boots at Halanestra.
Scythe: 1d20 + 17 ⇒ (18) + 17 = 35
Crit
slashing damage: 1d10 + 11 + 1d10 ⇒ (4) + 11 + (10) = 25
Zothan takes 40.
Zothan takes a deep cut from the scythe.
kick: 1d20 + 11 ⇒ (16) + 11 = 27
Piercing Damage: 1d9 + 9 ⇒ (7) + 9 = 16
Halanestra is at 16.
The nailed boots also hit her pretty hard.
The other three of you are up. The enemies are at melee range, and a single move action by Zothan or Halanestra can set up flanking with Jaxi.
| Zothan the Seeker |
Gasping as the blood from his deep wound soaks his fur, Zothan fights desperately to fend off the deadly enemy. Even a lone redcap is a serious threat, that much is painfully obvious.
"Target the mount! If we can cause it to panic and fly off like the other one, we have time to regroup..," he shouts.
Staying in position, Halanestra has the greatest benefit of flanking.
First, he bares his fangs and growls menacingly at the Redcap, hoping to unsettle it.
◆: Demoralize vs the Redcap: 1d20 + 14 ⇒ (2) + 14 = 16
Then he slashes twice at the giant Bloodseeker.
◆: Sword cane strike vs Bloodseeker: 1d20 + 14 ⇒ (7) + 14 = 21
Sword cane damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9 Counts as cold iron
◆: Sword cane strike vs Bloodseeker - MPA: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
Sword cane damage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8 Counts as cold iron
"On your feet, Dyrm, and show this runt what dwarven warriors are made of. I don't want to have to tell Ularrka that you died on your back at the hands of an insane garden gnome.
Status: Hp: 28/68
| Zothan the Seeker |
How far is the prone redcap from the edge?
| Dyrm |
Dyrm gasps as he revives, he mumbles a thanks, still feeling weak as a lamb staggers up. (Action 1)
He tries to grip his guts in from falling out further. Battle Medicine., Medicine roll 1d20 + 10 ⇒ (7) + 10 = 17
Edit looks like a sux 2d8 ⇒ (2, 3) = 5
Then picks up his axe. Last Action. As he wasn't close to the prone fellow he couldn't have attacked him this round anyway so I didn't see any reason to walk up there with one hit point only to be hit next round and go down again
| Halanestra Ravenheart |
Breathing a sigh of relief as Dyrm regains consciousness, Halanestra takes aim at the prone redcap with her bow!
Strike ◆: 1d20 + 13 ⇒ (5) + 13 = 18
Damage!: 1d6 ⇒ 3
Sneak attack!: 2d6 ⇒ (3, 4) = 7
Regardless of whether that hits, she glances down at Dyrm and her eyebrows set, the anger and fear coming out, manifesting in her focus.
Strike ◆: 1d20 + 8 ⇒ (20) + 8 = 28
Damage!: 1d6 ⇒ 4
Deadly: 1d10 ⇒ 5
Sneak attack!: 2d6 ⇒ (6, 2) = 8
And if that doesn't finish off the fae, she takes a third shot!
Strike ◆: 1d20 + 3 ⇒ (14) + 3 = 17
Damage!: 1d6 ⇒ 1
Sneak attack!: 2d6 ⇒ (2, 5) = 7
| GM-Lia |
Halanestra fires into the group with her bow, but only the second of the arrows manages to strike the fey.
It does score a pretty bad wound.
The Redcap takes 29 from the crit.
Dyrm is at 6/75 and is Wounded 1, Halanestra is at 32/51, Jaxi at 49/53, Zothan at 28/68. The redcap is Prone and has taken 29 damage. Jaxi is up to start the next round.
| Jaqsiaria |
Seeing the Redcap on the ground and injured, Jaxi tried to set up a killing blow for one of the others. She'd raise one of her staves and cast Frostbite on it, before flailing it in their general direction while looking at Zothan.
"Get him while he's down! Quickly!"
Frostbite: 4d4 ⇒ (1, 4, 4, 4) = 13
Nature: 1d20 + 7 ⇒ (9) + 7 = 16
Two action spell and one action aid for Zothan.
| GM-Lia |
Fort save: 1d20 + 12 ⇒ (3) + 12 = 15
The cold tears into the redcap and leaves him shivering.
Redcap has taken 42 damage
Jaxi also attempts to distract the redcap and aid Zothan.
Zothan will get a +1 to a Strike against the redcap. It does not have to be the first Strike, but it does need to be declared it is being used before the dice roll, and will also cost Jaxi her reaction if/when Zothan uses it.
Then you all watch as some of the redcap's wounds heal, in this case, frostbitten flesh recovers its warmth.
The redcap has taken 32 damage.
It rises to its feet.
Action 1: Stand.
"I was going to kill the dwarf since he's almost dead already. But, I don't like being cold.". Then the scythe is being swung at Jaxi!
Action 2: Strike
Strike: 1d20 + 17 ⇒ (20) + 17 = 37
Ouch, I feel so bad about the dice roller being so mean to you all.
damage: 1d10 + 11 + 1d10 ⇒ (6) + 11 + (10) = 27
Jaxi takes 44 and is at 5/53.
The scythe cuts deeply into the gnome and then the redcap tries to bring her to the ground.
Action 3: Trip.
Athletics with Map vs Reflex DC: 1d20 + 12 ⇒ (1) + 12 = 13
However, he manages to trip himself, falling back to the stony floor!
Crit fail for him, and he is Prone again. Dyrm is at 6/75 and is Wounded 1, Halanestra is at 32/51, Jaxi at 5/53, Zothan at 28/68. The redcap is Prone and has taken 32 damage. The other three of you are up.
| Zothan the Seeker |
If Dyrm is adjacent to the Redcap when he gets up, he can use Reactive strike.
| Zothan the Seeker |
Quick to capitalize on the redcap's fatal mistake, Zothan lashes out at the prone fey again and again.
With his first strike, he takes advantage of the distraction Jaxi provided.
◆: Sword cane strike vs Redcap - Using aid another: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Sword cane damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9 Counts as cold iron
◆: Sword cane strike vs Redcap - MPA (agile weapon): 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30
Sword cane damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13 Counts as cold iron
◆: Sword cane strike vs Redcap - MPA (agile weapon): 1d20 + 14 - 8 ⇒ (19) + 14 - 8 = 25
Sword cane damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12 Counts as cold iron
Finally some love from the dice roller! Status: Hp: 28/68
| Dyrm |
Dyrm charges forward axe ready, and swings it not just to harm, but if he is skilled enough, lucky enough, to roll the foe off the edge.
If the enemy is ten feet or less from the ledge, then he's trying a Brutish Shove. If not, then it will be your standard two strikes.
Stride is Action I think. Then Brutish Shove feat. To hit: 1d20 + 14 ⇒ (11) + 14 = 25 (As he has Weapon Mastery Axes)
Dmg if that hits: 1d12 + 4 ⇒ (12) + 4 = 16
If Successful and automatic shove allowed, Athletics roll is: 1d20 + 13 ⇒ (2) + 13 = 15
If the enemy is not ten feet or less, then that's just a hit with damage
If the shove fails, looks like it might have, he strikes again (penalty included). To hit: 1d20 + 9 ⇒ (11) + 9 = 20
Dmg: 1d12 + 4 ⇒ (6) + 4 = 10
| Zothan the Seeker |
Lia stated above that the redcap is 20 ft from the ledge. I think our best tactic now is just to pound him to bits.
| GM-Lia |
Indeed, it was a fatal mistake as Zothan twin thrusts finish off the redcap and silence falls over the ledge once more.
The only thing of value that the redcap has is a pin. It is ornate and silver, with a small green gem at the end.
You may roll Darklands Lore, Nature, or Society to see if the pin has any meaning, and/or Crafting to appraise its value. One roll per person. Are you going to set up a camp to rest, or continue to the city after some first aid, but still pretty battered?
| Zothan the Seeker |
Darklands Lore: 1d20 + 11 ⇒ (18) + 11 = 29
”That was close…for a moment there, I thought we were all dead. Let’s get patched up. Then I think we should push on to the city, I’d rather take my chances with some semblance of civilization than risk running into another of those patrols.”
| GM-Lia |
Since everyone is wounded, Dyrm you should just make a Treat Wounds check for everyone. Just note before each roll who it is for. As for the pin, it is a symbol of someone who belongs to the Queen's Guard, but as the redcap were a patrol, that is not unexpected and should not cause you any issues at The Ember Court.
| Dyrm |
Anyone who agrees will get some help. Dyrm is troubled, and it shows on his brow. If they meet a foe of that magnitude again, they'll be wiped out and the mission fail.
Obviously this is only if your character agrees to the healing but assuming you let him try. All Treat Wounds..
Halanestra 1d20 + 10 ⇒ (6) + 10 = 16 (If 15 or better than so much healed)2d8 ⇒ (4, 5) = 9
Jaqsiaria 1d20 + 10 ⇒ (16) + 10 = 26 (If 15 or better than so much healed)2d8 ⇒ (7, 4) = 11
Zothan 1d20 + 10 ⇒ (4) + 10 = 14 (If 15 or better than so much healed)2d8 ⇒ (3, 3) = 6
| GM-Lia |
You also need to roll for yourself. Battle Medicine is a separate timer/ability from Treat Wounds. Ergo, you can use it on yourself, too, or someone else could Treat Wounds on you while you work on someone else.
Current Status: Halanestra 41/51, Jaxi 16/53, Zothan 28/68, Dyrm 6/75, Wounded 1. Dyrm will stay at Wounded 1 until someone (including him) treats him with Treat Wounds, or until he gets to full HP by another means. In the 30+ minutes of Treat Wounds, does anyone other than Dyrm do anything?
| Jaqsiaria |
Jaxi just sits there looking a miserable with her wound as she waits for Dyrm to handle it. Still feeling awful even after the healing, she'd grab her Staff of Healing and focus on it. Positive energy would bloom out and roll over the party with a muttered incantation.
Heal x3: 3d8 ⇒ (1, 5, 4) = 10
Just to help top everyone off after the treat wounds!
| Zothan the Seeker |
While Dyrm and Jaxi heal the group, Zothan keeps careful watch over the chasm. He recalls that one of the redcaps got away and aware that it could either return or fly off to raise an alarm once it has recovered its cap.
"We should press on, even though some of us are still wounded. We are too exposed on this ledge. If we find a secluded spot further on, we can rest and recover more of our strength." he says once the initial round of healing is done.
| GM-Lia |
It takes about an hour and a half from the fight point to make it to the Court of Ember.
As you get closer, you can see that the city is built on and around a series of massive stalactites. There seem to be two tiers of the city. The upper tier seems to be much more elegant, from what you can see, though there do not seem to be many ways for walkers to get to it.
The lower tier is somewhat easily accessible to people who only can walk, like you. There are some bridges that connect the various stalactites to each other, as well as to the ledge that you are on.
As you get closer to the city, the ledge wings upwards to a narrow plateau, half natural rock shelf and half excavated into the cavern wall. Inside the wide recess, a merchant has set up an improvised shop, and the merchant, a ysoki, perks up as he sees your small group.
Beyond the shop, the ruins of a once-grand stone bridge no longer connects the ledge to the closest stalactite. Instead, there is a rickety-looking wooden and rope bridge, with a guardpost beside it, that leads into the city.