
A J s Dad |

At the sight of the boats, Galstok, looking doubtful, leans over to Tregar, "These things will get us there in one piece, right? I'm agreeing with the need for haste, but loosing half before the hunt can truly begin is a bad way to go about it."
Quote:"I hope we all are ready for we are walking into.""The Spirits willing this will be a successful hunt, but if they call me to them I will go."
As they head out, Galstok finds a place to settle down. "I suppose now is as gooda time as any to plan the next part."[b] Looking over at one of the fisherman, [b]"Where exactly are you dropping us off at?"
The fisherman glances over at you and smiles. "Well my large friend. I was hoping that you would be able to tell me. All the instructions I got from the Lady Mayor was to take you lot out to the Isle and drop you off."

A J s Dad |

After what seems like hours on the cold dark water, you eventually spy your destination. A huge upthrust rough and craggy outcropping of rock looms ahead of you in the half-light, climbing over 80' above the waves. Sillhouetted against the moonlight you can vaguely make out the shape of a face, but with massive features, aged by centuries of wind and sea spray. The island is connected to the mainland by a swinging rope bridge that stretches over the 60' wide open gulf of water. Where it joins the mainland are situated two burning torches and these are mirrored on the island side as well. A vast hedge of thorns grows wild along the mainland side of the coast and the path away from the bridge seems to dissapear into this hedge. The rope bridge itself is made of hairy rope and thick wooden planks; the whole thing creaks and sways in the wind above the churning surf eighty feet below. The most impressive feature of the island is a wooden one-story stockade, built on its flat top. Two thirty-foot-tall watchtowers guard the stockade’s southern facade, facing the rope bridge. The towers have torches burning atop them which throw shadows at crazy angles as the flames gust in the wind.
The sailors pull back on the oars of the boats, awaiting your next move.

A J s Dad |

"Yeah, that bridge looks like a death trap, all right."
"Looks like they're all watching that way, too. All the better for anyone climbing the 'south face'."
To the oarsmen
"Can you put us right at the base of that rock? Is there any place to land?"
The oarsman grimaces at you. "I think so, but not for long and then we will have to back off. Cant wait around here, what with these currents and those cliffs. Once we drop you off, I think your on your own. No way we can pick you up from here."

Galstok |

Tregar unwinds the grappling hook, and hands it to Galstok.
"How far do you think you can throw that?"
Taking the hook and rope, "Dunno, let's find out. Where should I throw to though? You see a good spot?"
Perception:1d20 + 5 ⇒ (17) + 5 = 22
If Galstok sees a good spot he will attempt the throw if within reasonable distance.
Throw: 1d20 + 5 ⇒ (9) + 5 = 14

A J s Dad |

Sorry 'bout that guys...real life etc...
From where the boats are swaying you can just spot, on the North face, what appears to be a natural cave opening. Vines and lichen surround the opening, which is around 30' above the water. A ledge above it hides it from view from above. Galstock spots this possible entrance and swirling the rope and hook above his head, throws. The grapple finds purchase within the hole.

Sephird Brookside |

30' of climbing at 1/4 is four rounds, DC 5
Sephird checks his rapier and shortsword, and settles his pack at his feet along with his bow and quiver, reducing his weight.
"Give me some extra rope and I'll go up first." Sephird looks up, and as he gets ready to start climbing, "Tie my bag and gear to the second rope after I'm up and I'll pull it up, then everyone else's gear."
Sephird spits into his hands, and starts climbing up the rope, bracing against the cliff face as he goes.
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (7) + 3 = 10
He pokes his head over the top of the ledge, looks about, and if clear will stand up, and toss out the rope he brought up, securing it around a rock outcropping. He then checks the security of the grappling hook's hold.
Sticking his head out over the edge, he motions for the others.

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Wahey! No ranks!
If the second rope is secure, I'll start up; otherwise wait for Ensu to clear the ledge.
Doing the same as Sephird; leaving any encumbering gear in the boat, to be dragged up after.
I suggest we send the gear next, in case we get interrupted.
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (7) + 2 = 9
May as well do all your checks at once. I checked, but I can't help anyone climb any faster using Exp Retreat.

Galstok |

Galstok waits for the others to climb securing the base of the rope. After everyone else is up he sends up the gear on the second rope. Once those are secured he makes his way up the rope.
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Climb: 1d20 + 4 ⇒ (11) + 4 = 15
Climb: 1d20 + 4 ⇒ (20) + 4 = 24
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Once he gets to the top he takes a look around.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
I have down that I am at 1015/2000 on exp.

Ensu |

Climb 1d20 - 1 ⇒ (20) - 1 = 19
Climb 1d20 - 1 ⇒ (1) - 1 = 0
Climb 1d20 - 1 ⇒ (7) - 1 = 6
Climb 1d20 - 1 ⇒ (17) - 1 = 16
Climb 1d20 - 1 ⇒ (16) - 1 = 15
Climb 1d20 - 1 ⇒ (5) - 1 = 4
After trying twice, and getting just far enough to make the fall painful both times, Ensu just comments, "This does not appear to be working." as he uses a burst of positive energy to be heal himself.

Valoria Grundmire |

Valoria sits patiently until the others are up with their gear before tying her backpack to the second rope. Once her gear is safely on top she speaks to herself, "This is so not being a lady. To be hanging on a rope on a wall. Oh well, here I go.", then grabs the first rope.
Else if not, then these rolls:
Valoria climb: 1d20 + 1 ⇒ (1) + 1 = 2
Valoria climb: 1d20 + 1 ⇒ (12) + 1 = 13
Valoria climb: 1d20 + 1 ⇒ (1) + 1 = 2
Valoria climb: 1d20 + 1 ⇒ (7) + 1 = 8
Valoria climb: 1d20 + 1 ⇒ (17) + 1 = 18
Valoria climb: 1d20 + 1 ⇒ (5) + 1 = 6
Once on top she gives a sigh and shakes her head, "I believe this is not the last of the climbing we will be doing.", then picks up her backpack onto her back.

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I don't want to lose this game, having got this far. At the risk of being presumptuous, does anyone mind if I step in as GM? I own the AP, though I haven't read it in full, since I got it.
I will of course, not abuse this, and if need be, I can hand over control of my PC, or have him act in support role.

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Well, that's five out of six, so we'll assume Valoria's OK with that, until we hear from her. And to AJ; this is purely to keep things running, during whatever crisis you're having.
I've extracted the map from the pdf, and added some fog of war effects, to cover what you can't see.
Map currently hosted HERE.
Just need to decide where better to host it, where everyone can access it. That'll be a job for later, as it's 01:30am here.
All those Climb checks are fine, but before I declare everyone is up, I need some clarification from Sephird what he's doing while he waits for the rest.
You're in a fairly cramped cave on the eastern side of the head.
The eastern opening to the sea is 10' wide.
The cave opens up after the opening, to 20' N-S, and 15' E-W.
20' inside on the western wall is a smaller tunnel leading further west.
The cave also winds away to the SW, curving to the left.
None of the exits are lit.
Don't forget, you went up unarmed, bringing your gear on the next rope.

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The whistling of the wind, and crashing of the surf below serves to cover some of the sound of your activity, though you realise the reverse holds true; you are acutely aware of how exposed you are, and how difficult it would be to hear a goblin approaching with a knife for your gut.
You haul up your pack from the boat, its swaying in the surf below you drawing your eye, enticing you to sway in the cave mouth to compensate, but you realise the trap and snap out of it, fixing your gaze on a static point of rock, with occasional glances behind you.
Your pack rolls into the cave entrance, and your trusty weapons provide a measure of confidence as they return to your grasp.
The others are making their way up the rope, as you turn to face the dark.

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I'm going to need an Initiative check from Sephird, no surprise involved.
Not so important for the rest of you, though you can roll in advance. As the rest of you are still climbing, you'll be coming up in the order already stated, over the coming rounds. Anyone relying on assists may find they are left to their own devices, whether that makes any difference or not.

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Thing's Initiative 1d20 + 5 ⇒ (17) + 5 = 22
no, I'm not letting on it's attack bonus, yet, but it was a near miss. Count the days till Uncanny Dodge!
As the end of the tentacle flashes in front of your nose, you realise it ends in a bone stinger. You then remind your limbs to react.
The creature is roughly ten feet away, on the low ceiling.

Sephird Brookside |

Round 1 Initiative 18, AC 17/14/13 HP 9/9
Fort +1, Ref +6, Will +1
Sephird quietly alerts his companions "Ware! We have company."
Sephird takes a step back to the edge of the cave if need be), hoping he is out of range, and fires an arrow up at the creature.
Shortbow 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d8 ⇒ 4

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The creature tries in vain to move aside, but cannot compete with the speed of the arrow. It wobbles on stubby pads from the roof, as the arrow strikes the central mass, but is deflected by its tough hide.
One that I use even in my face to face games, is that I assume PCs are using whatever skills are relevant; Perception, Knowledge, Diplomacy, etc., and the GM can make those rolls.
If an NPC speaks to you, I won't need to answer six posts of "Can I use Sense Motive?", I'll just assume that your SM mod reflects how naturally suspicious and cynical your PC is, check them all in one go, and post the results.
Same with Knowledge; it's painful to watch a game bog down in "Can I identify the creature with Kn Arcana?", "You don't know what it is.", "Can I use Kn Planes?" "You don't know what it is.", "Can I use Kn Dungeoneering?" "You don't know what it is."
Second player: "Can I identify the creature with Kn Arcana?", "You don't know what it is.", "Can I use Kn Planes?" "You don't know what it is.", "Can I use Kn Dungeoneering?" "You don't know what it is."
Third player: .....uuuuhhhh stop. GM knows what the relevant skill is, rolls a bunch of checks, as soon as it's relevant, tells player one "You know this", tells player two "You know this", tells player three to six "You don't know anything."
I'm aware that not everyone does this, or considers it good practice, indeed if you look in my post history, there's a thread where someone went apoplectic at the thought of players being given 'free' information.
So I thought it best to explain my style, and why I do it, so there's no confusion later. I won't assume anyone blows a finite resource unless they tell me, but if you have a constant situational modifier you think I've missed, feel free to ask.