GM Aarvid |
And although Nguyen An is not able to fight off the spell, the magic ends and his body is released from the evil grasp.
Holman Nimblefingers |
"Well, that didn't go altogether badly..." Holman moves toward the middle of the room and examines the gem in the pedestal.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
GM Aarvid |
August's crit took much of the fight out of him...I did not even get to cast everyone's favorite darkness spell. :P
Checking the center pedestal, Holman finds the "gem" to be more of a black rock with an evil vibe. The pedestal is fastened firmly to the floor and cannot be moved.
Holman Nimblefingers |
"So...would everyone be okay if I grabbed this?" Holman asks, gesturing to the rock. "Also, someone should probably check out his desk, make sure there's nothing in there we might need later..."
Nguyen An |
An takes a stumbling step forward and quick checks his movements, lest he ram into anyone.
"That evil, unfair dead monster! How dare he take command of MY body!!"
An steps forward and kicks the corpse a couple of times, then stabs it with his Nodachi...just for good measure.
Once he has taken some of his anger out on the body, he will search the remains as well as what is left of the desk.
August Autumnwind |
An, I think we killed it already. Where were you, anyway? You weren't scared, were ya? August asks the questions as honestly as anyone could.
Nguyen An |
An looks to say something in an angry retort to the dwarfs question, but instead chuckles to himself, shakes his head and pats his friend on the shoulder.
"Ah, the evil creature be-spelled me! I was not able to move a muscle against it! Even though I could not move, I was still able to see and I was very impressed once again by your ability! I am glad that you are my friend, August! Glad indeed!. In fact I am glad we came across these find companions! I could not think of another group I would rather work with!! Now, lets see what the fiend had on him!!"
GM Aarvid |
Holman pockets the black stone.
Nguyen An and others search the desk.
2d20 ⇒ (3, 10) = 13
A chest under the desk contains several
Cassomir trade bars worth ~5,500gp
Searching further revealing a false
bottom in the top drawer of the desk at the south end of
the room. Inside the compartment are two manuscripts.
Quickly reading through them, you find they describe
two sinister plans: the first details Dalirio’s desire to
create small bands of skeletons to assault Cassomir, and
the second talks of a derro plan to use secret tunnels to
infiltrate a major Cassomir building and kidnap everyone
inside.
2d20 ⇒ (17, 19) = 36
Another check finds a hidden switch beneath the floor under
Dalirio’s desk—pulling that switch rotates the entire
room 90 degrees counterclockwise, effectively sealing the
door to area the crypt you entered from and opening
a new door in the east wall that leads into the
alleged Ismacco tunnel system.
GM Aarvid |
Ah but it might yet matter. I just wish they had a 6 player adjustment for the older scenarios. :-)
August Autumnwind |
August smiles, seemingly satisfied with the answer he was given. He then helps search the room.
August Autumnwind |
His "twin" is playing in campaign mode in a Shattered Star game on here and he's level 10 so yeah, I'm happy.
GM Aarvid |
After checking the tunnels and clearing the area, you climb back to the surface and report your findings.
With Dalirio defeated, you thwarted his plans to send
bands of skeletons to assault Cassomir. The surviving
engineers and other kidnapping victims praise you for
their timely intervention.
A few days later, Hestia calls you to her office and says
"Thank you again for your service on this. I am worried about
the uncovered plot to infiltrate a Cassomir building and
make off with all of its inhabitants."
She looks concerned as she turn to each of you with a faint smile.
"I have contacted Cassomir’s
officials about the tunnel system but so far I am unable to provoke
any satisfying responses from them. The authorities, in
essence, either think our claims are false or I simply have not
cut though the bureaucracy to make anything happen
about the matter. I will keep you informed if anything changes.
Until then, recover and resupply. It may be sooner than we expect."
GM Aarvid |
================================
The Devil We Know - Part IV
Rules of the Swift
================================
GM Aarvid |
Ok, getting us started since everyone has checked in. We may take a few days before we start rolling.
Venture-Captain Hestia Themis, a woman of small
stature, but great importance within Cassomir, sweeps
locks of thick, raven hair away from her face. As she starts
to speak, shrill horns bellow an alarm. Hestia pauses for
the signal to quiet, and as the trumpeting ring fades, her
booming voice continues.
“Colleagues, the city of Cassomir declared a state of
emergency this morning. Late last night, a swarm of rats
poured into Cassomir’s streets, spilling from every sewer
grate within the Old Cassomir district. As the city guards
dealt with this infestation, a large assault force of derros
penetrated Swift Prison. Within a few hours, the derros
emptied the Swift, and marched their new slaves into the
Darklands. Normally we defer incidents like this to the
authorities, but I offered our assistance. There’s an item of
interest, a church bell called the bell of obedience, that may
reside in Swift Prison’s chapel. We want to catalogue it and
may never have another opportunity to explore the Swift
unsupervised. While investigating the derro invasion, head
to the chapel and inspect the bell. If possible, I want you to
determine whether the Chapel’s bell is in fact the legendary
bell of obedience without taking it from the prison. Cassomir’s
constabulary is as of this moment fighting Cult of Nature’s
Cataclysm devotees at the south entrance to the prison. The
constabulary agreed to distract the cultists there so that you
might approach the Swift from its north side and enter the
prison from the south gate behind the cultists.”
At that moment, a teenage boy enters through the Cassomir
Lodge’s front door and Themis gestures him over.
“This is Nefti—I believe some of you may know him already. Though
he works with the Aspis Consortium, he helped us rescue a
fellow Pathfinder when this derro business began. It seems
Nefti happened to be serving a debtor’s term inside the Swift
when the abductions took place. For his testimony to last
night’s events we secured his release. He agreed to escort
you to a spot north of the Swift where he will tell you all he
knows. Any questions?”
GM Aarvid |
I forgot to mention, this all occurs about 2 weeks after concluding the last adventure and providing your report. This did not occur the next day.
August Autumnwind |
So we can trust 'im?
OK, I think I'm updated and all that, I'll make sure tonight.
GM Aarvid |
The Venture-Captain states plainly as she looks at you.
"You ask, can we trust Nefti? Well, Nefti helped us in the past and I trust him.
The Aspis Consortium is another matter entirely. Are you having doubts or are you ready for this mission?”
GM Aarvid |
All the maps of the prison and the underground tunnels are missing from the Hall of Wonders...presumably used in the raids.
Nefti knows some of the tunnels, and of the prison's insides.
He can get you into Swift, secretly past the raids, but not beyond."
As you turn to Nefti with questions, the boy raises his hand and
he simply states,“I will answer all your concerns once we arrive at the Swift’s gates.”
GM Aarvid |
Hestia responds with a quick glance to the boy, who remains silent.
“The governor ordered the constabulary to attack the Swift from Harbor
Watch and clear out the persistent cultists it seems the
derros left behind to cover the kidnapping. Hopefully
with the cultists fighting the constables in the streets to
the south of the prison, you’ll be able to enter from the
north with little trouble.
Time is of the essence, as they may not be able to distract the raiders for long.”
GM Aarvid |
2d20 ⇒ (18, 5) = 23
On the way to Swift Prison
Morvius recalls a bit about the Bell
10+ The nickname given to the Swift chapel’s bell. Former
prisoners tell tales of the bell’s soothing ring.
15+ Prisoners skilled in magic swear the bell strongly
radiates arcane power from the school of enchantment.
20+ A bell dating back to the time of old Azlant is
rumored to make those who hear its clear ring susceptible
to suggestion.
While Holman overhears some other info from a pair of fleeing shopkeepers.
10+ The rat plague came from the sewers under Cassomir.
Some folks say Nature’s Cataclysm druids sent the rats
as the city’s punishment for greedily taking too much
blackwood for their shipbuilding industries.
Nefti stops your group as you approach Swift Prison from a side you have not seen before and
far from the sounds of battle near the front doors and statue.
Nefti gestures at the towering walls of Swift Prison and the
ramshackle buildings that make up the rest of the prison’s
grounds.
“This is as far as I go. Beyond the Swift’s thick gates,
the Ismacco tunnels await. Deep below the keep, within the sewers,
the derros are marching the guards and prisoners into
the depths of Golarion. Be careful, several of those Nature’s
Cataclysm freaks still roam the Swift’s grounds.”
Holman Nimblefingers |
Holman thanks Nefti for his aid, then begins making his way toward the Swift Prison.
Swift as Shadows racial trait means he can move at full speed (20') with no penalty.
Stealth (Take 10): 10 + 15 = 25
GM Aarvid |
Nefti waves as you depart and wishes you luck. The boy quickly hides out of sight now that he is alone.
Two large buildings dominate the Swift’s northern half.
The northernmost building, just west of a shadowy
backstreet called “Miscreant Alley,” is a combination of
an apartment complex and factory. To the south, across
a street labeled “Debtor’s Lane,” lies another apartment
complex, its lower floors a mix of ever-changing shops.
Perception checks as you approach the outer gates
August Autumnwind |
August stays by his friend's side, looking around as he does.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Hawk Lifebinder |
Sorry for the delay in posting, changes at work messed up my posting, not to mention my sleep schedule. Things will hopefully get back to normal.
Let's hope that we are not walking into an ambush.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
As they proceed Hawk will silently start forming life links with his comrades.
GM Aarvid |
As you approach from the east, all but August hear a cultist
mutter a curse-filled prayer.
Map updated - 10' squares
At the same time you also hear the shrill screech of a number of rodents to the distance in the west and south amid some buildings.
====Initiative====
August: 1d20 + 1 ⇒ (4) + 1 = 5
Holman: 1d20 + 6 ⇒ (11) + 6 = 17
Jacen: 1d20 + 3 ⇒ (4) + 3 = 7
Hawk: 1d20 + 3 ⇒ (17) + 3 = 20
Morvius: 1d20 + 0 ⇒ (13) + 0 = 13
Nguyen An: 1d20 + 5 ⇒ (2) + 5 = 7
D: 1d20 ⇒ 15
R1: 1d20 ⇒ 6
R2: 1d20 ⇒ 14
20-Hawk
17-Holman
14-Cultists
13-Morvius
9-Rats
7+Nguyen An
7-Jacen
5-August
=== Round 1 ===
Hawk and Holman are up....
Holman Nimblefingers |
Holman continues sneaking his way towards the sounds, keeping his eyes open for danger.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Not sure where the sounds were coming from, specifically, so if you could move Holman 40' (double move) toward the nearest sound, that would be ideal.
Morvius Charthagnion III |
I would like to ask the boy something before we depart from him.
Before they part ways Morvius asks Nebti.
Ok, now we are here, speak what you know. Starting by telling how can we find the prison chapel, where is it? In which building?
Hawk Lifebinder |
Hawk will chant a quick spell and reach out and touch An.
Let strength flow through you. Hawk says, in a chanting tone unleashing.
Standard Action: Bull Strength
Swift Action: Battle Cry
Hawk then moves to the south, ready to engage whatever approaches.
An - Enjoy +4 strength
everyone +1 morale to attack, +4 morale save vs fear, and the ability to reroll a save (but lose the other benefits)
Your shout heartens your allies and encourages them in the fight.
Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.
(feat from the Advanced Class Guide)
GM Aarvid |
Retcon: Morvius asks the boy a question prior to his departure
"Well, I am just a boy, and did not spend much time in the chapel but it is to the right of the main entrance inside of Greedy Narses, which is the biggest building to the south."
Holman sneaks up to the corner of the building to the southwest.
Hawk moves over to An and taps him with some divine strength.
GM Aarvid |
sorry was interrupted by kids getting home from school. Will post next actions later tonight. Ignore any huge rats hovering over the citt on the map
GM Aarvid |
You hear some chanting in dark language and the clubs wielded by the humans grow barbs and lengthen.
Morvius...
GM Aarvid |
Morvius delays while the rats are screeching behind the buildings. Four very large rats crawl out, with a pair on Holman and another on Hawk. Hawk swings at one of them, but is unable to connect with the large rodent.
Rat on Holman bite: 1d20 + 1 ⇒ (9) + 1 = 10 for dmg: 1d4 ⇒ 3
Rat on Holman bite: 1d20 + 1 ⇒ (9) + 1 = 10 for dmg: 1d4 ⇒ 3
Rat on Hawk bite: 1d20 + 1 ⇒ (17) + 1 = 18 for dmg: 1d4 ⇒ 1
Rat on Hawk bite: 1d20 + 1 ⇒ (10) + 1 = 11 for dmg: 1d4 ⇒ 2
One rat bites Hawk on the ankle for a small scratch 1 pt, and fort save needed