Kramac |
Assuming Kuuma dropped the mite, Kramac will advance into it's square and threaten the remaining Derro (if Flynn didn't down it), otherwise he will stand behind Kuuma.
GM Batpony |
Qatala throws another alchemist fire flask into the fray, and the impact burns the remaining centipedes to a crisps. With the creepy crawlies out of the way, the remaining two enemies are easily dispatched by arrows and brute force. They did not stand a chance against the strong arm of the Pathfinders.
The enemy carried nothing but mundane weapons that are no use to you. Exactly the same as previous encounters.
End Combat!
From behind the tunnel where the Derros came from, five humanoid figures emerge with chains around their hands. They are all humans. "Help us?" They enquired cautiously.
On the other hand, with the imminent threat taken care of, you are able to study the fountain. At the base of the fountain there are massive tumblers that circle the base. Each of the three tumblers has hundreds of symbols inscribed on it and none of the symbols repeat themselves.
A Str DC15 or Disable Device DC12 is required to turn them.
Kiboko can continue his Fort save DC14 or d2 strength damage for 3 rounds until successful save.
Conditions: Kramac -13, Kuuma -14 (-5Dex),
Qatala -9 (-3 Dex, Barkskin), Flyn -2
Kiboko -16 (-2Str, Poisoned), Mvumbu -12
Flyndyngylyn |
For composite bows, I was under the understanding that 'Mighty' meant that it was made to add my strength bonus (in my case, +2 for 200gp)...I saw a couple other characters use that term for their composite bows so I thought it must be standard...sorry, that may not be the right term...
Flyn will help the others in freeing the captives and showing them the way out...then he will take a closer look at the fountain...
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
"Hey three of the symbols on the tumblers match the symbols we found in the secret compartments..."
Flyn tries turning the tumblers to match the symbols retrieved from the statue, the Hall of Records, and the Abbey...
Disable Device: 1d20 + 13 ⇒ (18) + 13 = 31
Qatala |
Qatala will also help with freeing the captives and keep watch whilst Flyn sorts the fountain out.
She holds her wand of CLW out and asks to be tapped up.
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (5) + 1 = 6
2charges used.
Kramac |
for Kramac:
healing: 1d8 + 1 ⇒ (4) + 1 = 5
healing: 1d8 + 1 ⇒ (8) + 1 = 9
For Kuuma:
healing: 1d8 + 1 ⇒ (6) + 1 = 7
healing: 1d8 + 1 ⇒ (6) + 1 = 7
Bah! Hopefully we will find the leaders of these cowardly derro below and will be able to end this wickedness once and for all!
Kramac will assist with freeing the slaves.
Kiboko |
Poison saves first.
Kiboko grimaces as his body fights the derro toxin.
fort save v poison, bear focus: 1d20 + 9 + 1 + 1 ⇒ (4) + 9 + 1 + 1 = 15
"Mvumbu!"
Kiboko employs his wand of clw first on his companion, then himself.
clw, Mvumbu: 1d8 + 1 ⇒ (2) + 1 = 3
clw, Mvumbu: 1d8 + 1 ⇒ (1) + 1 = 2
clw, Mvumbu: 1d8 + 1 ⇒ (3) + 1 = 4
clw, Kiboko: 1d8 + 1 ⇒ (5) + 1 = 6
clw, Kiboko: 1d8 + 1 ⇒ (2) + 1 = 3
clw, Kiboko: 1d8 + 1 ⇒ (6) + 1 = 7
6 charges used, leaves Mvumbu 3hp down. She's still got Bear Focus though.
Kiboko then turns his attention to the slaves. He takes up his sword.
"You are engineers? Kiboko will free you. Nobody should live in chains! But listen to Kiboko: you must give up this city! It is wicked and corrupt! Do not cause it to grow - it is like a festering wound. Leave the city, go back to nature where you can live free!"
"Friends, have we any way to undo the damage these toxins have caused?"
GM Batpony |
The captives reveal themselves one by one. One is a engineer, another two city planner, and lastly two more masons. They take Kiboko's words at heart and thank the Pathfinders as they walk up the steps on their way to freedom.
Flyn attempts to align the familiar symbols with each other. With a final audible click the tumblers lock into place. Suddenly, the fountain begins to rotate and its stale waters drain rapidly. The grinding of the gears echoes off the stone walls, causing the ground to shake. As the fountain rotates, a spiral staircase appears where the fountain’s solid basin once sat. A slick staircase slopes down into Cassomir’s bowels, twisting its way down and around a deep cistern. Clearly this is the entrance to the Crypt of Fools. The group proceeds cautiously down the spiral staircase, to what is definitely recognizable as a Crypt.
An enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name “Ismacco” is displayed across the front of the crypt. well. Two enormous lit braziers on either side of the Ismacco crypt’s doors light the entire room.
Conditions: Kuuma (-5Dex), Qatala(-3 Dex, Barkskin), Flyn -2, Kiboko(-2Str), Mvumbu -3
Map will be up in 30 minutes.
The Magnificant Paicho of Quain |
Before they depart Paicho inquires about the captors; What were the Derro's asking of you? What type of questions? Did you see anything besides Derros and Mites?
Paicho digs into his pack, Kramac can you cast these? He produces 2 Scrolls of Lesser Restoration? Looks like Kumma, Qatala, and Kiboko could all uses a bit of a pick me up.
GM Batpony |
"They asked us all sorts of questions, mostly about the city's infrastructure. We've been wandering around underground for weeks. They said someone named Dalirio was going to turn us into skeletons." They reply, and not in a calm way, still terrified from the whole ordeal.
Flyndyngylyn |
Flyn's head pops up in dismay. "Dalirio? Dalirio? That...can't...be. We killed him...or at least I thought we did..."
He looks to his friends. "Resurrection, perhaps?
Kiboko |
"There were two Teppishes. Twins. Likely there are twin Dalirios also. Perhaps the Cult recruits twins deliberately. This would help them to misdirect enemies."
"Kiboko would welcome magic to restore his strength, but perhaps others need is greater?"
I can still get up to 22 STR with Rage and Bull Focus, but if you're willing to use up a scroll it's an extra +1 to hit and +1 or +2 to damage.
Flyndyngylyn |
"Kiboko, my friend, Dalirio's last name was Teppish...he was the one we killed in the cult's lair in the naval shipyard...and it was his twin brother we defeated in the sewers...
Something most foul is at work here...the mad painter said his master resides in this Crypt...could a resurrected Dalirio be that master?"
Kiboko |
"Kiboko thinks that poison has gone to his head!"
"Triplets maybe? Or more likely, Dalirio Teppish is now one of the undead. We must make ready."
Kiboko casts Magic Fang on Mvumbu as soon as we're ready to move off.
Kramac |
The prisoners said they were to be turned into skeletons. Perhaps rather than a resurrection, the derro used necromancy to restore Dalirio to some new wicked form. We should be ready to face undead. Let us escort the slaves to the surface before we enter the crypt.
Kramac |
[ooc] I will be happy to use the scrolls if you want to use them Paicho. I leave it up to you whether you want to burn them or not. Feel free to roll the healing yourself if you want to use it on Kiboko. Kuuma will be fine :D[/booc]
GM Batpony |
You see to the captive's safety before continuing the delve into the underground crypt. They thank you for your help and carry along their lives, grateful not to be dead. And they will likely reconsider city life after Kiboko's life lesson.
Let me know when you guys are ready to walk through the graveyard into the Ismacco crypt.
The Magnificant Paicho of Quain |
Paicho hands the scrolls over to Kramac and he uses them on Kiboko and Qatala.
Less Restoration on Kiboko: 1d4 ⇒ 1
Less Restoration on Qatala: 1d4 ⇒ 2
Paicho casts Heightened Awareness on himself once more.
All excellent points my friends, I guess there is only one way to find out and that's by moving forward, shall we.
Kiboko |
1 point of Lesser Restoration is enough to remove the penalty on dice rolls. Thanks!
Kiboko employs his Wand of Heightened Awareness, casts Magic Fang on Mvumbu, and then is ready to go.
The Magnificant Paicho of Quain |
Lesser Restorations -- minimally and yet fully effective....lol
Flyndyngylyn |
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Stealth: 1d20 + 13 ⇒ (16) + 13 = 29
Flyn descends the stairs into the Crypt of Fools, on the lookout for foes and traps, as quietly as he can, using what cover he can find...if he senses no danger he'll approach and check out the doors to the Ismacco crypt...
GM Batpony |
Flyn moves through the graves with the cover of darkenss. He sees a few skeletons, but after being thorough, realises that they are inanimate and not the living dead. Besides an extremely spooky atmosphere, there is no dangers in the grounds.
The door to the Crypt does not seem trapped either.
Put yourselves in position please as we open the door.
Conditions: Kuuma (-5Dex), Qatala(-1 Dex, Barkskin), Flyn -2, Kiboko(-1Str, HA), Mvumbu -3 (Magic Fang) , Paicho (HA)
Kiboko |
In position.
Flyndyngylyn |
Flyn will draw his bow, ready to fire, and cover whomever opens the door...
Flyn is in position
GM Batpony |
Since they are not a big threat, I'm going to just skip the surprise/stealth part to keep it clean. 3 CR2 and 2 CR3 creatures of which you've already encountered this scenario.
A grand crypt stretches toward the room’s ceiling and two large, copper braziers flank its impressive floor-to-ceiling doors. At the building’s base, a faceless statue holds a gibbous moon aloft. The place is very well lit by torches all over.
Ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt.
When you open the door, you realise that the place is guarded by foes most familiar to you. Cultist thugs and Derros armed looked ready to pounce on you.
Flyn: 1d20 + 4 ⇒ (18) + 4 = 22
Deyno: 1d20 + 6 ⇒ (15) + 6 = 21
Kiboko: 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16
Qatala: 1d20 + 3 ⇒ (17) + 3 = 20
Kramac: 1d20 + 4 ⇒ (6) + 4 = 10
Paicho: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Thugs: 1d20 + 5 ⇒ (16) + 5 = 21
Derros: 1d20 + 6 ⇒ (14) + 6 = 20
Combat Round 1
Conditions:
Flyn -2, Deyno, Qatala (-1 Dex,Barkskin)
Derros, Thugs
Kramac, Kuuma (-5Dex), Kiboko(-1Str), Mvumbu -3 (Magic Fang), Paicho
Flyndyngylyn |
If he has line of sight, Flyn will peel off a couple of cold iron arrows at the one of the derros...
Flurry of Blows, Deadly Aim, PBS
Longbow: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Longbow: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Raging Deyno |
Deyno grows his claws and moves into the room, taking up position on the other side of the thug. He swings for the abdomen of the thug.
claw: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d6 + 10 ⇒ (6) + 10 = 16
Qatala |
Move in prevoking from yellow red and blue. My AC is 29 for this due to mobility.
I will strike red unarmed in order to stun. Of course I drop into crane wing stance and fight defensively, this means my AC goes to 33.
unarmed strike: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 DC 16 fort save or be stunned 1 round
damage: 1d8 + 4 ⇒ (7) + 4 = 11 magical bludgeoning
GM Batpony |
From what I understand of the rules, I believe Flyn has line of sight, but that the creature also receives concealment but not total.
Flyn <20 miss: 1d100 ⇒ 32
Flyn and Qatala go immediately for one of the Derros. They make their attacks count but it's not enough to put one of them down. Qatala's punch is effective enough to have the Derro seeing stars momentarily.
fort save: 1d20 + 5 ⇒ (6) + 5 = 11
Deyno moves in and strikes strong and hard into the abdomen of the thug. It takes a big hit till it cough's blood.
The enemies are ready to move in to counter the pathfinders forces. Two of the half-orc thugs move around to flank against Deyno. One of them acts as a distraction while the other one swings a hard knock into Deyno's stomach.
Blue Heavy Flail,flank: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 191d10 + 4 ⇒ (5) + 4 = 9
Yellow Heavy Flail,flank: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 171d10 + 4 ⇒ (6) + 4 = 10
The remaining of the enemies who are not incapacitated, move to gang up on Qatala. The derro drops his crossbow for a short sword, and swings as strong as his small arms allow him to. Similarly the half-orc's weapon comes in as hard as possible. But they are no match for her superior defense.
Blue short sword, flank, sneak attack: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 161d4 + 1d6 ⇒ (1) + (1) = 2
Blue Heavy Flail: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 4 ⇒ (7) + 4 = 11
Combat Round 1/2
Conditions:
Flyn -2, Deyno -10, Qatala (-1 Dex,Barkskin)
Derros R-18, Thugs B-16
Kramac, Kuuma (-5Dex), Kiboko(-1Str), Mvumbu -3 (Magic Fang), Paicho
Flyndyngylyn |
Flyn will fire at the red derro; if the first shot takes it down, he'll fire at blue, if not both at red...
Longbow: 1d20 + 8 ⇒ (18) + 8 = 26
Flyn<20 Miss: 1d100 ⇒ 43
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Longbow: 1d20 + 8 ⇒ (17) + 8 = 25
Flyn<20 Miss: 1d100 ⇒ 86
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
The Magnificant Paicho of Quain |
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Paicho takes a step forward behind Flyn, he begins a song which he is clearly making up on the spot.
We entered in the Ismacco tomb, it was a lovely place
We thought the skeletons were undead but that was not the case,
Instead familiar foes were waiting, it was no surprise,
It wasn't very long till Flyn had shot them through the eyes!
Squawk, squawk Paicho clearly amusing himself.
He stretches his neck around Flyn as he fires, and adds Bzzriff!
Taking aim with his bardic magic on the red clad half orc thug in the back.
Move - 5' step, Inspire Courage; standard - cast Daze DC15 Will on red half-orc.
Kiboko |
Kiboko and Mvumbu rush the enemy!
Kiboko's movement provokes an AoO from Yellow if he has another one to take. AC vs AoO is 20
Move, draw greatsword as part of move; activate Animal Focus (Snake, +2AC vs AoOs and +2 to hit with AoOs), switch Mvumbu's animal focus to Bull; ready action to attack when Mvumbu is adjacent. Mvumbu moves up and then:
greatsword vs yellow thug, rage, inspire courage, outflank, power attack: 1d20 + 9 + 2 + 2 + 4 - 2 ⇒ (3) + 9 + 2 + 2 + 4 - 2 = 18damage: 2d6 + 10 + 2 + 6 ⇒ (1, 6) + 10 + 2 + 6 = 25
I forget whether the thugs count as slavers for Freedom Fighter (+1 to hit and damage)
"RAAARRRGGGGHHHH!!!!"
Edited to get the numbers right. That was a lot of modifiers! Kiboko's raging AC is 16, but 18 vs AoOs and 20 vs the AoO he triggered before he went into a rage.
Mvumbu |
Mvumbu rages!
"MOOOOAAAARRRRGGGHHHH!!!!!'
chomp! vs yellow thug, magic fang, bull focus, ferocious beast, outflank, inspire courge, power attack: 1d20 + 4 + 1 + 1 + 2 + 4 + 2 - 1 ⇒ (9) + 4 + 1 + 1 + 2 + 4 + 2 - 1 = 22damage: 1d8 + 6 + 1 + 2 + 3 ⇒ (5) + 6 + 1 + 2 + 3 = 17
If an adjacent enemy attacks an ally:
Kramac |
Kramac will tumble through the melee to get to the yellow fighter.
acrobatice: 1d20 + 6 - 3 ⇒ (17) + 6 - 3 = 20
attack,outflank, inspire, power attack: 1d20 + 9 + 4 + 2 - 2 ⇒ (18) + 9 + 4 + 2 - 2 = 31
damage, sneak attack, inspire, power attack: 1d4 + 1d6 + 5 + 2 + 4 ⇒ (3) + (4) + 5 + 2 + 4 = 18
confirm,outflank, inspire, power attack: 1d20 + 9 + 4 + 2 - 2 ⇒ (10) + 9 + 4 + 2 - 2 = 23
damage, sneak attack, inspire, power attack: 1d4 + 1d6 + 5 + 2 + 4 ⇒ (2) + (1) + 5 + 2 + 4 = 14
If he is somehow still alive, my crit will provoke AoOs from Mvumbu and Kiboko
Kuumaa |
Assuming yellow is dead
Kuuma dashes in to harry Deyno's opponentthe blue derro.
bite!, inspire, outflank: 1d20 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18
damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
trip!, inspire, outflank: 1d20 + 6 + 4 + 2 ⇒ (12) + 6 + 4 + 2 = 24
Qatala |
Qatala will turn and full attack the red thug. Still fighting Defensively.
trip Attack, Defense, Inspire, Weapon, Imp Trip: 1d20 + 10 - 2 + 2 + 2 + 2 ⇒ (17) + 10 - 2 + 2 + 2 + 2 = 31
Nine section whip flurry, Defense, Inspire: 1d20 + 11 - 2 + 2 ⇒ (18) + 11 - 2 + 2 = 29
damage, inspire: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14 magical damage
nine section whip secondary, defense, inspire: 1d20 + 6 - 2 + 2 ⇒ (19) + 6 - 2 + 2 = 25
damage, inspire: 1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9 magical damage
GM Batpony |
Flyn maintains a consistent performance throughout the adventure. His arrows strike true. The Derro with the red armor is unconscious while the blue armored one takes a hit.
Paicho makes merry of the situation using his way with words. But not only is he an extremely competent entertainer but skilled in the art of magic. He mesmerizes the Half-Orc easily.
Red Will: 1d20 ⇒ 14
They thugs are considered slavers, and that was a very needed +1 to hit!
Yellow Heavy flail AoO: 1d20 + 8 ⇒ (12) + 8 = 201d10 + 4 ⇒ (7) + 4 = 11
Kiboko comes around the corner but does not notice in time the flail swinging in his direction as it knocks him right in the chin. He does not stand arrow feeling sorry for himself. Paired with the ferocious raw power of Mvumbu, the powerful pair knocks dead the half-orc immediately.
Kuuma the wolf takes advantage of the opening as the Thug with the red hood died, and moves in to bite and trip the Blue Derro. He does it very cleanly as well.
Qatala outmanoeuvres the other half-orc displaying a range of fancy skilled moves with her whip.
Combat Round 2/3
Conditions: Inspire Courage +2/+2
Flyn -2, Deyno -10, Qatala (-1 Dex,Barkskin)
Derros R (unconscious) B -18 (Prone), Thugs B-16 Y(dead) R-23(Prone/Dazed)
Kramac, Kuuma (-5Dex), Kiboko -11 (-1Str), Mvumbu -3 (Magic Fang), Paicho
Kramac, you can redirect your attack or retcon, I'll let you decide.
Raging Deyno |
Deyno only takes 9 damage, since DR 1/-
Deyno growls as the thug makes contact. His eyes flash, blue than look almost reptilian, before retunring to its natural brown hue. He shoves one clawed hand into the mans gut, while the other one gouges four lines across his face.
Claw #1: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 1d6 + 12 ⇒ (6) + 12 = 18
confirming critical hit: 1d20 + 13 ⇒ (9) + 13 = 22
extra damage: 1d6 + 12 ⇒ (3) + 12 = 15
claw #2: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 1d6 + 12 ⇒ (4) + 12 = 16
Man, he must of really pissed Deyno off with that last shot.
GM Batpony |
btw Kramac, sneak does not double on critical. Not that it matters much with that output of damage.
The Pathfinder's don't know their own strength it seems. Kramac punches the Blue slave loving derro to death.
Yes. Keep forgetting that DR, thanks for reminding.
Deyno follows lead as he mauls the other thug to death with his bare hands. Some people might say bear hands even.
With Paicho's spell in full effect, the remaining enemy is unable to do anything, leaving his defences totally open as he lies helplessly on the ground.
Red is proned and dazed, so let's end combat here.
The search in the immediate area of the family crypt finds nothing particularly interesting but more of the same things you've seen before. In the northwest-most alcove, two Cassomirite slaves are bound inside a small cage.
A grand altar rests in the open basilica in the northernmost portion of the room; stairs nearby lead up to a second level of burial niches. An impressive two-story wall mural in the basilica depicts a stern figure glaring down on the sepulcher.
The path forward is the small set of stairs on the top right side of the Crypt. The stairs lead downwards into absolute darkness.
Status: Flyn -2, Deyno -9, Qatala (-1 Dex,Barkskin), Kuuma (-5Dex), Kiboko -11 (-1Str), Mvumbu -3 (Magic Fang)
Flyndyngylyn |
Flyn will free the prisoners from their cages. "We are friends. Do you know of Dalirio Teppish? Is he below?"
GM Batpony |
They are pleasantly as you release them from captive and aid as much as they can. Unfortunately, they know very little. "We hear the name Dalirio, but never seen him. We hear he can turn men to skeletons."
The Magnificant Paicho of Quain |
As Flyn frees the slaves Paicho casts Heightened Awareness on himself once more. Before searching the alter for anything useful or hidden compartments.
Perception: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Also mentioning, Did you notice the statue in front of the crypt is a representation of Groetus. Not a surprise.
Take 10 on that know religion, for 20
GM Batpony |
Paicho's search bears no fruit. The altar is plain and bare, with no hidden compartments.
Kiboko |
Kiboko applies his wand of clw:
clw, Kiboko: 1d8 + 1 ⇒ (1) + 1 = 2
clw, Kiboko: 1d8 + 1 ⇒ (6) + 1 = 7
He addresses the slaves briefly: "Go! Leave this corrupt city, live free in nature! People were not meant to live in prisons of stone."
When the slaves have been freed: "Let us go below and end these villains!"
Kiboko is ready.