Kramac |
Bah! Why does no one listen when given the opportunity to renounce their wicked ways! Nefti, you are lucky we are once again on the same side. I smell Aspis involvement in this whole thing! They keep popping up. I don't know about the rest of you, but once we have inspected the bell, I am marching into the Darklands and ripping out this derro infestation, root and branch, and figuring out how the Aspis figure into this.
Kiboko |
"A magic bell?" Kiboko stares blankly at the venture captain.
"A magic bell. Surely it is not going anywhere and can wait until after the derro slavers have been dispatched. At that point, after the Pathfinder Society has saved them yet again, you can demand that this miserable city of deficient weaklings lets us study this 'magic bell'."
Qatala |
Sorry I was called away for a strange mission to the plane of water. However a bell as Kiboko says, I suspect we might still meet slavers and if this is the bell they suspect could be used to enslave more
GM Batpony |
The boy squirms at the sight of Deyno, "I'm..I'm just a boy! I will lead you to the gates, and answer all your concerns once we arrive at the Swift's gates."
The Venture Captain, tries to answer all your questions to the best of her abilities. "The bell has been there for a long time rumor foretells. But how long, we don't know, but being in the prison we never had the opportunity to really investigate it."
"The lives of the many takes precedence, you must decide what is best, I will trust your judgement. But like I said before, this opportunity to study this bell may never come about again, and it is of great interest to the Society"
GM Batpony |
Knowledge check 1 for Bell of obedience
Knowledge check 2 for the Swift kidnappings
Flyndyngylyn |
Knowledge (Local) Untrained: 1d20 + 1 ⇒ (7) + 1 = 8
Knowledge (Local) Untrained: 1d20 + 1 ⇒ (11) + 1 = 12
Flyn frowns. "The only thing I know 'bout the Bell is that it was mentioned in a cryptic message I decoded when some of us visited the Library of the Lion. With rats running rampant, and guessing we'll be in the sewers once again, carrying filth fever tonic might be wise..."
The Magnificant Paicho of Quain |
Paicho will use his Lore Master special ability on the Bell info, take 20 for 31. And I'll roll for it on the swift kiddnappings.
Know 2 - swift kidnapping info: 1d20 + 11 ⇒ (1) + 11 = 12 epic fail!
Ah the bell, let's see what I can recall. Bell of of obedience is the nickname given to the Swift chapel’s bell. Former prisoners tell tales of the bell’s soothing ring. Prisoners skilled in magic swear the bell strongly radiates arcane power from the school of enchantment. We'll see about that now won't we. Now what many don't know is the bell dates back to the time of old Azlant and is rumored to make those who hear its clear ring susceptible to suggestion. So perhaps it can help with the derros too. Some whisper that human hands did not construct the bell, but rather that the aberrant masters of a once mighty empire crafted it. He speaks the last part in a whisper for dramatic effect.
Now what do we know about the swift kidnappings, we'll not much I'm afraid. Flyn's right about the sewers. I heard 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. But that seems a little far-fetched to me.
Let's take Nefti here to the location of amb...I mean information.
Kiboko |
know:local untrained, 1: 1d20 + 1 ⇒ (18) + 1 = 19
know:local untrained, 2: 1d20 + 1 ⇒ (7) + 1 = 8
"Kiboko recalls overhearing a prisoner at our last visit to the Swift Prison who spoke of the Bell of Obedience. The prison's chapel bell. What was it now? Said he would miss the 'sweet soothing toll of the bell'."
GM Batpony |
Venture-Captain Hestia Themis looks to you all as you engage in conversations of the matter. "If there's nothing else, be sure to make haste, time is probably of the essence. The city is at war with a cult!"
As usual, feel free to ask any questions to VC Themis if needed and we'll retcon appropriately.
Nefti then leads you through the unusually empty city, taking you via hidden alleys, out of any possible cultist eyes, back to the Swift Prison. 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.”
You have opportunity for questions before we move to the next part.
The Magnificant Paicho of Quain |
Nefti, what did you have for breakfast, you're looking a little thin.
Paicho retrieves a ration from his pack and hands it to the Aspis man.
Now then when the assault on the prison began, describe what you observed occur? How did you manage to get away or avoid capture by the derros?
Kramac |
kn local, only making 2nd one since Paicho got all the stuff on the 1st: 1d20 + 5 ⇒ (13) + 5 = 18
The rats came from Cassomir's sewers. Some people seem to think this attack is punishment for harvesting too much blackwood for the shipyards. There was also a smelly, undead creature that ordered several mangy humans to stay behind and harass anyone who attempted to enter the keep.
Flyndyngylyn |
"Nefti...how did you manage to escape capture from the derros? The Venture-Captain didn't mention anyone else escaping..."
Sense Motive: 1d19 + 5 ⇒ (10) + 5 = 15
GM Batpony |
I hid from them, and escaped immediately when there was opportunity. I managed to escape through help from Aspis. There was whispers within the walls about a possible invasion, I took it with a heavy heart knowing about the history of the Derros and immediately called for escape with my Aspis friends. At that time, it helped that they Derro's had not fully started the invasion and there was a chaos between fighting the Derro's and the guards. I saw maybe dozens of Derros.
Flyn believes that Nefti is being truthful.
Flyndyngylyn |
Flyn's nod belies his thoughts. It would appear Kramac may be right...if Nefti knew ahead of time and Aspis helped him escape, they may indeed be involved in this somehow...
Kiboko |
"Whispers within the walls? Speak sense! What do you mean?"
GM Batpony |
"Well.. not literally! There are plentiful of agents caught in the Swift, word travels quick enough that I had time to plan my escape." The young boy replies.
Anything else? Else I'll move us through the grounds as you make your way to the entrance.
Flyndyngylyn |
"Let's move on then...I think we should take a quick peak at the Bell first...if the derros have truly taken most of the prisoners captive, they'll be moving slow...and this may be our only chance to catalogue the Bell..."
Kiboko |
"A magic bell..."
Kiboko mutters to himself, shaking his head. He casts Longstrider on himself as the party reaches the entrance, and stuffs his earplugs in, perhaps unwilling to be soothed by the Bell of Obedience. Earplugs give a +2 circumstance bonus to saves vs effects that require hearing, and impose a -5 penalty to hearing-based perception checks
Kramac |
Kramac will also cast Heightened Awareness before proceeding.
Kiboko |
"Nefti, which way is the Chapel?"
Also, Heightened Awareness via wand. Seems like the thing to do :)
The Magnificant Paicho of Quain |
To the bell! Paicho says excitedly.
As he casts Heightened Awareness on himself.
GM Batpony |
Nefti points towards the back of the prison, indicating that you must ravel quites a way through the prison grounds to get to the entrance. You approach cautiously and carefully.
Everyone make the Perception check below.
Flyndyngylyn |
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
"Rats! And cultists! 'Ware!"
Flyn draws Cúdin and awaits what's coming...
Kiboko |
perception: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
-5 for hearing + earplugs still beats the DC
Kiboko readies his lance and casts Guidance on himself.
The Magnificant Paicho of Quain |
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Onward to the battle valiant Pathfinders
Paicho begins to inspire his comrades as he brings forth the Glyph of the Open Road flag.
Begin Inspire Courage and Flagbearer
Deyno |
perception: 1d20 + 10 ⇒ (3) + 10 = 13
Deyno keeps his eye peeled, but is unable to notice anything out of place.
"Must be over reacting, I don't notice anything."
Kramac |
perception: 1d20 + 11 ⇒ (14) + 11 = 25
Kramac will draw his Kukri and cast Divine Favor on himself.
GM Batpony |
From out of the woodworks, and every corner of the prison, cultist start approaching towards your direction, led by their large dog sized rats! You were unable to sneak past the keen senses of the rats that pick up your scent. The rats squeal in a very shrivelling way, and the smell of them is unbearable! It reminds you of the sewers in more than one way.
Kn Local DC 13 for Cultist, and Kn Nature DC 10 for Rats
Flyn: 1d20 + 4 ⇒ (14) + 4 = 18
Deyno: 1d20 + 6 ⇒ (12) + 6 = 18
Kiboko: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Qatala: 1d20 + 3 ⇒ (18) + 3 = 21
Kramac: 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Paicho: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Rats, cultist: 1d20 ⇒ 11d20 - 1 ⇒ (16) - 1 = 15
Combat Round 1
Conditions:Inspire Courage +3
Flyn, Deyno, Qatala (shield and barkskin),
Kramac (divine favour), Paicho
Rats
Kiboko (guidance)
Cultist
Kramac |
Bah! More sodding cultists! They've never proven much of a challenge, and I expect this time to be no different!
Kramac directs Kuuma to attack, then charges the nearest druid.
Attack Roll, Outflank, Divine Favor, Inspire, Power Attack: 1d20 + 9 + 4 + 3 + 3 - 2 ⇒ (7) + 9 + 4 + 3 + 3 - 2 = 24
damage, divine favor, inspire, power attack: 1d4 + 1d6 + 5 + 2 + 3 + 4 ⇒ (3) + (3) + 5 + 2 + 3 + 4 = 20
Kuumaa |
Kuuma heeds Kramac instructions, and bites the evil druid.
Bite!, outflank, inspire, power attack: 1d20 + 6 + 4 + 3 - 1 ⇒ (15) + 6 + 4 + 3 - 1 = 27
damage, inspire, power attack: 1d6 + 3 + 3 + 2 ⇒ (3) + 3 + 3 + 2 = 11
trip!, outflank, inspire, power attack: 1d20 + 6 + 4 + 3 - 1 ⇒ (10) + 6 + 4 + 3 - 1 = 22
The Magnificant Paicho of Quain |
Take 10 on the knowledges - Local for 21; Nature for 20.
Questions: Cultists - special attacks; Rats - special attacks, diseases
Paicho moves so he can see the enemy combatants better, weaving his spell into his bardic performance, he rubs a little butter between his fingers.
These poor souls are in a Slippery Situation . Left behind they are no match for the Pathfinders!
He starts into a song,
An icy wind burns and scars
Rushes in like a fallen star
Through the narrow space
Between these bars
Looking down on Prison Grove
A big greasy patch appears beneath a cultist and his rat.
Move to move, Harmonic Spell, standard - Cast Grease, yellow box.
DC 16 Reflex
Flyndyngylyn |
Flyn makes a 5' move SE and fires a couple of arrows at the yellow cultist...
Longbow: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Longbow: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
GM Batpony |
Paicho recognises the cultist to be druids of cataclysm, they are able to cast magical spells. Their companion rats are just regular dire rats, whose bites can cause those affected to come down with filth fever. Those that catch this fever are known to only feel the effect after a couple of days. Dex and Con dmg in case you were curious.
The powerful pair, Kramac and Kuuma immediately pounce upon the nearest Cultist. The injure him badly and bring him to the ground.
Qatala moves up and builds up her defences to engage the cultist further north. She looks especially tough.
Paicho continues his words of inspiration, and additionally cast a spell of grease. The rat is able to hold it's balance on all fours, but the cultist finds the grease a little too slippery and falls on his bottoms.
reflex cultist, rat: 1d20 + 1 ⇒ (2) + 1 = 31d20 + 8 ⇒ (12) + 8 = 20
To absolutely nobody's surprise, Flyn fires some well placed shots upon the enemy cultist.
Combat Round 1
Conditions:Inspire Courage +3
Flyn, Deyno, Qatala (AC buffs=33),
Kramac (divine favour), Paicho
Rats
Kiboko (guidance)
Cultist R -31 (prone) B (prone) Y -25
GM Batpony |
The rats start scurrying around the grounds attempting to stop the pathfinders in whatever way they can, as ordered by their masters. However, the might of the pathfinders overwhelm the rats.
Bite vs Kramac: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 2 ⇒ (3) + 2 = 5
Bite vs Qatala: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 151d4 + 2 ⇒ (2) + 2 = 4
Bite vs Watala: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 191d4 + 2 ⇒ (4) + 2 = 6
Combat Round 1
Conditions:Inspire Courage +3
Flyn, Deyno, Qatala (AC buffs=33),
Kramac (divine favour), Paicho
Rats B (Ready Action)
Kiboko (guidance)
Cultist R -31 (prone) B (prone) Y -25
Mvumbu |
Kiboko firsts asks Mvumbu to attack. He sets her Animal Focus to Bull (+2 STR) and she charges into battle!
"Moooaaarrrggghh!"
chomp vs yellow rat, charge, bull focus, bard: 1d20 + 4 + 2 + 1 + 3 ⇒ (2) + 4 + 2 + 1 + 3 = 12
damage, whetbone: 1d8 + 3 + 1 + 3 ⇒ (3) + 3 + 1 + 3 = 10
If an adjacent enemy should attack an adjacent ally:
Kiboko |
With Mvumbu evidently unable to decide which rat to chomp on, Kiboko enters a rage and attempts to reach the cultists in the back.
i'm going to attempt an Overrun manoeuver as part of a charge. I do not have Improved Overrun, so Yellow Rat gets to decide whether to take an AoO or to let Kiboko past.
overrun vs yellow rat, rage, charge, bard, outflank: 1d20 + 8 + 2 + 2 + 3 + 4 ⇒ (18) + 8 + 2 + 2 + 3 + 4 = 37
If that beats the CMD by more than 5 and the rat didn't decide to let Kiboko pass, then the rat is knocked prone.
An Overrun is a standard action that can be taken as part of a charge. I'm not sure if that means I still get to attack the target of my charge, because the wording is weird. I'll roll an attack in case I can.
hooked lance vs yellow cultist, rage, charge, bard, freedom fighter: 1d20 + 9 + 2 + 2 + 3 + 1 ⇒ (17) + 9 + 2 + 2 + 3 + 1 = 34
damage: 1d8 + 9 + 3 + 1 ⇒ (7) + 9 + 3 + 1 = 20
EDIT: If I can't attack the cultist, I'll move 5' more so that I am adjacent to him.
If an AoO is triggered by an enemy (Kiboko has reach with his spear and threatens adjacent with his bite):
AoO, rage, bard, freedom fighter: 1d20 + 9 + 2 + 3 + 1 ⇒ (18) + 9 + 2 + 3 + 1 = 33
damage, hooked lance: 1d8 + 9 + 3 + 1 ⇒ (1) + 9 + 3 + 1 = 14
or damage, bite: 1d4 + 9 + 3 + 1 + 1 ⇒ (4) + 9 + 3 + 1 + 1 = 18
Attack roll with bite is 1 point less than with lance.
Kiboko's AC this round is 14 thanks to rage and charge.
Raging Deyno |
Deyno lets his Draconic nature take over and charges the yellow rat.
Rage, charge, power attack and blasting charge, swift action to expend a 2nd level spell slot to add damage
attack: 1d20 + 16 ⇒ (17) + 16 = 33
damage: 1d6 + 13 + 2d6 ⇒ (4) + 13 + (2, 3) = 22
AC is 17 for this round
GM Batpony |
It only makes sense to me that you can still make your attack after the overrun.
Just to clarify, the rats are animal companions as oppose to a regular dire rat.
Mvumbu finds herself a little too slow to be able to effectively take down the rats at the moment. Meanwhile Kiboko runs right through one of the rats. The rat doesn't step aside, and attempts to bite Kiboko, slightly injuring him. But Kiboko's charge is to strong for the rat to stop and he knocks the rat right down! The Cultist finds himself at the sharp end of Kiboko's lance and takes too much damage. He falls unconscious.
Yellow Rat AoO: 1d20 + 7 ⇒ (13) + 7 = 201d4 + 2 ⇒ (1) + 2 = 3 Fortitude DC12 to avoid Filth Fever
Deyno follows Kiboko closely with a charge, as he takes on his raging form. The rat sustains heavy damage, but has not yet fallen unconscious.
The Cultist that fell as a result of the grease, picks himself up and readies himself for any oncoming attacks. Similarly the other druid on the ground also picks himself up to retaliate against his attackers.
Kramac and Kuuma can take AoO
Club vs Kuuma ?: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 4 ⇒ (5, 4) + 4 = 13
Combat Round 2
Conditions:Inspire Courage +3
Flyn, Deyno, Qatala (AC buffs=33),
Kramac (divine favour), Paicho
Rats B (Ready Action) Y -22 (prone)
Kiboko -3
Cultist R -31 (prone) B (Ready Action) Y (unconscious)
Kramac |
Kramac will launch a pair of strikes at his foes(druid first, 5 foot step and switch to rat if the first hit takes out the druid.
Flurry Attack 1, Outflank, Power Attack, Divine Favor, Inspire: 1d20 + 9 + 4 + 2 + 3 - 2 - 2 ⇒ (18) + 9 + 4 + 2 + 3 - 2 - 2 = 32
Flurry Attack 1 Confirm, Outflank, Power Attack, Divine Favor, Inspire: 1d20 + 9 + 4 + 2 + 3 - 2 - 2 ⇒ (17) + 9 + 4 + 2 + 3 - 2 - 2 = 31
Crit Damage, Sneak attack, divine favor, power attack, inspire: 2d4 + 1d6 + 10 + 4 + 8 + 6 ⇒ (3, 1) + (1) + 10 + 4 + 8 + 6 = 33
Assuming that does it...
Flurry Attack 2 on rat, Outflank, Power Attack, Divine Favor, Inspire: 1d20 + 9 + 4 + 2 + 3 - 2 - 2 ⇒ (19) + 9 + 4 + 2 + 3 - 2 - 2 = 33
Flurry Attack 2 confirm, Outflank, Power Attack, Divine Favor, Inspire: 1d20 + 9 + 4 + 2 + 3 - 2 - 2 ⇒ (10) + 9 + 4 + 2 + 3 - 2 - 2 = 24
Crit Damage, Sneak attack, divine favor, power attack, inspire: 2d4 + 1d6 + 10 + 4 + 8 + 6 ⇒ (4, 3) + (6) + 10 + 4 + 8 + 6 = 41
And I'm guessing that gets the rat...
Kramac will direct Kuuma to go support one of his allies, having vanquished both of the immediate foes.
Flyndyngylyn |
Flyn moves up 30' and fires at the green cultist...
Magic CLB (+11/+3), PBS (+1/+1), Deadly Aim (-2/+4), Inspire Courage (+3/+3)
Longbow: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 11 ⇒ (8) + 11 = 19
GM Batpony |
In a fluid move, Kramac strikes both the rat and the druid surrounding him. The blade cuts a vital artery causing them to bleed to unconsciousness and death.
Seeing his master take down the immediate threat around him, Kuuma moves down the alley to meet the other cultist, he misses the attempt for a bite, and the cultist sees it as an opportunity to retaliate. Kuuma dodges the club with ease.
Ready Actio, Club vs Kuuma: 1d20 + 8 ⇒ (3) + 8 = 112d6 + 4 ⇒ (3, 5) + 4 = 12
Meanwhile, Flyn moves along firing arrows at will. They never miss the mark! The cultist are starting to feel the pressure as the odds slowly start to stack against them.
Combat Round 2
Conditions:Inspire Courage +3
Flyn, Deyno, Qatala (AC buffs=33),
Kramac (divine favour), Paicho
Rats R (unconscious) B (Ready Action) Y -22 (prone)
Kiboko -3
Cultist R (dead) Y (unconscious) G -19
That inspire courage is deadly..
Raging Deyno |
I forgot inspire courage last round, it will be added this round though
Round 2 of rage
Deyno shows no mercy on the fallen rat, moving into a flanking position and claws at the poor thing.
claw #1: 1d20 + 19 ⇒ (1) + 19 = 20 wow auto miss
damage: 1d6 + 16 ⇒ (6) + 16 = 22
claw #2: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 1d6 + 16 ⇒ (3) + 16 = 19
The Magnificant Paicho of Quain |
Seeing his fellow Pathfinders dismantling the cultist with deadly efficiency. Paicho moves in next to Flyn, continuing his song:
Dug in, hunkered down
Hours race without a sound
Gonna carry me to where I'm bound
Looking down on Prison Grove
Iron will hard as rock
Hold me up for the fateful knock
When they walk me down in a mortal lock
Out on Prison Grove
He draws out his healing wand, just in case.
Double move, draw wand, continue performance.
Qatala |
Qatala moves prevoking AoO from green and yellow rats if they are still alive, my ac for this is 37 due to mobility as well as previous buffs.
She then attacks green druid pulling her magical nine section whip as she moves. Trip attack Fighting defensively of course.
nine section whip, true strike, inspire courage, defensive crane wing: 1d20 + 10 + 20 + 3 - 2 + 6 ⇒ (14) + 10 + 20 + 3 - 2 + 6 = 51 vs CMD
Greater Trip so gets AoO on the druid.
nine section whip, inspire courage, defensive crane wing, prone: 1d20 + 11 + 3 - 2 + 4 ⇒ (4) + 11 + 3 - 2 + 4 = 20
damage: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16 magical bludgeoning
AC=36
Kiboko |
Just making Kiboko's Filth Fever save here:
Fort vs Filth Fever, rage: 1d20 + 12 ⇒ (19) + 12 = 31