Bernard Nimblefeet |
"Good idea, Sheela. Let's talk to the flutist, then Nefti guides us to the Swift."
Kusunoki Masashige |
Masa looks on as the group decides on a plan of action. As they conclude that they must find a bell and having a bardic type along will be beneficial, Masa nods. "You are quite wise." he adds before setting off with the group to find the flautist.
GM Fuzzfoot |
The man with the flute is no where to be found, but you do find a retired Pathfinder named Jaxal Moonbeam who seems to have a lot of knowledge. He is a sniffling, aged elf who wears a long coat and a scarf, even though the weather is quite warm. He looks fairly frail, but claims to be up to the challenge. He admits he is useless in battle, but knows how to stay out of the way, and offers his services for 5 gold coins, plus expenses. He seems to carry many books and scrolls with him at all times.
Bernard Nimblefeet |
"Alright, fellas. Let's clean the area. Nefti, would you please...", Bernard points the way to the boy guides them.
Alaneo White-whiskers |
"Yes, thank you, Jaxal. Your services will be greatly appreciated!" says Alaneo, bowing to the newcomer.
GM Fuzzfoot |
Nefti leads you to within a block of the Swift Prison on the north side, which bypasses the skirmishes with cultists that you can hear ringing out from the southern side of the 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.” "
Kusunoki Masashige |
Masa sees Sheela pulling out her torch and such and cautions her. "We still need to breach the Prison to find the tunnels. No need for that gear just yet." he advises.
The man takes his place at the front of the party and ventures towards the gates of the Swift.
GM Fuzzfoot |
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. To the east is an open-air bazaar dubbed “Convict’s Market,” complete with stalls and a central well, and to the west more dwellings litter the grounds. To the south, across “Beggar’s Lane,” stands the north wall of the central keep. To the keep’s east, and the market’s south, several larger homes reserved for the Swift’s more wealthy criminals exist, and touch lush gardens creating a barrier between these dwellings and the keep’s stone walls. To the south
of the keep at the Swift’s southernmost border rests the prison’s largest building—the Greedy Narses. Herein the indoor market, mess hall, Swift chapel, and beggar’s boxes reside. Outside this building stands the gilded statue of the golden lady who stares dispassionately at those who fill the beggar’s boxes with spare coins.
You hear someone mutter a curse-filled prayer nearby. Probably cultists.
Alaneo White-whiskers |
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Alaneo goes forward but his mind seems to be elsewhere...
Kusunoki Masashige |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Masa looks quickly at Sheela as he understands what he is hearing. He quickly motions to her with a quick snap of his fingers before placing his finger to his lips.
Pointing in the direction of the voices, Masa signals to the stealthy to investigate as he is far too encumbered to make a soundless approach.
Alaneo White-whiskers |
Alaneo, considering himself stealthy, slowly goes forward, trying to pass unnoticed. He thanks Masa with a nod for his warning.
Stealth, take 10: 10 + 7 = 17
Bernard Nimblefeet |
Perception take '10: 20 = 20
As Masa suggested, Bernard goes stealthy in the sounds' direction.
If he can take '10, the stealth result is 20, if not, here is the check:
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Nikolai Vancaskerkin |
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Nikolai likewise grimaces as he hears the chanting within the prison, and follows with Masa, attempting to be quiet.
Stealth: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
Sheela Kolphan |
Sheela cocks her head to a side as Masa silences her, but she eventually gets the hint. She lets the others go ahead before trying to follow.
Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
"Shushing me like that. Hmpf." Sheela kicks a rock aside.
GM Fuzzfoot |
"What? Where?"
You see a roving band fo cultists and rats nearby, who turn to you and prepare to attack.
Check your inits, in case anyone's changed
Alaneo: 1d20 + 5 ⇒ (4) + 5 = 9
Bernard: 1d20 + 4 ⇒ (7) + 4 = 11
Masa: 1d20 + 3 ⇒ (1) + 3 = 4
Nikolai: 1d20 + 3 ⇒ (8) + 3 = 11
Sheela: 1d20 + 4 ⇒ (2) + 4 = 6
Opponents: 1d20 - 1 ⇒ (2) - 1 = 1
Party up!
Round 1: (Bold may act)
Bernard, Nikolai, Alaneo, Sheela, Masa
Red Dire Rat, Blue Dire Rat, Yellow Druid, Green Druid
Sheela Kolphan |
Sheela shuffles along, tiptoeing with her allies when she sees the enemy.
"We're shutting down this cult. For Davith!"
Casting Sleep. It takes an entire round, so it will activate in Round 2. Will Save DC 17 to resist.
1d20 + 2 + 3 ⇒ (20) + 2 + 3 = 25
Bernard Nimblefeet |
Bernard shoots against the green cultist, then he moves a little back.
+1 light crossbow: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 2 ⇒ (5) + 2 = 7
@GM Fuzzfoot, not that it will make a difference in this fight, but Bernard's initiative is +6 as long as he has a grit point.
Kusunoki Masashige |
Masa, seeing that there isn't anyone of martial competence in the bunch, draws his blade and moves in front of the group. "Come, test me, cultists!" he bellows, readying a strike for the first to do so.
Readied Strike: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Alaneo White-whiskers |
Alaneo, hearing a familiar spell being used by Sheela and seeing the offensive stance of Masa, chooses to slip on the tien's side and throw an icicle in the reddish rat's face.
Kinetic Cold Blast (Ranged Touch), PBS: 1d20 + 5 ⇒ (11) + 5 = 16 for Cold: 1d6 + 3 ⇒ (3) + 3 = 6
GM Fuzzfoot |
Bernard lands a well placed shot, as Alaneo freezes some whiskers off a rat.
Round 1: (Bold may act)
Bernard, Nikolai, Alaneo, Sheela, Masa
Red Dire Rat (6 dmg), Blue Dire Rat, Yellow Druid, Green Druid (7 dmg)
Nikolai Vancaskerkin |
Spying a way to flank the cultists, Nikolai rushes forward while they're distracted by Masa's challenge, ending up next to the yellow-bedecked cultist. "For Davith!", he echoes, sending a kick into the robed figure's chest. However, the cultist hears his bellow a mile away, and easily dodges it.
Attack, PA: 1d20 + 6 ⇒ (1) + 6 = 7
Damage, PA: 1d6 + 5 ⇒ (3) + 5 = 8
Well, we're starting off typical Nikolai. >:(
GM Fuzzfoot |
Seeing Nik's clumsy attack, both the druid and rat turn on him. Their attacks are just as clumsy. "Give up! The world is at an end anyway!"
Attack, yellow club: 1d20 + 0 ⇒ (6) + 0 = 6
Attack, blue rat bite: 1d20 + 2 ⇒ (2) + 2 = 4
The druid in green casts a spell.
The other rat lunges at Masa, but doesn't even come close.
Attack, red rat bite: 1d20 + 2 ⇒ (6) + 2 = 8
Sheela Kolphan |
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
"Shil...er... shillelagh. Sheela can't help but giggle. Watch out for his club, it will hit really hard."
GM Fuzzfoot |
Forgot this... and might as well resolve the Sleep spell now.
Will Save: 1d20 + 7 ⇒ (14) + 7 = 21
Will Save: 1d20 + 7 ⇒ (9) + 7 = 16
Will Save: 1d20 + 1 ⇒ (16) + 1 = 17
Will Save: 1d20 + 1 ⇒ (17) + 1 = 18
Only the (yellow) druid falls to sleep, and he only barely.
Round 2: (Bold may act)
Bernard, Nikolai, Alaneo, Sheela (finishing sleep), Masa
Red Dire Rat (6 dmg), Blue Dire Rat, Yellow Druid, Green Druid (7 dmg)
Sheela Kolphan |
"Wow. Their insanity must give them incredible resistance, or something..." Sheela seems confused by their resilience.
She steps up behind Masa, draws her crossbow, and snaps her fingers at the Blue clothed wererat.
Casting Daze at the blue wererat. Will Save DC 16 to resist.
Nikolai Vancaskerkin |
"I dunno, I think the world has a few years left in it," Nikolai says, stepping over the fallen cultist. "You won't live to see it, though. Give the Lady of Graves my regards when you see her." He launches into a fusillade of fists and feet, striking at the man.
Since the yellow cultist is unconscious, I should be able to enter his square. I'll 5' step there, and attack the green druid twice.
Attack 1, PA, flurry: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1, PA: 1d6 + 5 ⇒ (6) + 5 = 11
Attack 2, PA, flurry: 1d20 + 4 ⇒ (14) + 4 = 18
Damage 2, PA: 1d6 + 5 ⇒ (4) + 5 = 9
Jabbing Style?: 1d6 ⇒ 2
Kusunoki Masashige |
@GM: Does my readied strike go off and cut down the rat?
If yes,
Masa strides forwards to the pack of enemies remaining and slashes at any remaining, conscious foes, starting with humans if possible.
If no,
Masa takes a brutal swing at the rat that accosted him. "Vermin can always be found in the city, but I guess I am the exterminator."
Katana Strike | PA/FF: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Alaneo White-whiskers |
Waiting for the GM's answer about Masa's readied attack before posting an action for Alaneo.
Bernard Nimblefeet |
Waiting for the GM's answer about Niko's attacks before posting an action for Bernard.
GM Fuzzfoot |
Masa is correct - his readied attack does cut the red rat in half as it approaches. Nik steps on yellow in order to crush green's throat with a series of quick jabs.
Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
The final rat is dazed.
Alaneo White-whiskers |
Alaneo steps forward and tries to freeze the green-clad figure!
Kinetic Cold Blast (Ranged Touch), PBS: 1d20 + 5 ⇒ (5) + 5 = 10 for Cold: 1d6 + 3 ⇒ (1) + 3 = 4
GM Fuzzfoot |
Green is already dead. Only a dazed, red rat survives, so I will assume you shoot for it.
Round 3: (Bold may act)
Bernard, Nikolai, Alaneo, Sheela, Masa
Blue Dire Rat (dazed)
Alaneo White-whiskers |
Oh indeed. The map showed them all still standing.
Sheela Kolphan |
Delaying until everyone else attacks. If the rat survives, Sheela loads a silver bolt and fires.
Silver bolt, In Melee: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Damage: 1d8 ⇒ 1
GM Fuzzfoot |
Ok, Masa. Unfortunately, that misses.
Round 3: (Bold may act)
Bernard, Nikolai, Alaneo, Sheela, Masa
Blue Dire Rat (dazed)
Nikolai Vancaskerkin |
"Damn rats," Nikolai says, trying to stomp on the rat before him a few times. "I'll be glad to be done with Cassomir, and its constant stream of vermin."
Attack 1, PA, flurry: 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1: 1d6 + 5 ⇒ (3) + 5 = 8
Attack 2, PA, flurry: 1d20 + 4 ⇒ (20) + 4 = 24
Damage 2: 1d6 + 5 ⇒ (1) + 5 = 6
Jabbing Style?: 1d6 ⇒ 4
Crit Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Crit Damage: 1d6 + 5 ⇒ (2) + 5 = 7
GM Fuzzfoot |
That is enough to finish off the rat.
You proceed from the prison’s northern grounds to the main entrance of the prison keep to the south. You find the constables guarding the prison’s entrance and waiting for you to arrive. Nearby, a handful of ragged and injured cultists are in manacles and seated against the wall. A cleric tends to wounded constables. The uninjured constables are relieved to see you and let you into the prison without question, though with words of encouragement.
Once inside the main doors, you look around (see map).
Many market stalls lie shattered across the paved floor. Wood splinters and papers litter the room.
Alaneo White-whiskers |
"It would be wiser to explore step by step the building to ensure every threat is eliminated." says Alaneo, already looking around for something threatening.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Sheela Kolphan |
Sheela loads a crossbow bolt. "Curiosity is my strong suit. Let's try the western door!"
Perception: 1d20 + 0 ⇒ (13) + 0 = 13
Nikolai Vancaskerkin |
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
"I agree," Nikolai says, cracking his knuckles. "I don't want these bastards getting the jump on us. Room by room, and don't let them escape and draw in reinforcements."
Bernard Nimblefeet |
"So, room by room it will be", Bernard nods to the others, then he starts to looking for something unusual in the room where they are.
Perception (take '10): 20 = 20
If finds nothing interesting, he suggests: "let's start for the first door at east, what do you think?", then he loads his crossbow with a silver bolt.
GM Fuzzfoot |
I have one headed east, and one headed west... as it turns out, both are the same.
These twin corridors hold many small rooms that look out through rusted bars out onto the small square in front of the prison. At the base of each set of exterior bars, a box with a slot for coins sits on the ground. There are 12 small rooms in total. Each wooden box has been smashed to bits and most of the coins are gone. A few scattered coppers can be found on the floor in the west room.