PbP Gameday #2 GM Tektite's Devil We Know Series (Inactive)

Game Master Hawkwen Agricola

Swift Prison
Derro Hideout


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Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"What? Well! What? Was that the last of them, what? Let's get everyone we can find back up to the surface!"

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan waves his hands in an elaborate gesture, his eyes glow red for just a moment as he prepares to unleash his frost ray when he sees the opponent crumple into a heap on the floor. He lowers his arms dramatically and sighs loudly. You could have done that much sooner Ag'mira and saved us all the trouble. In any event, well done all. Looks like we have another prisoner to interrogate. I am sure that please you to no end noble Henry. I am anxious to hear what the miscreant has to say about all this, but you are right Henry, we should see check for any remaining prisoners. Heccan utters a few words in infernal and looks about the room.

Heccan casts detect magic and searches the room for magical auras.


Looking around, you see in the northwest-most alcove, two Cassomirite slaves are bound inside a small cage. The rest of the room is of little interest except for a sarcophagus, within there are remains of one the Ismacco family, a mundane scimitar at its side.

In the northwest corner are stairs leading down.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn comments "Looks like we have to go deeper first"

The ranger frees the slaves and ties the leader up putting him in the small cage before the group descends the stairs.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan sighs, but nods to Ceobryn. Of course. Deeper into the delve we go.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira steps in line with the party and prepares to descend. "Now let's find Dalirio, his Groteous worshiping friends and Derro minions. I'm getting tired of chasing these fools. It is past time to stop this madness.


Descending lower into the crypt, the party enters another burial chamber. Several ornate burial niches adorn the passage walls. In the passage’s southwest corner, shattered niches reveal a massive set of iron double doors. An image carved on the doors depicts a dispassionate figure holding a gibbous moon.

Finding the room empty, the party moves to door and opens it. Inside, a purple glow washes over this cold chamber, creating an otherworldly sheen. A large desk adorns the south wall; behind its oaken bulk hangs a large map of Cassomir. Straw-lined cages line the chamber’s east and west walls. In the center of the room, resting on a small pedestal, a black rock absorbs the chamber’s bright torch light. Sitting behind the desk is a figure that resembles Darilio, save for the rotting flesh and part of bone showing. Two skeletons amble around the chamber.

He looks up in surprise as the party enters. "Get them!" He screams.

Rolls:
A: 1d20 + 8 ⇒ (18) + 8 = 26
V: 1d20 + 1 ⇒ (6) + 1 = 7
C: 1d20 + 4 ⇒ (16) + 4 = 20
E: 1d20 + 5 ⇒ (12) + 5 = 17
He: 1d20 + 1 ⇒ (3) + 1 = 4
H: 1d20 ⇒ 15
D: 1d20 + 7 ⇒ (6) + 7 = 13
S: 1d20 + 6 ⇒ (9) + 6 = 15

Initiative:
Ag'mira
Ceobryrn
Ellie
Skeletons
Darilio
Heccan
Vennoc
Henry

Ag'mira, Ceobryrn, and Ellie are up!

New Map

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Darilio? Hate to break the news, but you're looking worse everytime we meet. We will make this the last time.

How high is it to the ceiling in the room?

Ag'mira has her crossbow out, but waits for Darilio to advance before acting.


20'

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn moves toward to the first skeleton quickly drawing his scimatar and attacking.

scimatar 2h&PA: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12. (vs flatfooted?)
damage if hits: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

can someone move my icon , I can't do it from my phone

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

I got you Ceobryrn

Ag'mira moves in behind Ceobryrn (leaving room for Henry and his lance) concentrates on some internal stored magical energy and begins to rise off the floor.

LEVITATE:
School transmutation;
Levitate (self only) (1/day)- Spell Like Ability
Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (a leather loop or golden wire bent into a cup shape)
Range personal or close (25 ft. + 5 ft./2 levels)
Target you or one willing creature or one object (total weight up to 100 lbs./level)
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

I'd like to go up 10', I think as a move action I need to wait until next round to rise. Right?


Ceobryn moves up and attacks, but just misses the skeleton!

Ag'mira casts a spell and her feet lift off the ground! Yes, I believ e you won't gain altitude until next round.

RTA: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Damage: 1d10 + 1 ⇒ (7) + 1 = 8

Crit Confirm: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Crit Damage: 3d10 + 3 ⇒ (4, 1, 5) + 3 = 13

Ellie moves up and fires a shot at the nearest skeleton, her bullet flying true and taking out a skeleton!

Attack vs Ceobryn: 1d20 ⇒ 15
Damage: 1d6 - 1 ⇒ (4) - 1 = 3

The remaining skeleton moves up and attacks Ceobryrn, but misses the ranger, while Darilio moves forward and casts a spell, pointing at Ellie!

Spellcraft DC 17:
Hold Person

1d20 ⇒ 18

Ellies movements begin to slow, but she grits her teeth and shrugs off the spell!

Party up!

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira rises up off the ground and pushes off the wall to hover just above Ceobryrn. She fans out her fingers aiming down at the skeleton and Darilio.

"Fire within me
Fire outside me
I am fire
Air outside me"

BURNING HANDS DC15 Reflex:
School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Can I catch both the skeleton and Darilio? If I have to chose one it will be Darilio. If I need to cast defensively
Cast Defensively DC17: 1d20 + 7 ⇒ (13) + 7 = 20
Fire Damage DC15: 3d4 ⇒ (4, 3, 1) = 8

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Henry charges, reaching his lance past Ag'mira!

+1 Greenwood Lance power attack charge: 1d20 + 9 + 4 - 2 ⇒ (4) + 9 + 4 - 2 = 15
damage: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12
damage: 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14


2d20 ⇒ (9, 15) = 24

Ag'mira raises off the ground and sends a fan of flame over the skeleton and Darilio! The skeleton takes the full brunt and is reduced to ash, while Darilio manages to dodge some of the fire!

Henry charges under Ag'mira and deals a mighty wound to the undead Darilio!

Heccan and Ceobryrn

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan runs into the room and fans out to the north of the chamber. Abomination! I will be glad to finally be rid of you Darillow! Keep him at a distance good Sir Henry... Heccan then fires a ray of frost at Mostly Dead Darillo. Heccan curses as the Ray is terribly off the mark. I should really practice this more...

Ranged Touch Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Damage ray of Frost: 1d3 ⇒ 3
Heccan takes a move action to move into the room and a standard action to fire off a ray of frost.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Dodging charging brachiosaurus and stray rays of frost, Ceobryrn moves forward to attack the undead Darilio, but his footing slips causing his swing to miss.

scimitar 2h&PA: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7
damage if hits: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Heccan fires a frosty ray, but misses!

Ceobryrn moves forward to attack, but missess badly as he slips!

RTA: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d10 + 1 ⇒ (5) + 1 = 6

Ellie moves up and manages to fire a shot past three party members and hits Darilio. The undead man staggers back and falls to the ground!

Out of Combat

Searching the room reveals a false bottom in the top drawer of the desk at the south end of the room. Inside the compartment, manuscripts 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.

You also notice a chest under the desk that contains several Cassomir trade bars worth 5,500 gp in total.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan's eyes bulge as he reads Darillo's dastardly plans. By all the laws and covenants! That villian had designs on all of Cassomir. I am quite certain the good Lady Morilla will want to see this. Well done Pathfinders.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"Yes well done everyone. Now lets see if we can find some firewood and ensure Darilio stays dead for good."

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"What? Ho! The city is saved! Good day, everyone, what!"

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn nods in agreement, "Yes, let's prevent the evil from ever retuning. Wonder what type of undead it was?


With Dalirio defeated, the party has thwarted his plans to send bands of skeletons to assault Cassomir. The surviving engineers and other kidnapping victims praise the party for your timely intervention. Hestia becomes worried about the uncovered plot to infiltrate a Cassomir building and make off with all of its inhabitants. She warns Cassomir’s officials about the tunnel system but is unable to provoke any satisfying responses from them. The authorities, in essence, either think the claims are false or simply can’t cut though the bureaucracy to make anything happen about the matter.

Weeks later, Hestia's concerns materialize......

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." She pauses, letting the information sink in.

"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?”

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira looks at Heccan knowing he is much better at these types of inquiries.
She whispers in Heccan's ear "Suspicious, how is it this whelp is always the only one to escape the kidnappers?

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan, seated at one of the various tables in the room, raises to his feet when Hestia enters. He runs a hand through his own curly locks and fixes her with a wide charming smile, no doubt trying to hide any lingering effects of last night celebration. Why Captain Themis, what an unmitigated suprise. A pleasure really good captain. Really no need to praise our hard work in Cassomir in person. It has been our honor, really...

Heccan's smile fades as he hears the alarm. His brow furrows as he listens intently to Hestia's instructions. WHen she conclodues, he leans his head toward Ag'mira as she speaks to him in hushed tones. He nods once and looks about conspiratorially. He responds to Ag'mira in a similarly hushed fashion. Indeed. Your patron must have granted you a bit of clairvoyance as you have keenly read my thoughts. Perhaps I shall have a word with the lad.

Heccan leaves Ag'mira and approaches Nefti. Hello gain. My my, seems you have been busy. Fate grants you a second chance and you use it to find your way into incarceration. I dare say that does not fill me with confidence boy. How in fact is it that you seem to wriggle out of the binds that life tries to fix upon you, hm? What deal have you made to secure your freedom yet again? Where are you taking us and what foul beings shall we face? Speak plainly boy, as I cannot help but see this as an elaborate trap.

Heccan raises to hsi full height and stares down at Nefti with one eyebrow raised awaiting his answer.

Diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32
Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira watched Nefti closely to see if he is hiding something.
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10

Silver Crusade

From the floor a young Mwangi woman opens her eyes. They are large, brown and curious and are set in a pleasant, serene face. This contrasts markedly with her seated pose, which sees her fingers intertwined with her palms facing upwards. While the soles of her feet are locked together with her toes pointing downwards. Her knees are bent and point directly out from her body. Her heels face up in the direction of Axis, resting a few inches below her wrists.

Her long hair is black and appears to have been recently washed before being tied into a tight braid than falls down her back to her waist. Her clothing is loose-fitting blue cotton with the pockets trimmed in white. Her backpack rests against a nearby wall, draped in armor made of rusty iron plates. It is topped with a plain wooden shield, baring a faint salt crust.

Once aware of the others, she stands in one fluid motion, clasps her hands together and bows.

“Antonella, greetings. Venture-Captain Themis does me a great honor in allowing me to serve with veteran Pathfinders.”

She stands and asks in a respectful tone. “Venture-Captain, how will we know if the chapel bell is the Bell of Obedience? What special qualities or distinguishing features does it have? Which god is the chapel consecrated to and where is it located in relation to the South Gate?”

She speaks calmly to her companions. “Nature’s Cataclysm adherents are associated with rats, are they not? Do we have sufficient means for dealing with disease and swarms?”

Think I’ll buy another dose of antiplague, GM Tektite.

Antonella listens closely to Heccan’s interrogation of the Aspis apprentice, but otherwise does not interfere.

Sense Motive: 1d20 + 4 ⇒ (14) + 4 = 18

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn watches the boy as he is questioned

sense motive: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 (included +2 vs human)

Unfortunately he can't read the boy's motives.

Silver Crusade

Male Halfling Ftr (Dragoon)2/Drd4 | hp 11/48 | Init +2 | AC 18, T 13, FF 16 | CMB +6, CMD 18 | F +10 R +5 W +7 | Prcptn +10, SM +2 | Stellah hp 27/27 | AC 24, T 15, FF 19 | F +5 R +11 W +6 (+4 vs. Ench)

Greetings, m'lady — once again well met! And thank you for the information. Hmm, the Lastwall soldier muses at Venture-Captain Themis' briefing. Hard to imagine a better location for something called the Bell of Obedience than a prison, eh?


Nefit shrugs at Heccan's question. "“I will answer all your concerns once we arrive at the Swift’s gates.” Not hiding much with that answer. The Venture Captain then interjects. "Nefti helped us in the past and I trust him. The Aspis Consortium is another matter entirely.”

Hestia then looks over to answer Antonella's question. "We don't, but that is why you are going. The chapel only has one bell, so it shouldn't be too hard. Just take notes of what you find."

KN: local Bell of Obediance DC 10:
The nickname given to the Swift chapel’s bell. Former prisoners tell tales of the bell’s soothing ring.

KN: local Bell of Obediance DC 15:
Prisoners skilled in magic swear the bell strongly radiates arcane power from the school of enchantment.

KN: local Bell of Obediance DC 20:
A bell dating back to the time of old Azlant is rumored to make those who hear its clear ring susceptible to suggestion.

KN: local Bell of Obediance DC 25:
Some whisper that human hands did not construct the bell, but rather that the aberrant masters of a once mighty empire crafted it.

KN: local or Diplomacy Swift Prison kidnappings DC 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.

KN: local or Diplomacy Swift Prison kidnappings DC 15:
A decayed, smelly undead creature ordered several mangy humans to stay behind and harass any who attempted to enter the keep.

KN: local or Diplomacy Swift Prison kidnappings DC 20:
After the derros abandoned the Swift, two humans who weren’t prisoners or guards were seen skulking about the Swift’s chapel.

KN: local or Diplomacy Swift Prison kidnappings DC 25:
The derros rounded up the entire population of Swift Prison, but after meeting with a wealthy-looking human they released one individual into his custody.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira tries to remember everything she knows about the Bell
KN Local: 1d20 + 5 ⇒ (2) + 5 = 7

and Swift Prison
KN Local: 1d20 + 5 ⇒ (19) + 5 = 24

Road weary, she can't recall anything of the bell, but informs her fellow Pathfinders of the few items she has heard of the Swift Prison kidnappings.

"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.

A decayed, smelly undead creature ordered several mangy humans to stay behind and harass any who attempted to enter the keep. I wonder if that is our Darilio who's body we burned

After the derros abandoned the Swift, two humans who weren’t prisoners or guards were seen skulking about the Swift’s chapel. Let's press Nefti on this. Our VC Hestia Themis may trust him, but he's Aspis and something about all this smells of their involvement"

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan furrows his brow and projects obvious scorn onto Nefti. Very interesting. A apparently helpful member of the Apsis Consortium, here altruistically to aid us out of his own good will of course, yet he declines to divulge the source of all this knowledge. A cagey informant is usually the least trustworthy. How I brim with confidence in this endeavor! If Captain Hestia was not so charmingly convincing of your veracity I would be inclined to feed you to Sir Henry's lizard.

Heccan disengages from Nefti and stalks from the room momentarily. He returns a few minutes later. I have some associates looking for more informations, I will let you know what they discover.

Heccan nods to Ag'mira and saunters to her casually. He speak to her in hushed tones. As always, your counsel is sound. On both fronts. I do not trust this cagey brigand for one second. I shall keep my eye on him and have some of my dark power ready for him should the need arise.

Once Heccan receives the information regarding the kidnappings he shares the information with the party. It seems that there may be a mysterious patron in the mix, someone with money and influence and a connection to the derro.

Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn scratches his head

KN local (untrained max 10): 1d20 + 1 ⇒ (10) + 1 = 11

diplomacy : 1d20 + 0 ⇒ (12) + 0 = 12

"I've heard of the bell, is ring soothes the prisoners. Yes let's keep a close on on Nefti. Also, welcome Antonella!"

The ranger heads out for the north side of swift prison keeping one eye on Nefti.

perception: 1d20 + 7 ⇒ (8) + 7 = 15

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

You see a young gnome, running late with a piece of parchment in hand. He is trying hard to listen to all that is being shared. He is casually dressed, in clothes that do not seem to fit, and maybe have been slept in more than once too often. His hair is badly in need of a comb, but he seems oblivious to his appearance while his eyes dart back and forth from his strange green cat, to the sky and back.

""Um, sorry I am late...got lost on the docks. Hi Antonella. I think I got all that...well, most of it maybe. Can we trust this Nefti. I thought Aspis were all bad?"

kn:local : 1d20 + 5 ⇒ (3) + 5 = 8

Silver Crusade

Male Halfling Ftr (Dragoon)2/Drd4 | hp 11/48 | Init +2 | AC 18, T 13, FF 16 | CMB +6, CMD 18 | F +10 R +5 W +7 | Prcptn +10, SM +2 | Stellah hp 27/27 | AC 24, T 15, FF 19 | F +5 R +11 W +6 (+4 vs. Ench)

No, friend Wembly, Orryn says reassuringly. To suggest that all Aspis are bad would be like saying that all Chelaxians are in league with devils, or that all tieflings are untrustworthy, or that all gnomes are capricious. Judging all by a single representative does neither the judge nor the judged any justice. Only the actions of a person reflect their true worth.

Nevertheless, Orryn helps Ceobryrn keep an eye out for trouble.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Silver Crusade

Diplomacy (Gather Info): 1d20 + 7 ⇒ (18) + 7 = 25

Antonella smiles at the gnome’s entrance. “Well, look who the cat dragged in. It's great to see you again, Wembly.” The priestess has a hug for the latecomer.

“… or all paladins are inflexible paragons of virtue, Orryn.” The devotee of Irori wears a wry grin.

Antonella listens carefully to A'mira's briefing on the Swift Prison kidnappings before adding. "The wife of one of the prison guards told me the derros rounded up the entire population of Swift Prison, but after meeting with a wealthy-looking human they released one individual into his custody."

The priestess hustles to keep up with the fast-striding ranger, keeping an eye out for trouble. "I gather you are a man of action rather than words, Ceobryrn."

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Nefti leads the party 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.”

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn nods to Antonella, "There is always a time and place for words and a time and place for actions. I just like to keep pace moving. "

Shrugging at the news that the guide duties of Nefti has ended, "Thanks you for your assistance Nefti. I'm sure you will Keep safe and that we will meet again. You should give some thought to leaving the Aspis employment for something better. Is there anything else you would like to tell us that would be helpful?"

diplomacy: 1d20 + 0 ⇒ (4) + 0 = 4

sense motives: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 includes +2 vs humans

The ranger stealthly checks to see if the way is clear to enter the prison.

stealth: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 includes +2 for urban
perception: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 If human add +2, already includes +2 for urban

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan gives the boy a hard stare. I do not trust your motives urchin. Your words best ring true, for I have a very long memory and I shall not forget nor forgive treachery.

Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16

Silver Crusade

Antonella pulls out a vial containing a milky fluid and removes the stopper. Then she raises it to the Chelaxian sorcerer and drinks.

Antiplague #1, GM Tektite.

“Honey or vinegar? Which do you prefer, Heccan? No, don’t tell me. I can probably work it out from the expression on your face.”

To the apprentice Aspis. “Go in peace and find your own path, good Nefti. I remember your assistance at the Inn of the Unlucky Sailor. To my knowledge, this makes the second time you have assisted the Pathfinder Society. I will pray that this trend continues.”

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan laughs despite himself at Antonella's comment. Fair enough Schiavo, but I cannot bear all the blame for my distrustful nature Heccan fixes her with a wicked grin you might say it is in my blood. Heccan eyes the lad with a smirk and casually walks away to join the party before they embark.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly urges Whiskers past Nefti as he looks at the boy, forcing a nervous smile.

"Um, thanks. Stay out of trouble and maybe we can trade stories or something when we get back. "


GM:
1d20 ⇒ 15

No one in the party senses anything particularly suspicious about the bot as he nods and turns to jog back toward the city.

Two large buildings dominate the Swift’s northern half. The northernmost building, just west of a shadowy 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.

As you begin moving south, you can hear the cries and clang of steel as the constabulary of Cassomir battles roving bands of cultists, keeping most of the remaining Cult of Nature’s Cataclysm druids occupied there.

Perception DC 15:
You can hear what sounds to be a patrol of cultists from around the corner of a building, a couple alleys away.

Silver Crusade

“Oh really, Abraxi.” Antonella raises an eyebrow.

Heccan Abraxi wrote:
I cannot bear all the blame for my distrustful nature.

“They let you into pubs, right? So you have seen at least 21 summers?” The priestess’ expression is carefully neutral but there is a hint of mischief in her eyes.

Take 10 Perception: 10 + 5 = 15

Antonella’s tone suddenly turns serious. “Your clever retort may have to wait, Abraxi. I can hear what sounds like a patrol of cultists from around the corner of a building, a couple alleys away.”

“Ceobryrn, Orryn … is there time to set up an ambush? Let me know where you want me.”

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly follows along quietly, admiring the odd architecture of the buildings.

"Ambush? Who? us? "

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

perception: 1d20 + 7 ⇒ (8) + 7 = 15

Ceobryrn raise an eyebrow, "A paladin that likes to attack from cover with surprise ? I think , I like you already."" The ranger looks about for good ambush cover to hide the group. stealth: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Drawing his bow, Ceobryrn motions where the others should hide, and waits for the patrols to come into view.

-Posted with Wayfinder


As the party listens and discusses tactics, suddenly you hear a loud squeek come from the direction of the noise Antonella heard, only to see moments later, a large group of human cultists and large rats round the corner!

Rolls:
C: 1d20 + 4 ⇒ (1) + 4 = 5
W: 1d20 + 3 ⇒ (19) + 3 = 22
A: 1d20 + 2 ⇒ (19) + 2 = 21
H: 1d20 ⇒ 2
Ag: 1d20 + 8 ⇒ (7) + 8 = 15
O: 1d20 + 2 ⇒ (4) + 2 = 6
C: 1d20 + 2 ⇒ (19) + 2 = 21
R: 1d20 + 3 ⇒ (17) + 3 = 20

Initiative:
Wembly
Antonella
Cultists and Rats!
Ag'mira
Orryn
Ceobryrn
Heccan

Wembly and Antonella are up!

MAP

Silver Crusade

Male Halfling Ftr (Dragoon)2/Drd4 | hp 11/48 | Init +2 | AC 18, T 13, FF 16 | CMB +6, CMD 18 | F +10 R +5 W +7 | Prcptn +10, SM +2 | Stellah hp 27/27 | AC 24, T 15, FF 19 | F +5 R +11 W +6 (+4 vs. Ench)

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Ambush? Well, yes, I suppose, but I don't see why—

...OH! Oh, now I see why!

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly casts Mage armor on whiskers and rides the green planar cat into the corner to the north and east of Ceobryrn

Silver Crusade

“My code binds me to the law but not necessarily to stupidity, Ceobryrn.”

Antonella moves 10’ forward, draws alchemist’s fire and hurls it at a cultist in front of her. She tries to stay out of the ranger’s line of fire.

Ranged Touch Attack – Range Penalty: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1 versus touch
fire dmg: 1d6 ⇒ 1

miss went where? North=1, clockwise: 1d8 ⇒ 5

“Orryn, I’m thinking to set up a choke point, so we can deal with them one or two at a time.”

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