
![]() |
1 person marked this as a favorite. |

I doublemove to get to the other side of the ghoul
acrobatics: 4 + 1d20 ⇒ 4 + (9) = 13 to squeeze through.
edit: Ooops I looked at the wrong side of the map, that ghoul is a player, the ghoul is at the south end, not the north end. Okay, so I take a run action to get all the way to the end of the ghoul, and I still have my acrobatics roll incase I need to keep my footing or something while running towards it, or you know that thing in the middle, not sure if that is a pillar or something on the ground, which I'd jump over if it was on the ground.

![]() |

reflex: 1d20 + 4 ⇒ (16) + 4 = 20
The Ghoul easily avoids the flaming sphere and sees Max move up on him, waiting patiently as three more skeletons move out from the wall. and move to attack max.
The green one swings a sword at max.
Green vs Max: 1d20 + 2 ⇒ (20) + 2 = 22
Green vs Max: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 ⇒ 4
Almost critting on the first attack.
Red and orange attack.
Red vs Max: 1d20 + 2 ⇒ (6) + 2 = 8
Orange vs Max: 1d20 + 2 ⇒ (12) + 2 = 14
But they both miss.
The Ghoul, seeing Max in his face, full attacks.
Claw: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Claw: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Bite: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Only hitting once for 5 damage.
Round 1
Thael
Max
GM
--Up Next--
Brachar
Ginko
Viliym
Grahl

![]() |

Ginko perks up at the sounds of combat.
"Hmm? A ghoul? Are you sure that is not that handsome young man Viliym?"
Ginko walks down the hallway towards the dhampir, finally spotting the ghouls.
"Ah, so you were right! Perhaps even several ghouls."
Double move

![]() |

"Max, er wait up! Ima coming. Again. Why they also so durn far away!"
Brachar shuffles as quick as he can towards the combat, hammer out and ready to use. double move

![]() |
- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl points to the nearest enemy and speaks to Scar, "help our friends..."
Grahl then starts casting Summon Nature's Ally II.

![]() |

Thael moves the flaming sphere once again on top of the ghoul while moving closer to the action himself.
flaming sphere: 3d6 ⇒ (4, 2, 3) = 9
two move actions

![]() |

reflex: 1d20 + 4 ⇒ (2) + 4 = 6
The ghoul is put to the flame. But otherwise is unharmed.
Round 2
Thael
--Up Next--
Max
GM
Brachar
Ginko
Viliym
Grahl

![]() |

Viliym moves into a flank behind [green].
Can someone please move me?
"Come now, servants, this mortal is not your enemy. Stand down. Your master commands it."
Viliym lets out a burst of negative energy (Command Undead).
Will DC 19 or fall under my command. I can only control a maximum of 8 hit dice total. All four creatures are within the radius of my burst.

![]() |

Rage and swing at red hit: 8 + 1d20 ⇒ 8 + (19) = 27
dmg: 2d6 + 7 ⇒ (6, 5) + 7 = 18 blunt

![]() |

My character does go before you. Besides, you can only control 8 hit dice, means you can't command all 4, I need to kill one to make your thing more effective or at least weaken one

![]() |

Max swings at the red skeleton and drops him in one hit.
Hearing the words come from the necromancer, the Ghoul switches his attention to him. Casting defensively: 1d20 + 3 ⇒ (15) + 3 = 18
Viliym feels a wave of negative energy wash over him. I need a Will save from you. DC is 15. Fear
Green vs Max: 1d20 + 2 ⇒ (7) + 2 = 9
Orange vs Max: 1d20 ⇒ 15
Both skeletons miss Max.
Party is up. Be back in 6 hours.
Ghoul: 1d20 + 9 ⇒ (16) + 9 = 25
Orange Skeleton: 1d20 + 2 ⇒ (11) + 2 = 13
Green Skeleton: 1d20 + 2 ⇒ (7) + 2 = 9
Ghoul's Charisma Orange vs Viliym: 1d20 + 3 ⇒ (7) + 3 = 10
Ghoul's Charisma Green vs Viliym: 1d20 + 3 ⇒ (17) + 3 = 20
Viliym Vs Ghoul's Charisma Orange: 1d20 + 3 ⇒ (2) + 3 = 5
Viliym Vs Ghoul's Charisma Green: 1d20 + 3 ⇒ (15) + 3 = 18
Unfortunately, the Ghoul keeps control of his skeleton secretaries.
Round 2
Thael
Max
GM
--Up Next--
Brachar
Ginko
Viliym
Grahl

![]() |

you can only control 8 hit dice, means you can't command all 4
I was thinking regular ghoul and regular skeletons, so 5 hit die total =\. Hind sight and all that.
I need a Will save from you. DC is 15. Fear
Will vs. Necromancy+Mindaffecting: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20

![]() |

Viliym has posted his round 3 action.

![]() |

"Seriously Max, Imacoming. Durn short legs."
Hammer at the ready the dwarf continues to amble towards the fight. Seeing as his prime spot is currently occupied by Scar, he does a quick little side step and readies his hammer should an undead approach.
Not sure if that is a legal square, if not please move me to one square behind Scar - thanks :)

![]() |
- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Sum Nature's Ally Number of Eagles: 1d3 ⇒ 2
Eagle Bite: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Eagle Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Eagle Bite: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Eagle Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Scar Bite: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Bite Damage: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Grahl finishes his spell and two eagles appear in the air, he points to the ghoul and they fly over everyone's heads and swoop in for an attack on the ghoul. Scar joins the battle and comes in to attack the nearest skeleton.
Grahl then continues moving down the passage.

![]() |

Thael redirects the flaming sphere for the last round, then draws his wand.
"Be careful! These creatures are quite potent!"
flaming sphere: 3d6 ⇒ (6, 3, 5) = 14

![]() |

Ginko moves closer, his footsteps a bit stiff.
"Making an old bird rush around like this...."
He stops and points at the undead directly in front of him green
"Would you mind not hurting my friend any more? I would be most appreciative."
Stardust flies from Ginko's hand towards it.
Ginko is using his Heavens spirit ability to give the undead -1 to all attack rolls and perception for 1 round, and it also cannot benefit from concealment

![]() |

Brachar moves up, into a cell.... Planning on not dropping the soap anytime in the near future.
Ginko moves and calls upon his god to effect the green skeleton. is there a saving throw?
Viliym moves forward and tries to take control of the undead and fails.
Grahl finishes his summon and moves forward. His summoned creatures fly into action. Scar is able to attack the skeleton and quickly keep a bone for his own pleasure.
Thael moves his flaming sphere and attacks the ghoul again.
reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Max is up
Target AC is 15.
Casting Defensively: 1d20 + 3 ⇒ (18) + 3 = 21
The room suddenly goes dark, as if effected by a darkness spell. After Max goes.
Ghoul Will: 1d20 + 9 ⇒ (12) + 9 = 21
Skeleton Will: 1d20 ⇒ 3
Ghoul vs Viliym: 1d20 + 3 ⇒ (20) + 3 = 23
Viliym Vs Ghoul: 1d20 + 3 ⇒ (1) + 3 = 4
Round 2
Thael
Max
GM
--Up Next--
Brachar
Ginko
Viliym
Grahl

![]() |

Ginko moves and calls upon his god to effect the green skeleton. is there a saving throw?
There is not. It only lasts one round, though.
Ginko will stop moving as everything goes dark.
"Hmm? I did not just fall asleep, did I?"
He pats his cheeks.
"Ah, just darkness. Let me know if you gentlemen need any help! I think I will just sit here a moment."
Ginko goes into delay, as he can't do much against the undead anyways. He will come out if someone says he is needed.

![]() |

I have darkvision so should be good to go in the dark
"Scar, gotta move it there. Old Brachar needs to swing the o' hammer! Her Har."
Brachar moves out of the cell and occupies the space that Scar was squatting in.
Hefting his hammer, he swings towards his foe. Hoping Scar moves so I can get a shot at orange
Longhammer + PA vs orange foe: 1d20 + 4 ⇒ (11) + 4 = 15
Longhammer Damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18
"Took me long enough to get here, gonna smash something!"

![]() |
- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Scar backs into a cell to make more room, listening to Brachar's request. He takes a total defense stance.
Grahl can see perfectly, concentrates a moment before becoming a blur and then moves up next to the ghoul, ready to attack.
The eagles continue to attack their original target.
Grahl activates Blur racial ability, which I believe makes it so that movement does not provoke AoOs.
Darkness, so 50% miss chance, high is good for team good guy.
Eagle 1
Eagle Talon1: 1d20 + 3 ⇒ (7) + 3 = 10
Miss Chance: 1d100 ⇒ 49
Eagle Talon1 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Eagle Talon2: 1d20 + 3 ⇒ (3) + 3 = 6
Miss Chance: 1d100 ⇒ 17
Eagle Talon2 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Eagle Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Miss Chance: 1d100 ⇒ 30
Eagle Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Eagle 2
Eagle Talon1: 1d20 + 3 ⇒ (6) + 3 = 9
Miss Chance: 1d100 ⇒ 74
Eagle Talon1 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Eagle Talon2: 1d20 + 3 ⇒ (8) + 3 = 11
Miss Chance: 1d100 ⇒ 34
Eagle Talon2 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Eagle Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Miss Chance: 1d100 ⇒ 15
Eagle Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5

![]() |

Max, i need you action from Round 2

![]() |

Blur gives your opponents a 20% miss chance, they still get to attack you if you provoke.

![]() |
- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl will just get closer, does not want to provoke.

![]() |

Unable to see anything, and with his fire spell expired, Thael conjures a layer of grease under the last place he saw the enemy.
"I do hope some of you can see through that!" he exclaims.

![]() |

Brachar moves up to attack the Ghoul.
Grahl moves to get next to the Ghoul, but unable to walk through cages, he is attacked by the Ghoul.
claw: 1d20 + 7 ⇒ (15) + 7 = 22
80-100 miss: 1d100 ⇒ 16
damage: 1d6 + 3 ⇒ (1) + 3 = 4 Need a DC 14 fort or be paralysis for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
Round 3
Thael
Max --In Delay--
GM
Brachar
Ginko --IN Delay--
--Up Next--
Viliym
Grahl
Next up is Viliym

![]() |
- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl Fort Save: 1d20 + 6 ⇒ (15) + 6 = 21
Eagle 1
Eagle Talon1: 1d20 + 3 ⇒ (9) + 3 = 12
Miss change 1-50 miss: 1d100 ⇒ 1
Eagle Talon1 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Eagle Talon2: 1d20 + 3 ⇒ (13) + 3 = 16
Miss change 1-50 miss: 1d100 ⇒ 17
Eagle Talon2 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Eagle Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Miss change 1-50 miss: 1d100 ⇒ 41
Eagle Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Eagle 2
Eagle Talon1: 1d20 + 3 ⇒ (14) + 3 = 17
Miss change 1-50 miss: 1d100 ⇒ 99
Eagle Talon1 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Eagle Talon2: 1d20 + 3 ⇒ (3) + 3 = 6
Miss change 1-50 miss: 1d100 ⇒ 4
Eagle Talon2 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Eagle Bite: 1d20 + 3 ⇒ (8) + 3 = 11
Miss change 1-50 miss: 1d100 ⇒ 11
Eagle Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Grahl Scimitar: 1d20 + 7 ⇒ (15) + 7 = 22
Scimitar Damage: 1d6 + 4 ⇒ (5) + 4 = 9
The eagles continue to attack the ghoul, but have a hard time hitting blindly. Grahl looks at the wound in his arm from the ghoul, hoping it won't fester before slashing the ghoul with his scimitar.

![]() |

That's your round 3 action, i assume?

![]() |

Okay... Viliym is ready for Round 4. Grahl attacked with his eagles in round 2 and 3. He just posted for Round 4 as well.
Round 2 update
Brachar, not effected by the darkenss moves up and attacks the Skeleton. Destroying it in one swing.
Ginko is blinded and moves out of the way.
Viliym tries to control the Ghoul but fails.
Grahl tried to get close to the Ghoul without getting attacked, but misjudged the angles he was traveling.
Round 3 Update.
Thael's flame went out, but he went ahead and threw Grease where the Ghoul was. Reflex: 1d20 + 4 ⇒ (11) + 4 = 15 Knocking the Ghoul on the ground.
From his position on the ground, the cleric emits a wave of negitive energy, causing everyone, except for Viliym, to feel uneasy.
Channel: 2d6 ⇒ (3, 3) = 6 DC 18 Will for half
Round 3
Thael
Max --In Delay--
GM
--Up Next--
Brachar
Ginko --In Delay--
Viliym
Grahl --Already Declared--

![]() |

Ginko will come out of delay.
Will Save: 1d20 + 7 ⇒ (2) + 7 = 9
"Ooh, negative energy. That's not good...."
He taps himself with his wand of Cure Light Wounds.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
And draws his potion of darkvision.

![]() |

I take it you draw your wand and then heal yourself. You can't draw your potion in that case.

![]() |

He has been carrying it around this whole time. He doesn't exactly have anything else to carry around in his hands normally. It really is no big deal, though.

![]() |

Oh, okay.

![]() |

Viliym, who has thus far been fairly composed and patient, develops a wild look in his eyes.
"Vine, iv zat iz your prerogative, zo be it."
Flaming Sphere, DC 16 Reflex Negates: 3d6 ⇒ (5, 3, 3) = 11
Viliym then moves back behind Ginko so as to make room for others.
1st− Repair Undead (x2), Burning Hands (x2), Vanish, Obscurring Mist
2nd− Blindness/Deafness,

![]() |

Brachar steps forward. "Max! Duck." Swinging over around the man, Brachr wields his mighty hammer. He takes some power off of his swing as Max is in the way.
Hope I don't hit Max.
Longhammer, cover: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Longhammer Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12

![]() |

Thael takes full damage from the negative energy wave.
will save: 1d20 + 3 ⇒ (10) + 3 = 13
I don't have any other spells I can cast without being able to see it...I guess I'll ready a magic missile if the darkness subsides.
mm: 1d4 + 1 ⇒ (2) + 1 = 3

![]() |

I've been gone for 3 days? wow.
rage and swing at the boss hit: 8 + 1d20 ⇒ 8 + (17) = 25
dmg: 2d6 + 7 ⇒ (3, 3) + 7 = 13

![]() |

The ghoul is on the floor, but none of you know it. Max was able to hit him before everything went black.
Brachar swings his sword and misses.
Ginko heals himself and pulls out a potion.
Viliym throws a ball of flames at the ghoul
reflex: 1d20 + 4 ⇒ (6) + 4 = 10 Which deals damage to the ghoul.
Grahl's eagles both take the full force of the channel and pop out of existence.
eagle 1: 1d20 + 2 ⇒ (7) + 2 = 9
eagle 2: 1d20 + 2 ⇒ (3) + 2 = 5
Grahl swings down with his sword, finishing off the undead cleric.
The room regains it's previous lighting.
Combat over
With Dalirio defeated, the PCs thwart his plans to send bands of skeletons to assault Cassomir. The surviving engineers and other kidnapping victims praise the PCs for their 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.
Deep under Cassomir, within the maze-like town of Corgunbier, the derros plot their next move. Thanks to Dalirio, they now have a map detailing the intricate Ismacco tunnel system that hides under Old Cassomir. Quietly, the derros explore these tunnels, biding their time until they are ready to hatch their final plan.
The End

GM Amsheagar |

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?”
Bell of Obedience
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.
A bell dating back to the time of old Azlant is rumored to make those who hear its clear ring susceptible to suggestion.
Some whisper that human hands did not construct the bell, but rather that the aberrant masters of a once mighty empire crafted it.
Swift Kidnappings

![]() |

An armored and armed holy man stands up after the brief and addresses the group.
"Greetings to all. I believe I am the new face. My name is Turzyk follower of Shizuru. Just wanted to let you know I am here to help in any way I can. Now begging your pardon you just said this Nefti kid works for the Aspis Consortium. I've never had good dealings with the Aspis, can we trust him? Has he been fully vetted?"

![]() |

"Welcome, Turzyk. Your assistance will be required. We have been working our way through these missions. They are linked and becoming increasingly difficult."
Thael goes on to explain everything he has studied or heard about the bell and last night's attacks.
knowledge (arcana, dungeoneering, local, nature, planes): 1d20 + 9 ⇒ (17) + 9 = 26
knowledge (arcana, dungeoneering, local, nature, planes): 1d20 + 9 ⇒ (6) + 9 = 15
I'm guessing you wanted a separate local check for each of the items above. Everyone can read, I'm guessing, the whole first spoiler section, and up to 15 on the second.

![]() |
- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl nods to the dinosaur companion.
"Hello Turzyk, my name is Grahl and this is my friend, Scarnorak."
Grahl extends his hand and Scarnorak smiles.

![]() |

Max was just sitting back and relaxing Sorry, I forgot to introduce myself, I'm Max as he greets Turzyk