
Dungeon Master S |

Gripper takes down the thug threatening Azdak (who does, in fact, keep his spell. It's officially Fel's turn.
Ismacco: 5
Thug 1: DEAD
Thug 2: DEAD
Thug 3: 5

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Initiative Repost
Harnac - 21
BBEG - 20
Azdak - 19
Sumac - 17
Evan - 14
Thugs - 12
Grip - 10
Fel - 7
Orryn - 6

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Round the Second (or third?)
Fel continues his chant, groping blindly around the large machine near him. The thick fog suddenly parts and he finds himself with a clear view of the melee before him. Above his friends on a catwalk, a Taldane woman in armor threatens his companions from the high ground. Fel's anger at the thought of the poor victim's plight gives him an idea.
If you think beating up on a guy is great fun, I'll give you something to laugh about! the bard thinks to himself.
The small fruit tart with a feather in it eclipses the woman as Fel moves it into his line of sight. The white feather suddenly ruffles itself and the bardic magic is released.
Move clockwise around NW machine 30', then cast Hideous Laughter on the Taliban lady. Will save to negate.
All allies retain +1 attack and damage this round.

Dungeon Master S |

The magic snakes its way around her mind. WILL: 1d20 + 6 ⇒ (6) + 6 = 12. she tries to fight it, but heh this whole fight hehha it's really just pretty funny when you bwahaha think about it! BWAHAHAHAHAHAHA
Orryn, close out round 2

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Orryn notes the woman's laughter with rising fury. Oh, so this is amusing, is it?
After landing with Stellah and making sure she is okay, Orryn springs off the baby roc with vigor.
fast dismount (DC 20): 1d20 + 14 ⇒ (8) + 14 = 22
Then he moves with his lance still in hand, determined to make these foes pay for hurting Stellah.
attack: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Dungeon Master S |

Unfortunately, Orryn's hand isn't steady enough. The thug manages to dodge the attack.
Azdak!

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At the end of round 2, Azdak will release his sleep spell on the lady above on the walkway.
Will save DC 15 negates
Round 3
The sorcerer will take his wand of magic missiles and fire off a charge at the next thug.
"Sihirli Füze!
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
After firing it off, he taps it against his hand and looks to see if something is causing it to fire off such weak bursts.

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Round 3 Sumac and Gripper
The wolf wheels about the final thug must deal with dual attack of the high line sling staff and the low line wolf jaws.
SlingStaff
1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Jaws
1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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round 3 - Evan
If the Sleep spell worked, Evan will redirect his spiritual weapon to the thug that's nearest to Azdak. If not, he'll continue the attack on the BBEG.
Spiritual Weapon (attacking which ever target based on previous results...)
attack: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d8 + 1 ⇒ (6) + 1 = 7
And I don't know how to move my icon on the combat map, and my last round I moved to give Harnac Bit of Luck. I don't think he moved more than five feet since then. If he's within 5 feet and I've used my move action to redirect my spiritual weapon I'll step, or if I haven't used my move action, I'll move within touch range, and give Harnac another Bit of Luck. If he's further and I've used my move action, I'll have Evan take a shot with his sling at the Thug near Azdak...
If the sling attack happens per the above conditions...
attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d3 ⇒ 3

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ROUND 3
I'll assume Hack received another Touch of Luck. If he does not, simply ignore the second roll for each attack below.
Hack shifts over next to the remaining thug, and lets go with is axe.
First Attack, Roll 1: 1d20 + 7 ⇒ (20) + 7 = 27 <--Threat!!
First Attack, Roll 2: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
2nd Attack, Roll 1: 1d20 + 7 ⇒ (4) + 7 = 11
2nd Attack, Roll 1: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
Crit confirmation, Roll 1: 1d20 + 7 ⇒ (17) + 7 = 24
Crit confimation, Roll 2: 1d20 + 7 ⇒ (16) + 7 = 23
Crit extra damage: 2d10 + 14 ⇒ (1, 8) + 14 = 23

Dungeon Master S |

Azdak's spell goes off: WILL: 1d20 + 6 ⇒ (6) + 6 = 12, and the laughing cleric laughs no more as she drops to the catwalk, snoring softly. His Magic Missile also injures the remaining thug, but doesn't drop him. Evan's spiritual weapon doesn't hit, though it would have been a doozy. You just need to click your portrait and move it to wherever. It's all good as Harnac bifurcates the remaining thug. The scared engineers simply drop their jaws at the sheer violence of the hit. We're out of initiative, though the woman up top is still alive.
Ismacco: 5 (Sleeping)
Thug 1: DEAD
Thug 2: DEAD
Thug 3: 7

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"Well, that went off a bit better than I expected, but still, that was a little too close for my comfort. One of you better go check on sleeping beauty upstairs. I did not kill her. I simply let her take a little nap at the moment."
Azdak looks through the items of the nearby thugs to check to see if they are carrying anything of value.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
He then casts detect magic to scan around the area, looking into the magical spectrum for items that give off a dweomer.

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Aye, a satisfyin' battle, that. Azdak, stay out of 'arm's way next time, eh??
Hack stomps up to the sleeping woman, and takes her holy symbol and weapons away so when she wakes up she is as disarmed as possible. He motions to Fel to come up and get ready to question her when she wakes, and Hack stands ready to do violence if she resists.

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Orryn still hasn't calmed down. Question her? I'll run her through with this lance if she's hurt my baby girl permanently!
Argh...what spell do I need to cure Stellah? Cos that would totally be Orryn's focus right now.

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Sumac moves to Azdak to treat his wounds. The holly and mistletoe come out and the small druid casts Cure Light Wounds on the sorcerer. 1d8 + 3 ⇒ (8) + 3 = 11
That smoke was tricky. We all got separated coming through it. We will have to do better next time keeping you back from the front line.

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After tending to Azdak the small druid then moves forward to check on the original victim of the Thugs' beating.
Perception 1d20 + 11 ⇒ (15) + 11 = 26
Healing 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Sumac studies the engineers and does his best to give them a good check up and treat their injuries.
The cheery halfling also tries to get them to talk about themselves and tell their story about how they came to be victims of the thugs.
diplomacy (untrained) 1d20 ⇒ 20

Dungeon Master S |

A Remove Blindess spell will run you 150 Gp, and is available in Cassomir.
The thugs have nothing of value. They where chain shirts, leather pants, and carry clubs. She isn't much better. She has a masterwork flail that never came out. There's nothing magical. The engineers all give subdued congratulations. One of the gnomes steps forward, "Thank you Pathfinders. I am Queck Majet. About an hour ago another half dozen thugs made off with some of our engineers. All engineers who specialize in ancient construction and Cassomir's history. Please save them! I'll help you any way I can."

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Hack stands over the fallen cleric. He was grimly satisfied at the swift violence in saving the gnomes, but he notices his friend Orryn's distress and his noble mount's keening cries of fear, and his satisfaction turns to seething rage. As soon as the cleric is disarmed and at least one other companion is nearby, Hack puts his heavy boot on her chest, and wakes her with a couple gentle taps on the head--with the flat of his axe.
WAKEY WAKEY ya mangy two-bit spell-slingin' strumpet! Ye have much ta answer for, and we be certain ta make ye sing and don't ye doubt it!
his boot remains on her chest, axe held ready--eager--to drink more blood.
too bad we can't simply trade the flail, which has a 150 resale value, for a spell...

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Evan whispers to Harnac...
I'm fine with the chosen technique for talking to her, but it is possible she prepared the removal spell just in case... maybe we can get her to remove the blindness herself? Risky I know, but it might save some trouble elsewhere. Sadly, I'm not strong enough yet to cast the spell myself.
Evan will happily repeat what he said to the others... just doesn't want the cleric under the boot to hear yet. Oh and what's with the midnight to 2AM posts? Really? Don't you guys sleep? ;)

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"Aye, a satisfyin' battle, that. Azdak, stay out of 'arm's way next time, eh??"
"Trust me, my friend, I am not racing to the front line for any glory! Let's work to see that doesn't happen again!"
Sumac moves to Azdak to treat his wounds. The holly and mistletoe come out and the small druid casts Cure Light Wounds on the sorcerer. 1d8 + 3 ⇒ (8) + 3 = 11
'That smoke was tricky. We all got separated coming through it. We will have to do better next time keeping you back from the front line."
hp:15/15
'I cannot agree with you more, my friend. You herbs and healing are much appreciated! That feels much better already!"
""Thank you Pathfinders. I am Queck Majet. About an hour ago another half dozen thugs made off with some of our engineers. All engineers who specialize in ancient construction and Cassomir's history. Please save them! I'll help you any way I can."
"It is a pleasure to meet you, Mr. Majet. I am Azdak Ejderha at your service. I cannot speak for my companions, but as an engineer by profession, I have a strong interest in seeing your engineers freed up! What do you think the thugs are using the engineers for? It is a very specialized profession, but I wonder if they are taken for the purpose of using their skills and talents to design some evil ill fated contraption!"

Dungeon Master S |

Queck: "Believe me, we're glad you showed up when you did. In fact, hang on. He motions and whispers to another gnome (in gnomish) before returning to the conversation at hand. "We wish we knew. We've heard about the kidnappings of course, but this is a new level of daring on their part. They demanded we hand over any blueprints that detailed the Crypt of Fools. They said something about keeping the location of hidden tunnels a secret. I also overheard them after. I overheard the other leader telling the cultist who led the kidnapped engineers away that she was staying behind to find out if we knew anything else about the Crypt of Fools and the tunnels. She then said, ‘Tell Dalirio he can have these.’ Do you know what she meant by that?” At this point another gnome returns with some items. "I'm sorry we don't have anything to help your Stellah, but you are welcomed to these. It's all we have." He hands you 4 potions of Cure Light Wounds and a wand of Detect Secret Doors. He explains that there are only 5 charges left.

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"You are most kind!" Azdak graciously accepts the potions and the wand. He looks over the wand to determine what it can do.
Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16
"This is starting to make more sense to me. The engineers are the most likely ones to be able to find the passages and understand the structures around the crypt. What do you suppose is hidden there that they are so interested in keeping secret? This wand should prove useful. It's a good thing that those thugs did not know that you had it. So what about blueprints? Did you have any maps or diagrams of the crypt that you gave them?"
"She then said, ‘Tell Dalirio he can have these.’ Do you know what she meant by that?”
"I'm not sure. Help me to understand. Do we know who Dalirio is? Perhaps our sleeping captive may be able to help with these questions. Tell me, was something exchanged at that point? Was she referring to all of you? Perhaps they were to use you as slaves of some kind. "

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Sleep is for when you're dead. ;-)
Orryn works to calm Stellah, assuring her that he will restore her sight as soon as possible. He'll help Hack "persuade" the cleric to talk, then will want to get a cure for Stellah before continuing the investigation.

Dungeon Master S |

The sleeping captive is awakened with a foot on her chest and an axe overhead. She utterly refuses to cooperate. Only telling you to "do it"!
Further interrogation is fruitless At the table I'd spend more time letting you reach that conclusion on your own.)
Queck speaks up, "Please, we need to find our brethren. You must find the Crypt of Fool and rescue them!"

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Let's turn this miscreant over to the city watch. I'm sure they have much more persuasive means at their disposal to achieve cooperation.
Turning to Queck and his companions, Orryn assures them, We shall find this Crypt of Fools and rescue your comrades, just as soon as my animal companion has her sight restored. Do you know which way they went after leaving here? And who is this Dalirio?
Kn: local, for those who have it? Also, Orryn will ask about any temple/shrine of Chaldira Zuzaristan in Cassomir, although one of Desna will certainly suffice.

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"Oi! Save one o' them potions fer me, eh? I been hurt too."
"Please take them all! Not only are they too heavy for me to carry, I plan to never emerge out front in a battle like that again! I rather see you keeping up to full strength and taking out any more thugs who threaten the rest of us!"

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Hack lets the captive up (after shoving his boot down a little extra hard on her). He walks over to Orryn.
Orryn, I hate ta say it, but we need to be fast here. If those gnomes have been taken, their lives are in danger. Stella'll live, even if blinded for now. Let these good folk look after her; we'll save their brethren, then come on back and have Stella fixed up just as trig as ye please. 'Sides, I'm fer thinkin' she wouldn't wanna be crawlin' down in a Crypt with ye...
Hack turns to Queck and Company. Oi! Ye boys mind lookin' after this fine mount while we get yer brothers? Keep her calm and safe, or ye'll be dealin' with both him, here Hack thumbs at Orryn and ME. Here, Hack wipes the blood off his axe on one of the body parts he just created. Got it?
Hack takes the potions, stows 3, and drinks one right away. Thank ye, my friends. He tips the flask to the gnomes before downing it.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Hrm, not a very strong brew... He pops the cork on a 2nd flask.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
To his companions: Don't worry, boys, we'll share these as needed.

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This is a practical consideration as well as a roleplaying one; Orryn's schtick is being a mounted charger, and without Stellah he's essentially a lousy fighter, both cos he's short a BAB point and cos he's Small sized.

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healing... you guys know I'm a cleric right? If that many of you were hurt I could just channel some energy once or twice... now is when that's most useful because there's no risk of me helping the bad guys with that. Is anyone still hurt?

Dungeon Master S |

While there is no temple to the Halfling God, Desna is easily located. Meanwhile, one of the engineers sheepishly steps forward. "Sirs, I.... I might have a suggestion. No one knows where the Crypt actually lies, but I might have an idea. I overheard the one you captured talking about needing to get to the 'Mad Painter' whomever that is. Apparently she is worried that some of his doodles accidentally show the way.... Also, I ummmmm I ohhh dear.

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This is a practical consideration as well as a roleplaying one; Orryn's schtick is being a mounted charger, and without Stellah he's essentially a lousy fighter, both cos he's short a BAB point and cos he's Small sized.
100% understood. Hack's suggestion is simply what made sense to him at that time. Argue away, but I won't take up any more time with an RP discussion; if you want to get STella taken care of first, that's fine!
healing... you guys know I'm a cleric right? If that many of you were hurt I could just channel some energy once or twice... now is when that's most useful because there's no risk of me helping the bad guys with that. Is anyone still hurt?
Yes--but don't forget that the items we find/get "for free" in PFS are "use it or lose it." That was 4 free CLW, so using them up first makes most sense. Save your channels for later!
.and we still have one CLW left, for the record. I keep note of that stuff on my profile under the "current mission goodies" spoiler

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While there is no temple to the Halfling God, Desna is easily located. Meanwhile, one of the engineers sheepishly steps forward. "Sirs, I.... I might have a suggestion. No one knows where the Crypt actually lies, but I might have an idea. I overheard the one you captured talking about needing to get to the 'Mad Painter' whomever that is. Apparently she is worried that some of his doodles accidentally show the way....
Gal durnit, we was just there!! Hrmm, lets head back there. I'll bet gold ta sardines that the clue is in the painting of the statue he had us describe to 'im!
Also, I ummmmm I ohhh dear.
What is it, lad? Spit it out! Daylight's a-wastin and ye brethren are in dire straits!! Out with it!

Dungeon Master S |

I've linked to a map to Cassomir [url=http://cf.geekdo-images.com/images/pic1555997.png]here[/url.] Let's suspend our disbelieve for a bit. The prison is #1 and you're currently at #3. There is a temple to Desna near-ish number #5

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Yes--but don't forget that the items we find/get "for free" in PFS are "use it or lose it." That was 4 free CLW, so using them up first makes most sense. Save your channels for later!
Having you guys carry some of those might be important if I can't get to you in combat, or if spending a channel in combat would benefit the bad guys a fair amount too. Just saying that I think even the "use it or lose it" items we get might be useful later on in this story. I should really pick up selective channeling... that feat is almost a no-brainer for a cleric.

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I've linked to a map to Cassomir [url=http://cf.geekdo-images.com/images/pic1555997.png]here[/url.] Let's suspend our disbelieve for a bit. The prison is #1 and you're currently at #3. There is a temple to Desna near-ish number #5
So we should be able to stop along the way. If everyone else is okay with that, that sounds like a good ocurse of action on our way back to the prison.

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Dungeon Master S wrote:I've linked to a map to Cassomir [url=http://cf.geekdo-images.com/images/pic1555997.png]here[/url.] Let's suspend our disbelieve for a bit. The prison is #1 and you're currently at #3. There is a temple to Desna near-ish number #5So we should be able to stop along the way. If everyone else is okay with that, that sounds like a good ocurse of action on our way back to the prison.
Thats cool

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healing... you guys know I'm a cleric right? If that many of you were hurt I could just channel some energy once or twice... now is when that's most useful because there's no risk of me helping the bad guys with that. Is anyone still hurt?
Good point, I kinda forgot we had another healer.
I think Orryn also has a wand of CLWs.
Dungeon Master S |

The thing is, we only have maps of the general area, we don't have anything labeled "Crypt of Fools" I think they took it to hide the location. Sadly I don't know who Dalirio is.

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I think Orryn also has a wand of CLWs.
He does indeed. We're wand-equipped, as it were. :-D

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Evan also has a CLW wand if we need. He can channel five times per day for 2d6. And as long as we're in town, once per module I can get us a free CMW or lesser restoration. Of course I can loose my prepared spells to cast heals too. Just want to make sure you guys know what Evan can bring to the table for healing.
I'm happy to stop in at the Church for Desna so we can see about Stellah's vision. Should we get going?

Dungeon Master S |

So you stop at the church, and for a proper donation, they are willing to alleviate Stellah's blindness. The question is, now what?

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Now that Stellah is back in commission...
Harnac Lucridious wrote:Back to Mister Looney to see if we can glean anything from his paintings.Sumac and Fel are with this
...this.