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Flyn ponders a bit before asking, "Who is your master?"

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"Master need no slave or gold! Who Derro?" He seems a bit disillusioned here. Then he turns back to Paicho, "Yes, Yes, meet Master! Go Crypt. Me don't know where? But engineer know! Wonder Hall Engineer, they know everything! They know Crypt of Fool! They have blueprints of everything built in Cassomir" You believe he likely refers to the Engineering guild located at the Hall of Wonders.
He stares at Flyn coldly for asking such a silly question.

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Flyn stares back and shakes his head. "You're smart enough to paint such vivid pictures...but not smart enough to know the name of your master? Master would be so disappointed..."
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17

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"No! Me smart. Me know Master name. Master of end times. Groetus!"

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Flyn hides a frown...not the answer he was expecting...he tries a different tack...
"No, you not smart. You said Master was in the Crypt of Fools...everyone knows Groetus lives in the Boneyard, not in Crypt of Fools..."
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17

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With know local 21 do I know anything about the Crypt of Fools?
Hum...I wonder if whoever the Master is, is looking for something in the Crypt of Fools, that's why Engineers are going missing.
Yes I will talk to the engineers! Thank you friend. Paicho is thinking this is about all he'll get from him, he stands by as Flyn continues his questions.

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The crazed painter looks very confused at Flyn, he questions everything he knows. "But...no...I...Master?"
As much as you can tell, the information of the Crypt of Fools has been lost to the general public. It's a very close guarded secret. As you can see, even some the faithful does not know where it is.

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Flyn shrugs. "I give up...we should head to the Hall of Wonders."

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Kiboko turns to Garver: "What is this man's sentence? Can he pay his way out by selling paintings?"

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Deyno gets a migraine following the ramblings of the crazed man. "Yes, lets go find this engineer. Maybe he can make out what this one says."

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Garver is thoroughly shocked at all that has been discussed. "Urm.. I believe he is in here for life? I'll need to check on that. Unfortunately, everything he creates here is intellectual property of the prison, so all proceeds shall go to the management of the prison. The processing fees for the paperwork to retrieve one of those paintings is 1gp per painting for the fancy three, the abstract pieces on the floor will cost you 5sp. If any of your are interested of course."
You may purchase the paintings if you wish.
Seems like in general we are ready to go to the Hall of Wonders. But if you do want to do anything prior, let me know and we can retcon as necessary. In the handouts I've uploaded a map of Cassomir, this should give you an idea of where the places of interest are, and where you are now.
Later on, the groups makes their way to the Hall of Wonders after the obvious clue from the crazed painter. Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud “chunkchunk” sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on. An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders.
The hall is a square-ish building. There is a front door (north of the building) somewhat obscured by the smoke. (Treated like obscuring mist). In terms of other possible entrances, there are many windows on the ground floor (south side of the building), a few on the upper floor (West and North side of the building) and there is a large skylight (South of the building).

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perception: 1d20 + 12 ⇒ (13) + 12 = 25
Can you hear that, I can hear faint screaming from inside
At this Qatala heads to the front door and tries to open the door.

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perception: 1d20 + 10 ⇒ (6) + 10 = 16
"No I do not here it...but your ears are more keen than mine. Still, it is worth checking out"
If needed, Deyno, will lead is shoulder or crow bar to the efforts.

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Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Screams, yes I hear them! Let's get in there. Paicho follows Qatala.

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Perception: 1d20 + 11 ⇒ (15) + 11 = 26
"Yes, I hear it as well..."
Flyn draws his bow and hurriedly follows after Qatala...

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At the prison:
"Kiboko will take the detailed paintings. Have them delivered to Kiboko's lodgings."
Whilst loathe to give the prison financial support, even as little as 3gp, Kiboko is fascinated by the cultist's work.
At the Hall of Wonders:
perception: 1d20 + 10 ⇒ (10) + 10 = 20
perception, mvumbu, falcon focus: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
"Kiboko does not hear anything over the noise of machines. But he is ready!"
Kiboko readies his lance. Cast Longstrider on the way over, cast Heightened Awareness from wand, and cast Guidance before we kick down the door.

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Map is up! we're going straight into combat rounds to keep it clean.
The doors are unlocked and easily opened, Qatala and Deyno lead the pack in. The mist is still present inside but does not obscure any noises. The screams are becoming more prominent inside the walls and sound like they originated from the south east corner of the building. A wall seems to keeping you in between the next room, and a platform balcony is somewhat outlined directly above you.
In the next room, three great structure's outline pierce the thick mist. A brass planetarium rotates in the northeastern corner. Next to the celestial model, a clockwork contraption ticks and tocks as it turns on its axis. Finally, a giant metal crab sits with its claws extended on a southwestern platform. A hatch at one end of the crab provides an entrance into a barrel-like chamber; inside two levers rest near the front of a cockpit.
??? on the map marks the source of the noise, I will update the map as people move in it since your sights are limited by the obscuring mist.
Flyn: 1d20 + 4 ⇒ (5) + 4 = 9
Deyno: 1d20 + 6 ⇒ (2) + 6 = 8
Kiboko: 1d20 + 1 ⇒ (7) + 1 = 8
Qatala: 1d20 + 3 ⇒ (18) + 3 = 21
Kramac: 1d20 + 4 ⇒ (15) + 4 = 19
Paicho: 1d20 + 5 ⇒ (12) + 5 = 17
T: 1d20 ⇒ 16
E: 1d20 - 1 ⇒ (2) - 1 = 1
C: 1d20 + 5 ⇒ (3) + 5 = 8
Combat Round 1
Qatatla, Kramac, Paicho
???
Flyn, Deyno, Kiboko
???

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Kramac will cast divine favor and advance.

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In we go!
The bold saviors of the City of Cassomir, stride forward into certain danger. Undeterred, for their quest was of utmost importance; and who needs the heroes help? For screams did emanate from the fog! Be Bold Heroes!
Paicho races into the building, drawing Gamin, and bolstering his allies by narrating their current events.
move to move, draw weapon; standard Inspire Courage
Inspire Courage: +2 competence bonus on attack and weapon damage rolls, + 2 morale bonus on saving throws against charm and fear effects

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Qatala moves around the corner to find a couple of cultist, compromising of two half-orc thugs wielding heavy flails beating on a gnomish engineer and her various engineering guildmates.
In the walkway above, a single woman laughs as she looks down upon the torture, she somewhat resembles Luscilla Ismacco. Maybe a distant relative? But you can safely assume she is up to no good in this matter.
As she notices Qatala emerge from the obscuring mist she attempts to cast a spell, and shouts to her cultist to bring them to attention of your presences.
Kramac and Paicho move into the mist as well, but they find themselves a bit behind Qatala. Upon hearing the commotion, Paicho tells a tale of inspirational heroism!
If you are outside of the mist and can see the woman on the balcony.
Monster Lore for the baddies..
Combat Round 1
Inspire Courage +2/+2
Qatala, Kramac, Paicho
Cleric (casting)
Flyn, Deyno, Kiboko
Thugs, Elemental

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Deyno moves to the far side of the room and comes face to face with one of the half-orc.
Hey tusk face, pick on some one your own size.

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We can see the balcony from our starting position right? And it's above the mist?
"Flyn, get up on that balcony and use your bow. Kiboko's magic will aid you."
Kiboko draws a scroll, and uses its magic on Flyn. Casting Spider Climb (duration 30 mins). Ask Mvumbu to defend Kramac (giving him another flank buddy): she follows him into the mist, catching his scent. Switch Mvumbu's animal focus to Bear (+2CON). 5' step forwards.
Also, "Tusk face"? :D

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With the aid of Kiboko's spell, Flyn will move 'bout 20' (including the climb) to spider-climb up to the balcony and fire an arrow at the cleric...
Magic Longbow: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

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The Balcony is 20ft, so Flyn would have to use his whole move action to get up there. Although the mist is treated like obscuring mist, it does say you can see the outline of several structures, so base on this, yes I've put in out there that you can vaguely see the outline of the balcony from the starting position. The balcony is 20ft high, and is above the mist.
Flyn heads straight for the high ground with Kiboko's aid, as he moves into a more prime position, he is able to see the cleric casting a spell. Without a moment's hesitation, he fires an arrow towards her. She is unable to concentrate to maintain the spell from pain of an arrow piercing her shoulder.
Concentration DC24: 1d20 + 9 ⇒ (13) + 9 = 22 So close!
Deyno moves to engage Tusk Face, who happily accepts his challenge! The challenge provoked must have angered the half-orc as he comes down strong and hard taking a big blow out of Deyno in that first strike.
Tusk face two engages Qatala, and completely misses his mark by a mile.
Vs Deyno, +1 Heavy flail: 1d20 + 8 ⇒ (13) + 8 = 211d10 + 4 ⇒ (10) + 4 = 14
Vs Qatala, +1 Heavy flail: 1d20 + 8 ⇒ (1) + 8 = 91d10 + 4 ⇒ (3) + 4 = 7
Combat Round 2
Inspire Courage +2/+2
Qatala, Kramac, Paicho
Cleric (casting) -10
Flyn, Deyno -14, Kiboko
Thugs
Ignore the elemental part earlier... she's was not totally casting to summon an elemental. Had mistaken it as part of the starting lineup and rolled initiative for it prior to editing.
The crab is about 10ft tall. With that in mind, I would say it would be a DC10 climb, and a DC20 jump.

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Qatala looks around and studies the route up whilst dodging the blow from the Half Orc, sighs and pulls her nine section whip and strikes at blue. Dropping into her familiar fighting stance.
trip: 1d20 + 10 - 2 + 4 + 2 ⇒ (7) + 10 - 2 + 4 + 2 = 21 vs CMB
nine section whip: 1d20 + 11 - 2 + 2 ⇒ (15) + 11 - 2 + 2 = 26
damage: 1d8 + 6 + 2 ⇒ (2) + 6 + 2 = 10 magical bludgeoning
nine section whip: 1d20 + 6 - 2 + 2 ⇒ (4) + 6 - 2 + 2 = 10
Probable miss even if tripped.

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Know Local 1: 1d20 + 11 ⇒ (6) + 11 = 17
Know Local 2: 1d20 + 11 ⇒ (13) + 11 = 24
Feats and DR
Paicho rounds the corner and spots the foes, letting his inspiring words hang in the air. He calls out She's a cleric of Groetus; and these chaps are fighters.
He closes in on one of the fighters, flanking with Qatala. Okay Gamin let's go.
The sword replies With pleasure! Paicho swings the longsword.
Gamin + flank + IC: 1d20 + 9 + 2 + 2 ⇒ (13) + 9 + 2 + 2 = 26
damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Move to move, lingering performance, standard attack

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acrobatics, grand lodge Season 8 reward boon: 1d20 + 7 + 3 - 1 ⇒ (19) + 7 + 3 - 1 = 28
Kramac will clamber on top of the crab and jump to pull himself up to the walkways to make the Cleric's life hard., and will direct Kuuma to go assist with the fighters.

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Kuuma dashes around at Kramac's instructions, and attempts to bite the warrior Deyno is fighting.
Bite!, Flank, Inspire, Power Attack: 1d20 + 7 + 2 + 2 - 2 ⇒ (8) + 7 + 2 + 2 - 2 = 17
damage, Inspire, PA: 1d6 + 3 + 2 + 4 ⇒ (1) + 3 + 2 + 4 = 10
Trip!, Flank, Inspire, Power Attack: 1d20 + 7 + 2 + 2 - 2 ⇒ (16) + 7 + 2 + 2 - 2 = 25

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Fighter has no DR, feats are Improved Initiative, Power Attack, Toughness, Weapon Focus (heavy flail)
A whip trip brings the one thug to the floor and it's immediately followed up by a some beat downs by Qatala and Paicho featuring Gamin.
Kramac clambers up to the top as he notices the Cleric, while he sends Kuumaa to assist Deyno. The wolf seems to be a little nervous, maybe from separation anxiety. The bite does not connect to the half-orc.
The cleric, clearly a discipline of Groetus decides to release a wave of negative energy in effort to get Kramac off her back. The negative energy is enough to put her own men unconscious.
Negative Energy: 4d6 ⇒ (6, 5, 4, 2) = 17 DC14 Will havles.
Doing some quick mental math, I think the only Kiboko and Mvumbu are not affected by the channel negative energy.
Will Red,Blue: 2d20 ⇒ (3, 12) = 15
Combat Round 2
Inspire Courage +2/+2
Qatala, Kramac, Paicho
Cleric -10
Flyn, Deyno -14, Kiboko
Thugs B unconscious, R -17

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Will: 1d20 + 8 ⇒ (5) + 8 = 13
And just to save a post, for Kuuma:
Kuuma will: 1d20 + 2 ⇒ (4) + 2 = 6

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Some combat maneuvers take a standard action, and some just take the place of a melee attack. You can make a trip, disarm, or sunder attempt in place of any melee attack, including an AoO. Grapple, overrun, bull rush, steal, and dirty trick take a standard action. She is just subbing her first attack in her flurry for a trip. There is a chart here.
If you search for 'Table: Combat Options Overview' on that page it will take your right there. Ummm... not that I'm reading spoilers not tagged for me or anything...

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Will: 1d20 + 5 ⇒ (16) + 5 = 21
Flyn will whip a couple more arrows the cleric's way...
Longbow: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Longbow: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm Crit: 1d20 + 13 ⇒ (11) + 13 = 24
Damage+ Crit: 3d8 + 18 ⇒ (1, 6, 6) + 18 = 31

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Qatala is going to spend 1 Ki to activate her jumping boost giving a +20. She has a lvl based bonus to jump as well as a racial +4 due to a base speed of 40.
will save: 1d20 + 6 ⇒ (20) + 6 = 26 I accidently deleted my 1st post and failed this save 1st time round.
Qatala will climb the crab and head weat and nimbly hop onto the balcony. She then steps 5ft south to avoid an AoO from the cleric as she then acrobatically jumps the 30 ft to the other side. Finally she moves upto flank with Kramac. My base move is 40 ft so this is a double move of 80ft.
climb the crab: 1d20 + 11 ⇒ (1) + 11 = 12
jump to the western balcony: 1d20 + 11 + 6 + 4 + 20 ⇒ (3) + 11 + 6 + 4 + 20 = 44 vs dc 20
jump to the eastern balcony: 1d20 + 11 + 6 + 4 + 20 ⇒ (3) + 11 + 6 + 4 + 20 = 44 vs dc 30

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will: 1d20 + 4 ⇒ (14) + 4 = 18 8 damage
GM, just to note, he has DR 1/- now. So the flail only did 13
Deyno smiles as blood begins to come from his shoulder, where the flails spikes pierced his skin.
"That's it" He roars to the fighter.
Claw sprout from his finger tips and he swings twice at the half orc.
IC, PA, flank
claw #1: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d6 + 12 ⇒ (4) + 12 = 16
claw #2: 1d20 + 15 ⇒ (15) + 15 = 30
damage: 1d6 + 12 ⇒ (6) + 12 = 18

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I'm going to assume a bit of back and forth between Flyn and Kiboko so that Kiboko gets the lay of the land, rather than clutter the thread with posts where we wait for each other to answer.
Kiboko goes all magic warrior and commences casting Summon Nature's Ally 1.
With both "tusk faces" contained, Mvumbu waits with Kiboko.

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Noted Deyno! and thanks Kramac, I knew I was missing something..
Deyno resist some of the negative energy and decide to lay waste on the last thug with his sharp claws. The fighter stood no chance against him, and falls to the ground head, and has likely stopped breathing at this point in time.
Flyn is also strong in mind and uses his concentration to his advantage as he shoots two arrows perfectly in the direction of the cleric. She is gravely injured at the moment.
Combat Round 3
Inspire Courage +2/+2
Qatala -17, Kramac -17, Kuumaa -17, Paicho (will save)
Cleric -50
Flyn -8, Deyno -21, Kiboko
Qatala, I'm not exactly sure I follow your movement patterns, can you use arrows to map out the flow?

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DC 14 Will: 1d20 + 7 ⇒ (9) + 7 = 16
Paicho let's his words continue to hang, while he rushes over to Deyno and heals him.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
Lingering Performance, move to move, cast CLW

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Kramac grunts as waves of negative energy washes over him. Enraged at the unclean energy touching him and Kuuma, Kramac stabs the evil cleric twice with his Kukri.
attack 1, flank, flurry, power attack, inspire, Divine favor: 1d20 + 9 + 2 + 2 + 2 - 2 - 2 ⇒ (6) + 9 + 2 + 2 + 2 - 2 - 2 = 17
damage, sneak attack, inspire, Divine favor, power attack: 1d4 + 5 + 1d6 + 2 + 2 + 4 ⇒ (1) + 5 + (3) + 2 + 2 + 4 = 17
attack 1, flank, flurry, power attack, inspire, Divine favor: 1d20 + 9 + 2 + 2 + 2 - 2 - 2 ⇒ (17) + 9 + 2 + 2 + 2 - 2 - 2 = 28
damage, sneak attack, inspire, Divine favor, power attack: 1d4 + 5 + 1d6 + 2 + 2 + 4 ⇒ (2) + 5 + (3) + 2 + 2 + 4 = 18
I made the lines thicker and colored them to make it easier to see.

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Thanks.. makes sense. Combat is over!
Paicho comes quickly to Deyno's aid. In the meantime, Kramac hits the cleric with a quick and strong one two. His punch was strong enough to knock the lights out of her. She falls and knocks her head hard, to a point she stops breathing. She's dead.
The engineers looked with fear throughout the fight, but soon comes with a sigh of relief. The one being bullied at the time of your arrival comes to you much gratefully and also worried. She is a pink haired gnome wearing large glasses with a multitude of trinkets all over her belt. "Thank you! Thank you! We thought we were all going to be taken. You saved our lives! Who are they? Are the others safe??"
Status: Qatala -17, Kramac -17, Kuumaa -17, Paicho -8, Flyn -8, Deyno -21

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Paicho steps forward, That my dear, is actually the question we have! You see who they are is a cult dedicated to The God of the End Time, Groetus and what their aims are we are only beginning to learn.
It seems they are kidnapping engineers to help them solve some kind of problem, the fact that they keep coming back for more suggests the ones they have already grabbed have not provide the solutions they desire, but we have a clue.
Tell me my good lady, what do you know of the Crypt of Fools?
Paicho delivers the entire talk in a dramatic flourish.

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She looks somewhat concerned, a little confused, and very surprised. "How did you know about the Crypt! 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." She looks around and then shares a little more, "Although it's available records to the public, It's a history that's long forgotten by the many, only a few of us in this guild know of it's existence. It’s a secret graveyard, long fallen from use, where traitorous families were buried, or in some cases re-buried, to scrub their stain from Taldan history.”

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Can someone use my wand to heal me please
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (1) + 1 = 2
3 charges used 1hp down.

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Paicho taps Qatala with her wand as he continues the conversation.
We knew because we are on this cult's trail, we haven't learned there full plan yet, but we know it involves the Crypt and other landmarks in the city. A secret graveyard, I don't like the sound of that. Quickly can you show me all the records you have about the Crypt. We must find what they are looking for, before they do! Paicho implores.

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Flyn takes out his own wand and casts it upon himself...
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Flyn listens to the engineer and then speaks.
"Can you tell us its location? The people who attacked you today are also behind the kidnappings of your cohorts, and they may be currently headquartered in the Crypt. We need the location so we can go there, rescue the others, and eliminate the threat..."

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Asking the right questions as usual...
The little engineer sighs with a long face and explains to Paicho, "They stole every ancient city plan with had that might have something or even nothing to do about the Crypt of Fools, and not to mention, every engineer who knows something about it is missing cause of them..."
Turning to Flyn, she thinks long and hard and recalls something that may or may not be particularly useful. “The entrance lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use.”
Status: Qatala -1, Kramac -17, Kuumaa -17, Paicho -8, Flyn -2, Deyno -21

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clw: 4d8 + 4 ⇒ (2, 7, 6, 5) + 4 = 24
"This is beginning to feel like a while goose chase" Deyno sneers as his wounds cinch close from the magic. "So what buildings were built by the Ismacco family"

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Heals!: 1d8 + 1 ⇒ (2) + 1 = 3
Heals!: 1d8 + 1 ⇒ (4) + 1 = 5
Heals!: 1d8 + 1 ⇒ (3) + 1 = 4
And for Kuuma:
Heals!: 1d8 + 1 ⇒ (8) + 1 = 9
Heals!: 1d8 + 1 ⇒ (7) + 1 = 8
As he speaks, Kramac will inspect the Gnome and make sure he is ok.
heal check: 1d20 + 2 ⇒ (19) + 2 = 21
Thanks for you help my good man! Do you have any idea which monuments we should look for? There was one outside the Prison of the Swift that had a large I engraved on it. Perhaps that is representative of the Imasco family and the first monument we need to locate? And if your substantial knowledge meets its limits on this question, where might we go to research the topic? Is there some sort of municipal records building that we should visit?