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Not w/in 10 ft yet
Stuck at the back, Paicho can only hear the sounds of a battle. He begins his bardic performance to inspire courage with his flag out, but doubts those in front can see the flag.
Deep in the heart of what seems like home, within the Cassomir sewers we once again roam. What horrors does Groetus promise for us, I know our fortitude will be enough! To win the day once again,...
Inspire Courage and Flagbearer

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Unable to get into the fight yet, Paicho and Kiboko summon strength through very different means!
The creature unleashes a fury on Qatala, but Qatala is much more prepared this time around and avoids the attacks.
Bite: 1d20 + 14 ⇒ (14) + 14 = 281d6 + 7 ⇒ (5) + 7 = 12
Claw: 1d20 + 14 ⇒ (13) + 14 = 271d6 + 7 ⇒ (6) + 7 = 13
Claw: 1d20 + 14 ⇒ (16) + 14 = 301d6 + 7 ⇒ (3) + 7 = 10
Combat Round 1 /2
Conditions: Inspire Courage +3
Paicho, Kiboko
Ghast
Qatala -10 (Ghoul Fever -1 Con, -1 Dex) , Deyno, Flyn, Kramac

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I don't have the rules off the top of my head, but situationally I would incline to a no to allow that as a free action. It would seem it be a too tight of a corner to be able to 5 foot, and you can't 5 foot through difficult terrain normally. I would treat this as similar to moving through an enemy's space which is a Acrobatics 5+Opponents CMD. But that still requires a move action.

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Qatala will attempt to move thru the Ghast with her acrobatics.
acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31 vs Ghasts cmd+5
If that succeeds she will use her attack to try trip the ghast again.
trip: 1d20 + 10 + 6 ⇒ (4) + 10 + 6 = 20 vs Ghasts cmd
no AoO as this is less then last time.

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Qatala manages to cleanly somersault her way over the ghast into the open spot. She follows up with a whip attack, but it misses the target.

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Delay, moving in will only get in the way of the parties plan.

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Paicho at a minimum will use lingering performance. Whether he can really do anything further depends on what the others do, so will modify based on that, but don't hold up play if I don't post when you are ready to update.

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If Kiboko likes the plan I posted in discussion, Kramac will step to the top part of the corridor and full attack. If he opts to do something else, I will redo my action after he posts.
attack, outflank, inspire,flurry : 1d20 + 9 + 4 + 3 - 2 ⇒ (2) + 9 + 4 + 3 - 2 = 16
damage 1: 1d4 + 1d6 + 5 + 3 + 4 ⇒ (4) + (6) + 5 + 3 + 4 = 22
attack, outflank, inspire,flurry : 1d20 + 9 + 4 + 3 - 2 ⇒ (19) + 9 + 4 + 3 - 2 = 33
confirm, outflank, inspire,flurry : 1d20 + 9 + 4 + 3 - 2 ⇒ (7) + 9 + 4 + 3 - 2 = 21
damage 2: 1d4 + 1d6 + 5 + 3 + 4 ⇒ (1) + (4) + 5 + 3 + 4 = 17
extra damage if crit damage 2: 1d4 + 1d6 + 5 + 3 + 4 ⇒ (3) + (1) + 5 + 3 + 4 = 16
If I crit, Kiboko gets an AoO with his lance as well

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Spider Climb on Kramac this round unfortunately is not possible. See detailed notes in discussion thread.
Kiboko calls instructions to Kramac: "Escape Route, Brother Kramac! We can all surround the creature. Deyno, try my lance."
Assuming Kramac follows the plan, Kiboko drops his hooked lance, switches his Pack Flanking feat to Escape Route (requires that Kramac also switches), then moves across the walls and ceiling to end up above the ghoul. Kiboko draws his magic heavy shield as he moves, and holds it defensively towards the ghoul.
fort save vs stench, bear focus: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
After moving, Kiboko uses a swift action to change Animal Focus to Tiger (+2 DEX).
AC: 22.

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Flyn will fire two arrows at the Ghast...
Flurry of Blows, Deadly Aim, PBS, Inspire Courage, Favored Enemy, Precise Shot, Deadeye Bowman
Longbow: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Longbow: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 10 ⇒ (1) + 10 = 11

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Kramac will switch pack flanking to escape route as a standard action, then step up and let Kiboko move in without provoking AoOs and making room for Deyno.
fort save: 1d20 + 11 ⇒ (4) + 11 = 15

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Am I right in assuming Kiboko's move provokes AoO? I'll assume yes for now but correct me if i'm wrong.
Surrounded in a sticky situation, Kiboko riles up the troops attempting to bring organization in the mess, as the ghast firmly holds his ground in blocking the entrance. Kiboko moves around the top, and has Kramac distract the creature while he gets into space.
Flyn, expecting nothing less, is able to accurate and well position shots in amongst the chaos, as the arrow pierces into the creatures shoulder causing it to squirm a little bit in pain. But it looks far from being considered hurt.
As Kramac moves into tactical position, he is overwhelmed by the vile stench, and finds himself a little sickly.
Sickened: 1d6 + 4 ⇒ (2) + 4 = 6
Combat Round 1 /2
Conditions: Inspire Courage +3
Paicho, Kiboko
Ghast -23
Qatala -10, Deyno, Flyn, Kramac (Sickened 6 minutes)

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Am I right in assuming Kiboko's move provokes AoO? I'll assume yes for now but correct me if i'm wrong.
Kramac and Kiboko both switched a Teamwork feat to Escape Route in order to avoid AoOs as we move in to melee the ghast.

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Kramac and Kiboko both switched a Teamwork feat to Escape Route in order to avoid AoOs as we move in to melee the ghast.
Was not aware of the benefits of escape route, in hindsight should have looked it up. Noted now, and corrected the post!

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Letting his performance linger, Paicho moves over so he can see the line of combatants. He draws a holy water from his bag and chucks it at the ghast.
Holy Water RTA - into combat - range penalty: 1d20 + 6 - 4 - 2 ⇒ (7) + 6 - 4 - 2 = 7
damage: 2d4 ⇒ (4, 3) = 7
Miss Direction: 1d8 ⇒ 7

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Will bot Deyno following Kiboko's guidance.
Paicho throws a vial of holy water towards the monstrosity, but it knocks the wall nearby, and splashes on to it. Barely touching his skin, but whatever droplets that meet contact burns the ghast.
Deyno heeds Kiboko's words and moves into the open spot, picking up the lance. But Deyno is now faced with the overwhelming stench of the creature.
The animals continue to wait patiently knowing they are unable to make it through the tight spaces.
The ghast screams in frustration, eager to not let anyone else through, he lashes out at Kiboko.
Full Round attack, if Kiboko is paralyzed as a result of any of the attacks, ghast will switch attack back to Qatala.
Bite: 1d20 + 14 ⇒ (8) + 14 = 221d6 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 14 ⇒ (11) + 14 = 251d6 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 14 ⇒ (17) + 14 = 311d6 + 7 ⇒ (4) + 7 = 11
Seems like all hits! DC19 Fort to avoid Ghould Fever, and DC19 Fort to avoid Paralyze.
Combat Round 3 / 4
Conditions: Inspire Courage +3
Paicho, Kiboko
Ghast -24
Qatala -10, Deyno (Fort DC20 to avoid Stench), Flyn, Kramac (Sickened 6 minutes)
Go ahead and post, i'll retcon if necessary.

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Flyn will fire another couple of arrows at the Ghast...
Flurry of Blows, Deadly Aim, PBS, Inspire Courage, Favored Enemy, Precise Shot, Deadeye Bowman
Longbow: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Longbow: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

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Deadeye bowman seems to only work if soft cover is provided by one character, since it's both Deyno and Kramac now, the soft cover penalty would apply.

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As it seams to be very difficult to trip Qatala will just attack.
Full round attack, flurry, fighting defensively AC=37
nine section whip, defensively, inspire, flanking: 1d20 + 11 - 2 + 3 + 2 ⇒ (1) + 11 - 2 + 3 + 2 = 15
miss
nine section whip, defensively, inspire, Flanking: 1d20 + 11 - 2 + 3 + 2 ⇒ (5) + 11 - 2 + 3 + 2 = 19
damage: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11 magical bludgeoning
nine section whip, defensively, inspire, Flanking: 1d20 + 6 - 2 + 3 + 2 ⇒ (8) + 6 - 2 + 3 + 2 = 17
damage: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16 magical bludgeoning

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fort: 1d20 + 8 ⇒ (5) + 8 = 13
Deyno holding the lance in one hand, decides to conjure 4 darts of force and shoots them towards the ghast.
magic missile: 4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17

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fort vs paralysis: 1d20 + 10 ⇒ (17) + 10 = 27
fort vs paralysis: 1d20 + 10 ⇒ (4) + 10 = 14
fort vs paralysis: 1d20 + 10 ⇒ (12) + 10 = 22
GM re-roll, 1 star fort vs paralysis, 1 star: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17 Plus Grave Treader's Inspiration boon inspiration: 1d6 ⇒ 6 Makes 23!
fort vs ghoul fever: 1d20 + 10 ⇒ (8) + 10 = 18
fort vs ghoul fever: 1d20 + 10 ⇒ (12) + 10 = 22
fort vs ghoul fever: 1d20 + 10 ⇒ (11) + 10 = 21
Looks like ghoul fever. Urgh. I think most diseases don't have an immediate onset though, so should be ok for a day or so?
Will wait and see what the rest of the party does before deciding whether to attack or withdraw. Don't think I'd survive another full attack.

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Flurry 1, inspire, power attack, outflank, sickened: 1d20 + 9 + 3 + 4 - 2 - 2 - 2 ⇒ (17) + 9 + 3 + 4 - 2 - 2 - 2 = 27
damage 1: 1d4 + 1d6 + 5 + 3 + 4 ⇒ (1) + (5) + 5 + 3 + 4 = 18
Flurry 2, inspire, power attack, outflank, sickened: 1d20 + 9 + 3 + 4 - 2 - 2 - 2 ⇒ (19) + 9 + 3 + 4 - 2 - 2 - 2 = 29
damage 2: 1d4 + 1d6 + 5 + 3 + 4 ⇒ (2) + (2) + 5 + 3 + 4 = 16
Flurry 2 Confirm, inspire, power attack, outflank, sickened: 1d20 + 9 + 3 + 4 - 2 - 2 - 2 ⇒ (5) + 9 + 3 + 4 - 2 - 2 - 2 = 15
damage 2 extra if crit: 1d4 + 1d6 + 5 + 3 + 4 ⇒ (2) + (6) + 5 + 3 + 4 = 20
Kramac lashes out twice with his kukri, landing two solid blows on the ghast.

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Seeing Kramac land two attacks, and Deyno's arcane missiles strike true, Kiboko returns the undead creature's bite attack.
"RAAARRGGGHH!!!!"
Rage and switch Animal Focus to Bear.
bite, rage, bard, power attack: 1d20 + 8 + 2 + 3 - 2 ⇒ (19) + 8 + 2 + 3 - 2 = 30damage, bard, whetbone, rage, pa: 1d4 + 9 + 3 + 1 + 6 ⇒ (2) + 9 + 3 + 1 + 6 = 21
Kiboko gets a mouthful of vile, undead flesh, and spits it out in disgust.
If that is not enough to drop the ghast, Kiboko then retreats, over the heads of Kramac and Deyno (avoiding AoOs thanks to Escape Route).
AC is 19 this round, if it matters.

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Oh sorry 'bout that GM...I just kept Deadeye Bowman listed the same as last time and didn't check the map before firing again, so I didn't subtract 4...

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Probably should have clarified, but looks like it doesn't make a difference. Each attack causes paralysis, but only bite causes disease.
And the ghast has been taken down! And it really did require every one of those hits to connect, if anyone of those missed, it would still be standing! albeit barely.
Kiboko perseveres through thick and thin against all odds as the creatures claws attempt to inflict paralysing poison into his blood. Kiboko has taken on a lot of damage and may not survive another attack like that.
Flyn fires a few more shots, however finding the field a little bit more crowded, the arrows whizz right through unable to find their mark un-characteristically this time round. Simiarly, Qatala's whip just dances around the Ghast as it rages on.
Deyno sickened: 1d6 + 4 ⇒ (3) + 4 = 7
The stench overwhelm's Deyno's senses and he falls somewhat sick, but nonetheless continues the good fight, unleashing a bolt of energy that knocks right into the creature. He squirms in pain as he finds himself becoming closer to being overwhelmed himself by the Pathfinder's strength.
Kramac and Kiboko take advantage of their positions around the ghast and unleash a fury of attacks! A punch, a bite, and another punch right into the creature. Finding itself taking too much blood loss and injuries, it succumbs and falls flat to the floor.
Statuses: Kiboko -33 (Ghoul Fever, onset 1 day) Qatala -10, Deyno (Sickened 7 minutes), Kramac (Sickened 6 minutes)
You look towards the imprisoned people, they seem to be alive.
You may also take time to search around the room.

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Flyn watches the ghoul fall with a sigh of relief...he then checks on the captives and the rest of the room...
Heal: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
"These folk have ghoul fever and need to be cured in the next 2 days or be turned...and there's a panel to the west that can be removed..."

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Kiboko will Take 10 on both the Heal and Perception checks for 16 and 20 respectively.
Kiboko looks to his own wounds: "Kiboko was bitten. The wound looks bad. Kiboko may be infected too."
Kiboko gets his wand of clw and activates it.
clw x8: 8d8 + 8 ⇒ (1, 1, 5, 6, 6, 2, 4, 7) + 8 = 40

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Kiboko you do look greener than usual. I suggested you and the rest of these folks see a cleric as soon as possible. I think we will need a devout individual. Paicho looks concerned.
Flyn any traps on that panel?

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Anyone use my wand of clw please.
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (6) + 1 = 7
Qatala will then stay near the prisoners for when the cage is open and offer some rations.

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Kramac will begin cutting the prisoners free, as best he can while retching.
Good citizens! You are saved! You were captured by the Derro, yes? Please tell us what you know of them. How many are there, where did they go, and how many more captives do they have? Can all of you walk? Those who can, help those who cannot. The way back is clear. Also, many of you are afflicted with Ghoul Fever. If you do not have means to remove this yourself, please go to the Pathfinder lodge. We will find you there and help you remove this affliction. Failure to do so may result in you becoming an evil ghoul and then I will have to hunt you down and end your now wicked existence. I do not want to do that!
diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

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The survivors nod to indicate their understanding of the matter. They reply in a weakly state to the best of their abilities. "The Derro... they rotated the chamber and left through another tunnel. We don't know how many more..."

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Rotating Chamber we've seen this before.
Know Engineering: 1d20 + 10 ⇒ (15) + 10 = 25
Paicho calls on their previous experience with underground rotating rooms to get an idea of how this one would likely work.
Now let me think about that a second...

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Flyn will try to remove the panel and see if there's a switch like the one they found before...

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The previous rotating room had a switch to activate in the middle of the room, however this room does not have the similar switch in the same spot. As Flyn removes the panel, it is easy to find that the switch lies right behind the removed panel.
Assumingly, you release the prisoners from their cages, and they scurry, to the best of their abilities, away from the filth back into civilization. If you have any more questions, go ahead and ask and I'll retcon as necessary.
As the switch turns, so does the mechanical parts keeping the chamber in place. Slowly the room shakes violently as it rotates itself revealing a new tunnel path heading northbound. Although there are many tunnels that branch from the Ismacco tunnel system (Whom you recall from your past adventure), it is clear to see the path lies with the scraps of paper leaving a trail.

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After you Master Elf. Pachio nods at Flyn to take his customary role as elite scout and advanced guard.

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Flyn keeps his bow drawn and continues to follow the trail, keeping an eye out for traps and hidden foes...
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22

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Once the impromptu sing-song is over, Kiboko and Mvumbu will follow Flyn into the Ismacco tunnels (letting the real stealth practitioners go ahead).
perception: 1d20 + 10 ⇒ (9) + 10 = 19
stealth: 1d20 + 5 ⇒ (7) + 5 = 12

Mvumbu |

"Haaarrgghh?"
Mvumbu senses Kiboko's sickness. She nuzzles against him, sniffing him frequently, her concern visible in her expressive features.
She follows him closely as the pathfinders enter the tunnels.
perception: 1d20 + 6 ⇒ (18) + 6 = 24
stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Mvumbu still has darkvision via Animal Focus.

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Thanks for bearing with me everybody, from here on out we should be back to normal!
The paper trail is not difficult to follow, clearly the Derro's did not notice it at all. You are able to follow it, with caution, deeper into the vast caverns that is known as the Ismacco tunnel system. Darkness envelops the whole area, only to be lit up by Qatala's wayfinder. The cavern ceilings reach an average height of 40 feet, and stalactites and stalagmites litter the chambers.
Eventually, you reach into an open chamber. Salt deposits line the cavern ahead and several side passages branch east and west and run rich with blue crystals before ending at cave-ins. Eight smoldering torches illuminate a small tunnel ahead—beyond all is pitch black, though the sound of running water echoes out from the darkness. Whispers, scuffles, noises, can be heard echoing from beyond the small illuminated tunnel as well.
New handout, as well as map is up!

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Are we more than 30 minutes since the ghast battle now? That's the duration of Kiboko's spider climb.
survival, take 10: 10 + 10 = 20
"The poor mites are lost. At least they died fighting for freedom. Kiboko will destroy those evil derro!"

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Flyn will search the immediate area for any traps or hidden foes...
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

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Flyn will activate the rest of his darkvision adaptive ability (20 minutes left) and move quietly further north into the adjoining cavern, bow drawn, concealing himself as he can and on the lookout for traps and foes...
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 11 ⇒ (11) + 11 = 22

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Deyno says a silent prayer for the ones lost. Then follows behind the group.