The Magnificant Paicho of Quain |
Paicho recasts the Heightened Awareness and drink his potion of darkvision, if I didn't mention it already.
Paicho follows along quietly with the rest of the group, keeping his eyes open.
Perception: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Kiboko |
Kiboko and Mvumbu advance quietly. Kiboko uses his wand of Heightened Awareness again.
perception, HA: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Mvumbu |
Mvumbu follows her sick friend, nuzzling him frequently.
perception: 1d20 + 6 ⇒ (3) + 6 = 9
stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Clearly, much too worried about Kiboko's health to concentrate on where she's going or who else is around them both.
GM Batpony |
The path is relatively safe, likely the Derro's had no suspicions that the Pathfinders would attempt to track them down. Flyn is able to see the dangers ahead, and warns the group through sign language about what he notices.
A large pool fills most of this chamber, its green waters bathing the high ceilings in an eerie green light. The pool is open to the cavern on the south and east sides, but borders the cavern walls to the north and west. On the north side of the cavern, a small alcove sits above the water line, inside of which rests a small stone table. Dozens of corpses float serenely on the surface of the pool.
Hundreds of prisoners, both human and mite, fill the caverns to the west of the pool. A line of prisoners, herded by injured derros and mites, marches from the western caverns into the pool. A formidable looking female Derro stands overlooking the operation, she immediately spots Flyn as he makes his move deeper into the cave. She shouts out warnings to the rest of the operatives!
Soon, several brave prisoners and mites start to swarm the operations hoping that the Pathfinder reinforcement would give them enough power to overthrow the operations. Shouts and blood is drawn! A couple of Derros find themselves outside the perimeter of battle and eye the Pathfinders. One of them being the commander herself.
Kn. local DC 17 for Commander Derro, and DC 13 for the regular.
perception: 1d20 + 7 ⇒ (20) + 7 = 27
Flyn: 1d20 + 4 ⇒ (9) + 4 = 13
Deyno: 1d20 + 6 ⇒ (7) + 6 = 13
Kiboko,HA: 1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22
Qatala: 1d20 + 3 ⇒ (20) + 3 = 23
Kramac: 1d20 + 4 ⇒ (11) + 4 = 15
Paicho,HA: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
Derro Commander,Derro: 1d20 + 9 ⇒ (6) + 9 = 151d20 + 6 ⇒ (20) + 6 = 26
Combat Round 1
Conditions:?
Paicho
Derro
Qatala, Kiboko
Derro Commander
Kramac, Deyno, Flyn
The Magnificant Paicho of Quain |
Know Local v Derro Commander DC 17: 1d20 + 11 ⇒ (17) + 11 = 28 Special Attacks, Special Defenses
Take 10 for 21 on the regular Derros...special abilities?
Paicho snaps his fingers, a bit of licorice root falls to the ground, Hurse His fellow Pathfinders feel as though they are suddenly moving faster.
Paicho then speaks loudly so both the prisoners and Pathfinder's alike can hear him, Take down the Derros! Free yourselves. He waves his flag.
Standard cast Haste; Move - Inspire Courage w/ Flagbearer.
GM Batpony |
Paicho recalls that Derro's are very rogue-like (Read sneak-attack) and cannot harm themselves while using poisons due to their inherent use of poisons in their culture. The Derro commander, seems to be similar in nature, with rogue-like abilities causing her to easily evade and dodge many trials and tribulations that come her way. In addition, she's likely able to resist magic with her experience. Evasiona, trap sense, uncanny dodge, SR
The derro's move around the front and fire some crossbow bolts in Flyn's direction. However, it seems the madness has them distracted and unable to perform their duties adequately.
vs Flyn, repeating light crossbow: 1d20 + 5 ⇒ (5) + 5 = 10for (sneak): 1d6 + 1d6 ⇒ (3) + (2) = 5
vs Flyn, repeating light crossbow: 1d20 + 5 ⇒ (2) + 5 = 7for (sneak): 1d6 + 1d6 ⇒ (6) + (5) = 11
Combat Round 1
Conditions:Haste, Inspire Courage +3/+3
Paicho
Derro
Qatala, Kiboko
Derro Commander
Kramac, Deyno, Flyn
Qatala |
Qatala dashes forward takeing advantage of the haste.
move 70, AC=34
Attacks the red derro in front of her whilst fighting defensively.
trip attack: 1d20 + 10 + 6 - 2 + 3 ⇒ (3) + 10 + 6 - 2 + 3 = 20 vs red
If this succeeds AoO from greater trip
nine section whip vs prone: 1d20 + 11 + 3 - 2 ⇒ (15) + 11 + 3 - 2 = 27
damage: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13 magical bludgeoning
Kiboko |
Spurred on by Paicho and encouraged by the renewed rebellion of the mites, Kiboko and Mvumbu rush into the battle.
Kiboko does his best to encourage the mites, shouting to them in their own language.
"ពួកគេអាចសម្លាប់ប្អូនប្រុសតិចតួចណាស់! ពួកគេមិនអាចយកសេរីភាពរបស់អ្នកបានទេ! ប្រយុទ្ធនិងត្រូវបានដោយឥតគិតថ្លៃ!"
Kiboko draws his hooked lance as he goes, setting up an attack from Mvumbu.
Actions: activate Animal Focus: Tiger and switch Mvumbu's animal focus to Bull (swift), swap Escape Route back to Pack Flanking (standard), move 40' drawing lance (move), and finally enter rage alongside Mvumbu (free).
AC: 18 this round.
Mvumbu |
"MOOOOAAAAARRRGGGHHHH!!!!"
Raging Mvumbu enters the battle, bounding up alongside Kiboko to savage the Derro slavers.
She chomps on the nearest derro (blue).
chomp!, bull, rage, haste, bard, outflank, power attack: 1d20 + 4 + 1 + 2 + 1 + 3 + 4 - 1 ⇒ (20) + 4 + 1 + 2 + 1 + 3 + 4 - 1 = 34damage: 1d8 + 6 + 3 + 3 ⇒ (1) + 6 + 3 + 3 = 13
confirm critical chomp? bull, rage, haste, bard, outflank, power attack: 1d20 + 4 + 1 + 2 + 1 + 3 + 4 - 1 ⇒ (3) + 4 + 1 + 2 + 1 + 3 + 4 - 1 = 17damage: 1d8 + 6 + 3 + 3 ⇒ (2) + 6 + 3 + 3 = 14
confirm critical chomp of vengeance? bull, rage, haste, bard, outflank, power attack: 1d20 + 4 + 1 + 2 + 1 + 3 + 4 - 1 ⇒ (11) + 4 + 1 + 2 + 1 + 3 + 4 - 1 = 25damage: 1d8 + 6 + 3 + 3 ⇒ (7) + 6 + 3 + 3 = 19
If Mvumbu critted the Derro, this provokes an AoO from Kiboko against the Derro (outflank). Kiboko will take this AoO unless Mvumbu's crit kills the Derro already. An AoO has been rolled above. If Vengeance Strike triggers and the crit is confirmed this also provokes an AoO from anyone with Outflank who threatens the target.
GM Batpony |
Qatala's swift moves is able to pull a Derro off his feet, and mvumbu's raging charge towards the other Derro knocks him out cold. Kiboko moves forward and stands guard.
The Commander fires an arrow towards Mvumbu, but curses herself for missing the shot. She then attempts to move shrouded in darkness.
Arrow vs Mvumbu: 1d20 + 11 ⇒ (4) + 11 = 15 for: 1d8 ⇒ 6
Hide in plain sight. Standard to attack and move action +Stealth
Stealth: 1d20 + 20 ⇒ (6) + 20 = 26 Make an opposed Perception check to observe.
Combat Round 1/2
Conditions:Haste, Inspire Courage +3/+3
Paicho
Derro R -13 (Prone), B (unconscious)
Qatala, Kiboko
Derro Commander
Kramac, Deyno, Flyn
Kramac |
Kn Local on Commander: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25
Perception: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
Ummm... I guess I'll ask about spell like abilities?
Kraamc's Keen eyes are able to pick out the tricky Derro in the gloom. Using his newly enhanced speed, courtesy of Paicho, he dashes out to face the commander.
Move to threaten, direct Kuuma where to go, and ready an attack for after Kuuma attacks
Attack, Inspire, Outflank, Haste, Power attack: 1d20 + 9 + 3 + 4 + 1 - 2 ⇒ (20) + 9 + 3 + 4 + 1 - 2 = 35
Attack confirm, Inspire, Outflank, Haste, Power attack: 1d20 + 9 + 3 + 4 + 1 - 2 ⇒ (14) + 9 + 3 + 4 + 1 - 2 = 29
Damage, sneak attack, inspire, power attack: 1d6 + 1d4 + 5 + 3 + 4 ⇒ (3) + (2) + 5 + 3 + 4 = 17
Crit Damage, inspire, power attack: 1d4 + 5 + 3 + 4 ⇒ (3) + 5 + 3 + 4 = 15
Kuumaa |
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Kuuma dashes forward and bites the Derro.
Bite!, inspire, outflank, haste: 1d20 + 6 + 3 + 4 + 1 ⇒ (8) + 6 + 3 + 4 + 1 = 22
Trip!, inspire, outflank, haste: 1d20 + 6 + 3 + 4 + 1 ⇒ (19) + 6 + 3 + 4 + 1 = 33
damage: 1d6 + 3 + 3 ⇒ (2) + 3 + 3 = 8
AOO From Kramac's crit
Bite!, inspire, outflank, haste: 1d20 + 6 + 3 + 4 + 1 ⇒ (19) + 6 + 3 + 4 + 1 = 33
Trip!, inspire, outflank, haste: 1d20 + 6 + 3 + 4 + 1 ⇒ (4) + 6 + 3 + 4 + 1 = 18
damage: 1d6 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Flyndyngylyn |
Flyn will move 30' NW and fire at the prone derro...
Longbow: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Confirm: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26
Damage: 3d8 + 36 ⇒ (1, 4, 3) + 36 = 44
The Magnificant Paicho of Quain |
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Paicho moves forward toward the other. Paicho weaves his casting into his performance, as he spots the hiding derro.
When evil rears it's head it must be cast into the light, the glittering! Bright and brilliant light.
A cloud of golden particles covers the Derro Commander, failing just short of Kramac.
move to move, Harmonic spell, Glitterdust cast to hit the derro, but miss Kramac.
DC17 Will or blinded
GM Batpony |
I have readjusted positions based on the Derro Commander's current location. But alas, with dice rolls like mine and with rolls like yours, from here on out it'll be overly one sided. So we'll end combat here. The challenge was supposed to be that you can't spot her! Hopefully next time if we play together you will have a more challenging situations!
Flyn shows no mercy to evil underground dwelling kidnappers, and shoots a powerful shot against the fallen derro to immediately kill it. The arrow places itself right between the eyes.
The darkness is no stranger to Paicho, Kramac, and Kuuma, easily tracking down the Derro commander that attempts to shroud herself in the darkness. Moving swiftly in the darkness, the dynamic duo of Kramac and Kuuma move immediately to engage the commander with brute force, taking advantage of each other as distractions to wound the Derro heavily.
Paicho follows them towards the darkness and releases glitterdust all over, leaving the creature unable to seek the cover of darkness anymore.
As the Pathfinder's forces start to overwhelm the Derro's, the inspiration brings strength to the resistance! Mites tower over their captors and bring them down slowly, overwhelming the Derro's. Soon the Derro's start to retreat. Mites swarm in to take down the Derro commander as she attempts to move through the darkness, unsuccessfully with glitterdust revealing her every location.
Loud cheers, and roars erupt from the rebel forces! Shouts of joy echoes all over the caverns. The mite coup leader comes forth and signs a crude eagle symbol with his hand before fleeing off into the darkness with the rest of the slaves, enjoying their new found freedom.
A couple surving swift imates and guards stand dazed in the grotto. The stone table in northern alcove is a clearly a shrine to Groetus. And he pool is filled with dozens of corpses of prisoners, guards, mites, and a variety of recently kidnapped Cassomir citizens.
We're a few post away from concluding the adventure!
Flyndyngylyn |
Flyn will help free any prisoners while looking/asking for the one who left the paper trail...and he'll search the dead/injured Derro as well as look for any clues concerning the Aspis stealing the Bell of Obedience...
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Kiboko |
Kiboko joins in the celebrations. He returns the sign of the eagle to the mites' leader.
"បងប្អូនប្រុសអើយបងមានសេរីភាព! យូរយើងត្រូវចាំពីជ័យជម្នះនេះ!"
Kiboko asks the victorious mites (or any surviving derro) : "ហេតុអ្វីបានជាសម្លាប់អ្នកទោសជាច្រើន? អ្វីដែល derro សង្ឃឹមថាដើម្បីសម្រេចបាននៅទីនេះ? Groetus មិនមែនជាព្រះឃាតកម្មទេ។"
GM Batpony |
The mites point bodies in the pool with much concern as they depart the area, "កងទ័ពហ្គូវ!"
Flyn is able to find two letters on the commanders persons, they reveal striking evidence of Aspis involvement in the whole ordeal, as well as future grave plots. The first confirms that the Aspis Consortium agent Kafar funded the smugglers who in turn supplied the cult. The second letter details plans to penetrate other Cassomir buildings (such as the Admiralty Citadel and Harbor Watch) and perform additional mass abductions in the near future.
Kiboko |
Kiboko puts the pieces together, and reaches a conclusion.
"The Aspis are behind this! They are the 'corrupt baker', brother Kramac! They have forged the alliance with the Derro, and they have twisted the Cult of Nature's Cataclysm to serve their own ends! They intended to create a great number of ghouls. We must ensure that they have failed."
Kiboko utters a prayer and studies the pool and the shrine using detect magic and spellcraft to try to learn if there is any inherent magic present.
spellcraft, guidance: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
The Magnificant Paicho of Quain |
Paicho helps organize the efforts and continues to perform to keep spirits high.
We need to remove those bodies from the water and deliver them to the Pharasmans, if possible, I think. We must take care to be sure none are already ghouls.
Although they have won the day, Paicho is dismayed so many have died and they lost the bell too.
GM Batpony |
The group organises the remaining efforts to secure the rest of the prisoners who are unable to help themselves, as well as remove the bodies from the pool. Which Kiboko definitely recognizes that there are inherent necromancy auras emanating from within.
You return to the surface after all's been done, one of the Cassomir constabulary quickly approaches you and ask you what you might know about the stolen chapel bell. After your detailed explanation, he explains that a fellow constable found the note nailed to the front door of the Greedy Narses (The name of the building which houses the chapel) and hands it over to you. Updated in handouts.
Furthermore you report your findings to the authorities, and of course, Venture Captain Hestia. This time with clear plans, the authorities quickly plant guards and cover all perimeters and angles to trap and spoil any future derro advances.
Over time, as you keep note of the development, it seems months later nothing ever comes off the plots detailed in the letters. Likely indicating your last thwarting of the derro's activities may have been the catalyst needed to hinder future advances.
If anything, it could be learnt from the whole ordeal, that the Aspis are never ever to be trusted...
And that's a wrap! I don't know if the bell of obedience does make a reoccurrence, as far as my research goes, it seems to be nil.
Please allow 24-48 hours for me to produce the chronicles! And thanks again for joining me in this endeavour!
Flyndyngylyn |
Flyn reads the missive left by the Aspis. "Kafar...Nefti...I have an arrow reserved for the both of you..."
Thanks, Bat, really enjoyed the series. The Bell of Obedience was mentioned in a decoded message in the Library of the Lion, but don't think it led to anything....