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will save: 1d20 + 6 ⇒ (7) + 6 = 13
So Deyno has 23 damage total. And Deyno has his own wand.
CLW: 4d8 + 4 ⇒ (1, 6, 1, 7) + 4 = 19 Good enough.
Deyno swings the sword a few times, but declines. I am sorry friend. But it is not my style.
Looking over at teppish. You better answer kibokos questions. I really do not care if he eats you like the last one or not.
intimidate, to aid kiboko: 1d20 + 8 ⇒ (2) + 8 = 10
I suggest Kiboko take lead since he rolled the highest

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Flyn will take and don the + 2 cloak then...
Flyn nods, revealing a mischievous grin. "Indeed...Kiboko's appetite for slavers is insatiable indeed...not to mention that of his hippopotamus companion...they often feed together...
What do you know of the jet rat and the derros?"
Aid Another (Intimidate): 1d20 - 1 ⇒ (17) - 1 = 16

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healing: 1d8 + 1 ⇒ (4) + 1 = 5
healing: 1d8 + 1 ⇒ (6) + 1 = 7
healing: 1d8 + 1 ⇒ (6) + 1 = 7
healing: 1d8 + 1 ⇒ (4) + 1 = 5
intimidate assist: 1d20 + 12 ⇒ (6) + 12 = 18
Are you Dario Tepish or some doppelganger!? We Killed him already! Who has ressurected you!?
If you are not Dario assume you are also a member of the same cult as he as? Are the Derro the leaders of your cult, or do you just work for them? I need to know if I have two organizations to go stamp out after we finish with you or just one!

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"It is well known in Kiboko's tribe that if you eat a man's heart you gain his strength. And if you eat his brain you gain his knowledge. Kiboko does not need to wait for this one to talk."
Kiboko sharpens his large tusks on his whetbone.
Kiboko plays along with the cannibal ruse.

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Paicho stands back and watches for a while, he usually tries to take a more diplomatic approach, but I guess with an evil cleric this is better.
What are your group's aims smuggling? Slaving? What?
Aid Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19

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You intimidate and question a strong Teppish, but your threats and words slowly break him down as he reveals everything.
"I am not my brother, I am loyal to him but I am but a twin." He explains, just as Flyn suspected. "Groetus goal is greater than all this. We only do this slavery as a means to fund the operation..."
He slowly breaks down as he realises the death of his own brother. "That.. that can't be.. but who will lead us to Groetus's victory? I.. I...don't...understand.."
"I only know the run this slaving operation.. The derros, our buyers.. are nothing more than a means to an end. We only want them for their money. I know nothing of the jet rat or what they intent to do with the slaves..."
Qatala is fairly certain that he speaks the truth, and nothing but the truth.
Conditions: , Deyno -13, Flyn -1, Qatala -1, Kuuma -3, Paicho -1
Deyno, think your numbers are mixed up, it was -14 -18 = -32 damage. So you've healed 19, you still have -13 outstanding.
Any other questions?

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Flyn nods. "Sounds like he know only of his own operation and very little of the derros. We need to bind him up tight and gag him..."
Flyn will look for materials in the room to tie up the cleric and gag him...and then proceed to do so...
"Shall we check out that foul stench now?"

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Well that was illuminating. Paicho comments.
Lead the way to the stench Flyn; oh one more question for our prisioner. What smells so bad down that way? Paicho points his wing, before covering his beak with it at just the thought of the bad smell.
Paicho then cast Heightened Awareness on himself.
Will instantly dismiss to gain a +4 bonus on Init, next time we roll it.

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"I never leave this room. I don't know what the derros do down there." remarks the bounded cleric, clearly he cares not of anything else that happens down the sewers.
Moving on to the stench.
The group cautiously moves to the smell, slowly preparing themselves for what they are about to face. Don't worry, knowing this group I believe you would roll perception but I'll let you know that's not really needed here. But nothing could really prepare them for what you're about to witness.
The sewer water flows in from the north and swirls about this room, drawing larger pieces of garbage and refuse into a floating pool of trash at the center. In the middle of trash floats three well-dressed, bloated corpses, their skin purple and splotchy and their bodies floating face down. The stench is overwhelming, a sour smell of rotting dispose and rotting bodies. There is nothing of value on the bodies, and if anything, their clothes reveal they are members of Taldor's high society.
Let me know when you're ready for A5.

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Heal: 1d10 + 5 ⇒ (7) + 5 = 12
Flyn wrinkles his nose at the discovery. "Poor fellas had their throat slit...these derros have much to answer for..."

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Paicho stares at the bloated bodies and points to one of them, I think that one may have been to one of my performances not long ago, but it's hard to tell with the bloating.
He then follows along as Flyn scots ahead.
While waiting to advance he looks around the room with the bodies.
Perception: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Ready to move on, if nothing found.

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Mathfinder got me again.
clw: 2d8 + 2 ⇒ (3, 8) + 2 = 13 Ok, that puts me at full health.
heal: 1d20 ⇒ 18
Well, a cut throat, that would do the trick. Deyno says, acknowledging the dead bodies. We should have some one fetch these once we get back to surface.

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Kiboko gives the evil cleric a long, cold stare before leaving him behind.
He WILL pay for his crimes!
"We're going deeper, it would seem. To the roots of the problem."
Kiboko uses another charge of his Heightened Awareness wand and will burn it for +4 initiative if combat commences in the next 10 mins and is ready to proceed.

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Flyn will proceed on towards A5, eyes peeled out for foes and traps...he'll also keep an eye out for tracks, to see if he can determine what creatures, and how many may be around...
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
...as he approaches the intersection, he'll try to conceal himself as best he can, not knowing what may lie in either direction...
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

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Qatala will hop accross the water to the other side also moving quietly and keeping her senses aware.
acrobatics: 1d20 + 11 + 6 ⇒ (10) + 11 + 6 = 27
stealth: 1d20 + 11 ⇒ (1) + 11 = 12
perception: 1d20 + 12 ⇒ (7) + 12 = 19
Dont think i have rolled a good stealth check yet. sigh!

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I've move the group ahead a little bit. Led by Flyn.
The pathfinders spend some time examining and rummaging through the bodies and waste. But the time is spend in vain as they find nothing useful to help them with solving the mystery at hand. They continue around the sewer with Flyn leading the way with his lighted wayfinder.
They spend some time walking through a few corners of dead ends, until they note something peculiar in the sewers. Flyn stops the group ,using hand signals, short 40ft of what looks to be a makeshift dam. As if someone constructed a large dam here made of wood scraps, ship beams, broken crates, and rock.
Based on the light spell, and light levels, 20ft away from flyn is normal, and 20 ft after is dim. So this dam is as far as Flyn can see. Although you can roll stealth, it is be counter-intuitive if you're carrying around a light spell in the darkness. So how does the party proceed from here after observing the odd dam?

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Has an hour passed since we entered the sewers? If it has I will re apply Barkskin costing 1 Ki and ask Deyno to tap me with my wand of Mage Armour.
Procceed carefully and alertly towards the dam.
perception: 1d20 + 12 ⇒ (2) + 12 = 14

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Kramac will move up behind flynn and see if I can see anything more with 60 ft. darkvision. Assuming all looks clear up ahead, we'll advance to the corner.

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"Qatala, hold a second...I can view the dam without the light...let me check it out first...hopefully, I'll be back shortly to report..."
As an infiltrator, I can use Darkvision (60') for 30 minutes a day, in 10 minute increments...will use one of those increments now...
Flyn will douse his light, draw his bow and enact his infiltrator special power, and move slowly towards the dam, keeping an eye out for danger, and concealing himself among the shadows and what cover he can find...
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26

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Kiboko edges forwards slowly to bring the dam into view (60' infravision). He keeps a distance. Activate Animal Focus (owl), on both Mvumbu and Kiboko.
stealth: 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15
perception: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Mvumbu lacks darkvision, but slowly follows Kiboko's scent. (She does have the scent special ability).
stealth, Mvumbu: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15

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Paicho moves along with the rest, watching the others activity and for danger as well.

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Beyond the dam is a room that once functioned as a catch basin for the sewers but now has dry, clean floors. In the northwest corner of the room, a sewer grate is set in the floor, and a huge chalk drawing of a rat about to pounce is sketched on the floor near the dam. In the corner of the room, three humans stand around. They look to be bored, and seem to be keeping an eye on the trap door. They are armed with quarterstaff, and wearing hide armor.
When you are able to see the humans.
If you do wish to engage into combat. Everyone can have a surprise round if they rolled a stealth roll more than 5.

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Just to be clear, since they are totally oblivious to your approach, you can practically start your surprise round anywhere you want. They have no darkvision and take penalties to hear your approach due to the sewer waters. You can practically walk anywhere you like.
One more thing I forgot.
Flyn also observes that surrounding the trap door is a trap, but not any ordinary trap. A trap made of arcane magic.

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Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Flyn will fire at the red human...
Longbow: 1d19 + 9 ⇒ (10) + 9 = 19 (vs. flat-footed AC)
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

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The whole thing feels like a trap. Paicho says as Flyn fires the first shot.

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Paicho moves to the other side and eases into room hopeful to get a better look at the dam and the rat on the floor.
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17

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Paicho looks hard, but it is nothing more than what it is, a very elaborate drawing of a rat using chalk, and a constructed dam out of junk.
Flyn makes everyone realised the human guards are indeed real as one yells out in pain at the arrow it takes directly to his shoulder.
Everyone else can still make their surprise round if you want.

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Stealth: 1d20 + 2 - 3 ⇒ (15) + 2 - 3 = 14
Kramac will stick close to Flynn as the party sneaks up. When Flynn looses his first arrow, Kramac will rush forward and position himself to attack the guards.
Know Local: 1d20 + 5 ⇒ (12) + 5 = 17
As the battle begins, Kramac launches into a rendition of one of the songs Paicho was singing earlier.
Perform: 1d20 - 2 ⇒ (1) - 2 = -1
It is utterly terrible. He is horribly off key, forgets words and just hums along in places and has no sense of rhythm.
Under dark cloudless sky, he rode into the forest
To See his love hmmmm hmmm something something.
smell of flowers in the air, he passed not hmmmm hmmm
Across a river o'the sad day.

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After Flyn fires, he yells out, "'Ware the trap door, it is rigged..."
Upon hearing Kramac's warbling, he cringes and barely refrains from covering his ears, murmuring, "I thought you were on our side..."

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Kiboko and Mvumbu advance quietly into the room, and launch an attack. Kiboko switches both Animal Focuses to Bull (+2STR).
I'll roll attacks, but if we've only got move actions available please take these as round 1 actions.
Kiboko, Lance vs red, rage, bull focus, pack flanking, power attack: 1d20 + 8 + 2 + 1 + 4 - 1 ⇒ (13) + 8 + 2 + 1 + 4 - 1 = 27damage: 1d8 + 10 + 3 ⇒ (8) + 10 + 3 = 21
Mvumbu, chomp vs red, bull focus, pack flanking: 1d20 + 3 + 1 + 4 ⇒ (13) + 3 + 1 + 4 = 21damage: 1d8 + 3 ⇒ (6) + 3 = 9
If any of the humans approach within Kiboko's reach:
AoO, lance, rage, bull focus, power attack: 1d20 + 8 + 2 + 1 - 1 ⇒ (8) + 8 + 2 + 1 - 1 = 18damage: 1d8 + 10 + 3 ⇒ (6) + 10 + 3 = 19
If any enemy attacks Kiboko whilst Mvumbu threatens that foe:
Vengeance Strike! chomp, bull focus, pack flanking: 1d20 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10damage: 1d8 + 3 ⇒ (8) + 3 = 11
Kiboko's AC is 15 whilst raging.

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Deyno moves to the other side trying to get a charging lane on the unsuspecting persons.

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Kiboko adds to some wounds and pain to the already injured human. The enemies shock subsides as they realise that they are coming under attack! They are a bit blinded in their situation but look ready to retaliate!
Flyn: 1d20 + 4 ⇒ (16) + 4 = 20
Deyno: 1d20 + 2 ⇒ (6) + 2 = 8
Kiboko: 1d20 + 1 ⇒ (1) + 1 = 2
Qatala: 1d20 + 3 ⇒ (14) + 3 = 17
Kramac: 1d20 + 4 ⇒ (8) + 4 = 12
Paicho: 1d20 + 1 ⇒ (8) + 1 = 9
Fighter: 1d20 + 7 ⇒ (3) + 7 = 10
Combat Round 1
Flyn,Qatala, Kramac
Righters R -31
Paicho, Deyno, Kiboko

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@GM - does dismissing my Heightened Awareness put me above the Fighters?

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Qatala will strike at red with two attacks. Full round action then 5ft step.
nine section whip: 1d20 + 11 ⇒ (3) + 11 = 14
damage: 1d8 + 6 ⇒ (3) + 6 = 9 magical bludgeoning
nine section whip: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d8 + 6 ⇒ (2) + 6 = 8 magical bludgeoning
AC=25

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Yes!forgive me, forgot about that. Paicho may action. It does not put kiboko above the fighters though.

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Yeah, Kiboko burning his Heightened Awareness doesn't help. Did you miss Mvumbu's surprise attack? (hit AC21 for 9 damage)

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Flyn will move to the southern ledge to get a better angle and fire an arrow, at Red if still standing, at Green if not...
Longbow: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

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That I missed too. Red is not down yet with that additional dmg from Mvmbu. Blame it on my early morning start! Had to be out of the house on the way to work before 6.15am. Flyn's shot takes down red though.

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Very good Kramac. Pachio encourages him. We'll make a performer out of you yet! It goes like this
Under dark moonless sky, he rode into the night
To See his love o'er the way.
The smell of flowers in the air, he passed not a care
Across a bridge o'that sad day.
As he begins to sing, he pulls out his 10 foot pool cut down to only a third of that size, as he does that a flag unfurls displaying the glyph of the open road.
Inspire Courage - allies receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
And
Flagbearer - As long as allies are within 30 feet and can see the flag - allies gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
So +3/+3 to attacks

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I'm awake now!
Qatala uses her hearing senses and follows the sounds into combat. She pounces into action as she realises the threat are indeed real. Her first strike misses but the second finds it's mark in the dark! The fighter falls unconscious from the attack.
Flyn switches his target to the fighter with the green garments. His arrow finds its mark as usual.
Qatala, I'm not sure if you've realised, we're completely in the dark. So you are effectively blinded. i.e. 50% miss chance.
Miss chance, Less than 50% is miss: 1d100 ⇒ 831d100 ⇒ 78
Combat Round 1
Conditions: Isnpire Courage/Flagbearer +3/+3
Flyn, Qatala, Kramac, Paicho
Fighters R (unconscious) G -11
Deyno, Kiboko

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Kramac continues singing and attacks the blue fighter
Attack 1, Inspire, Power Attack, Flurry: 1d20 + 8 + 3 - 1 - 2 ⇒ (18) + 8 + 3 - 1 - 2 = 26
Kukri Damage, sneak attack, inspire, power attack: 1d4 + 5 + 1d6 + 3 + 2 ⇒ (3) + 5 + (3) + 3 + 2 = 16
Comfirm Attack 1, Inspire, Power Attack, Flurry: 1d20 + 8 + 3 - 1 - 2 ⇒ (15) + 8 + 3 - 1 - 2 = 23
Kukri Damage, sneak attack, inspire, power attack: 1d4 + 5 + 1d6 + 3 + 2 ⇒ (4) + 5 + (1) + 3 + 2 = 15
Attack 2, Inspire, Power Attack, Flurry: 1d20 + 8 + 3 - 1 - 2 ⇒ (18) + 8 + 3 - 1 - 2 = 26
Kukri Damage, sneak attack, inspire, power attack: 1d4 + 5 + 1d6 + 3 + 2 ⇒ (1) + 5 + (5) + 3 + 2 = 16
Comfirm Attack 2, Inspire, Power Attack, Flurry: 1d20 + 8 + 3 - 1 - 2 ⇒ (19) + 8 + 3 - 1 - 2 = 27
Kukri Damage, sneak attack, inspire, power attack: 1d4 + 5 + 1d6 + 3 + 2 ⇒ (3) + 5 + (1) + 3 + 2 = 14
Kramac proceeds to deftly and without mercy chop down the green fighter.
Holy Crap! 60 damage in 1 round at level 4 is pretty good! Thanks Paicho!

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Kuuma moves to attack the last remaining fighter.
Bite!, inspire, height advantage, power attack: 1d20 + 6 + 3 + 1 - 2 ⇒ (13) + 6 + 3 + 1 - 2 = 21
Damage: 1d6 + 3 + 3 + 2 ⇒ (1) + 3 + 3 + 2 = 9
Trip!, inspire, height advantage, power attack: 1d20 + 6 + 3 + 1 - 2 ⇒ (18) + 6 + 3 + 1 - 2 = 26

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Looks like Kramac took out the blue and not the green fighter.
Kramac sings on the same tune as much as he can with Paicho, and takes out the living daylights from one of the fighters. Kuuma moves around to trip the next one down the line. He attempts to get up in a last effort to protect the entrance.
Kuuma gets an AoO. I'm going ahead to roll the AoO for this case, to keep the game moving.
Bite!, inspire, height advantage, power attack: 1d20 + 6 + 3 + 1 - 2 ⇒ (6) + 6 + 3 + 1 - 2 = 141d6 + 3 + 3 + 2 ⇒ (4) + 3 + 3 + 2 = 12
trip!, inspire, height advantage, power attack: 1d20 + 6 + 3 + 1 - 2 ⇒ (11) + 6 + 3 + 1 - 2 = 19
As he makes his last ditch, Kuuma swiftly stops it with another strong and forceful bite. The last fighter is unconscious. Among the unconscious bodies, you find that each of them own a hide armor, a quarterstaff, and a funny looking trinket wore around their necks.

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Knowledge Dungeoneering: 1d20 + 5 ⇒ (12) + 5 = 17
So you say the door is trapped? Does anybody have the knowledge to disable such a trap? If not perhaps we can tie a length of rope to the trap door, and open it from a distance? If that isn't feasible, I'm happy to open the door while the rest of you stand back.
I don't think anyone has the ability to disable the trap, so we may just have to open it and take the hit. I think I have the best saves, so I'm happy to take the trap in face duties. I might request use of the +2 cloak if it comes to that.

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Activate Lore Master to take 20 on the Know Dungeon check for a result of 29 as a standard action.
Well we don't seem to be able to get past the first verse, now do we Kramac, when we are done with this slaver business, I'll sing you the whole thing uninterrupted.
Paicho looks at the strange trinkets. These are trap trinkets, they are used to keep the user away from harm when the trap is activated. They will likely come in handy!

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Flyn nods in appreciation of Paicho...
"Handy indeed...good job, Paicho! While I'm usually adept at disabling traps, but traps infused by magic usually lie beyond my grasp...
Perhaps we can use these trinkets and enter three at a time..."
@GM: I have the Vagabond skill which allows me to have Disable Device as a class skill...but only Rogues can Disable magic traps right?
...and does the trap only activate when opened? Or when anyone steps in the area? Didn't know if once we opened it, anyone can enter at will without setting the trap off...if not we can try tossing the trinkets back up the opening once the first of us are down...

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"Kiboko can use nature magic to summon a beast upon the trapdoor, and trigger the trap. Kiboko is unsure that trinkets will work for Mvumbu, or Kuumaa. What do you think?"
"Ndugu Kramac, unahitaji mazoezi zaidi. mazoezi mengi zaidi."