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What is up with all these crits! :P
Celas quickly enters the fray as Kazmoro takes a beating. Celas aims the bow right accurately on top of Nadric's placed shot. Critically wounding the mite to a point of unconsciousness.
Celas's companion, the unnamed hawk, flies around distracting the weird looking humanoid, but just does not have the perfect timing to swoop in.
Edmund comes soon after, hoping to alleviate Kazmoro by taking out the humanoid quickly with yet another flying arrow into battle. As accurate as his shot might be, the darkness fools Edmund's vision as the arrow doesn't sink that deep.
Since you do not have precise shot, your attack rolls are at a -4 penalty, thus crit did not confirm.
Combat Round 1/2
Edmund, Nadric
Blue (Unconcious) R (Unconcious) Black -6
Celas, Zazuket, Kazmoro -6, Razka
-6 is the current damage taken, I will typically put (Unconcious/Staggered/Disabled/Dead) what not to indicated the livelihood of the character. Hope this clears it up!

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Edmund comes soon after, hoping to alleviate Kazmoro by taking out the humanoid quickly with yet another flying arrow into battle. As accurate as his shot might be, the darkness fools Edmund's vision as the arrow doesn't sink that deep.
Since you do not have precise shot, your attack rolls are at a -4 penalty, thus crit did not confirm.Combat Round 1/2
Edmund does have precise shot, I just didn't include that in the marking of the rolls, since it didn't technically add to the to hit (rather, avoided a negative). As a human level 1, Edmund has both PB and Precise shot. Sorry that it caused some confusion, i'll include it in my text next time. It's not like you are running three different campaigns and trying to remember specifics of 15 different characters or anything...

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I actually tried to scour your character sheet, but didn't really find the feat section.. so I just assumed you didn't have precise shot. My mistake. But any relevant feats to combat, it's probably best to add it in. But that's why I also state out some of these things so that people have a chance to rebuke, or question it :)
And by a stroke of luck, the arrow seems to have hit a vital nerve. Causing the larger humanoid to fumble in pain.
Combat Round 1/2
Edmund, Nadric
Blue (Unconcious) R (Unconcious) Black -20 (Disabled)
Celas, Zazuket, Kazmoro -6, Razka

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I actually tried to scour your character sheet, but didn't really find the feat section.. so I just assumed you didn't have precise shot. My mistake. But any relevant feats to combat, it's probably best to add it in. But that's why I also state out some of these things so that people have a chance to rebuke, or question it :)
I just splurged on Hero Lab, so I am going to update that character sheet with a more standardized/recognizable format. Sorry again!

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Razka is impressed by the rapid pace of violence performed by his fellow Pathfinders. It almost seems pointless to join in. But he's never been one to let an advantage pass. He flings a magical splash of acid at the last remaining creature.
Acid Splash (Ranged Touch): 1d20 + 1 ⇒ (6) + 1 = 7
Acid Damage: 1d3 ⇒ 1

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(Assuming that didn't hit)
The third creature looks to be on its last legs. In the midst of the flying arrows and spells whizzing across the small room, Nadric draws another arrow and quickly shoots it in that direction.
Attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Without pausing to see whether it lands or not, he hurries over to Kazmoro's side to see how badly hurt the man is from that club blow. "Do you need to be healed?" he hisses in a low voice.

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Finding himself severely wounded, the creature pulls himself back, attempting to withdraw from the scene. He rushes and pushes through the prisoners behind him.
Unnamed hawk and Kazmoro may take an AoO each in addition to your normal round actions.
Combat Round 2/3
Edmund, Nadric
Blue (Unconcious) R (Unconcious) Black -20 (Disabled)
Celas, Zazuket, Kazmoro -6, Razka

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Kazmoro responds to Nadric, ”Yes please I need healing, but first need to drop this creature before he alerts his friends”
AoO, DC Kama+flanking: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage, DC Kama: 1d6 + 6 ⇒ (5) + 6 = 11
If that does not drop him, Kazmoro pursues
Attack, DC Kama: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, DC Kama: 1d6 + 6 ⇒ (1) + 6 = 7
Rushing behind the withdrawing fiend, Kazmoro flings his chained Kama at the derro’s back.

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Edmund moves around the edge of the fountain, looking for another shot at the fleeing creature. Once he has a window, he draws and fires.
25ft move, mostly on diagonals
Bow: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 (Mst Work, Point Blank, Precise)
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 (MC+2, Point Blank)
I am assuming he has soft cover

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Kazmoro is unable to take opportunity when the creature attempts to make it's move to escape, however he reacts quick by pursuing the fiend and flings his Kama at. The Kama hits his back and the pain is sufficient to put the creature into an unconscious state.
The human prisoners in chains quickly come into the light after witnessing the fall of their captors. "Please, help us!" They cry.
On the body of the fallen, surprisingly you do not find any holy symbols, just plain mundane gear such as a couple daggers, an alkys, a short sword, and some chain shirts.
Now that the threat has surpassed, you are able to curiously take a look at the ancient fountain. There are three massive tumblers, stacked on top of each other, that circle the fountains based. Each of the three tumblers has hundreds of symbols inscribed on it and none of the symbols repeat themselves. They are clearly rotatable and can move with a bit of a push (Strength check), or playing around with the gears that bind them (Disable Device.)

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After dropping the derro, Kazmoro returns to the fountain room and asks Nadric to please heal him.
He then helps liberate and unchain the prisoners, "Are you alright? Are you the engineers from the Hall of Wonders?"
Then looking around:
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
"Look the tumblers have the same symbols / runes from the clues we followed. Maybe there is a certain pattern we need to arrange these into..."
He does not touch the tumblers but points out the symbols to everyone.

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The liberated looks around each other for a reply to Kazmoro's question. Finally one speaks up. "I am an engineer, however, I do not work in the Hall of Wonders." He states nervously, unsure what to make of the question. The rest go on to explain that they are city planners, masons, and the likes of people who have some sort of background in building the city.

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"A fine job by all of us," Razka says as their last assailant is vanquished.
He deals with what is most important, first, casting Detect Magic on their fallen opponents and their gear.
Once he determines what, if anything, is magical, he'll then turn to the prisoners, especially any female ones.
"Are there more prisoners? Can you tell us where they are?"
Only then does he turn to the fountain with a frown. "There must be some pattern...or code..."
Do the symbcols really not repeat..as in, if they're on one tumbler they're not on the others?

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The symbols indeed to not repeat at all. All the other symbols are unusual and make no sense to you. Also, perhaps to add, the symbols Kazmoro found are far away from each other.
Razka verifies that there are no magical components in the immediate area.
The now freed humans, turn to each other once more with another question. One boldly speaks up, "We don't know if there are others... But we were lead to believe Dalirio (?) was going to turn us all into skeletons. That was what was told to us."

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Nadric lays one hand on Kazmoro’s back to cast a spell of healing.
Cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
He nods at what the engineer reports. “That makes sense with what we’ve been hearing about what is going on here, but we still don’t know why this person is raising undead city builders. I’m very glad that at least you few won’t be in that number.”
He then turns back to the fountain. “Well spotted, Kazmoro. Now if we can get those tumblers turned around to the three clues... let’s see how tricky the mechanism is.” He unstraps his buckler to get better access and then cracks his knuckles before bending over the nearest set of gears to see if he can get it to turn.
Disable device: 1d20 + 3 ⇒ (6) + 3 = 9

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Nadrics initial trial bears no fruit. Nothing happens at all. He discovers it to be a bit more trickier than he thought. On a scale of 1 to 20, he reckons the difficulty is around a 12.
No issues with taking 10 here, but I need to know how you arrange or line the tumblers.

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”Thank you Nadric. I feel like a pin-cushion so far.”
He rubs the faint scars left after the curing magic does its trick. Returning to the captured prisoners, ”Did you see this Dalirio yourselves? Or just heard about him? I apologize for all these questions after you have been through such a traumatic experience, but we need clues and leads to find these insane cultists and free the rest of the prisoners before more harm is done. Do you know where they were taking you?”, he points down the tunnel they came through, ”What is down that way? Are there more prisoners there?”
Then back to Nadric, ”Maybe aligning the three symbols on the tumblers will make something happen.”
He helps Nadric re-align the tumblers: Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14

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It's a DC15 Strength Check to move each tumbler.
"We know nothing of this Dalirio, only word that he will turn us to skeletons. We have no clue where we were going, it is a maze back there, just more and more tunnels. We were practically lost the whole time." The city planner answers.

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STR aid Kazmoro: 1d20 + 1 ⇒ (9) + 1 = 10
"Here, allow me to assist you Kazmoro, I may not be good a puzzles and such, but am always happy to lend my strength."

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With a little bit of help from Celas, Kazmoro is able to align the tumblers with the symbols finding the same line. With a final audible click the tumblers lock into place. Suddenly, the fountain begins to rotate and its stale waters drain rapidly. The grinding of the gears echoes off the stone walls, causing the ground to shake. As the fountain rotates, a spiral staircase appears where the fountain’s solid basin once sat. A slick staircase slopes down into Cassomir’s bowels, twisting its way down and around a deep cistern.
Map is updated, and will proceed to post the description of the area below, but please feel free to continue talking to the captives as long as you need.
An enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name “Ismacco” is displayed across the front of the crypt.
This must be... The Crypt of Fools.

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"Well, this must be the place. We should get the engineers above ground and into the care of the city guards. The guards can handle this labyrinth and ensuring it is clear of other creatures."
--assuming general agreement from the team--
Edmund talks with the engineers, ensuring that they feel safe enough to head back up to the city- and gets their word that they will summon the city guard to the catacombs. Once set, he again says a series of prayers to the Stag Lord, asking for his guidance and direction in the coming moments. And also for light.
Light, on arrow. Guidance
Edmund takes the lead down the spiral staircase, and upon arriving in the lower crypt, he stands amazed at the sheer size of the catacombs. He steps to his right, attempting to get a clean look down the room.
If it is really dark, he will again loose his lit arrow in an attempt to better visualize the back half of the room.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

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"How odd. What would be the point of gathering together all these knowledgeable people then turning them into mindless undead," Razka mutters.
The hairs rise on the back of his neck as he sees the room below.
"Beware the statues. I can only think of a few reasons for such strange placement and most of them are bad."

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Zarzuket will turn to the engineers before they go.
"Were you aware of this passage? Have you been lead there or only through the catacombs?

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Kazmoro looks at the Ismacco crypt searching for recent tracks and then for traps impeding access to the crypt door or activated after opening it.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

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The engineers agree upon the call of duty, and waste no time to immediately head up towards their newly found freedom. They mention that they have been in the tunnel for days, and the passage you revealed is foreign, somewhat scary, to them.
Edmund lights the place up with his lit arrow, soon the shadows become visible. To your surprise, the tombs and graves are completely in tack, and not a single soul (living or dead) is found wandering the area. You noticed a small crypt that houses the 'Teppish' family. Which you recognize as Dalirio's famil name.
Kazmoro believes that the Ismacco crypt door is safe (free from traps) to be opened, and Is also unlocked.

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"Clear down the right side- I'll do a quick sweep for magic and then we can see what is in this crypt of fools..."
Detect Magic, recast light on a new arrow. Character position updated

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"What do you think the chances of someone arrogant enough to lead a cult would hide valuables in his own crypt are? It's what I would do," Razka says as a man who would lead a cult...a good one, of course.
He looks at the smaller crypt but does not approach.
"I'd trap it, too."

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”Hey Razka- catch” as Edmund tosses a bile green glass flask over to the sorcerer.
Gives Razka an acid flask. Adventurers armory lets you use it as a focus for acid splash to do an extra +1 damage

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Razka, while not physically imposing, is rather agile. He catches the flask with relative ease.
"My thanks. I will put it to good use," he says, stashing it in an easy to access pocket.

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Surprisingly, Edmund detects no aura's of magic in the immediate area.
Let me know when you are ready for the door.

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Ready

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Zarzuket moves behind those stones near the entrance and hides from anything coming from the door...
roll: 1d20 + 4 ⇒ (5) + 4 = 9
You probably don't need to be very attentive to see the gnome's colorful clothes from the gaps...

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Nadric follows the others with slight trepidation but he has confidence in his allies based on everything they've accomplished so far. The very concept of a tomb of fools is a fascinating one. I wonder how they commemorate traitors, he muses, his exploration instincts tingling as he gazes toward the tombs off to the right. But that is not what they are here for today, so he dutifully turns towards the Ismacco crypt and keeps his bow at the ready.

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When it becomes evident that everyone is preparing themselves to open the large tomb, Razka does so, as well. He moves toward the center of the room, and group, though. He has no illusions about his durability and what would these people do if he got struck down by some unidentified threat making itself known when the doors are opened.
Ready.

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The doors opens to reveal a gothic style interior, one that is somewhat strikingly beautiful yet creepy at the same time. Ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt.Well Lit area.
In the northwest-most alcove, two Cassomirite slaves are bound inside a small cage. Several members of the Cult of Nature’s Cataclysm have set up a guard post near a shattered burial niche in the northeast corner of the room that hides a set of rough-hewn stairs descending into darkness. A grand altar rests in the open basilica in the northernmost portion of the room; stairs nearby lead up to a second level of burial niches. An impressive two-story wall mural in the basilica depicts a stern figure glaring down on the sepulchre.
The guards are taken by surprise, and not in the nice way. They prepare themselves for what is assumingly going to be a fight.
Initiative,Celas: 1d20 + 6 ⇒ (14) + 6 = 20
Initiative,Nadric: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative,Zarzuket: 1d20 + 0 ⇒ (7) + 0 = 7
Initiative,Kazmoro: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative,Edmund: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative,Razka: 1d20 + 3 ⇒ (12) + 3 = 15
Thugs: 1d20 ⇒ 2
Combat Round 1p
Conditions: NA
Celas, Nadric, Zarzuket
Kazmoro, Edmund, Razka
Thugs
Ignore the other symbols on the map as they are not related to tier 1-2. Just focus on where I've put the enemy tokens.

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I am assuming a full action, as opposed to a surprise round
Edmund slips into the door, steps to the right, and moves forward down the arched cavern. He pulls up about 30ft away from blue, and releases an arrow down the hallway, watching it streak toward the enemy.
Bow: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23 (MstW, PBShot, Guidance)
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 (PB Shot, MC +2)
Move 30 ft, 1 attack, spend guidance

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Razka is more than a little irritated that he's going to have to deal with these nameless thugs before he can enjoy the beauty and grandeur of this glorious homage to power and death. He can already tell that this is how he wants to be buried someday.
That irritation makes him bold and he rushes in to strike before their opponents know what hits them, flinging his now familiar acidic splash at the nearest (green) while holding the vial of acid he's been given and letting it focus his power.
Ranged Touch Acid Splash: 1d20 + 1 ⇒ (2) + 1 = 3
Acid Damage Plus Focus: 1d3 + 1 ⇒ (3) + 1 = 4

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You are right to assume we immediately go into regular combat. Otherwise I'd put combat surprise round instead of round 1

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Celas moves forward into the room. "Stay here and guard our backs," he states to his companion bird. He aims at green and lets an arrow fly.
Longbow: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 (Point Blank Shot)
Damage: 1d8 ⇒ 6

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Kazmoro moves into the crypt and readies his double-chained Kama to strike any of the creatures as they close.
Attack, DC kama: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, DC kama: 1d6 + 6 ⇒ (1) + 6 = 7
May get an AoO as well so will roll the attack just in case
Attack, DC kama: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, DC kama: 1d6 + 6 ⇒ (6) + 6 = 12

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Nadric braces himself when they open the door, but nothing leaps out to attack them. He moves inside behind the others to realize that this time they are the ones who have surprised their enemies. "Awfully crowded in here," he mutters, but tries to find an angle that will let him avoid the pillars in the middle of the room while also missing the back of Edmund's head. He draws an arrow and releases it toward the cultist directly in front of him.
Not close enough for point blank
Attack blue: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 ⇒ 1

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Edmund moves in quickly and fires a shot quickly at the thug with the blue top. The shot is accurate, and soon after Nadric follows through behind and fires an equally well placed shot. The thug yells in pain.
On the other flank, Celas and Razka attempt to mimic the same, but their follow through is not as accurate. Celas just missed due to soft cover of Razka.
Kazmoro takes his position in the front line, and waits for the attack.
Combat Round 1
Conditions: NA
Celas, Nadric, Zarzuket
Kazmoro (Ready Action), Edmund, Razka
Thugs B -8

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Zarzuket, hearing the comotion inside the room and move inside, seeing that he's not in position for any of his spells he'll dash to take cover behind what I imagine is a stone colomn.

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The cultist thugs pick up their butts and hastily make their way towards the front line of the pathfinders. As the first Thug, wearing the green scarf, runs into the fray, Kazmoro adapts and swiftly releases two quick strikes with his Kama. The poor fool falls unconscious before reaching the front lines.
However, as he falls the other two take the opportunity to move around and engage the pathfinders. A club is wildly swung and knocks Razka in the head, giving him some heavy injuries. Edmund is able to dodge the blow.
club vs Razka: 1d20 + 3 ⇒ (9) + 3 = 12B: 1d6 + 2 ⇒ (5) + 2 = 7
club vs Edmund: 1d20 + 3 ⇒ (3) + 3 = 6B: 1d6 + 2 ⇒ (5) + 2 = 7
Combat Round 2
Celas, Nadric, Zarzuket
Kazmoro, Edmund, Razka -7
Thugs B -8 G(unconscious)

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Nadric takes a step backwards to allow Edmund some room to maneuver, and then swiftly draws another arrow destined for the cultist who is bearing down on them.
Attack blue: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Crit confirm?: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Extra damage if yes: 2d6 + 2 ⇒ (3, 6) + 2 = 11

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Initiative countdown for Round 2 looks incorrect. Shouldn’t Kazmoro, Edmund and Razka be in bold and Thugs B unbolded?
Assumming Initiative is a typo and Kazmoro can act before Thugs
”Feel the fury of the Dragon”, he whispers at the Thugs.
Attack, DC Kama: 1d20 + 5 ⇒ (20) + 5 = 25
Damage, DC kama: 1d6 + 6 ⇒ (4) + 6 = 10
Attack, DC Kama: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, DC kama: 1d6 + 6 ⇒ (6) + 6 = 12
If Red drops, will then attack Blue
Attack, DC Kama: 1d20 + 5 ⇒ (2) + 5 = 7
Damage, DC kama: 1d6 + 6 ⇒ (1) + 6 = 7

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Sorry, Kazmoro is right about the initiative typo, all players are up before enemy.
Also, Kazmoro drops the red thug.