Edmund DeCarth
|
Thanks Nadric!
Edmund takes a slight step back, freeing up a little more room to maneuver in the tight corridor. Out of the corner of his eye, he catches the blur of attacks Kazmoro rains on the other cultist. Just one left...
He levels his bow at the point blank target...
Bow: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 MstW, PB, Precise
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 MC +2, PB
Celas Grirsk
|
Following Edmund's lead, Celas takes aim at the final cultist....
Longbow: 1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14 (PBS,Precise, -4 Soft Cover...)
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
And nearly shoots Kasmoro in the back with a badly aimed shot.
Razka Croyle
|
"Gah! This is why I don't stand in front!" Razka exclaims as he catches a blunt instrument on the side of his head.
He garners more than a little satisfaction when Kazmoro cuts him down.
Only one left and he's getting at least one arrow embedded in him. No need to bring out the big guns. He goes back to old reliable if not very effective.
Acid Splash (Ranged Touch) minus firing into melee: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7
Acid Damage plus Focus: 1d3 + 1 ⇒ (3) + 1 = 4
GM Batpony
|
Razka, Alchemical focuses are one time use, so to have another focus for +1 to damage, you would have needed to use up a second acid flask.
Kazmoro cuts down the Thug giving Razka a little difficulty with a strong and swift strike of his Kama.
Nadric and Edmund seem to make a decent pair of shooters, as they take a step back and continue to loose a flurry arrows on the half-orc breathing down their neck. The arrows both find him straight into his abdomen, and the pain excruciating that he howls as he falls into an unconscious state.
Celas and Razka can save their actions. Combat is over!
You are able to take your time to regain your breathe. And the two captives in the cages yell with whatever might they can in their weakened state for help.
Conditions: Razka -7
What do you do now? Also just to be clear, there are two stairways, one on the north heading upwards, and slightly east of that stairway another one heading downwards, in case it wasn't clear in the earlier description.
Celas Grirsk
|
With captives in cages, Celas looks around (and even searches the corpses) for a cage key, or keys...
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
He goes over to the captives and starts to set them free.
He goes over to the captives "I didn't find any keys, let me try to pick some locks, or have one of my companions do so..."
Disable Device: 1d20 + 2 ⇒ (8) + 2 = 10
Razka Croyle
|
"Well, the blow to my head must have disrupted my aim," Razka says to explain why he missed. That does not, of course, explain all the other times he missed.
"Can someone use this on me?" he asks, holding up the wand with the healing and Pathfinder symbols emblazoned on it that he was given when he was first accepted in the society.
Don't know how you want the rolling handled. I've seen the person using the wand make the roll, the person being healed make the roll and a combination before.
He approaches the cage and, holding his hands clasped behind his back leans toward it to peer through the bars.
"And what did you do to deserve getting put into a cage?" he asks the occupants.
Nadric Yarrow
|
Nadric lets out a breath when the last of the cultists collapses to the ground, relieved not only that they are victorious, but also that he has managed to avoid hitting Edmund in the back with a stray arrow. When Razka requests help, he speaks up, "Sure, I can do that for you."
I'll do the roll since I cast the spell, unless you or the GM want it done differently
Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
"Was that enough? You feel better now?"
When Razka confronts the prisoners, Nadric raises an eyebrow at the man's accusatory tone. Addressing the captives, he attempts to soften the message: "Are you all right now? How long have you been here?"
Edmund DeCarth
|
Seeing that Nadric has provided help to Raxka, Edmund continues further forward into the crypt. He carefully comes along side the two stairwells, looking around to get a feel for where they go. He activates detect magic and does a sweep of the room.
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
I moved my character token to where he would go. Detect magic is active, general search around the rest of crypt. Trying to get an idea where the "up" staircase goes. He will use sift as needed to closely examine any unreachable areas
GM Batpony
|
I'm okay with whoever rolls the cures, as long as the people involved are alright with in.
Celas is easily able to find keys to the cages from the downed cultist, and sets the prisoners free. They are thankful and express their gratitudes through their words.
"Oh thank you so much! We thought we were going to die. We don't know what we did that we deserved this punishment, we were only doing out jobs when these cultist came to kidnap us! I hope everyone else is alright. We've been here for less than a day."
As the rest tend to the victims, Edmund moves around the premises and attempts to see what it holds. He discovers the stairs leading towards the top leads into a small dome shaped room. In it, it houses a single sarcophagus.
On the other side, the stairs heading downwards leads towards some burial niches and complete darkness.
Razka -3
I've updated the map, you don't have to immediately move to the next area, but in anticipation, do place yourselves on the map and let me know when you are ready for the next room.
Kazmoro
|
Kazmoro searches the room and bodies of the dead cultists as his companions release the prisoners.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
After that he joins Edmund and peers down the stairs that are in complete darkeness using his darkvision 60ft.
Edmund DeCarth
|
Edmund takes one last glance around the room, confirming to himself that nothing has been overlooked. He recites a common prayer to himself, asking Seran for light and guidance in this dark place.
Light on arrow, guidance
"Are you ready, friend?" he speaks as Kazmoro approaches. "Then let us go into the dark" as he sets off just behind Kazmoro.
Razka Croyle
|
"I do," Razka replies to Celas as he follows the group.
"You've all done a fine job so far. I am quite proud," he says, as though they should need no more inspiration than that they have pleased him.
Nadric Yarrow
|
Nadric pats the prisoners on the shoulders to make sure they are steady enough to stand and get out on their own. "Will you be ok from here? If you go back up those stairs over here, you'll come out in the middle of the city." He makes sure they know the way, and then joins the others preparing to descend.
Nadric nods along with Razka's words, pleased at the simple affirmation of their success. However, he can't resist the invitation that has been placed before him. "If it's an inspirational speech you want, I think we can do better than that." He stops and stands to his full height with both hands tucked behind his back.
"I haven't known any of you for very long. I didn't know this city, or the people who live here, before today. But I'll tell you now, I would trust any of you with my life. These cultists might think they're getting away with murder, and worse. But they didn't count on the Pathfinder Society when they set their plans. They didn't count on a small group of people, ready to risk life and limb to stop the kidnapping spree that has been a menace to all decent folk of Cassomir. Now we're going to go down there, we're going to find the one coming up with these dastardly plans, and we're going to stop him, whatever it takes. And then we're going to come back up, having stopped evil and promoted the cause of our Society, and then look for the next place to do it again. Because that is what we do, and the world is a better place for it."
He suddenly relaxes to break his own solemn mood and winks at Celas. "Well, shall we press on?"
GM Batpony
|
The room below is eerily quiet, and gives of a creepy vibe. Several ornate burial niches adorn the passage walls. In the passage’s southwest corner, shattered niches reveal a massive set of iron double doors. An image carved on the doors depicts a dispassionate figure holding a gibbous moon.
You don't believe to find anything of value, or any dangers for that matter, and you continue down the hallways toward a wooden door marked with the letter 'I'.
Place your marching order behind Kazmoro, and next update i'll open the door!
Zarzuket Tekuzraz
|
"yes. We shall help them. But also, what an interesting place... How many people of the city you think know about this... Also, how far do the tunnels extend? Anyone else could end up using this tunnels for their own plans afterwards if they're not handled..."
Zarzuket will cast Detect Magic on the previous room and use it to check that room and our path towards the door just to be sure if they can find anything that's weird or helpful for them
Celas Grirsk
|
"You know, I'm not saying I feel foolish for being here, but this place, so far, doesn't give Crypt of Fools a reason to be called thus, so far..."
GM Batpony
|
Looks like everyone has updated their position, so incoming update!
Once prepared, Kazmoro gives the signal that the door is to be opened, revealing a somewhat brightly lit chamber. A purple glow washes over this cold chamber, creating an otherworldly sheen. A large desk adorns the south wall; behind its oaken bulk hangs a large map of Cassomir. Straw-lined cages line the chamber’s east and west walls. In the center of the room, resting on a small pedestal, a black rock absorbs the chamber’s bright torch light.
The cages hold various mites and humans in a sickly state, almost on a brink of death, but clearly alive for the moment. At the end of the room, behind a desk, sits a grotesque and disfigured humanoid who immediately takes notice of your presence. He stops his activity and stands from his seat as the door opens yelling. "Ibnu Bida!!"
Kn. Religion DC12 to identify this figure, outlined black on map.
Two skeletons surround him and immediately eye themselves towards the door, raising up their broken scimitars.
Kn. Religion DC10 to identify the skeletons.
Remember, every +5 allows you one question.
Initiative,Celas: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative,Nadric: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative,Zarzuket: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative,Kazmoro: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative,Edmund: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative,Razka: 1d20 + 3 ⇒ (11) + 3 = 14
Ghoul, Skeleton: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 6 ⇒ (2) + 6 = 8
Combat Round 1
Conditions:NA
Cleas,Nadric
Skeletons
Razka,Edmund,Kazmoro
Ghoul
Zarkuzet
Nadric Yarrow
|
From his position waay at the end of the line, Nadric peers around the shoulders of his teammates to try to discern what and who they're up against, and then announces what he knows to the rest of the group.
Knowledge religion for the guy: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge religion for skeletons: 1d20 + 7 ⇒ (7) + 7 = 14
With a measly 14 roll, do I know whether these are the kind of skeletons that don't respond well to pointy arrows? If so, Nadric will spend his turn digging out the blunt arrows from his bag.
Celas Grirsk
|
Longbow vs BLACK: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17(Precise Shot)
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Celas makes his way forward, bow at the ready, and looses an arrow at the first major target he sees, which is BLACK.
GM Batpony
|
For all intents and purposes, we will assume the caged areas are inaccessible. So it will be a very tight and narrow combat!
Nadric is able to tell that the one behind the desk was once man, not too long ago perhaps, but is now ghoul. An undead creature, but he clearly also is a cleric of the end times, Groetus.
Nadric realises skeletons are also undead forces, and would likely not respond well to sharp objects.
Nadric, I didn't really see an action there, so I'll consider that you can still make an action if you want.
Celas moves into combat, keeping a strong arm and firing an arrow into the chest of the cleric ghoul.
The skeletons move up the rank to protect the ghoul, and meet head to head with Celas. Celas takes a big hit as the creature swings it's broken weapon with full force.
broken scimitar: 1d20 + 0 ⇒ (20) + 0 = 20S: 1d6 ⇒ 6
Confirm?: 1d20 + 0 ⇒ (14) + 0 = 14S: 1d6 ⇒ 1
Combat Round 1
Conditions:NA
Celas -6,Nadric
Skeletons
Razka,Edmund,Kazmoro
Ghoul
Zarkuzet
Nadric Yarrow
|
I'm having a little trouble counting actions. I can take the arrows from my bag with a move action, draw one with a free action, use swift action to activate luck, and then do a standard attack with the bow that is still drawn. I have trouble visualizing how a person would do all that with two hands and not drop everything, but if it checks out:
Nadric extracts the quiver of blunt-tipped arrows from his backpack and swiftly draws the first one that comes to hand. Eyeing all the heads and shoulders that are between him and nearest skeleton, he invokes a bit of luck - because if there's ever a time I'll need it, it's now - calls out a short, "Watch out from behind!" and sends the arrow flying forward.
Attack vs blue skeleton: 1d20 + 2 ⇒ (19) + 2 = 21
Bludgeoning damage: 1d6 + 2 ⇒ (5) + 2 = 7
Er, that attack should actually be 24 - I completely forgot to add the +3 Dex bonus.
Razka Croyle
|
The nice thing about the confined quarters here was that the only way anything nasty was going to get to him was by going through his companions and the nice thing about Magic Missile was, he only had to be able to see the guy to hit him.
And if Razka ever saw someone who had a face that begged to have a Magic Missile shot into it, it's the guy who was sitting behind the desk.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Shooting at the Ghoul Cleric. And I'm just realizing that, as a player, I run into a ghoul approximately every other adventure. The game I just finished up featured them, too.
Edmund DeCarth
|
Know Religion, Untrained: 1d20 ⇒ 9
Would you accept a knowledge Nature to at least recognize them as undead?
Know Nature: 1d20 + 3 ⇒ (8) + 3 = 11
Kazmoro
|
Kazmoro moves into the room and attacks the skeleton with his double-chained kama.
Attack w Reach, DC kama: 1d20 + 5 ⇒ (2) + 5 = 7
Damage, DC kama: 1d6 + 6 ⇒ (4) + 6 = 10
GM Batpony
|
Arrows are kept in quivers not your bag! And as long as you have your bow drawn, drawing arrows are considered part of your standard or full round action to attack.
They look pretty undead, so I won't be fussy if you recognize them as an undead even without knowledge rolls of some sort.
Celas dodges his head just in time as Nadric's arrow flies loose towards the skeleton. The arrow strikes it in the pelvic, causing it to loose it's balance. It falls over and smashes into many pieces of bones. One down!
Razka releases a bolt of magical missiles that fly right towards the angry ghoul, making him angrier than before!
Kazmoro moves up the battle field and attempts to strike a nerve at the skeletons, but he finds himself short of doing delivering the astonishing blow he'd hope.
I've assumed since the skeleton went down, Kazmoro would have moved up to engage the skeleton behind.
Combat Round 1
Conditions:NA
Celas -6,Nadric
Skeleton
Razka, Edmund, Kazmoro
Ghoul -7
Zarkuzet
Edmund DeCarth
|
Edmund reaches down onto his belt pouch and pulls out a ceramic container of purple balm. Acting quickly, he applies the substance to several of the arrows in his quiver.
Move: Draw Holy Balm, Standard: Apply to 10 blunt arrows
Kazmoro
|
Kazmoro can only move 20ft, so would end up in same square as Celas. With the first skeleton dropping he would have double moved to in front of Celas, but then would not have been able to attack. Your call if I can retcon and move up. If allowed then he would have also switched weapons as part of his move action.
GM Batpony
|
I'm okay with the retcon to double move and switch weapons.
Kazmoro moves up to hold the ground, and Edmund prepares himself by applying holy balm to his arrows.
In an utmost creepy manner, from behind the desk, the ghoul starts to scowl and speak in the huskiest ugliest voice ever. "You..Shall.. Die.." He points towards Kazmoro.
Cause Fear! Kazmoro becomes frighten or makes a DC15 Will save to become shaken instead.
Combat Round 1
Celas -6,Nadric
Skeleton
Razka, Edmund, Kazmoro (DC15 Will)
Ghoul -7
Zarkuzet
Kazmoro
|
Will save, DC 15: 1d20 + 4 ⇒ (12) + 4 = 16
Kazmoro is shaken, not stirred
Celas Grirsk
|
With Kaz in front as a blocker, Celas will attack RED, the only viable target.....
Longbow vs RED: 1d20 + 6 + 1 - 4 ⇒ (15) + 6 + 1 - 4 = 18(Precise Shot, Point Blank, -4 for soft cover)
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
GM Batpony
|
The dice loves Celas, 9-5(DR) hits exactly enough to put the poor skeleton out of it's misery.
Kazmoro stands his ground, although he is slightly shaken by the sight of something so gruesome.
Celas doesn't waver and continues firing his shots towards the enemy. He lets loose a firm and strong shot, knocking another skeleton off it's feet. Causing it to crumble and break loose.
Nadric and Zarkuzet are up!
On a side note, we'll be very soon rounding this scenario off. So do think about any purchases/levelling up, or anything else of that nature that you need to do during the downtime in between scenarios. Once everyone is ready, we'll immediately start the next adventure!
Celas Grirsk
|
I'll have a GM boon to add from a game I'm going to be running this weekend to add so Celas will be level 2 for the next adventure... As far as items, I will be looking closely at a +1 bow, or something else that helps with the fighting....
Nadric Yarrow
|
Nadric moves a little closer to at least get up to the entrance to the room, although that creepy voice does not actually make the idea of approaching the undead figure seem appealing. He calls out to the ghoul, "Are you Dalirio? Or... was that who you once were?" He grimaces but doesn't actually wait for a response before drawing another arrow and aiming carefully. He takes a deep breath and calls on lady luck once more, hoping his streak will continue.
Attack ghoul: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Bludgeoning damage: 1d6 + 2 ⇒ (5) + 2 = 7
GM Batpony
|
It's been more than 24 hours sinec Zarkuzet posted so I will delay him.
"Dalirio.. no.. more!" The ghoul cries as he is shot in the arm by Nadric. With the skeletons out of the way, it leaves a clear opening for the pathfinders to make it through to the ghoul.
Combat Round 2
Celas -6,Nadric
Razka, Edmund, Kazmoro (Shaken)
Ghoul -14
Zarkuzet (Round 1)
Kazmoro
|
Kazmoro charges the foul ghoul with his massive Sansetsukon over his head.
Attack, Sansetsukon + charge + shaken: 1d20 + 5 + 2 - 2 ⇒ (15) + 5 + 2 - 2 = 20
Damage, Sansetsukon: 1d10 + 6 ⇒ (10) + 6 = 16
”Feel the power of the Stone Strike!”
AC 15, due to charge
Razka Croyle
|
"And so, it falls to me to handle the biggest threat," Razka says.
He was right about the 1st Magic Missile. This guy deserved it. Just like he deserved another.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Edmund DeCarth
|
Edmund slides his way up the corridor, slipping by Celas to get into an ideal position to fire. He stop, knocks a purple covered blunt arrow, and fires into the combat at the end of the hall.
Bow, MstW, PBS, Precise, Soft Cover: 1d20 + 5 + 1 - 4 ⇒ (15) + 5 + 1 - 4 = 17
Damage, +2MC, Holy Balm, PBS: 1d8 + 2d4 + 2 + 1 ⇒ (1) + (1, 4) + 2 + 1 = 9 Requires a Reflex Save, DC 10 or take an additional 1d4 next round.
How is that for a damage roll. Yikes.
Celas! Grab some of these arrows before your next shot", Edmund calls out, pointing to the arrows in his hip quiver.
Taking one/more of the arrows should only be a move action, but I would defer to the GM
GM Batpony
|
[ooc]And combat is over![ooc]
Kazmoro charges in strongly against the ghoul, and Razka and Edmund provide some range coverage, while doing so. The overwhelming assault immediately neutralizes the ghoul, giving Dalirio a permanent death.
You are able to free those in the cages from their captivity with the key you find on Dalirio's body. And in the meantime you are able to search the room for anything of information.
Edmund DeCarth
|
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Edmund breathes a sigh of relief when Dalirio falls at the hands of his arrow. How did they manage to kidnap this many people without raising more suspicions... Acting quickly he releases the prisoners, leaving conversation to other party members. Instead he turns his attention to the ghoul’s desk.
It’s not long before Edmund has the plans laid out across the desk for the party to see. In addition, there is a switch of some type concealed beneath the desk. He awaits the teams input before doing anything too hasty.
Conisder both spoilers given
Celas Grirsk
|
"Man, Dalirio's bad. This isn't good. Well, since I am so bad at other things, might as well make things worse for everyone...."
Celas walks over and presses the button that Edmund found.
Nadric Yarrow
|
Nadric occupies himself with helping the captives get out of their cages. “Are you alive?” he asks them, before realizing this probably is not the most diplomatic question at the moment. “I mean... are you all right? For half-starved skeletons...” He trails off in mutters to himself and then takes out a trail ration to break off small pieces of bread for each of them.
Razka Croyle
|
"Well, I'd say the first of these nefarious plots is effectively ended. We have to make sure these Derro don't accomplish the second. But how are we going to know what building it is?" Razka asks, stroking his goatee covered chin thoughtfully.
"You're bold, Celas...I like that," he tells the ranger.
GM Batpony
|
And we are concluded!
With the button pressed, the whole room violently shakes as you hear rusty gears churn. The room seems to be rotating in a clockwise fashion until it meets a new tunnel entrance. What you discover is likely a secret tunnel system running through Cassomir itself, but attempting to map this might take days, months even, and risk you getting lost. Map is updated.
With the safety of the prisoners secured, and the plot to take over the city in your hands, you immediately return to the surface to inform Venture Captain Hestia, and officials alike.
You are praised for your timely intervention of the event, and believe you likely stopped the plot of the skeleton take-over with Dalirio dead again. Over the next few days, Hestia becomes increasingly worried about the uncovered plot to infiltrate a Cassomir building and make off with all of its inhabitants. She warns Cassomir’s officials about the tunnel system but is unable to provoke any satisfying responses from them. The authorities, in essence, either think the claims are false or simply can’t cut though the bureaucracy to make anything happen about the matter.
Nonetheless, you are able to take some time off, and await the call of your next mission.
Let me know if there are any mistakes on the chronicles. Once everyone is ready for the second scenario, make a post and we'll immediately get started. Below is the intro.
A couple weeks after, you find yourselves once more in the confines of the Cassomir's tiny lodge office where Venture-Captain Hestia Themis, a woman of small stature, but great importance within Cassomir, sweeps locks of thick, raven hair away from her face. As she starts to speak, shrill horns bellow an alarm. Hestia pauses for the signal to quiet, and as the trumpeting ring fades, her booming voice continues.
“Colleagues, the city of Cassomir declared a state of emergency this morning. Late last night, a swarm of rats poured into Cassomir’s streets, spilling from every sewer grate within the Old Cassomir district. As the city guards dealt with this infestation, a large assault force of derros penetrated Swift Prison. Within a few hours, the derros emptied the Swift, and marched their new slaves into the Darklands. Normally we defer incidents like this to the authorities, but I offered our assistance. There’s an item of interest, a church bell called the bell of obedience, that may reside in Swift Prison’s chapel. We want to catalogue it and may never have another opportunity to explore the Swift unsupervised. While investigating the derro invasion, head to the chapel and inspect the bell. If possible, I want you to determine whether the Chapel’s bell is in fact the legendary bell of obedience without taking it from the prison. Cassomir’s constabulary is as of this moment fighting Cult of Nature’s Cataclysm devotees at the south entrance to the prison. The constabulary agreed to distract the cultists there so that you might approach the Swift from its north side and enter the prison from the south gate behind the cultists.”
Edmund DeCarth
|
Despite having rescued the captives and exposing several credible plots against the city of Cassomir, Edmund is shocked that city officials have been so laissez-faire with the additional threats posed by the Cult of Nature's Cataclysm.
These leaders must either be in concert with the cult itself, or must care absolutely nothing about the well being of the people of this city.
Instead of heading back up river towards his home, Edmund feels something pulling him to stay. He takes up residency at a local inn, nearby the Cassomir lodge and awaits the inevitable summons.
Days pass into weeks, and just as Edmund feels that perhaps he was wrong- Cassomir becomes overrun with rats. Hushed whispers on the streets talk about a battle at the prison. This is the reason he stayed.
Making his way back to the lodge, Edmund prepares for what he expects is another trip under the streets of Cassomir...
Razka Croyle
|
Razka saunters in stifling a yawn. He plops down into a chair and listens to Themis' briefing absently. He's added a bandolier to his adventuring kit since the last time the other Pathfinders have seen him and there are 3 wands sheathed in it. The first if the one they've seen previously, his Cure Light Wounds wand given to him by the Pathfinder Society. The second has a similar glyph of healing but not the Glyph of the Open Road and the third is completely different.
"Yes, those rats disturbed my companions so much that we weren't even able to go out to the taverns until early this morning. It really put a damper on our evening,"" he comments.
"But let me make sure I understand properly - examining the Bell is the most important part of the job and aiding in turning aside the invasion is of secondary importance?" he asks.