
EndlessForms |

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.”
At that moment, a teenage boy enters through the Cassomir Lodge’s front door and Themis gestures him over. “This is Nefti—I believe some of you may know him already. Though he works with the Aspis Consortium, he helped us rescue a fellow Pathfinder when this derro business began. It seems Nefti happened to be serving a debtor’s term inside the Swift when the abductions took place. For his testimony to last night’s events we secured his release. He agreed to escort you to a spot north of the Swift where he will tell you all he knows. Any questions?”
About the bell of obedience:
About the Swift kidnappings:

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Know Bell: 1d20 + 3 ⇒ (11) + 3 = 14
Know Swift: 1d20 + 3 ⇒ (6) + 3 = 9
Baern can't help but let out a quick laugh. "The whole city has gone to pieces and we are cataloging a bell! What opposition still remains within the Swift? Prisoners, derros, rat swarms?"

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Oswin turns his new sword over in his hands. He looks up as Baern speaks and nods in agreement.
"Truly Captain Themis, would our efforts not be better spent crushing this derro threat? That said, we'll see the job done. If there are swarms of rats, though, I'd like to be prepared."
Purchase +1 adamantine longsword for 5,015 Gp = 15 + 3,000 for mw adamantine + 2,000 for +1. Sell standard +1 longsword for 1,157.50 GP.

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Kilian stands, preparing to leave for the prison. "What does this bell do? Could it be used against the derros?"
Untrained KN (local), bell: 1d20 + 1 ⇒ (20) + 1 = 21
Untrained KN (local), Swift: 1d20 + 1 ⇒ (2) + 1 = 3

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Knowledge Local - bell: 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge Local - swift: 1d20 + 5 ⇒ (1) + 5 = 6
"Now, now, Oswin, the Venture-Captain is merely taking advantage of opportunity." Maximo chuckles at Oswin's eagerness. "Everyone knows of about the Bell of Obedience, but few have seen it up close. One should always take time to stop and smell the roses, and in this instance the rose just happens to be a Bell!"
Turning to Alie, "I have heard the Bell bears a strong aura of enchantment. Have you a spell of identification, or should we perhaps acquire one on route?"
I'll pick up the tab on the scroll (25gp), plus I think I'll buy that wand of detect secret doors from the last Chronicle (5 charges - 75gp).

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Know local bell 1d20 + 1 ⇒ (4) + 1 = 5
Know local swift 1d20 + 1 ⇒ (11) + 1 = 12
"Magic item identification isn't my strong suit. It'd be a good idea to grab a scroll or two, so if we didn't have much luck with the first, we could have a backup. This bell situation is interesting....I'd like to see it up close too, I must admit."
Alie tells the others what she had heard about the Druids and the possibility they were fired up at the town. Read the DC 10 spoiler on Swift kidnappings.

EndlessForms |

"The whole city has gone to pieces and we are cataloging a bell! What opposition still remains within the Swift? Prisoners, derros, rat swarms?"
“The governor ordered the constables to attack the Swift from Harbor Watch and clear out the persistent cultists it seems the derros left behind to cover the kidnapping. Hopefully with the cultists fighting the constables in the streets to the south of the prison, you’ll be able to enter from the north with little trouble. Hopefully the city guards will have dealt with the prisoners, derros, and rats. What awaits beyond I can't rightly say but if the constables are overwhelmed you will, of course, need to help them.”
Kilian stands, preparing to leave for the prison. "What does this bell do? Could it be used against the derros?"
"We suspect that its enchantment powers can be useful. Rescue prisoners along the way if you can but as Max says, we're just taking advantage of the opportunity to seek out this artifact. Nefti overheard some of their plans and is sure he knows the location beneath Cassomir’s Locker where they intend to take the prisoners. I assure you other Pathfinders are aiding in the fight to take out the derros. I hear Venture Captain Trotter himself joined in the fray and took out a dozen single-handedly with that deafening pea-shooter of his."

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Baern mulls it over. "Go in, investigate the bell, help any guards who need it. Sounds simple enough. After that business beneath Cassomir, it would be nice to have a simple job on the surface!"

EndlessForms |

Nefti leads you to within a block of the Swift Prison on the north side, which bypasses the skirmishes with cultists that you can hear ringing out from the southern side of the prison.
Nefti gestures at the towering walls of Swift Prison and the ramshackle buildings that make up the rest of the prison’s grounds. “This is as far as I go. Beyond the Swift’s thick gates, the Ismacco tunnels await. Deep below the keep, within the sewers, the derros are marching the guards and prisoners into the depths of Golarion. Be careful, several of those Nature’s Cataclysm freaks still roam the Swift’s grounds.”
Any last minute questions for Nefti before going in?

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"You really should think about the offer we made last time, Nefti. Leave those nasty Apsis and come with us full time. We'll look after you."

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Maximo eyes the Prison with curiosity. "Ismacco again, hmm?" He muses aloud. "That name keeps popping up, like dysentery in Qadira. I wonder if there could still be members of that house, or other Teppish children, acting in this plot."
He looks to Nefti. "Any Teppish family members still alive within the Nature’s Cataclysm cult?"

EndlessForms |

"How did you escape the Swift? We might need to leave in a hurry, and good exits are useful to know about."
"With a little luck and a lot of guile. Unlikely to help you, I'm guessing."
"Is the bell in a tower? What's the quickest way there?"
"I don't know anything about this bell you guys are looking for."
"You really should think about the offer we made last time, Nefti. Leave those nasty Apsis and come with us full time. We'll look after you."
"Yeah, I know. But I’m just a boy—what help could I be? For this help today I'm getting a full pardon of my gambling debt from the governor. As for the Aspis, well, they're out there today just like you guys. A derro
threat to the city of Cassomir affects us all, and neither of our organizations can function here if the derros empty the city.""Any Teppish family members still alive within the Nature’s Cataclysm cult?"
The boy shrugs his shoulders. There's certain to be more of the cult around, but I don't know who they are by name."[/b]
I'll get the map up later today and move us on to the prison!

EndlessForms |

Two large buildings dominate the Swift’s northern half. The northernmost building, just west of a shadowy backstreet called “Miscreant Alley,” is a combination of an apartment complex and factory. To the south, across a street labeled “Debtor’s Lane,” lies another apartment complex, its lower floors a mix of ever-changing shops. To the east is an open-air bazaar dubbed “Convict’s Market,” complete with stalls and a central well, and to the west more dwellings litter the grounds. To the south, across “Beggar’s Lane,” stands the north wall of the central keep. To the keep’s east, and the market’s south, several larger homes reserved for the Swift’s more wealthy criminals exist, and touch lush gardens creating a barrier between these dwellings and the keep’s stone walls. To the south of the keep at the Swift’s southernmost border rests the prison’s largest building—the Greedy Narses. Herein the indoor market, mess hall, Swift chapel, and beggar’s boxes reside. Outside this building stands the gilded statue of the golden lady who stares dispassionately at those who fill the beggar’s boxes with spare coins.
How would you like to approach? (map linked at top)

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Alie looks to the north where they were advised to enter. Is there any fighting or anything that could be used as a distraction right now?

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"I remember them telling us to head in the north side, but really, I'm happy to search anywhere as long as we can get in undetected. I'm guessing that Killian and Maximo should stay near the front, and maybe keep Allie near the middle with Baern and me at the back."

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"It sounds like there's heavy street fighting to the south of the prison. We approach from the north to avoid the fighting, then enter the prison through the south gate."

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"It would appear to me that the least noticeable route to the Southern Gate would be to march down Miscreant's Alley, cross Debtor's Lane, pass through the Convict Market, then stroll through the gardens between the keep and those homes." Maximo offers his arm to Alie with a mischievous smile. "Perhaps if we walk like we belong the locals will ignore us?"

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Alie takes the paladin's arm. "Away with us, then. Let's get going. Look like you belong is the key, eh? Let's see what that gets us."

EndlessForms |

The party tries to act casual but sees no one else out and about with whom to blend in. As you emerge from Miscreant Alley, you are spotted by a patrol of cultists paired with four rats, none of whom look happy to see you.
druids: 1d20 - 1 ⇒ (5) - 1 = 4
Alie: 1d20 + 6 ⇒ (5) + 6 = 11
Baern: 1d20 + 4 ⇒ (5) + 4 = 9
Oswin: 1d20 + 5 ⇒ (3) + 5 = 8
Kilian: 1d20 + 2 ⇒ (10) + 2 = 12
Maximo: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative:
1. Maximo, Kilian, Alie, Baern, and Oswin
2. Nature's Cataclysm Druids and their rats
You guys are up!

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Alie casts Haste on the party, as she takes a step back, allowing the others to engage the vermin.
Remember Haste benefits. Extra 30' movement, plus one to attack, plus one to AC, and an extra attack on a full attack.

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Kilian advances towards the nearest pair and attempts to trip up the druid.
Trip on D1, incl. haste: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
ETA: Those are 10' squares, correct?

EndlessForms |

Yes, these are 10' squares.
@Kilian: I don't think your trips provoke until you get Greater Trip.
Alie casts haste on the party!
Kilian moves up and trips one of the cultists!
Maximo slices into that man's rat friend!
Oswin moves in closer to the fray!
Initiative:
1. Maximo, Kilian, Alie, Baern, and Oswin
2. Nature's Cataclysm Druids and their rats
D1: prone
R1: 13 dmg
Baern is up!

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EndlessForms |

Whoops, sorry. I missed Baern's post in the jumble this morning. Sorry about that.
Baern blesses the party!
---
DC 17 Defensive Casting: 1d20 + 8 ⇒ (10) + 8 = 18
The first druid casts a spell from the ground. The other three druids follow up with the same spell.
The rats attack!
D1 bites Max: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d4 + 2 ⇒ (3) + 2 = 5
DC 12 Fort save against filth fever
D2 bites Max: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d4 + 2 ⇒ (3) + 2 = 5
DC 12 Fort save against filth fever
D3 bites Kilian: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d4 + 2 ⇒ (3) + 2 = 5
DC 12 Fort save against filth fever
D4 bites Oswin: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d4 + 2 ⇒ (2) + 2 = 4
DC 12 Fort save against filth fever
Initiative:
1. Maximo, Kilian, Alie, Baern, and Oswin
2. Nature's Cataclysm Druids and their rats
D1: prone
R1: 13 dmg
You guys are up!

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OK, possibly-stupid question here--I thought the R-tokens were the rats and the D-tokens were the druids. It looks as though the reverse is true; can you clarify that?

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Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
In the rush of battle, Oswin can't make out what spell was cast. He then swings at the rat that tried to bite him!
PA Longsword, Haste, Bless: 1d20 + 9 - 2 + 1 + 1 ⇒ (14) + 9 - 2 + 1 + 1 = 23
Damage: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
PA Longsword, Haste, Bless: 1d20 + 9 - 2 + 1 + 1 ⇒ (13) + 9 - 2 + 1 + 1 = 22
Damage: 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Ninja'd, but I second Killian's question.

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Alie moves ahead and casts a Magic. Missile at D4.
Damage 3d4 + 3 ⇒ (4, 4, 2) + 3 = 13
Used 1 1st level spell slot and 1 3rd level spell slot today.

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Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
Though he takes a nasty bite from a rat, Maximo does not worry about possible diseases, knowing his faith in Shelyn and justice protects him. Charging his sword with arcane power and building up speed with a spin, he swings his sword left at the injured rat and right at a cultist.
Power Attack: 1d20 + 8 - 2 + 1 + 1 ⇒ (19) + 8 - 2 + 1 + 1 = 27
Damage: 2d6 + 11 ⇒ (2, 5) + 11 = 18
Hasted Power Attack: 1d20 + 8 - 2 + 1 + 1 ⇒ (7) + 8 - 2 + 1 + 1 = 15
Damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15
Crit Confirmation: 1d20 + 8 - 2 + 1 + 1 ⇒ (6) + 8 - 2 + 1 + 1 = 14
Damage: 2d6 + 11 ⇒ (6, 5) + 11 = 22