Dolgarth |
Really, disarmed on a 12? I'll take it, but...
Dolgarth grins, happy that things are finally coming into place. While he heard Jak's yell, he didn't notice the Taldane man punching himself in the face. "Not sure how much you can do without that little trinket," he notes, eyes darting to where it rests on the wet ground. "Whenever you feel like surrendering, just holler." He then makes to smack the man upside the head with his flail!
Flail, CE: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Nebraska Jones |
Nebraska reloads her hand crossbow with another poisoned bolt. Dolgarth's disarming of the man makes her feel like the engagement is becoming under the groups control. She looks around briefly wondering what type of a shop was on top of this compromised basement and whether to suspect the patrons in assisting the Cult of Groetus.
Move: Draw Bolt
Move: Load Bolt
Jakwin Howell |
Oh well, here goes...
Jak blinks away the sudden onslaught of confusion and fear, and his eyes fall on the man responsible. With his usual gusto, he rushes over to—and clambers up and over—he boxes, lashing why his blade if he can.
longsword: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Jakwin Howell |
BOTTING FIAMETTA
The Chelaxian woman—ever the practical combatant—stays put as she sends another caustic glob at the man … right over Dolgarth’s shoulder.
”Beware the acid!” she warns a moment after it hurls past the Varisian.
Casting Acid Splash (through cover, into melee)
ranged touch attack: 1d20 + 1 - 4 - 4 ⇒ (19) + 1 - 4 - 4 = 12
acid damage: 1d3 ⇒ 1
O.O
Hey! That could actually hit!
Nebraska Jones |
BOTTING ALDUS
Aldus draws his bow and fires an arrow against the Teppish, shaking his head at the foolish man for not giving in to reason.
mw bow, point-blank: 1d20 + 4 ⇒ (16) + 4 = 20
piercing damage, point-blank: 1d6 + 1 ⇒ (6) + 1 = 7
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❹ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Thanks to the party’s combined efforts, the robed man is defeated.
---
COMBAT IS OVER!
---
With the room occupants dealt with, the Pathfinders have enough time to search the room where the strange man was along with his mites. Alternatively, the group can go back to where it came from and follow the trapdoor to wherever it leads.
Dolgarth |
"Good work, everyone," Dolgarth grins, stowing his armaments. "We should sweep the room, see what we can before moving on."
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Jakwin Howell |
Jal takes a moment to dust himself off and use his new wand on himself.
CLW, x2 charges: 2d8 + 2 ⇒ (1, 7) + 2 = 10
He holds it up, "Anyone else?"
People should feel free to roll the healing that Jak provides from the wand. Just make sure I know who many charges you use.
Then he sets to searching the room.
Aid Another for Dolgarth's Perception
Peception, DC 10: 1d20 + 3 ⇒ (20) + 3 = 23
As he helps, he looks at the room, the ambush, and then back up at the stairs. ”So this was an ambush. But for someone like us down here?” He points to the door at the top of the stairs, ”Or someone coming from there?”
Curiosity getting the better of him, he ascends the stairs, presses his ear to the door, and—if nothing is heard—peeks out.
Perception, at the door: 1d20 + 3 ⇒ (20) + 3 = 23
Nebraska Jones |
"No thanks, I'm good." Nebraska puts on the safety and stows her hand crossbow, then begins to inspect the area as well.
"I can't figure that out either, Jak. Any why is this basement open to the sewers? What property owner would be cool with that?"
Nebraska looks in the barrels and boxes that fill the room to get an idea of the building above.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
GM Giuseppe |
A quick search of the room does not turn up anything valuable or unusual for the Pathfinders. The robed man (what do you do with him? carries a half-plate and a masterwork heavy flail that the group can use, while the mites have two small daggers and a few small darts on them.
With nothing more to do in this room, the Pathfinders go back from where they came and open the trapdoor in the room where they defeated the guard. It opens into what Cassomiri citizens know as ‘Cassomir Below’.
Today, Cassomir Below is an abandoned neighborhood that looks more like a cavern than a city block. Buildings here are separated by high tunnels, 20 to 30 feet tall in places, whose roofs are the foundations of the sewers and buildings above. Each abandoned building here was once the ground floor of the buildings above, but today they’re totally cut off from the upper floors on the surface. The streets are dirty and dusty, and most of the buildings are abandoned. All of the buildings here extend right up to the top of the cavern. Unless otherwise noted, Cassomir Below is completely unlit. Most of the buildings here appear to be abandoned. Some of them also have boarded-up windows, signs hung in front announcing “Butcher Shop” or “Tavern.”
New map available.
Jakwin Howell |
Know (history): 1d20 + 5 ⇒ (1) + 5 = 6
Jak whispers an arcane light onto his blade, raises it high, and looks at their surroundings with a dumbfounded expression. "What the ..."
He looks at the crew, "There's like a whole other town down here."
Nebraska Jones |
Nebraska peers out in awe through the dim light cast by Jak's sword. "This is incredible, how is this not common knowledge? I mean, the VC never brought it up so she must not know. Do, do you think there is a hidden society down here?"
Nebraska takes a few steps out to look down the street.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Jakwin Howell |
In case anyone else has lost track of our purpose down here. :/
THE BRIEFING
"A hidden society of rat-worshippers?" Jak responds light-heartedly, "Yes, yes I do."
Dolgarth |
"Well, isn't that a nice thought. The only ones we've seen are guards, wonder if there are housekeepers and children down here, a whole village, if you will."
GM Giuseppe |
Guided by arcane lights, the party makes its way through Cassomir below. The Pathfinders explore a few abandoned building, wherein they find only spiderwebs, dust, broken furniture, broken glassware, and the like. Once the Pathfinders approach the buildings to the north, they encounter three mites guarding the entrance to a building. The mites here are stacking supplies and speaking to each other in Undercommon—when they spot the Pathfinders, they drop what they’re doing, squeal something in their strange language and attack the Pathfinders.
---
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
The mites all throw some small darts at the Pathfinder, and while two of them miss wildly, one hits Fiammetta. The mite who has scored the hit squeals in joy.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 3 minutes remaining), mage armor (Nebraska, 40 minutes remaining)
① Mites (Conditions:none; Status: ? hp)
② Jakwin (Conditions: none; Status: 14/14 hp)
③ Aldus (Conditions: none; Status: 10/10 hp)
④ Dolgarth (Conditions:none; Status: 13/13 hp)
⑤ Fiammetta (Conditions: none; Status: 6/8 hp)
⑥ Nebraska (Conditions: none; Status: 10/10 hp, 2 Str damage)
______________________________________________________
Deadline: Sunday night.
--- INITIATIVE CHECKS ---
Aldus: 1d20 + 2 ⇒ (8) + 2 = 10
Dolgarth: 1d20 + 3 ⇒ (8) + 3 = 11
Fiammetta: 1d20 + 1 ⇒ (9) + 1 = 10
Jawkin: 1d20 + 6 ⇒ (6) + 6 = 12
Nebraska: 1d20 + 2 ⇒ (3) + 2 = 5
Mites: 1d20 + 1 ⇒ (13) + 1 = 14
--- MITES’ ATTACKS ---
Dart ranged attack (Blue): 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Dart damage (Blue): 1d3 - 1 + 1 ⇒ (3) - 1 + 1 = 3
Dart ranged attack (Green): 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Dart damage (Green): 1d3 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Dart ranged attack (Red): 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Dart damage (Red): 1d3 - 1 + 1 ⇒ (1) - 1 + 1 = 1
Jakwin Howell |
"Behold!" Jak barks sarcastically, "The mighty might of the mites!" Then he moves forward, hacking at the nearest opponent.
Move forward (map updated). Attack Blue.
longsword: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Nebraska Jones |
Nebraska draws her hand crossbow and fires the preloaded poisoned bolt.
Hand crossbow: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Nebraska draws her rapier and engages the ugly little fellas.
Rapier: 1d20 - 1 ⇒ (17) - 1 = 16
Damage: 1d6 - 1 ⇒ (3) - 1 = 2
sneak: 1d6 ⇒ 4
Aldus the Supplicant |
Shaking out of his prolonged silence, Aldus gives a small nod to the mite who actually hit his target and says with a calm, resigned sigh "It's our turn now, foul creatures." The Galtan draws his bow and attacks the furthest mite.
dw bow, point-blank: 1d20 + 5 ⇒ (11) + 5 = 16
piercing damage, point-blank: 1d6 + 1 ⇒ (5) + 1 = 6
___________________________
move: draw bow
standard: attack red mite
Dolgarth |
Dolgarth trudges up with his temporary new flail and rams it down over a mite's head.
Mwk Flail, CE vs. Green: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Jakwin immediately puts down one of the mites, and Aldus quickly emulates him, dropping the mite staying in the rear of the group. Dolgarth closes in on the only remaining mite, and although he’s able to hit it, his strike is not powerful enough to kill the creature.
Fiammetta’s acid dart: 1d20 + 1 - 4 ⇒ (11) + 1 - 4 = 8
Even though Fiammetta fails to end the creature, Nebraska makes up for that immediately thereafter, piercing the creature’s blue heart with he rapier.
---
COMBAT IS OVER!
---
Now that the mites have been dealt with, the group spends a few minutes exploring its surroundings. Dolgarth finds a trunk in the nearby pile of supplies the mites were working on. Nebraska easily opens its lock, and Fiammetta quickly identifies the magical properties of some of the items contained therein.
The group then continues its endeavors, exploring the surrounding buildings. Four of them hold dozens of cages full of Cassomiri citizens. The group easily opens the cages’ locks, and free the citizens.
It is unimportant, for the sake of the scenario, if you help them out of Cassomir Below or not, but I will assume that you just leave them waiting, promising them that you’ll be escorting them back up when you’re done exploring this place and fulfilling you mission.
Only one building is left now.
Please let me know if you have any plan on how to enter the building.
______________________________________________________
--- PERCEPTION CHECKS ---
Aldus: 1d20 + 4 ⇒ (4) + 4 = 8
Dolgarth: 1d20 + 7 ⇒ (12) + 7 = 19
Jawkin: 1d20 + 3 ⇒ (5) + 3 = 8
Nebraska: 1d20 + 7 ⇒ (7) + 7 = 14
Nebraska Jones |
Nebraska wears a hardened look on her face, the events underneath have gotten darker and darker. More prisonsers, more slaves. "Last one, she nods to the door, odds are it's empty but something doesn't feel right."
Jakwin Howell |
"This is the first magical blade I've held," Jak says with a grin, then he looks down at it and mutters, "I was hoping it'd be bigger." He tosses it over to Dolgarth, "If we find ourselves needing it, you're likely the best to use it."
Nebraska's words bring his attention to the building. "Should we see if there's a second entrance? Window? Backdoor?" He grins, "Hidden trapdoor somewhere?"
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Nebraska Jones |
"Definately, mabye even just a crack to peak through."
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Aldus the Supplicant |
Aldus looks over Jakwin's shoulder with curiosity. "It's very…shiny, actually." He looks at his own bow, then at the sword with a bit of wonder, a sigh and a few quiet words leaving his mouth "If only we had things like this…"
Leaving thoughts of the past behind, he looks at the new building. "It will be difficult to bluff our way around this, if there's anyone inside. Us not knowing a word of undercommon seems to be a dead giveaway."
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Dolgarth |
Dolgarth stows his flail, handling the short sword with care. "It's nice, certainly, but I don't think I'll be needing it too dearly, over this new flail, at least," he comments as he appraises it. I assume it's sized for a Small creature. "I'll carry it for now, though, unless anyone else wants to try it."
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
GM Giuseppe |
There are no second entrances, nor windows on the building's exterior. There are not even cracks through which to peak through, unfortunately!
Jakwin Howell |
"Welp," Jak mutters, giving his blade a twirl, "Front door it is."
He considers a moment, "Since we can't rely on getting them by surprise. How about I open the door and Dolgarth move through first? I'll move in as quickly thereafter as I can."
if people seem amenable to that plan, Jak sheaths his blade, readies his shield, and moves to the front door. There he waits, ready to open the door once the team has made any preparations they want.
Nebraska Jones |
"Yeah, that could work. Aldus and I can shoot from the door after you two pop it if needed, then move in after." Nebraska nods as she draws the hand crossbow and sheaths her rapier. "Hopefully we won't have to go in shooting though, it's just none of these doomsayers seem to be the chatty types, ya know?" She shrugs to the others with the last bit, then readies herself.
Aldus the Supplicant |
Aldus moves so he is almost in front of the door, just a few steps away from it. He puts some new ammunition on his quiver, takes out an arrow and nods at his companions. "Ready when you are."
GM Giuseppe |
Once everyone is ready, Jawkin opens the door.
This 15-foot-by-30 foot room is clean and dust-free. A stack of barrels in the southeast corner are the only furnishings. In front of the barrels stands a pale blue humanoid with bulging white eyes, wild hair, four-fingered hands, and a large hooked club dangling at his hip. He holds what appears to be a small repeating crossbow. The Pathfinders immediately identify the creature as a derro—his appearance matches almost perfectly the description the Pathfinders got from both their Venture-Captain and the freed prisoners in the Cult of Nature’s Cataclysm’s lair.
You can reference this post, under the spoiler for Aldus and Jawkin, for additional info about derros.
▁▁▁▁▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ SURPRISE ROUND ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔▔▔▔▔
The derro was prepared for the Pathfinders’ arrival, as it seems, and as soon as he spots Jakwin, he fires his crossbow at him. Fortunately, the bolt – which appears to be coated with a strange green fluid – gets lodged in the wooden wall behind the Pathfinders.
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Fiammetta is the first one to react to the danger. In order to get line of sight to the derro, the Chelaxian Pathfinder dashes into the room and starts casting a spell, which the Pathfinders recognize as sleep because of their familiarity with Fiammetta’s arcane arsenal.
Dolgarth is up, then me, then the rest of the party.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 3 minutes remaining), mage armor (Nebraska, 10 minutes remaining)
① Fiammetta (Conditions:none; Status: 6/8 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Derro (Conditions: none; Status: ? hp)
④ Aldus (Conditions:none; Status: 10/10 hp)
⑤ Jakwin (Conditions: none; Status: 6/8 hp)
⑥ Nebraska (Conditions: none; Status: 10/10 hp, 2 Str damage)
______________________________________________________
--- DERRO’S ATTACK ---
Repeating light crossbow ranged attack: 1d20 + 5 ⇒ (3) + 5 = 8
Repeating light crossbow damage (+1d6 sneak attack): 1d8 ⇒ 2
Jakwin’s Fortitude save vs poison: 1d20 + 2 ⇒ (16) + 2 = 18
--- INITIATIVE CHECKS ---
Aldus: 1d20 + 2 ⇒ (7) + 2 = 9
Dolgarth: 1d20 + 3 ⇒ (11) + 3 = 14
Fiammetta: 1d20 + 1 ⇒ (20) + 1 = 21
Jawkin: 1d20 + 6 ⇒ (2) + 6 = 8
Nebraska: 1d20 + 2 ⇒ (5) + 2 = 7
Derro: 1d20 + 6 ⇒ (5) + 6 = 11
Dolgarth |
Dolgarth stumps into the room to do what he does best.
Mwk Flail, CE: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Unfortunately, this time Dolgarth is not to good at what he does best, and the derro lowers his head, avoiding the attack. The creature then grins, steps back and pronounces a few dark words while touching one of the barrels to his side…and suddenly, everything turns black. No one can see in the darkness, very likely to be magical in origin, cast by the derro on the room.
Party is up (including Fiammetta and Dolgarth for round 2)!
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 3 minutes remaining), mage armor (Nebraska, 10 minutes remaining)
① Fiammetta (Conditions:none; Status: 6/8 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Derro (Conditions: none; Status: ? hp)
④ Aldus (Conditions:none; Status: 10/10 hp)
⑤ Jakwin (Conditions: none; Status: 6/8 hp)
⑥ Nebraska (Conditions: none; Status: 10/10 hp, 2 Str damage)
GM Giuseppe |
Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.
GM Giuseppe |
Afaik, you cannot attempt another Kn check about a specific topic unless you gained new ranks in that skill. So no, everything that Jak knows about derros is what was contained in the spoiler. Anyway you can easily guess that it is something similar to a spell-like ability.
Nebraska Jones |
"What?! I can't... waaiit, there!"
Nebraska tries to focus into the room and find the Derro by sound. She had just seen him and hoped he hadn't moved far, but immediately hears the telltale sound of a bolt striking a wall.
"What can we do about this?! Wait it out?"
Perception to pinpoint Derro's square by sound: 1d20 + 7 ⇒ (12) + 7 = 19
Hand Crossbow: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Miss Chance (50 or less misses): 1d100 ⇒ 18
Aldus the Supplicant |
Aldus lowers his bow with an expletive. "Our light doesn't seem to pierce this at all. Dolgarth, perhaps it's a good moment for you to try those flaming wristbands of yours?" Without waiting for a reply, he starts addressing the whole group, reciting lines from a revolutionary Galtan play: "Contemptible you are in your darkness, you king of shade and gloom! You had your thrones, parasite, but it is time! We bring the return of the light which was stolen from us."
@Jakwin: yes, that spoiler. Apparently the derro can spam darkness at will. Yay.
____________________________
move closer to door
standar: activate inspire courage
Dolgarth |
Dolgarth brings his flaming tunic and bandana to bear as instructed, hoping it will have an effect.
I'm not sure if it will do anything, but light/darkness spells counter/dispel opposites of equal or lower level. If this is darkness and not deeper darkness, it and my continual flame may just cancel each other out for the duration of the darkness, not having any effect.
GM Giuseppe |
@Jakwin: yes, that spoiler. Apparently the derro can spam darkness at will. Yay.
+1
GM Giuseppe |
▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❷ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔
Unfortunately, although very brilliant, Dolgarth’s expedient is not enough to pierce the magical darkness created by the derro. Bad news never come alone, though, and soon is clear that Fiammetta will have to interrupt her concentration, not being to see the derro anymore.
It is not clear to me at all what you’re trying to do. Dolgarth mentions a continual flame, but I cannot see it on his equipment. In any case, I tried to check the boards for this issue, and the whole matter is controversial and I don’t see any official FAQ for it, so I’ll go with what makes the most sense for me.
Then, suddenly, a bolt hisses from the darkness and gets lodged in Dolgarth’s…armor, which has protected his owner successfully.
▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Active effects: light (Aldus, Jawkin, 3 minutes remaining), mage armor (Nebraska, 10 minutes remaining)
① Fiammetta (Conditions:none; Status: 6/8 hp)
② Dolgarth (Conditions: none; Status: 13/13 hp)
③ Derro (Conditions: none; Status: ? hp)
④ Aldus (Conditions:none; Status: 10/10 hp)
⑤ Jakwin (Conditions: none; Status: 6/8 hp)
⑥ Nebraska (Conditions: none; Status: 10/10 hp, 2 Str damage)
--- DERRO’S ATTACK ---
Repeating light crossbow ranged attack: 1d20 + 5 ⇒ (11) + 5 = 16
Repeating light crossbow damage (+1d6 sneak attack): 1d8 ⇒ 6
Nebraska Jones |
At the appearance of the bolt Nebraska lets out a surprised "Ah!" She gives the Varisian a slight smile, "Nice armor, I'm, well, 95% sure that was't the bolt I just fired.."
Dolgarth |
It's on the tracking document. I bought a casting of Continual Flame. Costs the same as an everburning torch, but much more stylish.
"Ow," Dolgarth mutters sarcastically, looking for a way to fix this situation.
Delaying for now.
Aldus the Supplicant |
I guess it's also a matter of spell level…I imagine continual flame was cast as a 1st-level spell, whereas darkness is 2nd-level. Which means my idea of spending a spell slot to cast light wouldn't make much difference. Can someone closer to the derro's last position just try and cover the barrel in which darkness was cast?
Aldus the Supplicant |
@Dolgarth: Ah, sorry! I stand corrected.
GM Giuseppe |
If anyone can point me to an official (or even not official but widely shared) source where your side is endorsed, I will allow Dolgarth's idea to work. Otherwise, you will have to figure out something else, I'm afraid.
Jakwin Howell |
The last line in the spell effect says "Light spells counter and dispel darkness spells of an equal or lower level." Darkness is a 2nd level spell.