
GMTrex |

Miaka, Drystan, Isabella, and Grenda find themselves in Venture-Captain Hestia Themis's office in Cassomir yet again, wondering what the heck has gone wrong this time...
We'll get started once everyone dots the thread.

![]() |

"I wonder what mission VC Hestia will have for us now? Did we miss something?"

![]() |

That or figure out where the Derro assault is likely to take place and put an end to the threat before it escalates. Grenda says as she sharpens her ax.

![]() |

"Who knows, might be anything in this accursed city."

GMTrex |

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. As you know, the plans you discovered in the Crypt of Fools were laughed off and ignored by the Taldan government, and now we are paying the price of that hubris. 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 and must once again call upon yours. 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. "Ah, you remember Nefti! 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?"

![]() |

Well so much for ending the threat before it escalates. I've got no questions, just and ax that is ready to split some Derro skulls.

![]() |

"Let's finish this then ..."

![]() |

"Another fine mess, I'm surprised this city hasn't fallen into the Inner Sea, what with the quality of its leadership," Drystan says, clearly irate at Cassomir's pathetic rulers. "Let's go pull their arses out of the fire again."

![]() |

"Err, Venture Captain? Why are we approaching the Swift from it's North side if we are to enter through the South gate? Wouldn't it make more sense to approach from the South side? Or is the South gate located at the North side of the prison? I know I get confused all the time with those directions, but this doesn't make sense."

GMTrex |
1 person marked this as a favorite. |

*casts detect poor Paizo editing* "North gate! I said north gate!"

![]() |

That must have been a strong lingering aura ;-)
"Oh, ok. And how would we recognize the bell of obedience? I don't know if I can distinguish between one bell and the other. Other than that, no questions."
We can move on after this question has been answered

GMTrex |

"Prisoners who are skilled in magic swear that the Swift Chapel's bell radiates strong magic of the enchantment school; others have told tales of its soothing ring. Some records uncovered recently by another Pathfinder team indicate that old Azlant constructed one or more of these bells of obedience that make those who hear it ring more susceptible to enchantment magic. I need you to verify if this is in fact one such bell. Look for Azlanti runes and such, and of course make sure it's magical."
I'm still getting caught up on prep, sorry for the delay. I'll get us into Act I tomorrow.

![]() |

"Ah good, I am classically schooled and can read and speak Azlanti, so that should not be a problem. Any particular phrase that I should look for?"
Knowledge Local: 1d20 + 5 ⇒ (14) + 5 = 19

![]() |

Knowledge (Local): 1d20 + 7 ⇒ (18) + 7 = 25
"Great magics no doubt; This does not sound like anything constructed by humans."

![]() |

Bah! Enchantment magics are for fools and the week minded! Let us head out and kill some slavers!

![]() |

"With that information, I should have no trouble identifying this bell."

GMTrex |

Some may already have heard rumors about the attack this morning:
Nefti leads the group to within a block of the Swift Prison on the north side, which bypasses the skirmishes with cultists that can be heard 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 questions for Nefti? (Apologies for the continuing exposition.)

![]() |

Knowledge (Local): 1d20 + 5 ⇒ (1) + 5 = 6
"You know a lot about what's currently happening. In what way is the Aspis Consortium involved? Remember that you owe us a favor."

![]() |

Knowledge (Local): 1d20 + 7 ⇒ (1) + 7 = 8
Well ... I am ready now that I have that roll out of the way :-)

![]() |

untrained Knowledge Local: 1d20 - 2 ⇒ (20) - 2 = 18
Derro and Rats, nothing but derros and rats around here. Grenda mutters as he moves forward ax drawn.

GMTrex |

"Aspis? What? No Aspis. I was in prison for debt, that's all. Although, I suppose you could say that if the derros empty the whole city, neither of us could operate here. Anyway, if that's all, good luck, see ya." Nefti heads off to buy himself some whiskey.
Sounds of fighting ring out from the south, but the party is free to roam the grounds and enter the main prison from whichever direction desired. See map. Each square is 10 feet because Paizo likes to do that sometimes.

![]() |

Nice, so there is actually no gate on the North side of the main prison, I see West, South and East.
Direction 1=W, 2=E: 1d2 ⇒ 1
"Any direction seems ok, shall we head south to the west entrance of the main building?"
Isabella draws her sword and carefully moves that way.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

![]() |

"One direction's as good as another," Drystan says, following behind Isabella.

GMTrex |

The 'gates' refer to the outer fences, which you've already passed through.
Leading the group cautiously south, Isabella takes the party through the western gate without a problem. Rusted, iron flakes dust the ground around a series of thick gates. Within the keep’s yard, four derro corpses surround an insectile quadruped. Countless barbed crossbow bolts penetrate the strange beast’s hide, and where its head should be, thick ichors moisten the ground around two separated feathered antennae. Kn Dungeoneering to identify.
Two gates lead into the main prison structures; one north, one south.

![]() |

Knowledge Dungeoneering: 1d20 + 2 ⇒ (18) + 2 = 20
"Hmm, isn't that a insert creature name here? Good to see that it's dead. I hope we don't run into another one. Let's move to the nearest gate into the main structure"
I guess that is North

![]() |

"Lead the way for now lass, once we get inside I'll move to the fore. Don't want you falling into a hole or getting impaled by some other kind of trap."
If a trap is built into the stone of this place Drystan gets a free perception check to notice if he comes within 10 feet of it, due to stonecunning. He'll be at +13 perception when searching for said traps. I will otherwise be taking 10 to search for traps not made of, built into, or triggered by stone, for a 21 perception.

GMTrex |

Apologies for the delay, folks.
Isabella leaves the dead rust monster behind and heads north into the prison. As she approaches the northern portcullis, two creatures of rock and stone burst from the ground and attack her! Know (Planes) to identify.
Slam: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Slam: 1d20 + 6 ⇒ (20) + 6 = 26 CRIT THREAT Confirm: 1d20 + 6 ⇒ (15) + 6 = 21 CONFIRMED Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
...aaaaand I crit right out of the gate. Lol. The surprise attack catches the swordswoman off-guard, wounding her severely.
Drystan: 1d20 + 2 ⇒ (16) + 2 = 18
Grenda: 1d20 + 3 ⇒ (6) + 3 = 9
Isabella: 1d20 + 5 ⇒ (20) + 5 = 25
Miaka: 1d20 + 3 ⇒ (19) + 3 = 22
Baddies: 1d20 - 1 ⇒ (5) - 1 = 4
Round I - bold may act!
1. Isabella (3/25hp), Miaka, Drystan, Grenda
2. Creatures

![]() |

"Son of a female dog!" Isabella shouts at the
Knowledge Planes: 1d20 + 2 ⇒ (14) + 2 = 16
small earth elemental I assume while hoping it is not medium-sized while stepping away from it. She flexes her wrist and a wand springs into her left hand. She then uses the wand on herself.
Use Magic Device: 1d20 + 10 ⇒ (20) + 10 = 30
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Will definately try to parry the first attack at me
Parry: 1d20 + 8 ⇒ (10) + 8 = 18
Reposte: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, Whetstone: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

GMTrex |

Yep, small earth elemental, a denizen of the plane of earth. One question.

![]() |

Groetus Be Praised something to KILL! Grenda calls as she steps up and takes a swing at one of the creatures
Fervor to cast Shield of Faith as a swift
AC now 20
Attack: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8

![]() |

Round 1 Flurry of Blows
"I really hope this works ..." Targeting creature on right.
Flurry of Arrows: 1d20 + 6 ⇒ (13) + 6 = 19 for Piercing: 1d8 + 1 ⇒ (7) + 1 = 8
Flurry of Arrows: 1d20 + 6 ⇒ (20) + 6 = 26 for Piercing: 1d8 + 1 ⇒ (3) + 1 = 4
Threat: 1d20 + 6 ⇒ (7) + 6 = 13 for Unconfirmed: 2d8 + 2 ⇒ (6, 5) + 2 = 13

![]() |

As his spells are essentially useless against elementals, Drystan readies his wand and fires a bolt at the leftmost one.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

GMTrex |

Nope, no DR. These guys are babies. :)
Isabella beats a quick retreat and Grenda steps up to take her place. Miaka brutalizes the right one with two arrows, nearly felling it, and Drystan puts some hurt on the other. Bereft of their original target, the pair have no problem turning their attack to Grenda.
Slam: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 MISS
Slam: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23 HIT Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Round II - bold may act!
1. Isabella (3/25hp), Miaka, Drystan, Grenda (10/17hp)
2. Elementals (Red @ 5dmg, Purple @ 12dmg)

![]() |

Round 2 Flurry of Blows
Miaka grins as her first volley strikes home, then sends another at the same target ...
Flurry of Arrows: 1d20 + 6 ⇒ (17) + 6 = 23 for Piercing: 1d8 + 1 ⇒ (5) + 1 = 6
Flurry of Arrows: 1d20 + 6 ⇒ (10) + 6 = 16 for Piercing: 1d8 + 1 ⇒ (6) + 1 = 7

GMTrex |

The internet ate most of my first post and in my re-write I forgot to mention that Miaka's original target stepped behind a wall for cover from the archer. I'll assume you shoot at the other unless I hear from you.
Miaka sends out another pair of arrows and lands one, leaving both elementals badly injured!
Round II - bold may act!
1. Isabella (3/25hp), Miaka, Drystan, Grenda (10/17hp)
2. Elementals (Red @ 11dmg, Purple @ 12dmg)

![]() |

Isabella moves to block access to Drystan and Miaka. She attempts to use her wand, but can't remember the command word.
Use Magic Device: 1d20 + 10 ⇒ (4) + 10 = 14
If attacked
Parry: 1d20 + 8 ⇒ (10) + 8 = 18
Reposte: 1d20 + 8 ⇒ (7) + 8 = 15
Damage, whetstone: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

![]() |

Grenda, is knocked back a step as the rock creature slams into her. She tries to swing back but he is off balance and ends up just stumbling forward a bit.
No movement just descriptive text
Attack: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Daamge: 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13

![]() |

Drystan lets loose with another magic missile from the wand, targeting the one adjacent to Grenda.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

GMTrex |

After a swing and a miss from Grenda, Drystan destroys one of the elementals! The other comes back out of cover and attacks!
Slam @ Grenda: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7 MISS
Round III - bold may act!
1. Isabella (3/25hp), Miaka, Drystan, Grenda (10/17hp)
2. Elemental (Purple @ 12dmg)

![]() |

Use Magic Device: 1d20 + 10 ⇒ (19) + 10 = 29
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 great!
GM, I am currently at 8 hp, healed 3+2
Isabella uses her wand on herself and steps forward, hoping to attract the attention of the elemental.
Parry: 1d20 + 8 ⇒ (3) + 8 = 11
Reposte: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

![]() |

Apparently still reeling from the blow Grenda makes another clumsy swing at the creature.
Attack: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8

![]() |

Round 3 Flurry of Blows; Point Blank, Precise Shot
Flurry of Arrows: 1d20 + 6 ⇒ (4) + 6 = 10 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2
Flurry of Arrows: 1d20 + 6 ⇒ (9) + 6 = 15 for Piercing: 1d8 + 1 ⇒ (6) + 1 = 7
... and mutters a curse as her luck seems to have left her this round.

GMTrex |

@ Isabella: thanks!
Despite the crumbling state of the elemental, the party seems to have lost its focus!
Round III - bold may act!
1. Isabella (8/25hp), Miaka, Drystan, Grenda (10/17hp)
2. Elemental (Purple @ 12dmg)

![]() |

Drystan fires another missile at the remaining elemental.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

GMTrex |

And with that, the elemental is down! Out of initiative!

![]() |

Use Magic Device: 1d20 + 10 ⇒ (14) + 10 = 24
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Use Magic Device: 1d20 + 10 ⇒ (19) + 10 = 29
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Use Magic Device: 1d20 + 10 ⇒ (2) + 10 = 12
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Use Magic Device: 1d20 + 10 ⇒ (6) + 10 = 16
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Use Magic Device: 1d20 + 10 ⇒ (19) + 10 = 29
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
"Pfff, that fist to my head did not feel nice." Isabella dryly comments while stowing her wand again, after using it on herself.

![]() |

Tell me about it. Grenda grumbles as he uses her own wand to heal her cracked ribs.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8