Borrobol |
Leaving his longhammer on the ground, Borrobol draws his warhammer and tries to run over the derro with the glowing blue eyes to get to the one with the red ascot.
Going to attempt to use the Charge Through feat to overrun blue and charge red.
Overrun: 1d20 + 12 ⇒ (1) + 12 = 13 If I fail, I'm stuck where I started.
Armor Spikes on blue: 1d20 + 7 ⇒ (16) + 7 = 23
Damage on blue if successful attack: 1d6 + 9 ⇒ (3) + 9 = 12
Charge on red: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage on red if successful attack: 1d8 + 8 ⇒ (3) + 8 = 11
Bummer and a crit failure on the overrun so I don't move at all. Everything else looked so good!
Iso Soturi |
Iso retrieves his greataxe from the ground, accepting the inevitable AOO as a consequence for his weakness.
He then roars with anger enters rage and takes a swing at the Derro in front of him.
attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d12 + 10 ⇒ (6) + 10 = 16
GM Baerlie |
Tippy hurls two daggers a the derro in the back, one dagger pierces the garget. Borrobol attempts to overrun the derro in front of him, but somehow his boot gets stuck in a mud puddle. Iso gets angry and takes a swing at the derro in fron of him, hitting it in the face smashing its skull.
The two remaining derros attack Borrobol with their short swords.
blue vs. Borrobol: 1d20 + 5 ⇒ (19) + 5 = 24 Crit Damage: 2d4 ⇒ (4, 1) = 5
red vs. Borrobol: 1d20 + 5 ⇒ (6) + 5 = 11
Crit?: 1d20 + 5 ⇒ (19) + 5 = 24
Round 2 & 3
Tippy
Iso
Borrobol
-----
Derro blue
Derro red -3HP
-----
Celentrai
I have no idea how this could ever be a TPK in level 3-4...
Tippy Fullbottle PFS |
Tippy risks the AoO as he moves past Iso and around behind the derro with the red ascot.
Dagger; flank: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
But he slips in the mud and his dagger thrust comes up short.
Celentrai Atalla |
Hoping to end the battle quickly Celnetrai hurtles a magic missle at the red ascot.
Magic Missle: 2d4 + 2 ⇒ (2, 4) + 2 = 8
topple: 1d20 + 6 ⇒ (15) + 6 = 21
Iso Soturi |
Iso steps forward and smashes the red Derro again.
attack, rage: 1d20 + 11 ⇒ (9) + 11 = 20 extra +4 for being prone not counted
damage: 1d12 + 10 ⇒ (11) + 10 = 21
"Don't Use Magic On Iso. Not Nice" he foams.
GM Baerlie |
Celentrai shoots a force missile at the derro with the red ascot and the creature falls prone. Iso steps up and knocks the derro out. Borrobol's attack is good, but not good enough to hit the remaining derro.
The derro tries to strike back at Borrobol.
Short sword: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 2
Round 3 & 4
Tippy
Iso
Borrobol
-----
Derro blue
-----
Celentrai
Iso Soturi |
"Bad...." yells Iso as he pummels the remaining Derro.
attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d12 + 10 ⇒ (7) + 10 = 17
"Don't Hit Iso's Friends"
His axe seems almost as upset as he is.
GM Baerlie |
sorry for the delay, was suppost to run a Special in our local lodge
Iso's and Borrobol's attacks kill the remaining derro. The surviving Swift inmates and guards stand dazed in the grotto. The pool is filled with dozens of corpses of prisoners, guards, mites, and a variety of recently kidnapped Cassomir citizens.
The stone table in northern alcove is a shrine to Groetus.
You discover two letters on one of the derro corpses. The first confirms that the Aspis Consortium agent Kafar funded the smugglers who in turn supplied the cult. The second letter details plans to penetrate other Cassomir buildings (such as the Admiralty Citadel and Harbor Watch) and perform additional mass abductions in the near future.
Iso Soturi |
Iso scratches his head.
"Iso wonders if he should head to the Citadel or Harbor watch?"
Wonders Iso out loud.
He looks into the pool to see if any of those within might still be alive.
"Everyone, Iso Soturi is here to Free You! Rejoice for no longer will you be drowned in yucky pool!" he accounces to the general group.
"Follow Iso to surface and Freedom. And tell Iso about how you were led here."
GM Baerlie |
You free the prisoners and mite slaves and head back to the surface. On the way out you meet the Crazed Painter again. He looks at you and laughs "Haha, you were looking for something. It's gone now. Two of the Snakes entered the chapel and took it. Haha. They left a letter for you!"
GM Baerlie |
The rescued Swift guards assist you in ushering the prisoners back up to Swift Prison. Once there, a member of the Cassomir constabulary asks you what you might know about the stolen chapel bell. He hands you a note and explains that a fellow constable found the note nailed to the front door of the Greedy Narses.
While you were below, Nefti and Kafar reentered the Swift and finished their plot to steal the bell. The bell’s theft and the documents found on the derro corpses confirm the Aspis Consortium’s involvement in the kidnapping plots, which will likely renew local animosities and hostilities between the Pathfinder Society and the Aspis.
Hestia,
You pathetic hag! Thanks to you and your
Pathfinders, my assistant Nefti and I took
one of Taldor’s greatest treasures. Don’t
waste your time trying to track us, by now
we sail on open waters, bound for a relic’s
auction. Thanks for making us incredibly
rich.
The one who bested you,
Kafar
The end...