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Thael frowns as one enemy stands back up, but draws a wand and casts a spell at the closest opponent.
magic missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Was able to get a monitor from a friend, i am back.
The second fighter steps 5 feet forward and swings at Zac.
attack: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5
and Wacks right beside Zac.
Round 1
Thael Round 2 action declared.
Zak
GM's Pet 1
Grahl
GM's Pet 2
---Up Next--
Brachar
Marsk

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Brachar moves forward, "Hold on, I'ma comin'"
double move

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Go ahead and post your actions for round 2 and i'll note them down.
Round 1
Thael Round 2 action declared.
Zak Round 2 action declared.
GM's Pet 1
Grahl
GM's Pet 2
Brachar
---Up Next--
Marsk

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Theal, could you run him until he gets back... If he's not here by Tuesday ... Or after this fight, I'll take him out of the games init.

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Brachar moves forward and tries to flank with Marc, Scar is currently in the way.
Hefting his longhammer, he swings.
Longhammer + PA: 1d20 + 4 ⇒ (3) + 4 = 7
Longhammer Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17

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Marsk moves into the room and gets ready to battle the enemies. Thael sends a wave of missiles at deals a bit of damage. Zak swings at the fighter, but is unable to make a connection.
Fighter #1 moves, out of Zac's reach, and flanks him and attacks, but is only able to do minimum damage.
attack: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Round 1
Thael
Zak
GM's Pet 1
---Up Next---
Grahl
GM's Pet 2
Brachar
Marsk

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl gives a hand gesture to Scar and the beast then flanks with Zac and attempts to eviscerate the enemy.
Grahl then walks around the grease on the ground and attempts to strike the other enemy.
Scar bite PA: 1d20 + 6 + 2 - 1 ⇒ (15) + 6 + 2 - 1 = 22
Scar bite PA dmg: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Scar claw PA: 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17
Scar claw PA dmg: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Scar claw PA: 1d20 + 6 + 2 - 1 ⇒ (4) + 6 + 2 - 1 = 11
Scar claw PA dmg: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Grahl scimitar: 1d20 + 6 ⇒ (13) + 6 = 19
Grahl scimitar damage: 1d6 + 4 ⇒ (5) + 4 = 9

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Yep, it's outline is on the ground. After the warrior slipped in it, he crawled and moved out of it and got up. The other one just side stepped out of it.
Scar and Grahl are able to deal a load of damage to the Pet 1, but are unable to take him down.
Pet two swings at Zac
attack: 1d20 + 5 + 2 - 1 ⇒ (20) + 5 + 2 - 1 = 26
crit attack: 1d20 + 5 + 2 - 1 ⇒ (17) + 5 + 2 - 1 = 23
damage: 1d6 + 2 ⇒ (3) + 2 = 5
crit: 1d6 + 2 ⇒ (2) + 2 = 4
Round 2
Thael
Zak
GM's Pet 1
Grahl
GM's Pet 2
---Up Next---
Brachar
Marsk

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I posted my action previously, probably missed

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Marsk charges into the flank with Grahl swinging his axe.
mwk cold iron battleaxe: 1d20 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12
damage: 1d8 + 3 ⇒ (7) + 3 = 10

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Both Brachar and Marsk swing at the foes and both swing wide, missing their targets.
Round 3
----Up Next---
Thael
Zak
GM's Pet 1
Grahl
GM's Pet 2
Brachar
Marsk

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Thael is able to down the southernmost fighter with his latest missile. Zac is up.
Round 3
Thael
----Up Next---
Zak
Grahl
GM's Pet 2
Brachar
Marsk

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl steps into the flank and both he and his dinosaur both attack the bandit.
Scar bite PA: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 15
Scar bite PA dmg: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Scar claw PA: 1d20 + 6 + 2 - 1 ⇒ (15) + 6 + 2 - 1 = 22
Scar claw PA dmg: 1d4 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Scar claw PA: 1d20 + 6 + 2 - 1 ⇒ (17) + 6 + 2 - 1 = 24
Scar claw PA dmg: 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Grahl scimitar: 1d20 + 6 ⇒ (6) + 6 = 12
Grahl scimitar damage: 1d6 + 4 ⇒ (1) + 4 = 5

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combat is over. I am away from my computer this weekend, up mt Fuji. Will update when I get back in Sunday

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The ruling of take 10/20 has been addressed in the discussion part of this game.putting up new map soon
You return to the area with the stairs and travel down.
Cassomir Below was once a small neighborhood near the shore of Cassomir’s harbor. Built entirely of wooden buildings, the district burned to the ground twice before the authorities decided to make two changes to the sea level district: they ordered that all new buildings be made of stone, brick, or rock, and decided to raise the “street level” two stories higher than it was before, building giant rock walls topped by scaffolding and sheets of granite in order to do so. This sea level district used to flood twice a year, and by pushing the street level up, the flooding problem was averted as well. Businesses that rebuilt after the last fire soon found their main floors two stories below ground and so built their buildings skyward to be once again above ground. Soon streets were laid down that covered the old streets below. This process repeated two more times during Cassomir’s history until, eventually, the original levels were completely forgotten, new sewers for the current level were constructed atop Cassomir Below, and the memory of this original neighborhood fell out of Cassomir’s collective conscience.
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 tothe top of the cavern. Unless otherwise noted, Cassomir Below is completely unlit.
Most of the buildings here are abandoned, but some have recently been reclaimed by derros. Nearly all of the buildings to the north now hold dozens of cages full of Cassomiri citizens waiting to be transported to Corgunbier deep beneath Cassomir. (These passageways are beyond the scope of this adventure.) The abandoned buildings have boarded-up windows, signs hung in front announcing “Butcher Shop” or “Tavern,” and are full of spiderwebs, dust, broken furniture, broken glassware, and the like. The buildings with cages are clean with new doors and locks (Open Lock DC 15). The windows in the buildings with cages are all bricked over. Here and there throughout Cassomir Below are stock piles of supplies such as dried meat, flour, grain, sugar, water, etc. All of the cages are locked with simple locks (Open Lock DC 15) and each one contains 10 or so Cassomiri citizens.

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Thael casts light on his staff and looks around carefully.
"The history of this district is fascinating," he muses. "A privilege to be able to explore it and not just read about it."
perception: 1d20 + 11 ⇒ (6) + 11 = 17

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl takes a look at the locks and wonders if he can break them. He also says a quick prayer of guidance before looking around for any hidden caches.
Perception: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

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Brachar spits on the ground. "What? Do I hear ye right? There be captives in there. Ho not gonna be captive for long. Gonna break them out." Brachar moves to the nearest building in the north, and swinfs his hammer at lock.
"That is how wes open locks. Har har!"

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You see two mites at the end of the street. New Map is up.

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Thael draws his wand of magic missile from his belt and prepares to use it should the creatures prove hostile.
readied magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

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They are looking down the hall, so I go around. I moved my figure, if something triggers combat or a trap goes off that moves me back, let me and move me accordingly

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"Bah. Dun killed them afore. Gonna kill them again. Come on bugs. Let's get all squish. Har Har."
Brachar, hefting his longhammer, moves to the end of the hallway and readies for their approach. ready action, attack when they are within range - and I have reach.

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Noticing the potential threat ahead, Grahl gives Scar the signal to follow him and takes cover down a small alley.

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Grahl: 1d20 + 4 ⇒ (10) + 4 = 14
Zak: 1d20 + 9 ⇒ (11) + 9 = 20
Marsk: 1d20 + 1 ⇒ (20) + 1 = 21
Thael: 1d20 + 6 ⇒ (9) + 6 = 15
GM's Pets: 1d20 + 1 ⇒ (14) + 1 = 15
-Round 1-
Marsk
Zak
Thael
GM's Pets
Grahl
Brachar
Marsk, you're up first. How do you proceed? Also, i will be moving to a new place. Internet is coming next week there.

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I forgot I was acting for the absent Marsk! He's been gone quite a while.
The dwarven cleric steps forward and fires his light crossbow at the creatures in the distance.
light crossbow: 1d20 + 2 ⇒ (16) + 2 = 181d8 ⇒ 7

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currently in the middle of a move. Won't have solid interwebs until Saturday. If Marsk hasn't spoken by then, I'll take him off the init.

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Marsk charges forward, only to fall down into a pit. Thael's arrow is able to find it's mark and deal some damage. The two giant rats charge at forward to interact with the group.
-Round 1-
Marsk
Zak
Thael
GM's Pets
--Up Next--
Grahl Redo your turn, i moved you back to the starting area. since the mobs have moved up.
Brachar

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Brachar strides forward boldly, hefting his hammer.
"Come on yer rates. Brachar's got some fun for yoos. Har har."
Longhammer Damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13

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I think my magic missile may have been lost there. I had cast magic missile and also posted an action for Marsk, but only saw the crossbow attack do damage. If it was already accounted for, please disregard. (unless you are getting rid of Marsk by having him fall in a pit...)
Thael continues attacking the most wounded creatures with his wand of magic missile.
"Watch for traps!" the wizard calls out as Marsk falls in a pit.
MM: 1d4 + 1 ⇒ (3) + 1 = 4

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yep, missed your attack.... Thought you sent the arrow. Is MM your attack for next round?

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Seeing the dwarven fighter's stance, Grahl nods. He then takes a 5 foot step, drops his scimitar, pulls out his sling and hurls a stone at the closest enemy. Grahl then motions for Scar to guard Brachar.
Grahl Sling: 1d20 + 6 ⇒ (9) + 6 = 15
Sling Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Oops, I used the wrong modifier, please remove 3 from the sling's attack roll.

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Grahl is able to finish off the one that was hit by Marsk arrow while the other one is hit by Thael's magic and steps forward, only to get slane by Brachar's readied action. Combat is over... quickly.
Once again i want to apologize for the latter half of this game. The last month has been a little hectic for me... The 2nd part is over and will start the 3rd part as soon as the next Game Day starts... When is that again?
Please make a day job roll in the discussion and give me you information.

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Sept 19th

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After the sewer, you're ready to relax and head back to the Cassomir Pathfinder Lodge and are able to relax for a few days. Unfortunately, that peace didn't last long as Venture-Captain Hestia Themis sends you a summons to come to her office. As you get there, it is empty and you wonder around for a moment before she walks in. She quickly ushers you to seats and sits down herself before she starts.
“I am perplexed. A new kidnapping spree plagues my beloved city. It seems our citizens make easy prey to those who profit from such exploits. While this disturbs me, I am more troubled by reports that some of those kidnapped return to the city as undead monsters who accompany this Cult of Nature’s Cataclysm plague, a plague that I can’t seem to excise from my beloved city.
“This ends now! For a third time we battle Groetus-worshiping dogs and there will not be a fourth!” Taking several deep breaths, Hestia regains her composure. “I am sending you to Swift Prison to interrogate a cultist we captured who was trying to kidnap a local engineer. Meet my man Garver out front—he’ll take you in to see the Nature’s Cataclysm fool. Find out where the other cultists hide, where they’ve taken their recent victims, and how they’re turning them into skeletons. Free as many Cassomir citizens as you can—the good publicity never hurts. Any questions?”

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl nods slowly taking in the information from Hestia.
"What is the name of this captured cultist? Has anyone started interrogating him yet?"

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Thael looks concerned as Hestia reports the dire situation.
"We will certainly do what we can. A fanatic is someone who cannot change their mind and will not change the subject. I am concerned that these fanatics, given their zeal, will not disclose the location of their cohorts. But it sounds like the best lead we have."