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Kath runs around going behind his opponent. However he waits to strike until his enemy is more distracted.
Move Action: As indicated avoiding AOO's, exactly 30'
Swift Action: Arcane Strike
Ready to attack when flanked
Ready Attack+Flanking: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
damage: 1d6 + 6 ⇒ (6) + 6 = 12

GM Aarvid |

Morvius moves up and cures some of Holman's wounds. It stabilizes the Halfling but he is still unconscious (-2 hp I believe)
===== Round 2 =====
26-Holman (prone, stable)
20-August (afraid, fleeing)
20--Kath
18-Jacen
16-Human Male
14-Nguyen An
6-Morvius
Holman lies there (no stabilization roll needed)
August the dwarf feels the sudden urge to run away as fast as he can from the evil caster guy.
Kath moves around behind the caster and waits to strike.
Jacen is up...

GM Aarvid |

Jacen steps up and slashes at the necromancer, cutting him.
He is not too fond of being cut and steps back and presents his unholy symbol calling out for a blast of dark divine power.
"Mighty Groetus, make them pay for their insolence!!!!"
channel neg energy: 1d6 ⇒ 2 WILL save for half to all in the room.
14-Nguyen An
6-Morvius

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Shaking the negative energy from his mind Morvius charges forward to swing his blade at the priest and end his evil.
Atk: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Dmg: 1d8 + 4 ⇒ (4) + 4 = 8
Will: 1d20 + 2 ⇒ (6) + 2 = 8

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Auuuugggghhhhhhhhhh! August makes like a bull in a china shop and runs away.

GM Aarvid |

Kath - your readied action did not trigger since you were waiting for a flank and nobody moved into that position. (And without the flank your swing would have missed).
The party takes some of the unholy damage (DC13 for 1 point, otherwise 2).
Nguyen An and Morvius step up and double chop the necromancer and he falls to the ground bleeding on the rat covered floor.
August makes it back to the room with the dead rats and crazy druid and is trying to figure out how to climb up when he eventually decides he does not know why he was running.
Holman still lies unconscious on the floor.
*** Out of Combat ***
There are many crates and barrels in the room and three doors to the south (or west if you look at the compass).

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Why the hell did ya leave me in that other room? August says when he runs back into the room. When he sees Holman he exclaims, Oh no! The halfling has fallen! The dwarf rushes over to his injured friend, looking to the others much like he had done previously. Help him before something terrible happens!

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got it. That's the risk of using ready attacks. Sorry am unable to check the map. Only phone internet at the moment
Will: 1d20 + 1 ⇒ (20) + 1 = 21
Kath searches the room hoping not to miss anything
Take 20 for a total of 24

GM Aarvid |

Kath finds that half of the crates in this room are marked
with gigantic red X’s, painted on with a wide brush. The
supplies include flour, grains, sugar, coffee, tea, dried
goods.
The three doors appear to be sturdy dungeon doors.
Others checking the body of the fallen necromancer noticed that the amulet around his neck seemed to have the same faint glow as the undead creatures eyes once had. Otherwise his breastplate armor and heavy flail do not seem extraordinary.

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August suddenly stops at the words of Morvius as if he remembered something. Wait! I have this stick here that I was told can heal people! August produces a wand of Cure Light Wounds and hands it to the oracle. Can ya use that?

GM Aarvid |

August hands his wand of curing to Morvius to use on the dying Halfling.
Mark off charges...assuming Halfling is revived at this point.

GM Aarvid |

You find a key ring with keys to three cells as you hear people from the other side of the doors calling out when they hear you.
" Help us! Please we are captives we need help. Save us! "
Assuming you unlock the doors... .
The citizens held captive in the cells to the north thank you profusely for helping them and tell tales of dark- or gray-skinned humanoids with enormous gray eyes who came frequently to negotiate with Dalirio before buying a handful of captives and taking them from the room.
"Where these creatures took them, we don’t know and Dalirio the evil one did not say. . "
"Thank you pathfinders. We appreciate your help. One of your own is in here but has been beaten badly and needs healing. "
As you look, you find an injured unconscious young man matching the description of agent Cestis.

Argust Autumnwind |

CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Tell me how many you need of those to regain your HPs, Holman, and I'll mark off the charges used.
Is that the fella we're looking for? Use my stick on him too!
Using any charges above that Holman didn't and a couple more if needed.
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5

GM Aarvid |

Holman was at -4 (or lower by the 2 rounds it takes August to get back and dig out his wand), so the first 3 charges should get him back to full. The others can be used on party members or the missing Pathfinder.

GM Aarvid |

Cestis, once revived, will confirm he was abducted during the auction a few nights back.
"Thank you for rescuing me and these others. The amulet worn by Dilario...he referred to as
a "cataclysm amulet". We will want to bring that back for study. I suspect Dalirio, despite all his blustering
to the contrary, was a small player in a larger plot."
He checks himself and asks...
"There was another priestess and a ship? Have you seen them? Also, I seem to have misplaced my wayfinder.
I guess it is long gone by now."

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Holman wakes as his wounds knit. "Wow...that thing near took my head off. Thought I was a goner for sure. Thanks for taking care of it, and me." He smiles briefly, then joins the others in assisting with the prisoners.

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We meet that priestess earlier and left her tied up and unconscious. Here is your wayfinder, one of her half-orc bodyguards had it. Do you know what was going on here? The other captives talked about gray-skinned slavers.
Save one of those charges Argust, I will cast my last spell.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

GM Aarvid |

"Oh thank you all. I thought for sure my wayfinder was gone for good and we would all be on a slave ship to ports unknown by tomorrow . "

GM Aarvid |

========================================================
The Devil We KnoW Part II: Cassomir’s locker
========================================================
Venture-Captain Hestia Themis, a small, dark-haired, and dark-eyed Taldan woman, sits behind her enormous blackwood desk in the Pathfinder lodge in Cassomir and clears her throat as she addresses your team.
"Thank you for the success of your last mission and the rescue of our missing agent . We are still working to research all the details of the information you found on this plot."
Her smile turns serious...
“My friend, the Countess Arieta Patrizia, is dead. She escaped her capture by the fiends who operate beneath Cassomir only to succumb to disease and wounds incured in Cassomir’s disgusting sewers. Ordinarily, this would be a matter for the Taldan authorities, but Arieta came to me directly after escaping and recounted a story that leads me to the natural conclusion that only the Pathfinder Society can resolve this issue . I thought immediately of all of you."

GM Aarvid |

Venture-Captain Themis rises and paces back and forth behind her desk.
“Arieta told me of an artifact she saw while in captivity below Cassomir. This artifact, called the jet rat, is known to us, but we must confirm that what she saw is indeed true. She claims to have seen it transform normal rats into something bigger, more vile and mean. If that’s true, the artifact she saw down there is old, evil, and should be stored safely in the vaults beneath the Grand Lodge in Absalom where we can study, catalog, and examine it. Worse, she claims to have seen this object in the hands of the derros, vile Darklands creatures that we have long suspected are responsible for the Cassomir kidnappings. I have a map here that shows the location of the sewer grate Arieta was dropped through when she was kidnapped. She could not, due to her illness, recall much about how she got to the location where they kept her in captivity, but she knows where they dropped her into the sewers and you’ll find that location on this map."
Venture-Captain Themis stops pacing and eyes you across her desk.
“Bring me back this artifact—if you happen to free a few captured Taldans along the way, that’s good news, but the artifact is your mission. Any questions?”

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The dwarf looks to his friend An and the mission is read aloud. I know what a rat is but whatza derro? I don't think I've seen 'em before, have we An?
August purchased two vials of alchemist's fire so far. If we need something else he may buy other items.

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Holman grins broadly and nods. "Okay, so we've got rats - they're always fun - and derros, whatever they are. Anything else we're expected to see? Will our weapons work okay on 'em, or should we look at expanding our armory?"

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Why wouldn't me flail work on 'em? August asks Holman bluntly. I 'aven't fought anythin' yet that liked me hittin' 'em with it!

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"Sure, yeah - you swing something hard enough, it'll hurt 'em, but my daggers don't work so well against bones, for example. I've also heard of things that aren't harmed by normal weapons. Just sayin', if we're gonna meet anything like that, I'd like to be prepared."

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Oh. The dwarf says simply and looks at his flail. My flail ain't normal, though. It's cold iron! The dwarf shows the halfling the weapon just in case Holman "doesn't believe him" or something. He then looks to Themis, Well? This'll work, right?

GM Aarvid |

The venture captain turns to Holman.
“While we’re not going to be able to detail every type of creature you might encounter, she didn’t describe any human involvement. This is different than your last mission. She saw only derros, rats, and a few creatures she could not name and I could not identify from her weak descriptions. "

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Well, I guess this'll do. August will stow his weapon, seemingly satisfied that it will do the job when the time comes.

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Holman's grin returns as he confirms he has everything needed to continue. "Right, well, we'll get that artifact for ya, no problem. Don't wait up." With that, he hops off his stool and makes for the door.

GM Aarvid |

Morvius and Kath, you guys with us? I want to make sure we have everyone before leaving the VC office.

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Artifacts and rats great what could possibly go wrong
I would like to know what a derro is Kathy states bluntly. Having not fought one before.
Any rumors as to the powers of the artifact we seek?

GM Aarvid |

The VC responds to Kath...
"“Yes, derro are known to be dangerously mad, grey-skinned
dwarf-like creatures from darklands tunnels underground.
Fortunately, she never saw more than a handful together.
Pathfinders of your stature
should be able to easily dispatch them and recover the
artifact. Other than her saying it transform normal rats
into bigger, meaner, vile rats, we do not know much. However,
if even that’s true, the jet rat is very old, and very evil.”
She looks at each of you directly.
"Any other questions or are you ready to find this evil artifact and bring it here?"

GM Aarvid |

You have time to make purchases today before heading towards the Navy Docks and sewer entrance. Going underground seems very likely at this point.

GM Aarvid |

Assuming all purchases are made and recorded on sheets, if no other questions, proceeding to the point indicated on the map
Your group makes its way past several villas in Old Cassomir,
through the streets to a sewer grate in the heart
of the Imperial Naval Shipyards. In the daylight, you can
see the sewer grate has since been replaced, but this is the location
indicated on your map. Nobody is around in this lonely street.

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This is the spot? August asks as the group arrives. Maybe we can just move the grate, huh? C'mon An, we can do that!