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Deyno walks up the steps and shake his head.
Not bad guys, I guess it is time to question her. I got the rope. Deyno ties her wrist together behind her back and ties her arms to her body with the remaining length.
that will be an escape artist check at DC 26 or DC 23 strength check to burst.
When the evil cleric finally regains her baring. So, I suggest you tell us everything you know before it gets worse.
intimidate: 1d20 + 8 ⇒ (16) + 8 = 24

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Kramac and kuuma stand behind Deyno and growl menacingly.
intimdate aid: 1d20 + 12 ⇒ (12) + 12 = 24

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Flyn nods as Deyno begins questioning with Kramac's aid. "I would suggest you answer him quickly before my friend Kiboko gets his hands on you...he has a particular appetite for slavers...
Who tried to sell you the people that were held below decks?"

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After witnessing the inhumane treatment of un inhuman zombies, it does not take very long for her to realise she is on the losing side at this very moment. Fearing retribution, she immediately spills everything she knows before things get worst.
"Wait, wait, I'll tell you what I know... we work for the Dalirio Teppish, he offers us rewards in return for obedience. My job is to move the slaves, make sure they get to Cheliax on time."
The Teppish family’s power came to a close nearly 50 years ago when a series of rival houses launched attacks on their holdings and wealth, and even went so far as to assassinate several of the Teppish family patriarchs. In just a few short years the mighty Teppish were reduced to laughingstocks in the Opparan social scene and were left with few possessions, even less gold, and no power at all. So the Teppish family did what any self-respecting Taldan family does when left destitute: they turned to a life of organized crime.
The general word these days is that the Teppish family has been long deceased.
You can get more information if you ask the right questions. She is considered "friendly" after that intimidation.

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Flyn nods and smiles. "Where can we find this Dalirio Teppish?"

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Kiboko leans in to the priestess, letting the blooded end of his lance rest close to her face whilst he rips any symbols or talismans from her.
"Kiboko has been told you follow the god of the end times. You wish for the end? You seem afraid. Will your god not grant you peace in oblivion?"
Perhaps this one cares so little for life that she sees no value in the liberty of others...

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We are looking for one of out own. A Pathfinder by the name of Cestis. We found his wayfinder on one of your thugs below. Where has he been taken?

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She explains, "I.. I started doing this for the money.. and you don't understand. Failure leads us to punishment, a punishment worst than death."
"I don't know who Cestis is..but there are more slaves at the lair.. Dalirio is mostly there.. it's near cooper’s warehouse on the south side of the Imperial Naval Shipyards, in which there is an office with a trap door that leads to a hidden basement where our cult lies."
You have some time before going to the cult lair to make preps if any.

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Flyn smiles grimly. "We can lock her up in the manacles along with the monks and notify the authorities...then we can head to the lair, if everyone's ready...
Hopefully, we'll find Cestis there...the longer we go without finding him, the further he could be along in the slavers network..."

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"This cowardly scum deserves whatever punishment she receives, in this world and in the Beyond!"
Kiboko glowers at the priestess: "Your faith is of no value, and you know it else you would hold true to it. You are a pathetic and worthless creature, snivelling in the dark, holding your fear close. You are alone, with neither friends nor allies, and you have only yourself to blame. Kiboko's heart is heavy with sorrow at the evils you have wrought, but he will not grant you the release of death."
"Let us bring the freed captives up! And let us leave."
Kiboko is ready to go.

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The journey to the lair of the cult is uneventful, and the trapdoor is exactly where the priestess said it would be. Two doors make the trapdoor, 10ft in height and 5ft wide each. Simple wooden constructed doors hidden in plain sight on the side of a very sketchy broken and runned down building.
Map is up and ready, how do you enter the lair?

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Kramac will survey the room as best as he can without sticking his head in, and assuming he perceives no traps or other unpleasant things in the area immediately below the trap door, will signal to the others, and hop down.
perception: 1d20 + 9 ⇒ (19) + 9 = 28

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Kramac inspects the door closely, and is quite confident that it is not trapped in any way. Furrthermore, he cannot discern any sounds directly below the door, leading him to believe that underneath is clear, and hops right in.
A smell, not unlike wet dog, fills this room. The corners are occupied by dirty straw pallets covered by wrinkled, mildewencrusted blankets. A single dilapidated table and four cracked and uneven chairs surround it. The floor is covered in a thin layer of dust and mud and footprints clearly cross the room from the trap door in the ceiling to a set of wooden double doors in the west wall.
The double doors are guarded however, the man bear similar symbols to the druid that you first encountered at the tavern. And accompanying them is 3 large dire rats. Again similar to the tavern. Aside from that, insects skitter all across the floor, and a sickly wet smell permeates the whole room.
Kramac & Qatala, I need you to make a DC10 acrobatics or take 1d6 falling damage.
Kramac and Qatala falls in! This alerts the guards. They yell something in druidic! A ladder is found lying on the floor of the den. Move action to stabilize it for other people.
Flyn: 1d20 + 4 ⇒ (20) + 4 = 24
Deyno: 1d20 + 2 ⇒ (19) + 2 = 21
Kiboko: 1d20 + 1 ⇒ (14) + 1 = 15
Qatala: 1d20 + 3 ⇒ (17) + 3 = 20
Kramac: 1d20 + 4 ⇒ (18) + 4 = 22
dire rat: 1d20 + 3 ⇒ (15) + 3 = 18
druid: 1d20 - 1 ⇒ (17) - 1 = 16
Combat Round 1
Conditions:
Flyn, Kramac, Deyno, Qatala
Druids, Dire Rats
Kiboko

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Acrobatics: 1d20 + 6 - 3 ⇒ (9) + 6 - 3 = 12
Attack,Flank, Power Attack: 1d20 + 8 + 2 - 1 ⇒ (15) + 8 + 2 - 1 = 24
damage: 1d4 + 4 + 2 + 1d6 ⇒ (4) + 4 + 2 + (1) = 11
Kramac wastes no time springing into action, landing nimbly on the ground and immediately engaging the nearest druid. He moves into position, but holds his strike momentarily while waiting for Kuuma to get into position.
Move, then ready an action to attack when Kuuma moves into the flank

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At Kramac's instruction, Kuuma dashes around the rat to harry the druid from the other side.
bite, flank, power attack: 1d20 + 6 + 2 - 1 ⇒ (14) + 6 + 2 - 1 = 21
damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Trip, flank, power attack: 1d20 + 6 + 2 - 1 ⇒ (7) + 6 + 2 - 1 = 14
Kuuma will move to flank then bite the druid. If Kramac's attack downs the druid (cause these guys are chumps), he will bite the rat instead. Just subtract 2 from his attack rolls to reflect no flank.

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Flyn drops thru the trap door...
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
...and fires an arrow at the blue druid...
Longbow: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

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acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26
Qatala lads with effortless ease and then glides across the floor dropping into her defensive stance in conjunction with the crane wing style. She then attacks green with a knee strike into his gut whilst drawing her nine section whip.
stunning fist: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 vs dc15 fort save or stunned for 1 round
damage: 1d8 + 4 ⇒ (6) + 4 = 10
AC=33

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Kramac's punch is just enough to knock one of the guards unconscious. Flynn, Kuuma, and Qatala start off the battle strong by taking an enemy each. They deal good hard blows, but find themselves just short of being able to take one down completely.
Combat Round 1
Flyn, Kramac, Deyno, Qatala
Druids R (Unconcious) B -7 G -10 (disabled), Dire Rats R-11 (disabled)
Kiboko

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acrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Deyno drops down into the room and rushes towards the pair of blue targets. He roars with rage and takes a furious swipe at the both of them.
claw #1, power attack,cleave vs blue druid: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d6 + 11 ⇒ (6) + 11 = 17
cleave vs blue rat: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 1d6 + 11 ⇒ (5) + 11 = 16
confirming crit: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d6 + 11 ⇒ (5) + 11 = 16
AC is 18 for the round

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Deyno reveals a side of him that has not been witness so far in this adventure. He enters into a rage like trance and creates massive havoc with only his bare (bear?) hands, dropping both druid and rat dead in a single swipe.
Fort: 1d20 + 4 ⇒ (20) + 4 = 24Not stunned
Out of the three remaining, the two nearly unconscious takes one last sting at their opponents and falls immediately unconscious after. In their weaken state, they are unable to do anything. The last rat witnessing the bloodshed, cowers and retreats itself into a hole in the wall.
club vs Qatala: 1d20 + 2 ⇒ (15) + 2 = 172d6 + 2 ⇒ (4, 5) + 2 = 11
bite vs Kuuma: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (2) + 2 = 4
Combat Over. Again, no point watching 7 characters try to take down a CR1/3 Rat. How do you approach this next?

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Flyn nods to Deyno, in awe...and then proceeds to check the room for traps, clues, and loot...
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

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Qatala will stand guard specially keeping an eye on the door into the next part of the complex.
perception: 1d20 + 11 ⇒ (13) + 11 = 24

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"They're not worth saving, but they may have incriminating evidence. They probably have friends beyond those doors. Be ready."
Kiboko helps Mvumbu into the room, then casts Detect Magic and looks around.
Mvumbu takes 10 on acrobatics and gets into the room safely.

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We're in the evening belly of the beast. I see little value in questioning these underlings. Our battle was quite loud and has probably alerted the rest of the slavers. Let us make haste in pressing in.
Kramac will wait for everyone else to search the room. Once they are ready, he will cast Divine favor and bust into the next room, ready for more of a fight.

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The room is barren, and the motionless hostiles carry only mundane equipment with a few potions of CLW. It becomes plainly obvious to the group that the flooring in front of the door acts as a mechanism for a trap.
Disable device check please.

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Flyn will attempt to disable the device...
Disable Device: 10 + 12 = 22 (Take 10)

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...And does so with relative ease as he prods his hands carefully around the mechanisms. With the trap out of the way. The group opens the door! Only to find another barren hallway, with steps descending further deeper into the earth.

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Kramac will double move, leading the way down the stairs.
He'll keep an eye out for more traps as he goes.
perception: 1d20 + 9 ⇒ (10) + 9 = 19
Once the rest of the party makes it down the stairs, he'll throw open the next set of doors too.

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Kiboko and Mvumbu likewise descend.
I think the time for stealth is past, so Kiboko switches his teamwork feat back to Pack Flanking.

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This is it! Last battle!
As soon as Kramac checks the doors and believes they are safe, he forces his way into the next room. And the others follow closely behind him.
Tall vaulted ceilings disappear into darkness high above as candles and torches barely illuminate the lower reaches of this room. Along the north wall are three cell doors, thick wooden affairs bracketed by solid steel bracings with small, six-inch square windows set high in them. Enormous crates, barrels, and sacks of goods are stacked neatly in the southwest corner of the room. The floor is clean granite, etched with a wavyline pattern that permeates throughout the entire room; the design even climbs the walls and disappears into the vaults above. A rat-shaped chalk drawing dominates the floor in the center of the room, clearly depecting a dire rat leaning forward as if to pounce. Thick wooden doors in the east wall lead to a set of steep stairs beyond.
The cells hold dozens of captives eagerly awaiting the outcome of this encounter. An evil looking cleric armed with a flail, who you can only assume to be Dalirio shouts to attack at his minions! Two skeleton looking clerics. Although the picture might suggest the Huecuva's are armed, they are not. They use natural attacks.
Flyn: 1d20 + 4 ⇒ (2) + 4 = 6
Deyno: 1d20 + 2 ⇒ (8) + 2 = 10
Kiboko: 1d20 + 1 ⇒ (1) + 1 = 2
Qatala: 1d20 + 3 ⇒ (18) + 3 = 21
Kramac: 1d20 + 4 ⇒ (12) + 4 = 16
Huecuva: 1d20 + 6 ⇒ (9) + 6 = 15
Dalirio: 1d20 - 1 ⇒ (5) - 1 = 4
Combat Round 1
Kramac, Qatala
Huecuva
Flyn, Deyno
Dalirio
Kiboko

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Move to the enemy cleric and dropping into fighting defensively in crane wing will strike to stun.
stunning fist: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13 dc 15 fort save
[damage=miss]1d8+6[/dice]
AC=33

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Kuuma will dash to set up a flank with Kramac, then bite the evil cleric.
attack roll, flank, power attack: 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17
damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
trip roll, flank, power attack: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 15

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Kramac charges in, and swipes at the leader of the slavers with his kukri.
attack roll, charge, flank, divine favor, power attack: 1d20 + 8 + 2 + 2 + 2 - 1 ⇒ (2) + 8 + 2 + 2 + 2 - 1 = 15
damage, power attack, divine favor, sneak attack: 1d4 + 5 + 2 + 2 + 1d6 ⇒ (2) + 5 + 2 + 2 + (3) = 14

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Just to clarify, correct me if i'm wrong.
Kuuma move action, and ready action to attack when Kramac is flanking.
Kramac declares charge action.
Based on that sequence, looks like Kuuma knocked out the Cleric before Kramac got his attack in, because it's a charge specifically to the cleric, you can't redirect the charge action and looks like you've lost an opportunity for attack.
It might have been different if you did a move action instead, Kuuma takes out the cleric, and you could have continued your current move action putting yourself adjacent to a huecuva.
Qatala moves swiftly into the room, but the awful stench of the dead puts her off her game. She is unable to connect with the evil looking cleric.
Kuuma and Kramac move right behind Qatala with great force. They position themselves as practiced, and as soon as Kramac gets into position Kuuma goes for the bite. Kuuma's bite is strong enough to take down the cleric and Kramac finds himself punching into thin air.
The Huecuva's see what a threatening force Kramac and Kuuma are and attempt to take one each. They each take a 5 foot step and unleash their claws. Both of them injure the dynamic duo and poison attempts to seep into their blood.
claw vs Kuuma: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 1 ⇒ (3) + 1 = 4
claw vs Kuuma: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 1 ⇒ (3) + 1 = 4
claw vs Kramac: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 1 ⇒ (4) + 1 = 5
claw vs Kramac: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 1 ⇒ (4) + 1 = 5
claw vs Kramac, crit?: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 1 ⇒ (1) + 1 = 2
Kuuma and Kramac each need to make a DC12 Fort save or contract Disease. No effect of onset of dmg now, as it comes only in days, but you'll have to resolve this at end or before of scenario.
Party is up!
Statuses: Kramac -7, Kuuma -4

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Flyn will swiftly move into the room and fire at the red huecuva...
Magic Longbow: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm Crit: 1d20 + 13 ⇒ (11) + 13 = 24
Magic Damage incl. Crit: 3d8 + 18 ⇒ (3, 6, 4) + 18 = 31

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Deyno moves in and attacks the blue huecuva.
attack: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 1d6 + 11 ⇒ (5) + 11 = 16

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Flyn outright kills one of the Huecuva to a death beyond death with a single accurate shot of his Longbow, and Deyno finishes the last creature.
I assumed Deyno is using the amulet to make his attack magic.. as it has DR5/magic.
With Dilario and his undead minions taken out of the picture, the group is able to search the room and free the captives. 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, and so on. Likely supplies needed for the cult to run their operation.
The Pathfinder you seek is here, and you are able to ensure his safety, and that of the other folks. They tell you tales of a 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. However they do not know where it was headed to.
(A conscious Dalirio would not know either.)
With this grand discovery that the pathfinders make of the kidnappers, a shroud of worry has been lifted over the city. And peace has been restored. But is this the end? How long will that peace last?
Reminder: Kuuma and Kramac each need to make a DC12 Fort save or contract Disease. No effect of onset of dmg now, as it comes only in 1-3 days, but you'll have to resolve this at end or before the scenario is concluded.
We're at the end of the scenario, chronicles will be out on the weekend and i'll be ready to pick us up on Sunday to the next one immediately. Hopefully the combat will be a more challenging and the story a bit more deeper. Does anyone need time to level up?

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Deyno's claws counts as magic for DR since level 4. But yes, I have the amulet on as well.

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fort save for kramac: 1d20 + 11 ⇒ (2) + 11 = 13
Woo! just got it! Huzzah for good saves!

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"Fools. Wretches! What diseased and corrupt lives these slavers lead! Kiboko will track down the grey masters and destroy them!"
Kiboko doesn't level up till after part 2. And yeah, hope the rest of the series doesn't repeat the erroneous challenge ratings in this one.

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Flyn wonders 'bout the grey-skinned creatures the captives told them of...but he has a strange feeling that they'll probably find out 'bout them soon enough...
I won't be leveling up till after part 2 as well...

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Likewise, I should level after Part 2, assuming the game I am running is finished before we start part 3. I might go play in a game locally on Sunday, since there is a gap, in which case I might make it to 6 by the end of this whole thing.

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We'll be playing up at Tier 6-7 since we are at APL 4.8 -> 5. With having at least one player in high subtier, and >4 players, the guild guide tells us to play upwards with 4 player adjustments (If I recalled that correactly.) And now, let the games begin!
A week or so has past after peace was restored in the Taldan town. But you find yourselves summoned again into the Local Pathfinder Lodge in Cassomir for another task that plagues the town.
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. “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.”
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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What is it about me that screams sewers.
For real though, Deyno has been in more sewer systems than all my other character put together
Shivering at the thought of the muck and grime of the sewers. Very well. Retrieve the Jet Rat and return. Save Taldans if time. Seems pretty strait forward. However." Deyno begins to think. I do not recall much of Derros. What do you know of them?

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Not much could they be the grey skinned things that were buying the slaves?
Qatala sighs sewer crawl All muck and occasional terror