
GM ShadowLord |

As soon as the switch is thrown a loud grinding sound can be felt as well as heard as the room begins to shift. It continues to move ninety degrees clockwise, effectively sealing the door you entered through. It reveals a new door that leads into the Ismacco tunnel system.
Perception and survival checks.

GM ShadowLord |

It's dark, let me know how we are handling light.
The party makes their way int the tunnels and there does not appear to be a specific direction to follow as tunnels come and go randomly. After following Kimiya and Alrathien the wrong direction for a bit, Watkins steps forward to lead the group and successfully track the direction that seems to have the most recent foot traffic. Eventually the tunnels open up into a large cavern with a height of at least forty feet up. Salt deposits line the cavern ahead and several side passages branch east and west and run rich with blue crystals before ending at cave-ins. Eight smoldering torches illuminate a small tunnel ahead—beyond all is pitch black, though the sound of running water echoes out from the darkness.
The torch-lit area illustrated on the map is actually a tunnel and not a bridge over a chasm.

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"Hey guys, it dark in der. Let me go first. k? k!"
Grethe moves into the darkness and takes a look around
perception: 1d20 + 5 ⇒ (4) + 5 = 9
survival: 1d20 + 1 ⇒ (13) + 1 = 14
Lets see... lets seee..... lets seee. i see a torch, and nuttin else. Going to go deeper!
Grethe moves up ahead of the party approaching the torches. Once at the tunnel he takes a look around once again in this area.
perception: 1d20 + 5 ⇒ (3) + 5 = 8

GM ShadowLord |

The Pathfinders proceed quietly and cautiously through the tunnel and find a glut of people in the cavern ahead. The bustle and noise is so much that it covers your approach and you are able to observe for a few breaths before you are noticed.
A large pool fills most of this chamber, its green waters bathing the high ceilings in an eerie green light. The pool is open to the cavern on the south and east sides, but borders the cavern walls to the north and west. On the north side of the cavern, a small alcove sits above the water line, inside of which rests a small stone table. Dozens of corpses float serenely on the surface of the pool.
Hundreds of prisoners, both human and mite, fill the caverns to the west of the pool. A line of prisoners, herded by injured derros and mites, marches from the western caverns into the pool. Each time a body dips beneath the water, the stone table in the alcove north of the pool flashes in a near-blinding green brilliance, filling the entire cavern with an eerie, near daylight brightness, though it does not seem to trouble the derro or mites as true sunlight would.
Your approach is spotted by friend and foe alike and the prisoners surge against their captors so strongly that only a handful of aggressors are free to engage you as the others quell the herd.
For this combat all of the baddies in yellow are being assaulted by prisoners and are not your focus. You need to only focus on the two mites and the Derro.
R1: Watkins, Kimiya, Grethe, Derro, Mites, Jeffrey, Alrathien
Alrathien: 1d20 + 3 ⇒ (1) + 3 = 4
Jeffrey: 1d20 + 2 ⇒ (3) + 2 = 5
Grethe: 1d20 + 1 ⇒ (13) + 1 = 14
Kimiya: 1d20 + 1 ⇒ (17) + 1 = 18
Watkins: 1d20 + 4 ⇒ (18) + 4 = 22
Derro: 1d20 + 6 ⇒ (7) + 6 = 13
Mites: 1d20 + 1 ⇒ (6) + 1 = 7

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"The Derro's are the ones that create magical darkness? Maybe we can take him out before he has a chance."
Watkins moves forward and fires his bow.
Ranged attack, PBS: 1d20 + 8 ⇒ (12) + 8 = 20
Damage if hit: 1d8 + 3 ⇒ (1) + 3 = 4

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To da derro??? OK! On it! ARRRRGGGGHHHHH
Grethe lets out an overbearing roar as he bursts into a fit of rage. he then charges directly towards the derro with his sword held high, taking a mighty swing once he gets there. (AOO on blue)
Blood rage.
Charging to derro (+2 hit -2 ac)
Blood rage + power attack Derro
Atk: 1d20 + 8 ⇒ (18) + 8 = 26
Dmg: 2d6 + 12 ⇒ (2, 5) + 12 = 19
Blood rage - rounds remaining after this one 2/6

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Post disappeared - I'll try again. It was 12 to hit flat and 14 NL. Annnnd apparently it is again.
Kimiya watches Grethe move past him and position himself between the mite and derro. He steps up, swinging at the mite.
CI Naginata: 1d20 + 7 ⇒ (5) + 7 = 12
NL Dmg: 1d8 + 10 ⇒ (4) + 10 = 14

GM ShadowLord |

Kimiya naginatanates another victim, breaking bones and sending him tumbling to the cavern floor.
Both the derro and mite launch into attacks against Grethe. Clearly the derro is very injured and can barely swing his blade in a laughable attempt to cut him down. The mite does manage to get a dagger on to Grethe's torso, but the angle of attack does nothing more than bruise him (1 NL).
R1: Watkins, Kimiya, Grethe, Derro, Mites, Jeffrey, Alrathien
R2: Watkins, Kimiya, Grethe, Derro, Mites, Jeffrey, Alrathien
Attack 1d20 + 3 ⇒ (2) + 3 = 5
Attack 1d20 + 0 ⇒ (16) + 0 = 16
Damage 1d3 - 1 ⇒ (1) - 1 = 0

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"I see we are dealing with derro once more. Good thing we came prepared this time. Alrathien knows just the spell to deal with this lot. Here, deal with another lecture on arcane theory and the fall of Persephocles while Alrathien looks it up."
Alrathien cast a dazing spell on the derro fighting Grethe, then pulls his spellbook from a pouch and begins flipping through it.
Move up, cast Daze, Will DC15 to negate.

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Jeffrey moves up to the mite while drawing his longsword, which he immediately swings at the little creature.
Longsword, Tower Shield penalty: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 Damage: 1d8 + 4 ⇒ (5) + 4 = 9

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Kimiya continues the motion of his slash, making a nice diving roll past Grethe before coming to his feet and whipping his weapon toward the derro, hitting it square in the chest.
CI Naginata: 1d20 + 7 ⇒ (17) + 7 = 24
1d8 + 10 ⇒ (6) + 10 = 16
Dive is just flavor.

GM ShadowLord |

Jefrrey and Kimiya swiftly end this combat.
As you look around, you see that the prisoners have pushed back against the derro masters as your attack split their focus. Some lie dead of their wounds and others have fled back into the darkness, seeing the tide of the battle turned. The cavern is clear!
On looting the bodies, 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.
As for the derros’ prisoners, the surviving Swift inmates and guards stand dazed in the grotto. The stone table in northern alcove is a shrine to Groetus. The pool is filled with dozens of corpses of prisoners, guards, mites, and a variety of recently kidnapped Cassomir citizens. The survivors tell you that should they not be removed from the pool and destroyed (such as by fire or acid), they will eventually rise as ghouls and plague the city of Cassomir.
With the derros defeated, the you thwart the dark experimentations fated for most of the Swift’s inhabitants and employees, and uncover plans for additional mass abductions. This time, the authorities quickly plant guards and traps to spoil the derros’ advances. Soon the subterranean dwellers abandon their organized abductions in Cassomir—at least for a while.
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 (it was stolen while you were in the Darklands below), and he gives you this note and explains that a fellow constable found the note nailed to the front door of the Greedy Narses.
Scenario Complete!
SERIES COMPLETED!
Dayjob rolls please.

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Jeffrey shrugs after reading the note. "Whatever. At least we saved the city, which was way more important."
When all the corpses have been burned and all the prisoners are back in their cells, Jeffrey heads back home.
Finally! No loud elves chatting my ears off!
Profession (Odd jobs): 1d20 + 5 ⇒ (13) + 5 = 18
Once back home Jeffrey resumes his work at his own company, Warren Inc, which specializes in doing odd jobs. That day he successfully saves a woman's cat from a tree. He even manages to limit the amount of insults he accidentally throws at the woman, calling her "old hag" just twice.