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Elowyn enters the room and motions for Fangtooth to follow her.... she casts Gravity Bow on her longbow and points to the crazed human and commands her companion to attack...
Fangtooth double move, Elowyn move 30 and cast spell

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Kazu moves around the undead and tries to knock Dalirio unconscious with the back of his clawed hand. Except Dalirio is a bit faster, even flatfooted and avoids the blow.
Elowyn moves in increasing the density of her bow as she commands Fangtooth to close some ground.
Quintillus is up.
Round 1
Senach (18/18)
Lady Vulpina (16/16)
Mardak (4/15; need 2 DC 12Fort saves)
-------------------------------
Undead (-10)
-------------------------------
Quintillus (7/7)
Kazu (17/17)
Elowyn (19/19)(Fangtooth 19/19)
-------------------------------
Dalirio
-------------------------------

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Yes, my change would have been to attack the undead and stand next to Mardak.. thank you.

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The wizard, taken back by the undead creature gets a flask of holy water and chucks it at the undead monster
1d20 + 2 ⇒ (18) + 2 = 20
This shall be the end of you, dark one, creature of darkness.
2d4 ⇒ (2, 4) = 6 damage

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@Quintillus- Save vs what channel?
Quintillus draws a vial of holy water and moves up to splash it at the undead. The creature howls in pain as the holy water burns through its decayed flesh and collapses to the ground.
@Quintillus. You can draw as a moveaction though moving right next to the undead with a ranged weapon is going to provoke an AoO. You could easily do the same 5 feet back which I assume is what you wanted.
Dalirio grimaces. "That will be enough of that. Cower in fear mortals."
Mardak Dc 13 WIll save vs Cause Fear. If fail you are frightened for 1d4 rounds. If pass you are instead shaken for 1 round.
Round 2
Senach (18/18)
Lady Vulpina (16/16)
Mardak (4/15)
-------------------------------
Undead (-10)
-------------------------------
Quintillus (7/7)
Kazu (17/17)
Elowyn (19/19)(Fangtooth 19/19)
-------------------------------
Dalirio
-------------------------------

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Vulpina circles around, carefully flanking Dalirio. "Necromancers are always the hardest to clean off my blade afterwards," she sighs, thrusting her blade toward him.
Wakizashi Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Wakizashi Damage: 1d6 ⇒ 2

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Will Save: 1d20 + 4 ⇒ (7) + 4 = 11
fear rounds: 1d4 ⇒ 3
Mardak is overcome with sudden fear. His knees weaken slightly and he looks ready to run.

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Also here is updated rounds as undead is dead again.
Round 2
Senach (18/18)
Lady Vulpina (16/16)
Mardak (4/15)
Quintillus (7/7)
Kazu (17/17)
Elowyn (19/19)(Fangtooth 19/19)
-------------------------------
Dalirio
-------------------------------

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Senach steps forward towards the man, crying out in a voice that rings off the walls in a clarion call of godly justice. "You shall fall and be judged for your evil deeds!" His mace rises in the air, then falls quickly towards the evil doer!
Attack/ smite: 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18
Dmg: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
AC +3

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Kazu nods at Vulpina, coordinating with her in her attack, so as to keep the human off-balance as he strikes.
Flank, Sneak, Enforcer (just 1st attack), Bludgeoner, Frightening
claw: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 nonlethal dmg: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6
If hit, intimidate: 1d20 + 7 ⇒ (15) + 7 = 22 to be shakened for 6+1=7 rounds
claw: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 dmg: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6
bite: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 dmg: 1d3 - 1 + 1d6 ⇒ (1) - 1 + (5) = 5

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Bringing justice to the world, Senach looks to rid it of the evil presence of this man and slams his mace into the side of his face, breaking the man's jawbone, while Mardak sets to run away in fear.
Kazu quickly walks in, interupting the spell and knocks Dalirio unconscious with his claws, ending the threat.
The threat seems to have passed as the Pathfinders compose themselves. The cleric seems to have a key ring on him that opens the three metal doors to the south. Each one of the doors seems to house several prisoners, some look as if they have been there for a while.
Additionally, 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—everything the cult needs to supply its operations.
The citizens held captive in the cells 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, the captives don’t know.
The lot of you report back to the Lodge and recount your findings to Venture-Captain Themis. The 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 friends, while you were dealing with the cultists, the Countess Arieta Patrizia was found in the streets. She escaped her capture by those fiends who operate beneath Cassomir only to succumb to disease and wounds incured in Cassomir’s disgusting sewers. You must have barely missed her escape. 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 forthbehind 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. “I know you just got done with the task of dealing with the cultists, but I need you lot to 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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"It seems to me that these Derros may fit the description of the creatures buying the slaves from the cult!" Senach exclaims. "Let us be on our way.. not only may there be more slaves to release, none of this sounds healthy or wholesome!"
After a pause, he continues. "Would you like any of these creatures brought back for questioning before the city Magistrates, or shall we dispense the high justice ourselves?"

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Will we be encountering any more of the undead?
"That is difficult to say for sure, though be prepared for anything at this point."
"Would you like any of these creatures brought back for questioning before the city Magistrates, or shall we dispense the high justice ourselves?"
"If you are abel to bring one back I would be impressed. Derro's are incredibly dangerous foes. Don't place your lives at anymore risk than necessary to bring one back."

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Kazu mulls over by the corner, outwardly calm but fuming inside at the slaving activities that have been taking place. And even more so that this Captain seems more concerned about the artifact then freeing the captives. He stays silent, but in his mind, he knows what his true mission is.
I'll get Kazu levelled up in a couple of days.

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"That would explain the prevalence of rats," she sighs, shaking her head. "Although I'm sure we could sell this artifact to the catfolk, should they decide it sounds appetizing."

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"Derro you said. Arent those evil dwarves or something like that? How dangerous are they? What can we expect from them if we encounter them?" Elowyn asks stroking Fangtooths hair.

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"Derro you said. Arent those evil dwarves or something like that? How dangerous are they? What can we expect from them if we encounter them?" Elowyn asks stroking Fangtooths hair.
“Yes they can be dangerous, but she never saw more than a handful together. Pathfinders of your stature should be able to easily dispatch them and recover the artifact.”
"They aren't quite dwarves. Normally a pale blue humanoid has bulging white eyes, wild hair, four-fingered hands, and a large hooked club."

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"Fangtooth and I dont really like the confined spaces of a sewer... anything you can tell us about this particular sewer before we go?"

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"Fangtooth and I dont really like the confined spaces of a sewer... anything you can tell us about this particular sewer before we go?"
“You’re Pathfinders, not stumbling fool adventurers. I’m sure you’ll use your wits, skills, and brains to figure that out for yourself.” The Venture-Captain clears her throat in irritation. "Now if there are no more questions you should be on your way."

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Vulpina sighs. In other words, she doesn't know anything about the sewer and wants to pass that off as our deficiency, she thinks. "Off we go, then. Sir Quintillus, it looks like we're finally getting your wish to check the sewers."

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Kazu has levelled up!
Kazu glances at Vulpina, strongly suspecting he knows what she's thinking, but again, he stays silent, merely nodding when she suggests to get going.

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Elowyn and Fangtooth stand up and leave the briefing without saying anything to the VC and wait for the rest of the group outside.

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The Cassomir sewers are actually the third incarnation of a sewer system beneath Cassomir. As the newest, the current Cassomir Sewers are large, vaulted affairs with tile ceilings, brick walls, stone walkways, and make-shift wooden bridges. Unless otherwise noted, the sewers are completely unlit and you will need to provide your own illumination. The sewer grates at the end of each “dead end” lead to smaller and smaller pipes that eventually connect to the storm drains throughout Cassomir.
The sewer waterway itself is a combination of rain water, tidal salt water from the harbor, human and animal waste, and the city’s other refuse. The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.
All along the waterway, however, there are well-maintained ladders recessed into the wall that allow you to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks.
At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. Anyone who fails this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.
---
The lot of you head to the sewer grate marked on the crude map handed to you by the Venture-Captain. As you lift the grate and peer inside, you see a room 20' down. Murky puddles dot the tile floor below, which gently slopes
toward the room’s center where some of the puddles are very slowly draining into a large, 10-foot-by-10-foot drain. Thick, sticky webs cover most of the corners of the room, and several large vermin appear to be caught in the webs. The sound of running water can be heard to the north.
Among the dire rat corpses in the webs is the bloodless corpse of a derro.
The room is dimly lit by the sun arcing through the opening you just created.
The ceilings here are 20 feet tall, so it’ll require a rope, ladder, or a good Acrobatics check to get down into the room without getting hurt.

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Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Nature: 1d20 + 5 ⇒ (16) + 5 = 21
Elowyn and Fangtooth look around at the entrance. "I have a good hemp rope to climb down. Does anyone have the light spell?... I think I see a body down there with the rats... looks small... could be one of them darros we were told about."

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Vulpina huffs a bit; she's been quietly complaining of the smell the entire time, blade out and gun secured at the side further from the water in case anything were to splash them.
Getting to the entrance, however, her face turned up. "Small for a human, but large for spider food," she points out. She sheathes her blade and retrieves the lantern from earlier. "I think we should be ready to burn webbing to avoid meeting a similar fate."

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Kazu nods in agreement. "I don't like the looks of this but we do not look like we have a choice. Let me go down first. Without light first. To scout for dangers. If need be, I can turn on my wayfinder later."
acrobatics to climb down rope: 1d20 + 11 ⇒ (16) + 11 = 27
stealth: 1d20 + 13 ⇒ (16) + 13 = 29

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Elowyn holds the rope for Kazu to climb down.
"You might think of skipping a few meals to lighten your load." she jests as he is on the rope.

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"I thought birds had hollow bones?" muses Vulpina, now pondering whether tengu bones leaned toward the humanoid or the avian. A few rather less savory (or perhaps more literally savory) thoughts also flashed through her mind, but we'll spare you the details.

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Kazu reacts to neither Elowyn or Vulpina, all his focus intently on the ground below him. Perhaps he failed to hear them, or perhaps he has chosen to ignore such childish banter.
:)

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While the others hold the rope Kazu climbs down into the dimly lit sewers.
The sewer waterway itself is a combination of rain water, tidal salt water from the harbor, human and animal waste, and the city’s other refuse. The water is 10 feet deep and moves rapidly.
Kazu perception: 1d20 + 8 ⇒ (10) + 8 = 18
Web vs Kazu AC FF 14: 1d20 + 5 ⇒ (6) + 5 = 11
As Kazu reaches the floor, sticky strands of webbing jet out from the north west corner near the ceiling. Leaping to the side he barely avoids getting entangled.
Senach: 1d20 + 2 ⇒ (8) + 2 = 10
Mardak: 1d20 + 3 ⇒ (12) + 3 = 15
Quintillus: 1d20 + 8 ⇒ (5) + 8 = 13
Kazu: 1d20 + 5 ⇒ (11) + 5 = 16
Elowyn: 1d20 + 4 ⇒ (14) + 4 = 18
Lady Vulpina: 1d20 + 4 ⇒ (12) + 4 = 16
Spider: 1d20 + 3 ⇒ (9) + 3 = 12
The spider is 20 feet up near the ceiling.
Round 1
Elowyn
Kazu
Lady Vulpina
Mardak
Quintillus
---------------------------
Spider
---------------------------
Senach

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Mardak will climb down and draw his great sword.

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Elowyn is holding the rope for the others to climb down and after they all do climb down she will then tie her tiger up to lower it down.

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Kazu curses as he leaps out of the way of the web. Cursing again that the spider is out of reach of his claws, he draws his crossbow and fires at it.
light crossbow: 1d20 + 8 ⇒ (14) + 8 = 22 dmg: 1d8 ⇒ 4

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Senach follows the others through the sewers, helpfully providing torches from his pack as needed. As they enter the partially flooded and draining room, Senach looks about quickly before offering up his own rope. However, he stands agape as the spider rushes out at those below!

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Vulpina sighs, grabbing the rope in one hand, nodding at Elowyn in quick thanks, and sliding down a few feet before dropping the rest of the way. "Spider, you've the opportunity to be our first surrender of the day," she states, grabbing her pistol and firing.
Acrobatics for fall: 1d20 + 10 ⇒ (13) + 10 = 23
Pistol attack: 1d20 + 7 ⇒ (18) + 7 = 25
Pistol damage + Focused Aim: 1d8 + 4 ⇒ (2) + 4 = 6
Action economy: Move to climb 5 feet, then drop 15, draw weapon as part of move; attack

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Kazu stares at the paladin, wondering why he looks particularly reptilian in the dimness of lighting. (lol!)

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Elowyn continues to hold the rope as the others descend. Kazu draws his crossbow and sticks a bolt into the large spider's abdomen.
Gliding down the rope lady Vulpina rolls as she hits the floor, drawing her pistol in the process. You wouldn't be able to fire as climbing is at quarter speed with no free 5 foot step.
Mardak follows Vulpina down drawing his greatsword as he reaches the bottom of the dimly lit room.
Round 1
Elowyn
Kazu
Lady Vulpina
Mardak
Quintillus
---------------------------
Spider
---------------------------
Senach

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Quintillus Climb DC 5: 1d20 ⇒ 7
Quintuillus climbs down the length of rope successfully reaching the bottom as the spider scurries down, biting at Kazu.
Bite vs Kazu AC 19: 1d20 + 1 ⇒ (1) + 1 = 2
Round 2
Elowyn
Kazu
Lady Vulpina
Mardak
Quintillus
---------------------------
Spider
---------------------------
Senach

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Mardak moves around to try to cut off the spider's exits I moved in a big wide arc to avoid AoOs. and swings his greatsword at the arachnid.
Greatsword + Power attack: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 2d6 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11

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Senach scurries down the rope as best as he is able to. He is not very good at it, but at least he manages more emphasis on "controlled" in the controlled fall that his climb turns into. He reaches the floor and quickly takes up his bow, launching an arrow at the spider. Unfortunately, he is still tangled in the rope and his aim is off.
Climb: 1d20 - 1 ⇒ (13) - 1 = 12
Attack: 1d20 + 4 ⇒ (2) + 4 = 6

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Kazu snorts in frustration that none of his teammates were able to flank the spider with him. He thus stays in place and rips into the spider with his claws and beak, tearing out flesh and ichor in a frenzied mayhem.
claw 1: 1d20 + 9 ⇒ (18) + 9 = 27 dmg: 1d3 + 6 ⇒ (2) + 6 = 8
claw 2: 1d20 + 9 ⇒ (17) + 9 = 26 dmg: 1d3 + 6 ⇒ (3) + 6 = 9
bite: 1d20 + 8 ⇒ (19) + 8 = 27 dmg: 1d3 ⇒ 3
Calling for flank, so that Kazu can sneak attack! :)

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I thought per the GM's post that it was still 10' in the air.."
Edit: oops.. last post moved it down to the floor. Sorry, Kazu. If no one has moved by then, I will drop my bow and move in on the other side next round.

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Vulpina eyes the slight hesitation in Kazu's movements, his eyes not strictly on the spider but rather checking his teammates. "Eight eyes, eight legs, but one brain-- I suppose it can't keep track of all of us," she states, ducking past Mardak's greatsword and stumbling over the back of the half-orc's foot. Still, she does her best to move gracefully into flanking.
Apparently, however, she's rather off her game at this point; as she drops her lantern and draws her blade, it comes out kind of... sideways, and her lunge manages to get closer to stabbing Mardak than it actually does the spider.
Acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11
Wakizashi Attack: 1d20 + 7 ⇒ (1) + 7 = 8
This round was simply 1-derful for me...