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Thanks Ag'mira, but use mine; it's what I obtained it for.
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
Now, let's see to this trapdoor. Perhaps I'd best let someone check it for traps?

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"Apparently in this case they do..."
Ag'mira will wait for her more armored friends to open the door and descend.
Thinking about armor, and the lack of it, Ag'mira reaches into her spell pouch for a small piece of leather and begins a quick incantation.
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

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Who puts a trapdoor in a sewer? Vennoc wonders aloud while retreiving his torch.
Curious to see what sort of cavern or tunnel might be found under a sewer, Vennoc sets down his blade to open the trapdoor.

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"I agree Vennoc - It would be interesting to remove the barricade and flood these lower chambers with sewage. Perhaps after we find this making rats of unusually large size artifact."

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Heccan recoils at Ag'mira's suggestion. Egad! That certainly may help with the vermin Ag'mira but at least we can avoid them, or have Vennoc eviscerate them, but sewage? Raw sewage? Heccan shudders My gods woman, I don't think I would ever be rid of the smell should that occur. Heccan flashes Ag'mira a jesting grin and prepares to follow the party into the trapped door, pulling out his wayfinder to help light the way if needed.

GM Tektite |

Opening the trapdoor, the party descends a ladder leading to a lower level. Looking around, you see 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.

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This is very strange. Anyone have a plan for clearing these buildings safely? I assume they're all full of cultists and rats.

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"Wow, I wasn't expecting that. It's quite the rabbit hole. I guess start on the first door and make our way down the row of buildings."
Ag'mira will look around and listen for any movement or sounds
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
hmm, not very good...

GM Tektite |

The party begins to systematically investigate the buildings, finding all of them empty. As you near the eastern edge, you spot more blue faced creatures at the same time they spot you!
H: 1d20 + 2 ⇒ (14) + 2 = 16
He: 1d20 ⇒ 8
C: 1d20 + 4 ⇒ (3) + 4 = 7
V: 1d20 + 2 ⇒ (13) + 2 = 15
M: 1d20 + 1 ⇒ (16) + 1 = 17
Initiatvie:
Ag'mira
Blue Man Group
Henry
Vennoc
Heccan
Ceobryrn
Ag'mira is up!

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Ag'mira levels the croosbow aims at the middle creature and fires.
Light Crossbow: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 ⇒ 8
Confirm crit: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

GM Tektite |

Crit threat!, but you kill it anyways.
Ag'mira fires a bolt, catching one of the clue creatures in the throat.
Attack vs Vennoc FF: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Attack vs Ceobryrn FF: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d3 - 1 ⇒ (2) - 1 = 1
The other two move up and throw tiny darts at the front two, but both darts fall short.
Party up!

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Is there light down here other than my torch? On an unrelated note, why is the one blue guy outlined in pink?
Vennoc, being a traditionalist, prefers to keep with the tried and true strategies. Like charging and power attacking.
sword, PA, charge: 1d20 + 5 - 1 + 2 ⇒ (3) + 5 - 1 + 2 = 9
slashing, PA: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Vennoc doesn't know history, but what I know is that what Ankh-Morpork is built on, is mostly Ankh-Morpork. So perhaps it's true of other fantastic cities as well.

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KN (history): 1d20 + 4 ⇒ (8) + 4 = 12
Henry moves in and jabs at the smurf!
+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
nonlethal damage: 1d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12

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"Smurftastic!"

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Ag'mira surprised at the effectiveness of her crossbow, reloads a bolt and moves to a better position for a shot at the smurf. She fires hoping for the same result as last shot.
Light Crossbow: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Damage: 1d8 ⇒ 2
She frowns.
"Perhaps I forgot the aiming part"

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Drawing his scimitar, Ceobryn charges forward to attack the remaining blue creature.
scimitar w/PA w/charge 2h: 1d20 + 6 - 1 + 2 ⇒ (18) + 6 - 1 + 2 = 25
damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
To confirm crit: 1d20 + 6 - 1 + 2 ⇒ (14) + 6 - 1 + 2 = 21
Plus damage if conf: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 +2 fire Dawnflower trait

GM Tektite |

Heccan mosses with his frosty ray!
Ag'mira doesn't have as much luck this time, missing the little creature.
Ceobryrn has no trouble though, as he cuts the last creature down!
Out of Combat
Searching the bodies yields the same as before, a couple tiny darts and a small dagger.
Searching the last two northern building finds them empty, leaving only the southern building to be searched.

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Ceobryn quietly moves to the door looking for traps and check to see if it is locked.
stealth: 1d20 + 6 ⇒ (9) + 6 = 15
perception: 1d20 + 6 ⇒ (5) + 6 = 11
if it looks clear the ranger waits for the others then opens the door.

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Vennoc moves up near the door, and simply nods to indicate that he's ready.

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Ag'mira moves behind Ceobryrn reloads her crossbow and readies a hex.
She wipes some of the goo off her from Ceobryrn splattering the last creature all about the place.

GM Tektite |

As Ceobryrn opens the door, a derro is waiting and attacks him, firing a crossbow!
Attack vs Ceobryrn FF: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 ⇒ 1 plus DC 14 Fort on a hit
The bolt flies through the room and lodges in Ceobryrn's shoulder!
H: 1d20 + 1 ⇒ (8) + 1 = 9
A: 1d20 + 8 ⇒ (2) + 8 = 10
C: 1d20 + 4 ⇒ (5) + 4 = 9
V: 1d20 + 2 ⇒ (2) + 2 = 4
D: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative:
Ag'mira
Derro
Ceobryrn
Henry
Vennoc
Heccan
Ag'mira!

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Ag'mira releases her hex on the derro. Then steps to the side so someone else can get in.
"Close your eyes and I'll close mine. Good night, sleep tight"
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

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Upon seeing Ceobryn taking substantial damage, Heccan moves to his position. Heccan speaks to Ceobryn quietly. Easy friend. I hate to do this, but I fear we have no choice. I have the power to heal you, but it comes at a cost though thankfully not a permanent one. Though you will feel some discomfort, just know that is what I must endure constantly and in the end you will be healed. Heccan draws a wand and uses it on Ceobryn.
Heccan uses his wand of infernal healing on Ceobryn.
Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
EFFECT
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

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fort vs DC14: 1d20 + 5 ⇒ (20) + 5 = 25
The ranger looks annoyed at the first bolt.
fort vs DC14 again: 1d20 + 5 ⇒ (12) + 5 = 17
With second he looks angry.
Feeling the surge of devil magic, Ceobryrn recklessly charges forward drawing his scimitar to attack the derro.
scimatar 2h w/PA&Charge: 1d20 + 6 - 1 + 2 ⇒ (2) + 6 - 1 + 2 = 9
damage if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
It seems the two arrows have disrupted the ranger's aim.
Tempary AC 14 for charge. Take 9, made 2 saves. regenerate 1pt, 9r left. (Thanks Heccan)

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Vennoc calmly follows the ranger into the room.
I think you may have made the wrong person angry, little blue man.
sword, PA: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
slashing, PA: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

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Henry urges Indy into the room and pokes at the derro over Ceobryrn's shoulder. "Foul slave-dealing munchin! Face me nobly!"
Swift to challenge it for +4 damage. No attack bonus because I did not offer it surrender (standard action).
+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
nonlethal damage: 1d6 + 4 + 4 + 2 + 4 ⇒ (4) + 4 + 4 + 2 + 4 = 18

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Heccan waves off Ag'mira with a smile. Save your spells my dear. The magic I have bestowed on Ceobryn will heal him in a few moments. We may be in need of your magics in the near future I fear if there are more of these...little man things.

GM Tektite |

Ceobryrn charges the derro, but misses.
Heccan produces a wand and uses it on Ceobryrn! Note: IH is a full round casting, so it takes a full round to use it on Ceobryrn as well. So Ceobryrn will have to hold off charging until next round or better yet, just have Heccan moves up after Ceo's charge
Vennoc moves and attacks, but misses as well!
Henry rides into the room and attacks the derro, puching it with his lance!
Ag'mir has an action to start the next round.
Edited

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Ag'mira pulls some sand from her spell pouch, steps into the doorway, and softly whispers an incantation.
"I fell asleep for to take my rest
I dreamed a dream that made me sad"
Centering the spell 10' behind the Derro, so it will not hit anyone else.
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

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Indy steps in front of Heccan and Henry jabs at the derro again!
+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
nonlethal damage: 1d6 + 4 + 4 + 2 + 4 ⇒ (1) + 4 + 4 + 2 + 4 = 15

GM Tektite |

Henry jabs the derro again, and the creature succumbs to unconsciousness!
Out of Combat!
Looking around, you find leather armor, short sword, repeating light crossbow with 10 poison bolts, and 300 gp on the derro.
Opening the door on the east wall, you find a small room. In the room are straw pallets are stacks and stacks of cages full of normal rats. On a small table next to those cages is a small, shiny black rat statue—the jet rat. This artifact gives off a moderate transmutation aura.
There is a ledger here written in Undercommon.
Near the barrels is a large chest in which is 250 gp.

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Can you read it then Ag'mira? I assume it is an accounts ledge for the slaves they've been buying. Perhaps it says who or what they're buying them for.

GM Tektite |

Returning to Venture-Captain Themis, the party turns over the jet rat to Hestia's great pleasure. Scribes within the Lodge are able to translate the ledger which records the sales of slaves. It appears that the sales have grown recently and had a great surge as of late. There is also a note that records that a human woman had escaped and a mite slave was beaten to death for the incident.
The Venture Captain congratulates you all for a job well done, and the kidnapping of peolple subsides....for a while.
Kidnappings slow in the city, but continue to expand in the countryside around Cassomir. Rumors begin to circulate throughout the city that the derro menace has been stopped, but some whisper darker tidings, such as the recent spotting of a derro inside the walls of Swift Prison, a rumor the Taldan authorities heatedly deny....
Congrats on finishing part 2! Working on chronicles now!

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fort save vs DC 14: 1d20 + 5 ⇒ (1) + 5 = 6
Unfortunately the poisoned bolt seems to be affecting the ranger this time. The ranger digs out his healers kit to treat the poison, before it can do more damage
heal check vs DC14: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 w/+2 for heal kit use
fort save vs DC 14: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15 w/+4 for succ heal check

GM Tektite |

No worries about the Fort Save, Ceobryrn. It did 1d2 ⇒ 2 STR damage, which you would have healed. In fact, it would have done no more than 8 pt of damage (1d2/4 rounds), so you were fine either way.
Fresh off you latest success, your party has less than a fortnight to rest and recuperate before you are once more called into Venture-Captain Hestia Themis' office....
The Venture-Captain paces her office as you enter, continuing to do so for moment more before stopping and turning to you. “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." Her jaw clenches as she pauses, then says.
“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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How much of the prisoner has to be left after the interrogation?

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"What's this we heard about a Derro running around inside Swift prison?"
"...such as the recent spotting of a derro inside the walls of Swift Prison, a rumor the Taldan authorities heatedly deny...."
What do I know about this Swift Prison?
Knowledge Local: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge History: 1d20 + 8 ⇒ (12) + 8 = 20