
Miraji Haelmar |

While the others are beautifying themselves, Miraji walks over to the corner. Before she does anything, she casts Detect Magic to make sure that there is nothing dangerous, or whether there is something valuable.
Once done, she will pick up the backpack and take it to the others.
Looks like someone forgot this. No need to leave it here for the vermin.

GM Horror |

Miraji detects a minor aura of evocation, and a minor aura of conjuration. Inside the pack, she finds 100 feet of silk rope, four vials of holy water, two flasks of alchemical fire, a leather coin purse holding 36 sp and 13 gp, and a leather scroll case holding two scrolls.

Rulgha Ghawn |

Rulgha grins, "Great some profit! If we didn't have to chase down that evil cleric I'd suggest going back for another drink!"

Miraji Haelmar |

Miraji looks at the others.
Nice that the rats just left this stuff here. Most of it looks like it could be quite useful.
She then glances at the scrolls.
Anyone know what these are? I spend most of my time focusing on my bow and not enough on learning the inter-workings of magic.
Anyone want to volunteer to keep track of loot? I can do it, but will not guaranty the accuracy of what I keep track of.

Naraj Drost |

Naraj says, "Sure, I'll take a look at them...", and casts his own Detect Magic and begins examining the items.
"This one appears to be a scroll of consecrate", he says, and then turns his attention to the other, moving it around for careful study before shrugging, [b]"While this one eludes me. Anyone else want to try it out? I'll offer my observations."
Spellcraft (Evok): 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft (Conj): 1d20 + 5 ⇒ (8) + 5 = 13
Spellcraft (Aid Another - Conj): 1d20 + 5 ⇒ (13) + 5 = 18

GM Horror |

Events so far:
Shortly after your arrival in Maer-Varza, your chosen in was attacked at approximately midnight by cultists of the Scythe Mother in an attempt to infect as many folk as possible with a terrible disease. You managed to defeat most of the attackers, but the leader escaped into the sewers beneath the city. Giving chase and following a crude map found on one of the bodies of a slain cultist, you've been attacked several times as you make your way through the sewers.
Now:
Gathering up the loot from underneath the tentacles, slime-covered, and putrid-smelling corpse in the corner, you hasten to evacuate that particular area and get on with your self-assigned mission of dealing with the cultist leader once and for all.
Over muck and filth, you've made your way through the sewers for another half hour toward your barely-known final destination.
You have entered another large cistern chamber. The landing above the cistern basin borders the chamber’s south and east walls, and is littered with garbage and other refuse that form a collection of garbage mounds that are each taller than a man’s head. The cistern’s water-filled basin is dominated by a bewildering array of mechanical stone gears, grinding brass machinery, and loud water-pumps that are attached to the cistern’s floor and ceiling. This machinery appears to be a complicated sewage pumping system.
Perception (Miraji): 1d20 + 9 ⇒ (16) + 9 = 25
Perception (Katie): 1d20 + 4 ⇒ (5) + 4 = 9
Perception (Rulgha): 1d20 + 5 ⇒ (7) + 5 = 12
Perception (Naraj): 1d20 + 5 ⇒ (8) + 5 = 13
Initiative (monster): 1d20 ⇒ 20
Initiative (Naraj): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Miraji): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Katie): 1d20 + 4 ⇒ (16) + 4 = 20
Initiative (Rulgha): 1d20 + 2 ⇒ (14) + 2 = 16
Surprise Round
Perhaps due to their constant, running battles with rats, Miraji is automatically suspicious of another attack upon entering this large, noisy room. Her fear proves wise, as she spots an enormous rat-man hiding in the back of the room and another vicious pack of rats - all of which are coming right at Katie and her!
Round 1
The rats, having moved into biting-range, try to take a piece out of Katie.
Attack (bite): 1d20 + 1 ⇒ (9) + 1 = 10
Target (1 = Miraji, 2 = Naraj, 3 = Rulgha): 1d3 ⇒ 1
From the back of the room, the mysterious assailant shoots an arrow at Miraji,
Attack (Shortbow): 1d20 + 4 ⇒ (8) + 4 = 12
but it clatters harmlessly off the stone walls behind her.
Initiative Order: Monsters, the party
Dire Rats AC 14 Flat 14 Touch 11
? AC ? Flat ? Touch ?
Party up!

Rulgha Ghawn |

Rhulgha will put away his melee weapon and draw his longbow while entering his stance, ready to shoot the ratman. "Alright more rats and a rat-man! Target rich environment!"

Katie 'The Sage' Dogrider |

Katie's dog takes a bite out of the rat.
hit/damge dog/trip?: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (12) + 3 = 15
Katie then reacts by throwing an acid flask at the second rat in the line
Should provoke if still up
thrown acid vs touch/damage: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 51d6 + 5 ⇒ (5) + 5 = 10
"Crap!" scatter: 1d8 ⇒ 3
The flask hits the wall to the immediate left of the second rat in line.
6 splash damage to all adjacent REF DC 16 for half
Katie and her mount then move to the back of the line.
Provoking again

Miraji Haelmar |

Surprise Round
Attack: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 <-- extra +1 PBS
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Having expected more of these vermin would appear, Miraji is prepared and begins to immediately fire at the rats.
The first shot hits the front rat, but does little damage.
Round 1
She then continues to unload arrows at the rodents hoping to take as many down as possible before her companions are bitten.
Attack-FoB: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 <-- extra +1 PBS
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Attack-FoB: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
None of her shots are particularly accurate, but a few do hit home.
Everyone back up, let the infantry move forward.
She will also 5' step back if possible to allow Naraj or Rulgha to move forward.

Naraj Drost |

Surprise Round
Naraj starts to recite the tale of The Battle of Tar'agnat, letting his powerful voice inspire himself and his companions.
Standard to start performance, +1 on attack and damage to allies.
Round 1
Seeing Miraji making him a path, Naraj pushes forward, drawing his longsword as he does, putting himself into position to attack one of the rats, pushing some of his magic into his blade as he does.
Longsword: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 for 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

GM Horror |

Rat 1 AoO (Katie): 1d20 + 1 ⇒ (5) + 1 = 6
Rat 1 Reflex DC 16: 1d20 + 5 ⇒ (3) + 5 = 8
Rat 2 Reflex DC 16: 1d20 + 5 ⇒ (3) + 5 = 8
Rat 3 Reflex DC 16: 1d20 + 5 ⇒ (10) + 5 = 15
Unsurprisingly, Katie's bomb does more damage to the rats than the rest of the party combined.
Since Naraj failed his Perception vs. Stealth, he doesn't get to act in the Surprise Round. Unless you disagree, I will instead forgo using your Bardic Performance to move you up and kill the 4th Dire Rat - this his been applied on the map, but easy enough to revert!

GM Horror |

Holy S, it's been two weeks already? I thought it was 1 week. My bad!! So apparently the maps inside the adventure are supposed to be marked with triggers for when/where events are supposed to start... I guess they forgot to tell the cartographer that info, because they're not there which made this encounter a bit easier than it's supposed to be, but oh well. Not to worry, you're almost out of the sewers! And I can plan accordingly. Mwahahaha!
As the grim-faced and battle-tested adventurers handily slaughter the dire rats attempting to swarm over them, the rat-man in back screeches with insane hate, drops his bow, and charges toward Naraj! The rat bites at the fiery man.
Attack (bite): 1d20 + 1 ⇒ (12) + 1 = 13
Go, go, Gadget-party!

Miraji Haelmar |

Once more the fishy archer draws back her bow and fires away.
Attack-FoB: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Attack-FoB: 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Both shots fly over the ratman's head and disappear into the darkness behind.

Naraj Drost |

Naraj stands in place, keeping a wary eye on the rat-man that approaches him, while swinging his blade at the remaining dire rat and missing wide, causing him to wince. Need to pay a little more attention to the thing you're trying to hit and not just the humanoid thing..
Longsword: 1d20 + 7 ⇒ (1) + 7 = 8

GM Horror |

AoO: 1d20 + 1 ⇒ (5) + 1 = 6
Rulgha successfully navigates the crowded sewer passage as the "battle" remains undecided.
Attack: 1d20 + 1 ⇒ (10) + 1 = 11 Rat
Attack: 1d20 + 2 ⇒ (11) + 2 = 13 Rat-man
The rat and its master both try to bite Rulgha - failing miserably as their teeth chip on the lizardman's steel armor.
With Rulgha in front and their miserable attack bonuses, this fight is a non-event and I need to get this game moving for you guys. As such,
The party swiftly slaughter their would-be attackers. A search of the rat-man yields mostly trash but a few quality items that might defray some of the cost of having entered the sewers.
Loot: 19 arrows, Dagger, Mwk Shortsword, Shortbow, Mwk Thief's Tools

GM Horror |

Gathering themselves, the party departs the cistern in search of the cultists' safehouse - confident they were nearing the end of this midnight journey through rat infestations and endless depths of urban "after-effects" as the map seemed to be coming to an end.
Miraji Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Naraj Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Rulgha Perception: 1d20 + 5 ⇒ (15) + 5 = 20
A short ways down the passage, Miraji, Naraj, and Rulgha all notice a natural cave passing out of the masonry walls of the sewers.

Rulgha Ghawn |

"Finally! Feels like we have been stuck in these sewers forever. Shall we check out this cave? I bet we can find something fun!"

Naraj Drost |

Naraj looks carefully for a moment and says, "As much as I love the idea of leaving the stench behind, are we sure she went thattaway?", though his desire to leave is so strong that he starts tracing the patterns of prestidigitation with his left hand in order to remove the sewer-smell from his gear even before anyone responds.

Miraji Haelmar |

Survival: 1d20 + 4 ⇒ (8) + 4 = 12
Miraji attempts to determine which way the woman's tracks might lead.

GM Horror |

Miraji is unable to identify any footprints that may be the lone survivor of the cult.
The party decides to investigate the cave.
You are forced to crawl along to navigate this cramped, rat-dug tunnel. After winding through the earth for about 20 feet, the tunnel finally opens into a small kidney-shaped cave with a low ceiling. The floor is littered with reeking garbage and all manner of useless junk.
That completes the current portion of your sewer travels! Next stop: Ambrik House.

Rulgha Ghawn |

Perception #1: 1d20 + 5 ⇒ (14) + 5 = 19
Perception #2: 1d20 + 5 ⇒ (9) + 5 = 14
Rhulgha finds a small wooden box among the refuse and hands it over to Miraj to check it over. See Spoiler #1

Katie 'The Sage' Dogrider |

Katie will look at the items. Taking 10 if possible: +14 Kn: arcana/+11 craft alchemy +9 spellcraft
spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11
craft:alchemy: 1d20 + 11 ⇒ (12) + 11 = 23
Kn arcana: 1d20 + 14 ⇒ (16) + 14 = 30
spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
craft:alchemy: 1d20 + 11 ⇒ (6) + 11 = 17
Kn arcana: 1d20 + 14 ⇒ (19) + 14 = 33
spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
craft:alchemy: 1d20 + 11 ⇒ (1) + 11 = 12

GM Horror |

The boots are Boots of Elvenkind, and the wand is a Wand of Magic Missile (CL 1st, 16 charges).
Moving on!
You at last reach the end of the map, having endured hours of trudging through the wastes of the city above, numerous attacks by rats, and even a deranged wererat. Before you yawns the portal into what appears to be a building.
Update to come tonight, come hell or high water!

GM Horror |

Assuming your new-found loot is appropriately distributed,
Looking through the "doorway", you see what appears to be a neglected store room with a very low ceiling. The entire room is packed with piles of broken and damaged furniture, the remnants of shattered barrels and crates, jagged pieces of scrap metal, and miscellaneous other debris, some of which is piled all the way to the ceiling.
What do you do?

Miraji Haelmar |

Miraji growns, Let me see if anything is here.
She looks at the others:
You do realize that I hate searching for an having to disable traps.
She then carefully make her way into the cavern checking carefully for traps.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
She also speaks a prayer to Sarenrae, and a moment later is surrounded by a pale bluish fiery glow which dissipates a moment later.
Cast Mage Armor <-- not sure if I did this earlier or not.
AC22

Miraji Haelmar |

Miragi points out the magical light.
I have spent most of my time in more martial arts. I was never very good with magic. Perhaps it is something I should learn.
No ranks in Spellcraft.

GM Horror |

It's the Alarm spell; which I dug up this ruling (link) on how to handle - so anyone can feel free to attempt a Disable Device check!

Miraji Haelmar |

Disable Device: 1d20 + 8 ⇒ (17) + 8 = 25
Miraji messes around with the magical glow, and finally thinks that she has managed to evade its magic.

Miraji Haelmar |

Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Miraji also enters the room looking carefully for more traps or other hidden items of note. Unfortunately do to all the stored crap, she does not look very well.