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Heal aid: 1d20 + 1 ⇒ (10) + 1 = 11 Lucky.. I think Jorag would be the best suited to collect the sample. As a cleric, he probably has the highest heal. And now +4 from our aids.
"Here, Jorag. You may be better at getting the sample. Anatomy's not my strong suit. Just remember they need the fur and skin together, somewhere around the back of the neck."

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"Shouldn't be a problem." Jorag said as he knelt down to do what was needed. "This rat may look disgusting, but you would be surprised the kinds of scabs and puss boils Ive seen in my time." He gave them a jovial grin as he dug the knife in.
Heal: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29

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Mujembai nods, "Nicely done. Onwards." Unapp quirks his head opening his mouth slightly as if expecting to be given the tidbit, but Mujermbai simply shakes his head, "Do not eat that Unapp."

bluedove |

Enemy Stealth: 1d20 + 13 ⇒ (17) + 13 = 30
Enemy Stealth: 1d20 + 13 ⇒ (19) + 13 = 32
1) Jorag Perception: 1d20 + 4 ⇒ (19) + 4 = 23
2) Frindlikh Perception: 1d20 + 5 ⇒ (13) + 5 = 18
3) Otiophon Perception: 1d20 - 2 ⇒ (4) - 2 = 2
4) Mujenbai Perception: 1d20 + 6 ⇒ (8) + 6 = 14
5) Marco Perception: 1d20 + 1 ⇒ (1) + 1 = 2
1) Jorag Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
2) Frindlikh Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
3) Otiophon Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
4) Mujenbai Initiative: 1d20 + 8 ⇒ (14) + 8 = 22
5) Marco Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Enemy Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Their sample of mutated rat flesh secured, the Pathfinders proceed on. Most of the buildings are abandoned and strewn with ruined furnishings, though some look to contain stored goods.
Frindlikh takes point, and pauses his advance turning toward a soft scraping sound he hears from the alleyway up ahead. Jorag and Mujenbai seem to have heard something as well.
Initiative Order - Surprise
-------------------------------------One action, move or standard
Mujenbai and Unapp
Jorag
Frindlikh
Enemies
-------------------------------------Round 1
Mujenbai and Unapp
Jorag
Marco
Otiophon
Frindlikh
Enemy

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I can still take a five-foot step as a swift action, right?
Frindlikh lunges forward, trying to catch the sneaky creature on the pointy end of his knife before it can make any noise. Another one of these blue creatures? he thinks, hesitatingly.
Attack: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 1d8 ⇒ (1) + (1) = 2

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Hearing the sound, Jorag quickly raised his hands, performing the beginning of a spell but holding mid cast. Could be just a regular old rat, best wait and see.
Ready action to cast Bless. The condition for casting is "Enemies are worth it". Ill leave it to you to decide that :P

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Mujembai casts a spell upon his club, the weapon twisting and gnarling with thorns growing from its surface, he also orders Unapp to the attack. The raptor skitters forward taking a position before its small foe.
Casting Shillelagh.

bluedove |

Initiative Order - Surprise
-------------------------------------
Mujenbai and Unapp - move and cast
Jorag
Frindlikh - attack seems to have no effect
Enemies:
M1 Dagger Attack on Unapp: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d3 - 1 ⇒ (3) - 1 = 2
M2 Throw Dart at Unapp: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
M3 Throw Dart at Frind: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
-------------------------------------Round 1
Mujenbai and Unapp
Jorag
Marco
Otiophon
Frindlikh
Enemy
Frindlikh's blade finds it's mark, but the attack does not seem to have harmed the creature.
The mite rears back and stabs at Unapp and two darts fly from the dark alleyways, revealing two more of the small blue creatures laying hidden in ambush. The darts bounce off harmlessly though. Unapp takes 2 damage.

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Stopping his spell, Jorag threw his arms in the air. "No enemy, no fight. Here free Mites, no fight!" He yelled as he flailed his arms above his head in an attempt to get their attention on his speech.
Diplomacy: 1d20 + 0 ⇒ (9) + 0 = 9 Why do I not have a rank in this!?

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Unapp attacks snarling in pain, launching a few wild attacks before. Mujembai tries to order him back, but in his pain Unapp ignores the druid.
Mujembai then charges the other visible mite, swinging his magically enhanced club with more power than accuracy.
Bite: 1d20 + 5 ⇒ (3) + 5 = 8
Talon: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d6 ⇒ 4
Talon: 1d20 + 5 ⇒ (7) + 5 = 12
Handle Animal: 1d20 + 9 ⇒ (2) + 9 = 11
Mujembai Shillelagh: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

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Longsword (Cold Iron): 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 71d8 + 4 ⇒ (3) + 4 = 7
Oti moves forward and swings at the mite, his blow ill-aimed at the small creature around the corner, while he hopes that these are different mites - if he can even tell. There will be no second chances, he thinks grimly, then rues, I should have tagged them before release.

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This is useless Frindlikh sighs, as he sees his blade ineffective. [i]Let me try and move around to the other side, see if I can catch them from the back.
Frindlikh moves (withdraw) to run around the building.

bluedove |

1d6 - 2 ⇒ (6) - 2 = 4
Unapp rends the little blue menace in his claws and drops it quickly. Mujenbai drops another with his magic club. The last mite hisses as it lobs another poorly aimed dart at the dino as it backs away.
Oti is pretty sure these are different mites than those who spoke to you before and Marco sees no further threat approaching.
Enemy: M2 Throw Dart at Unapp: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
-------------------------------------Round 2
Mujenbai and Unapp
Jorag
Marco
Otiophon
Frindlikh
Enemy

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Their previous encounter with Mites still fresh in his mind, Jorag leaped to the fallen enemies sides, casting a quick spell to staunch the bleeding. "Those last one were in a fight or die situation. I see no reason these would be any different."

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Mujembai orders Unapp to flank, somewhat confusing the little raptor, who tries to comply, the druid then charges striking the small creature a mighty blow with his enhanced club.
Handle Animal: 1d20 + 9 ⇒ (18) + 9 = 27
Shillelagh: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Crit Conf: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Ex Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

bluedove |

Mujenbai's club comes down with force enough to cave the creatures oversized skull in. Jorag can stabilize the other two, but the remnants of grey matter and bone fragments stuck to Mujenbai's weapon tell all he needs to know about the third. It's long gone to whatever afterlife awaits it.
Combat Over!

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"Probably a good idea." Jorag agreed with a nod, stabilizing the other Mite and standing up. "Let us make haste, conditions have not changed. Whoever is here is likely alerted to our presence."
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

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Arriving from the back, Frindlikh notices that combat is already over. Content to let Jorag care for the fallen mites I'm not much of a healer.
To Mujenbai he says you didn't mean to crush it. It's what happens in the heat of combat, thinking back to the first Teppish, the one he shouldn't have killed.

bluedove |

3) Otiophon Perception: 1d20 - 2 ⇒ (18) - 2 = 16
4) Mujenbai Perception: 1d20 + 6 ⇒ (11) + 6 = 17
5) Marco Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Enemy Perception: 1d20 + 3 ⇒ (7) + 3 = 10
The Pathfinders move further east and they notice another of stone buildings with supplies accumulated around it. As you approach the building, several of your party spot a container among the crates and barrels of supplies that is not like the others. It is a heavy trunk with an old fashioned iron padlock.
All seems quiet inside.
Do we want to check out the chest before breaching the room? If not I will move on with initiative.

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"I'd like to see what they've collected in this uncommon trunk after we've cleared our enemies. I doubt it's what the Society is looking for, but it may be something more valuable than the rest of these mundane supplies."

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Frindlikh is on his toes this place must be guarded, and they know we're coming. With his knives still out, he moves in in the shadow of the big paladin, ready to lunge out from behind him. Let's see what these slavers are up to, he whispers, with the right amount of disgust in his tone.

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Once more readying for conflict, Jorag prepared to bless his allies should the situation call for his magic.
Ready to cast Bless again, once more only casting if the enemy is "worth" the spell

bluedove |

2) Frindlikh Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
3) Otiophon Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
4) Mujenbai Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
5) Marco Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 9 ⇒ (18) + 9 = 27
The door to the stone building is not locked and swings easily inside revealing the dim interior. The 15 by 30 foot room is clean and well kept. A cluster of barrels the only furnishings and there is another door to an adjoining room.
The GM advises that Jorag feels the bless would indeed be prudent. ^_~
Initiative Order - Round 1
-------------------------------------
Mujenbai and Unapp
Frindlikh
Otiophon
Marco
Jorag
Moved the group into position to enter, I'll leave it up to you what order you enter.

bluedove |

That is interesting, isn't it? ^_~

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I don't like this Frindlikh mutters way too quiet in here.
Trapped like rats in a cage, with a cat ready to pounce on us.
Keeping his blades in hand, Frindlikh moves quietly into the room..
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16 Probably useless, but hey..

bluedove |

1d20 + 0 ⇒ (6) + 0 = 6
Frindlikh moves into the room quietly and scans for danger, but all remains quiet and still.
LOL! And the interesting continues... Next! XD

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The hair on Jorags neck stood on end as he was stood in the doorway, waiting for an assailant that never came. Unnerved by the unexpected silence, he looked back out onto the street.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

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Oti says to whomever remains outside the room, "Someone, guard our rear, lest we be locked or trapped in the room." He then moves in, too, looking up and about before motioning to the interior door.
Perception: 1d20 - 2 ⇒ (11) - 2 = 9

DM Kludde |

Why are we searching this building at all? Aren't we supposed to free the slaves in the marked buildings up north? Did I miss something?

bluedove |

Yep, just a small thing. Sorry if this is confusing, rolls have gone strangely.
Initiative Order - Round 1
-------------------------------------
Mujenbai and Unapp - move and cast
Frindlikh - stealthily moves
Otiophon - moves
Derro! Crossbow Attack on Otiophon: 1d20 + 5 ⇒ (10) + 5 = 15 Miss!
Marco
Jorag
-------------------------------------Round 2
Mujenbai and Unapp
Frindlikh
Otiophon
Derro
Mujebai and Unapp move into the room, looking hyper-alert. They both seem to sense that something is nearby, though they cannot quite make out where it is. The aasimar strolls into the room, eyeing the door ahead when a missile flies some inches away from his head as it skitters off the ceiling.
A maddened snarl rips through the room as the maniacal creature cavorts wildly, seeming to appear out of shadow and singing something in an unknown language. It's pale bluish grey skin and wide staring white eyes mark it as a Derro. A long, pink puckered scar of a rough and recently healed wound runs down it's cheek, and you know you have found the one Captain Themis described.
Fixed the map now.

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Derro! right behind me too! Frindlikh quickly turns around, and, finding his blades ready, tries to slice open the creature
You must feel lucky for giving away your hiding place
Attack: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 231d4 ⇒ 1
Attack: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 151d4 ⇒ 1
Confirm?: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 241d4 ⇒ 2
Retracting his blades, Frindlikh takes a step backward.

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Longsword: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 4 ⇒ (1) + 4 = 5
Confirm?: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 4 ⇒ (6) + 4 = 10
Oti moves closer and strikes at the cornered derro, looking to make it a quick death, despite Captain Themis' instructions.

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Snapping his attention back to the house, Jorag ushered the divine power of Kurgess into his paladin companion, asking his patron to aid the aasimar.
Bit of Luck on Oti

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Marco enters the room at the sound of combat, and finds himself next to the derro. Marco looks around at the positions of the more martial-oriented Pathfinders, and quickly ducks back out of their way. He keeps an eye on the hall to make sure that the derro doesn't escape this direction.
Double move.

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Mujembai swings his shillelagh with a snarl, the augmented club sending gore flying, even as he motions for Unapp to join the attack. The raptor slashes out with a claw, sending more blood flying!
Shillelagh: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
Talon: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d6 ⇒ 6
Crit Conf Talon: 1d20 + 5 ⇒ (2) + 5 = 7

bluedove |

Sorry for the delay, I was sure I made updates yesterday. >_<
Initiative Order - Round 2
-------------------------------------
Mujenbai and Unapp - attacked
Frindlikh - attacked
Otiophon - attacked
Derro! - Crossbow Attack on Otiophon: 1d20 + 5 ⇒ (2) + 5 = 7 Miss!
Marco
Jorag
-------------------------------------Round 3
Mujenbai and Unapp
Frindlikh
Otiophon
Derro
The derro is looking badly weakened as it attempts to aim and fire the crossbow, opening itself to attack as the bolt clatters uselessly off the ceiling.

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Too crowded here.
Frindlikh, seeing no opening to attack directly, will stand back and keep his eyes open for further surprise attack
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

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Mujembai swings wildly at the derro, as Unapp's claws flash - though the raptors jaws snap a full foot from his foe.
Shillelagh: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Talon: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d6 ⇒ 3
Talon: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d6 ⇒ 1
Bite: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d4 ⇒ 4

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Longsword: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 4 ⇒ (4) + 4 = 8
Longsword bit of luck: 1d20 + 6 ⇒ (2) + 6 = 8
Oti swings again with his longsword, but sometimes even luck has to bow to fate.

bluedove |

Everyone threatening the derro should take an attack of opportunity since it fired into melee with it's crossbow.

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Longsword AoO: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 4 ⇒ (5) + 4 = 9
Longsword AoO Bit of Luck: 1d20 + 6 ⇒ (20) + 6 = 26
Longsword confirm?: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (2) + 4 = 6
Longsword confirm? Bit of Luck: 1d20 + 6 ⇒ (16) + 6 = 22
So, 15 damage with the Bit of Luck help.

bluedove |

Otiophon's aim is true with a little luck from Kurgess' favor. He runs the derro through as it was readying to draw a blade of it's own. The scarred, maddened creature falls, unconscious and bleeding out.
The derro wore leather armor, and carried a short sword, repeating light crossbow with 8(poisoned, you'd guess) bolts, 300 gp worth of platinum pieces and a ring of keys. The next room has several clean straw pallets covered in blankets and sleeping mats as well as a stack of small cages containing mundane sewer rats. Resting atop a small table is a ledger written in a strange hand and a shiny rat statue of heavy black stone.
The jet rat you were to find.
A chest in the corner opens easily to one of the keys on the ring and contains a wealth of gold and silver, assorted jewelry and ornaments, and even grisly bits like gold teeth extracted from their owners.
Double check your Faction missions for anything left to do and we'll wrap this up! I updated them on the Campaign Info Tab.

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"Any reason to save this thing?" Oti asks, ready to dispassionately finish off the downed derro if there are no objections. Thus to slavers. He then will stuff the body in a bag, knowing a fresh derro corpse will be more compelling proof of their involvement than the spider-dessicated corpse above (though he will take that back, too, to show there is more than one).
"Our first priority must be to find and free any captives, of course," Oti says, grabbing the key ring and going to search each of the other buildings.
After any captives are freed, the place is searched, and the evidence is collected, Oti will self-consciously free the caged rats: "I'm not fond of vermin, but nothing deserves to die from starvation in a cage."
Finally, he will ask Jorag to use the healing power of Kurgess to revive the mites. "Perhaps they will fight against their former slavers, and thus do some good, however inadvertently."