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Asking around, Jean-Pierre learns the following:
The Scarlet Triad periodically makes good on its protection services, escorting caravans and rooting out minor bands of raiders and gnolls. However, they are wary of any truly devastating threats represented by particularly dangerous monsters. Such was the case when word spread of a lumbering burrowing monstrosity the size of an elephant and capable of spitting fire that attacked a large caravan on the way to the city.
Several weeks ago, Uri Zandivar penned a declaration to the Farmers’ Union insisting that this attack was a one-time event and that there’s nothing to worry about, yet his dismissive nonchalance left the farmers seething with rage. The Pactmasters have not yet investigated the attack, for it took place well beyond the city walls.
They’ve promised to send the Zephyr Guard to investigate should a pattern of attacks emerge in the future, but this is not enough to reassure the Union. Representatives want decisive action before the firebreathing monster strikes again!
With little difficulty, you find several witnesses who can describe the attack. Each describes the monster as being larger than an elephant and shaped like an immense beetle, with fire glowing from within and plumes of steam and smoke venting from horns along its armored back. The creature attacked after the caravan had stopped to camp for the night. It burst from the ground an hour after sunset and overturned a wagon before guards had a chance to even draw their weapons, then devoured several people and incinerated more several before diving back into the sand with an entire horse clenched in its mandibles.
The survivors made it to Katapesh, only to have their claims of being attacked by a fire-breathing monster all but ignored by the Scarlet Triad, who have supposedly promised to protect the Farmers’ Union from precisely these types of dangers.
The monster hasn’t been sighted again, but the caravanners suspect that is because no other caravan has dared take the same route to the city, and detours are costing them time and resources. The attack itself, according to the survivors, took place in a stretch of arid desert about 120 miles southwest of the city. The survivors also note that the creature didn’t attack until well after sunset, suggesting that the monster hunts only at night, and that camping at the site of the massacre might be the best bet to lure the monster out.
Following the directions given by survivors, the PCs can reach the site of the attack quickly (since I will assume you use Teleport).
Once you arrive at the site, you find evidence of the battle in the form of a dry oasis, the vegetation at its edges burnt to a crisp, and patches of sand surrounding the now-barren watering hole have been cooked to sheets of glass.
Shortly after sunset...
There is a rumbling, and a massive beetle burrows up from below ground, shedding steam from its red-hot carapace as it does so!
XS: 1d20 + 29 ⇒ (1) + 29 = 30.
Jean-Pierre: 1d20 + 33 ⇒ (18) + 33 = 51.
Look At What Has Been Eating The Horses, Round 1:
Jean-Pierre (-)
XS(-)

Jean-Pierre de Suis |

Jean-Pierre grins.
He *almost* feels sorry for it...
He then casts Fiery Body, and floats up into the air...
...before designating it as his Prey, and opening fire!
Hunted Shot: 1d20 + 30 ⇒ (6) + 30 = 36, for 3d8 + 6 ⇒ (5, 5, 5) + 6 = 21 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (4) + 27 = 31, for 3d8 + 6 ⇒ (3, 4, 3) + 6 = 16 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 24 ⇒ (13) + 24 = 37, for 3d8 + 6 ⇒ (1, 7, 5) + 6 = 19 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.

Jean-Pierre de Suis |

Jean-Pierre casts Disappearance, floats back down to 5' above the ground, and then keeps volley-firing!
Hunted Shot: 1d20 + 30 ⇒ (13) + 30 = 43, for 3d8 + 6 ⇒ (8, 5, 6) + 6 = 25 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (11) + 27 = 38, for 3d8 + 6 ⇒ (5, 2, 5) + 6 = 18 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 24 ⇒ (11) + 24 = 35, for 3d8 + 6 ⇒ (8, 1, 8) + 6 = 23 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 24 ⇒ (1) + 24 = 25, for 3d8 + 6 ⇒ (7, 4, 1) + 6 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.

Jean-Pierre de Suis |

Jean-Pierre, confident that he has this handled, keeps firing!
Hunted Shot: 1d20 + 30 ⇒ (15) + 30 = 45, for 3d8 + 6 ⇒ (8, 6, 4) + 6 = 24 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (1) + 27 = 28, for 3d8 + 6 ⇒ (3, 4, 4) + 6 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 24 ⇒ (13) + 24 = 37, for 3d8 + 6 ⇒ (8, 3, 1) + 6 = 18 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 24 ⇒ (10) + 24 = 34, for 3d8 + 6 ⇒ (2, 4, 6) + 6 = 18 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
Magic Missile: 12d4 + 19 ⇒ (4, 3, 4, 1, 1, 3, 4, 1, 3, 2, 4, 1) + 19 = 50 Force damage.

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This time, only a single arrow hits, but the force missile barrage does a number on the giant beetle.
Mandibles clattering, it rushes forward, and tries to bite him...
Jaws: 1d20 + 30 ⇒ (7) + 30 = 37, for 4d8 + 9 ⇒ (4, 8, 1, 4) + 9 = 26 damage.
1d20 ⇒ 5
Jaws: 1d20 + 30 ⇒ (6) + 30 = 36, for 4d8 + 9 ⇒ (5, 6, 4, 7) + 9 = 31 damage.
1d20 ⇒ 15
...bit can't quite latch on.
Look At What Has Been Eating The Horses, Round 4:
Jean-Pierre (-)
XS(-138)

Jean-Pierre de Suis |

Jean-Pierre casually keeps up the pressure...
Hunted Shot: 1d20 + 30 ⇒ (3) + 30 = 33, for 3d8 + 6 ⇒ (6, 5, 4) + 6 = 21 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (5) + 27 = 32, for 3d8 + 6 ⇒ (4, 2, 5) + 6 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 24 ⇒ (18) + 24 = 42, for 3d8 + 6 ⇒ (3, 8, 2) + 6 = 19 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 24 ⇒ (20) + 24 = 44, for 6d8 + 12 + 1d10 ⇒ (8, 4, 3, 7, 3, 5) + 12 + (8) = 50 damage, +2d6 ⇒ (1, 2) = 3 Sonic damage, +2d6 ⇒ (5, 5) = 10 Good damage.
Magic Missile: 12d4 + 19 ⇒ (3, 3, 4, 2, 4, 3, 1, 4, 4, 1, 3, 3) + 19 = 54 Force damage.

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Jean-Pierre's arrow barrage finally finds something important, and the beetle writhes in agony!
Maddened by pain, it lashes out...
Jaws: 1d20 + 30 ⇒ (13) + 30 = 43, for 4d8 + 9 ⇒ (4, 3, 6, 4) + 9 = 26 damage.
1d20 ⇒ 3
Jaws: 1d20 + 25 ⇒ (14) + 25 = 39, for 4d8 + 9 ⇒ (7, 8, 4, 2) + 9 = 30 damage.
1d20 ⇒ 8
Jaws: 1d20 + 20 ⇒ (2) + 20 = 22, for 4d8 + 9 ⇒ (6, 3, 6, 5) + 9 = 29 damage.
1d20 ⇒ 11
...as a second one of the massive fire beetles emerges from beneath the sand!
Look At What Has Been Eating The Horses, Round 5:
Jean-Pierre (-)
XS(-282, -)

Jean-Pierre de Suis |

Jean-Pierre is momentarily taken aback.
There is more than one of them?! That wasn't in the information brochure!
Grimly, he fights back...
Hunted Shot: 1d20 + 30 ⇒ (1) + 30 = 31, for 3d8 + 6 ⇒ (5, 7, 6) + 6 = 24 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (20) + 27 = 47, for 6d8 + 12 + 1d10 ⇒ (5, 6, 2, 7, 2, 1) + 12 + (10) = 45 damage, +2d6 ⇒ (1, 3) = 4 Sonic damage, +2d6 ⇒ (6, 1) = 7 Good damage.
Iterative: 1d20 + 24 ⇒ (3) + 24 = 27, for 3d8 + 6 ⇒ (7, 7, 2) + 6 = 22 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 24 ⇒ (6) + 24 = 30, for 3d8 + 6 ⇒ (8, 7, 1) + 6 = 22 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Magic Missile: 9d4 + 14 ⇒ (3, 4, 1, 2, 2, 1, 3, 1, 3) + 14 = 34 Force damage.

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Jean-Pierre's second arrow is a lucky shot, which hits one of the beetle's eyes.
His subsequent arrows bounce off its shaking carapace, but then his force missile barrage slams into it...
...the beetle shudders for a second, then explodes in a mighty ball of flame, sufficient to fuse sand to glass in a 30' radius!
The remaining beetle clatters its mandibles hungrily...
Jaws: 1d20 + 30 ⇒ (5) + 30 = 35, for 4d8 + 9 ⇒ (2, 2, 1, 5) + 9 = 19 damage + Grab.
1d20 ⇒ 16
Jaws: 1d20 + 25 ⇒ (20) + 25 = 45, for 8d8 + 18 ⇒ (6, 4, 7, 2, 3, 2, 8, 2) + 18 = 52 damage.
1d20 ⇒ 18
...and chomps down hard!
Look At What Has Been Eating The Horses, Round 6:
Jean-Pierre (-71)
XS(-)

Jean-Pierre de Suis |

Hissing in surprise and anger, Jean-Pierre keeps firing!
Hunted Shot: 1d20 + 30 ⇒ (4) + 30 = 34, for 3d8 + 6 ⇒ (6, 5, 8) + 6 = 25 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (20) + 27 = 47, for 6d8 + 12 + 1d10 ⇒ (5, 6, 4, 3, 3, 2) + 12 + (1) = 36 damage, +2d6 ⇒ (5, 6) = 11 Sonic damage, +2d6 ⇒ (4, 5) = 9 Good damage.
Iterative: 1d20 + 24 ⇒ (3) + 24 = 27, for 3d8 + 6 ⇒ (1, 2, 8) + 6 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 24 ⇒ (6) + 24 = 30, for 3d8 + 6 ⇒ (3, 3, 2) + 6 = 14 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 4 Good damage.
Magic Missile: 9d4 + 14 ⇒ (3, 2, 1, 2, 2, 3, 1, 1, 3) + 14 = 32 Force damage.

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Jean-Pierre remains consistent, with another bunker-buster of an arrow shot... and then no follow-up.
Meanwhile, the beetle keeps squeezing...
Jaws: 1d20 + 30 ⇒ (20) + 30 = 50, for 8d8 + 18 ⇒ (6, 6, 2, 5, 8, 7, 6, 8) + 18 = 66 damage.
Jaws: 1d20 + 25 ⇒ (14) + 25 = 39, for 4d8 + 9 ⇒ (2, 2, 5, 1) + 9 = 19 damage.
Look At What Has Been Eating The Horses, Round 7:
Jean-Pierre (-156)
XS(-88)

Jean-Pierre de Suis |

Wincing in pain, Jean-Pierre keeps up the pressure!
Hunted Shot: 1d20 + 30 ⇒ (9) + 30 = 39, for 3d8 + 6 ⇒ (3, 5, 3) + 6 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (17) + 27 = 44, for 3d8 + 6 ⇒ (8, 2, 6) + 6 = 22 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 24 ⇒ (14) + 24 = 38, for 3d8 + 6 ⇒ (7, 6, 4) + 6 = 23 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 24 ⇒ (16) + 24 = 40, for 3d8 + 6 ⇒ (4, 7, 3) + 6 = 20 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.
Magic Missile: 9d4 + 14 ⇒ (2, 3, 3, 3, 4, 4, 3, 3, 4) + 14 = 43 Force damage.

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This time, Jean-Pierre manages to pour a steady stream of missiles into the enormous insect (probably because he is literally in its mouth!).
However, it manages to retain its tenacious grip...
Jaws: 1d20 + 30 ⇒ (2) + 30 = 32, for 4d8 + 9 ⇒ (8, 1, 2, 4) + 9 = 24 damage.
Jaws: 1d20 + 25 ⇒ (1) + 25 = 26, for 4d8 + 9 ⇒ (1, 7, 7, 2) + 9 = 26 damage.
...but doesn't cause any further damage.
Look At What Has Been Eating The Horses, Round 8:
Jean-Pierre (-156)
XS(-249)

Jean-Pierre de Suis |

Jean-Pierre goes for gold!
Hunted Shot: 1d20 + 30 ⇒ (7) + 30 = 37, for 3d8 + 6 ⇒ (3, 7, 5) + 6 = 21 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 27 ⇒ (18) + 27 = 45, for 3d8 + 6 ⇒ (3, 6, 2) + 6 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 24 ⇒ (7) + 24 = 31, for 3d8 + 6 ⇒ (3, 5, 3) + 6 = 17 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 24 ⇒ (14) + 24 = 38, for 3d8 + 6 ⇒ (3, 6, 8) + 6 = 23 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Magic Missile: 9d4 + 14 ⇒ (2, 4, 4, 1, 2, 2, 1, 2, 4) + 14 = 36 Force damage.

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With almost surgical precision, Jean-Pierre's arrow and missile barrage takes this beetle down, as well, and it explodes, forming another glass-like crater!
Combat over.
When he takes back the mandibles with him as proof, the Farmers’ Union rewards Jean-Pierre with 3,000 gp (the fee they would have otherwise provided the Scarlet Triad the next month). More importantly, they pledge to support his push to unseat the Triad!
You have one day left. Decide what you wish to do.

Jean-Pierre de Suis |

Knowing that influencing the final two Guilds is simply not feasible, due to time constraints, on his final day Jean-Pierre will stock up on Adamantine arrows.
Another 40, to be precise.
He then waits for the Council meeting...

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After several weeks of Jean-Pierre's influence, the city is abuzz with rumors about, and grievances against, the Scarlet Triad, and the council is little different. Attendees begin filing into the council hall in the Lower City shortly after dusk, mingling, dealing, and gossiping until the Pactmasters’ representative, Pactbroker Hashim ibn Sayyid, arrives.
During this time, you receive the hearty thanks of the Farmers' Union, the Fraternal Order of the Anvil, and the Jewelers' Guild, whilst receiving subtle nods from numerous others; only the Peshmongers' Guild and Gladiators' Guild representatives regard you with outright hostility.
At one point, Ytrim, the shaitan genie who serves as the representative for the Aspis Consortium, takes you to thank you for the advance warning to disassociate with the doomed guild, and tells you, “Should you find yourself in the Scarlet Triad’s headquarters later on, keep an eye out for the frog — he’s the one who knows how to get downstairs, after all!” With a wink, he then takes his leave.
Eventually, the council begins with the Pactbroker — the Pactmasters’ mouthpiece — calling for order and reviewing several pieces of old business before calling for new business...
Time to make a speech!

Jean-Pierre de Suis |

Jean-Pierre stands, bows low to the Broker, then turns to give slightly higher bows to each of the Guildmasters.
"Esteemed Pactbroker, Honoured Guildmasters, for far too long there has been a cancer gnawing away at the heart of the great mercantile enterprise that is the mighty city of Katapesh. Hiding behind technicalities, and the perception of the rule of law, one group has bribed, bullied, extorted, and kidnapped, gnawing away at the right to self-determination of every other Guild in this great city!
I am of course talking about the Scarlet Triad - a group who sent operatives to destroy the reputation and business of an honourable metalworker, simply because he balked at giving away his merchandise; a group who ignored their obligations to the outlying farmers, when they came under attack by a pair of enormous, fire-breathing beetles; who kidnapped and enslaved a jeweller, par excellence, when she refused to agree to a contract that they tried to foist upon her; and arranged for an 'accident' to happen to at least one other guildmaster (which they fortunately recovered from).
This group has, moreover, been responsible for much misery beyond this nation's borders - I have seen first hand the trouble they have caused in Kintargo, and the Five Kings Mountains, and am pleased to be able to say that I have had a large role in seeing those activities curtailed.
Do not let them continue their rapacious ways here, in this bastion of commerce! They will simply continue to take more and more, until you are left as nothing more than withered husks, dancing to the tune of a malicious piper. I implore you to strip them of their protections, that they may face the consequences of their actions; do not be their shield!"

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There is immediate uproar!
Eventually, the Pactbroker manages to regain order, and the leader of the Triad, a well-muscled, blue-eyed, blonde-haired man with rakish good looks, stands up, and regards Jean-Pierre in the same way that someone might a cow-pat that they had just stepped in.
"Are you going to allow this outsider to determine internal city policies? The Scarlet Triad has long been a feature in Katapesh, and has established its worth over that time. Yes, there have been ups and downs, but who amongst us can claim otherwise? The Scarlet Triad has provided valuable services to all of you over the years, whilst this creature," he says, with obvious venom, "is guilty of murdering at least one of our members here in the city, was involved in the incident last week when two aluums went rogue, causing significant property damage, and is likely responsible for the theft of several extremely valuable slaves, the night of an important inter-planar auction, no less! Not to mention, by his own admission, he is guilty of murdering countless dozens of our other members on mercantile missions outside our borders. I propose a counter-proposal: That, once the Council strikes down this upstart's request, he should clapped in irons, and made to pay for *his* crimes!"
Again, there is an uproar.
"I WILL HAVE ORDER!", shouts the Pactbroker, banging his gavel furiously.
When everyone calms down, he continues:
"Arguments from both sides have been presented. It is now time to vote. How does each Guild stand?"
Uri Zandivar, the human leader of the Triad, stands.
"I, of course, vote to *not* revoke our protected status."
Ytrim Azas, the Genie leader of the Aspis Consortium stands.
"After careful consideration, and reflection on what has gone before, and what can be expected to occur in the future, the Aspis Consortium votes to revoke the Triad's protected status."
Aldane Zulran, the leader of the Imperial Union of Breeders, looking quite bored, then stands.
"I vote to maintain the status quo - the Triad should retain their status."
Sehtba al-Izora, the leader of the Fleshmongers’ Federation, then stands.
"In accordance with what is likely to bring the greatest benefit to us for the greatest length of time, the Fleshmongers' Federation votes to censure."
Exavisu Kerndalion, the leader of the Jewellers’ Guild, then stands.
"After what they did to me, I would see them run out of the city like dogs! The Jewellers' Guild votes to censure, with extreme prejudice."
Bshez “Sand Claws” Shak, the human leader of the Gladiators' Guild, then stands.
"The Triad has been good to me, and brought much money into the Guild's coffers. I vote to maintain their protected status."
Hahcuss Hrann, the leader of the Poison Makers’ Guild, then stands.
"After what has happened to me personally, It would be foolish of me to vote any other way - the Poison Makers' Guild votes to censure."
Rin Zelver, the Halfling leader of the Farmers’ Union, then stands.
"The Triad have extorted us for the last time! The Farmers' Federation votes to censure."
Pardu of Scarhill, the human leader of the Fraternal Order of the Anvil, then stands.
"After what was done to ruin the reputation and life of one of our own, the Fraternal Order votes to censure!"
Treman “Spikeface” Ulkulratu, the dwarf representative o the League of Peshmongers, then stands.
"The Triad have protected us, when the Pactmasters haven't. The League votes to allow them to retain their status."
Torbin Dooly, the half-elf leader of the Carpenters’ Guild, then stands.
"After careful consideration, the Carpenters' Guild votes to censure."
Stral, the half-orc leader of the Guild of Butchers and Bakers, then stands.
"I concur with my colleague - after careful consideration, the Butchers and Bakers Guild votes to censure."
Eketra Sheerpeak , the dwarf leader of the Guild of Streetsweepers and Dung Carters, then stands.
"We have heard many things, and continue to do so. Both sides speak with honeyed-tongues, but one of them uses it to hide unspeakable foulness. The Guild of Streetsweepers and Dung Carters votes to censure."
Huena Ilvos, the Halfling leader of the League of Upright Barristers, then stands.
"After reviewing the case, the League has determined that censuring would be the most practical and prudent response."
Finally, Okztrok, the lizardfolk representing the Order of Alchemists and Potion Makers, stands, and states simply:
"The Order votes to censure."
All present then look to the Pactbroker, who appears to be concentrating. Finally, he nods.
"Very well. The motion carries! After discussion with the Pactmasters, it has been determined that the special protections and boons extended to the Scarlet Triad have now been rescinded. Henceforth, although the Scarlet Triad is still allowed to operate in the city as a guild, any attacks on the Scarlet Triad are crimes against private citizens, not against the city itself."
At that, several Guildmasters start clamouring for the Triad to be held accountable for recent crimes.
Uri scowls and requests a chance to speak, which is granted. He takes the floor and announces:
"The Scarlet Triad has long expected our organization’s ungrateful neighbors to betray us, despite the many services provided by the Scarlet Triad over the years—including to morally hypocritical guilds known for peddling their own sinister wares. Therefore, the Scarlet Triad will be departing Katapesh immediately to seek “more enlightened and welcoming allies.” To ensure ongoing civility during the Scarlet Triad’s departure, I am happy to report that the Scarlet Triad is currently “hosting” a Pactmaster as a “guest”—whose safety shall mirror the Scarlet Triad’s own..."
Several guildmasters begin angrily moving on Uri Zandivar, only for the Pactbroker to intervene.
"All Guilds are on notice: You are not to waylay or inconvenience the Scarlet Triad for 3 days, which should be enough time for the group to vacate their headquarters and for their “guest” to return home."
Uri nods in agreement and leaves at once, with all due haste.
Following that, the rest of the Guildmasters, angrily talking amongst themselves, file out.
However, the Pactbroker indicates that he is not finished with Jean-Pierre.
"Come with me."
He leads you into a back room where two of the Pactmasters (Angruul and Morvithus) await you. They explain the delicate situation the Scarlet Triad has created and the Pactmasters’ intention to have you raid the Red Pyramid, do whatever damage you wish to the Scarlet Triad, and recover their colleague Tsandarkon. The Pactmasters admit that they learned of Tsandarkon’s disappearance not long before the Council meeting, and that they had suspicions about the Scarlet Triad’s involvement but no proof. Now that they know their colleague has been abducted, they ask you to step in and solve the problem. The Pactmasters themselves wish to stand back from these events, so that if you try and fail, the Pactmasters will be able to disavow collaborating with you, and can condemn them publicly—but they also matter-of-factly state that they expect you to succeed. If you do, the Pactmasters promise that no charges of public endangerment or aggression against a guild will be filed against you, and further, they promise to see that you are well rewarded for their service to the city.
However, the two Pactmasters caution that the Scarlet Triad is moving quickly. It’s only a matter of a few days before the entire organization escapes, and each attack on them is likely to encourage more resistance... Time is off the essence!
Now, please level up to 17, and get ready for a dungeon crawl!

Jean-Pierre de Suis |

Having readied himself for whatever comes next, Jean-Pierre decides to go full 'spec ops' on the Triad's facility.
Casting Tongues, See Invisibility, and Disappearance upon myself. Disappearance upon Archibald. Then, it is time to RUMBLE!
Stealth(Jean-Pierre): 1d20 + 33 ⇒ (4) + 33 = 37.
Stealth(Archibald): 1d20 + 27 ⇒ (14) + 27 = 41.

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Heading to the Red Pyramid...
C1:
Heavily damaged frescoes and wall paintings depict capering spirits, funerary processions, and offerings of grave goods to Pharasma as the goddess sits in judgment.
A nervous young man, looking like nothing more than a tour guide, is nervously pacing back and forth in this chamber.
C2:
Short halls lead from the grand gallery to these chambers, each of which bear evidence of having once been sealed with brick and plaster.
C3:
Scratches along the southern entrance show where a stone door had been slid here to seal off the square burial chamber. An eight-foot-tall set of sarcophagi stand to the north. Several of the wall paintings hanging here have been purposefully defaced, leaving vacant gaps in the artwork.
C4:
This tight corridor creates a circuit around and below the royal chambers, featuring five different alcoves that each hold a different granite statue, each approximately 4 feet tall. Clockwise from the southwest, these statues depict a hawk, a frog, a baboon, a lion, and a rhinoceros beetle.
Jean-Pierre: 1d20 + 32 ⇒ (17) + 32 = 49.
Jean-Pierre easily realises that there is a secret door hidden behind the frog statue!
C5:
The angled walls of this room bear fragmented and faded Ancient Osiriani hieroglyphic carvings.
Of more immediate concern, however, are the four creatures that appear to be hybrids of tortured flesh and metal, which stand guard in this chamber!
Fortunately, they appear to be oblivious to your presence.
Jean-Pierre: 1d20 + 25 ⇒ (20) + 25 = 45.
Jean-Pierre recognises these as Crucidemons - terrifying sado-masochists, who are resistant to non-Adamantine attacks, and vulnerable to Good damage.
You have a surprise round, if you wish.

Jean-Pierre de Suis |

More than happy to go to town on these things, Jean-Pierre unleashes with Adamantine!
Hunted Shot: 1d20 + 31 ⇒ (19) + 31 = 50, for 6d8 + 12 + 1d10 ⇒ (7, 1, 2, 3, 7, 2) + 12 + (4) = 38 damage, +2d6 ⇒ (6, 5) = 11 Sonic damage, +2d6 ⇒ (3, 1) = 4 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (17) + 29 = 46, for 6d8 + 12 + 1d10 ⇒ (7, 5, 1, 5, 7, 2) + 12 + (6) = 45 damage, +2d6 ⇒ (3, 4) = 7 Sonic damage, +2d6 ⇒ (5, 5) = 10 Good damage.
Iterative: 1d20 + 27 ⇒ (7) + 27 = 34, for 3d8 + 6 ⇒ (2, 8, 5) + 6 = 21 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 6 ⇒ (6, 5, 4) + 6 = 21 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (4, 4, 2, 1, 3, 2, 3, 2, 3) + 13 = 37 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Meanwhile, Archibald starts chomping.
Jaws: 1d20 + 26 ⇒ (11) + 26 = 37, for 3d8 + 9 ⇒ (4, 8, 4) + 9 = 25 damage.

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Reflex: 1d20 + 30 + 1 ⇒ (9) + 30 + 1 = 40.
Reflex: 1d20 + 30 + 1 ⇒ (7) + 30 + 1 = 38.
Jean-Pierre's volley catches the demons by surprise!
Crucidemon: 1d20 + 26 ⇒ (8) + 26 = 34.
Jean-Pierre: 1d20 + 34 ⇒ (12) + 34 = 46.
Archibald then rips into the heavily injured one, shredding more of its limited flesh.
Crushing The Welcome Wagon, Round 1:
Jean-Pierre (-)
Archibald (-)
Crucidemon (-206, -18, -, -)

Jean-Pierre de Suis |

Sighing wearily, Jean-Pierre keeps flurrying!
Hunted Shot: 1d20 + 31 ⇒ (8) + 31 = 39, for 3d8 + 6 ⇒ (3, 3, 7) + 6 = 19 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (3) + 29 = 32, for 3d8 + 6 ⇒ (8, 7, 5) + 6 = 26 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 27 ⇒ (17) + 27 = 44, for 3d8 + 6 ⇒ (7, 3, 7) + 6 = 23 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (20) + 27 = 47, for 6d8 + 12 + 1d10 ⇒ (5, 3, 5, 4, 2, 2) + 12 + (8) = 41 damage, +2d6 ⇒ (5, 6) = 11 Sonic damage, +2d6 ⇒ (2, 5) = 7 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (2, 1, 1, 4, 3, 3, 3, 1, 2) + 13 = 33 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Archibald then keeps crunching!
Jaws: 1d20 + 26 ⇒ (2) + 26 = 28, for 3d8 + 9 ⇒ (3, 8, 1) + 9 = 21 damage.

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Jean-Pierre's first arrow takes down the heavily injured demon, and then his final two arrows slam into the other slightly injured one.
Reflex: 1d20 + 30 + 1 ⇒ (11) + 30 + 1 = 42.
Reflex: 1d20 + 30 + 1 ⇒ (4) + 30 + 1 = 35.
The three remaining demons, shaking off their surprise, glance around frantically...
Perception: 1d20 + 26 ⇒ (18) + 26 = 44.
Perception: 1d20 + 26 ⇒ (16) + 26 = 42.
Perception: 1d20 + 26 ⇒ (12) + 26 = 38.
...and after spotting Jean-Pierre, flurry at him with daggers!
Chained Dagger: 1d20 + 30 ⇒ (2) + 30 = 32, for 4d4 + 14 ⇒ (2, 3, 4, 3) + 14 = 26 damage, +2d6 Persistent Bleed.
1d20 ⇒ 20
Chained Dagger: 1d20 + 30 ⇒ (3) + 30 = 33, for 4d4 + 14 ⇒ (3, 1, 2, 3) + 14 = 23 damage, +2d6 Persistent Bleed.
1d20 ⇒ 2
Chained Dagger: 1d20 + 30 ⇒ (10) + 30 = 40, for 4d4 + 14 ⇒ (3, 4, 2, 1) + 14 = 24 damage, +2d6 Persistent Bleed.
1d20 ⇒ 15
Chained Dagger: 1d20 + 30 ⇒ (16) + 30 = 46, for 4d4 + 14 ⇒ (2, 4, 2, 3) + 14 = 25 damage, +2d6 Persistent Bleed.
1d20 ⇒ 11
Chained Dagger: 1d20 + 30 ⇒ (13) + 30 = 43, for 4d4 + 14 ⇒ (1, 1, 2, 1) + 14 = 19 damage, +2d6 Persistent Bleed.
1d20 ⇒ 13
Chained Dagger: 1d20 + 30 ⇒ (2) + 30 = 32, for 4d4 + 14 ⇒ (3, 3, 3, 3) + 14 = 26 damage, +2d6 Persistent Bleed.
1d20 ⇒ 5
Several of the daggers pierce deep!
Crushing The Welcome Wagon, Round 2:
Jean-Pierre (-68; Persistent Bleed 2d6)
Archibald (-)
Crucidemon (-146, -33, -)

Jean-Pierre de Suis |

Gritting his teeth, Jean-Pierre keeps up his assault!
Hunted Shot: 1d20 + 31 ⇒ (9) + 31 = 40, for 3d8 + 6 ⇒ (4, 5, 2) + 6 = 17 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (6) + 29 = 35, for 3d8 + 6 ⇒ (7, 6, 1) + 6 = 20 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (9) + 27 = 36, for 3d8 + 6 ⇒ (1, 2, 3) + 6 = 12 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (4) + 27 = 31, for 3d8 + 6 ⇒ (8, 7, 1) + 6 = 22 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (2, 1, 4, 1, 3, 2, 4, 2, 3) + 13 = 35 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Jaws: 1d20 + 26 ⇒ (17) + 26 = 43, for 3d8 + 9 ⇒ (8, 2, 4) + 9 = 23 damage.
1d20 ⇒ 1
2d6 ⇒ (3, 5) = 8

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Reflex: 1d20 + 30 + 1 ⇒ (12) + 30 + 1 = 43.
Reflex: 1d20 + 30 + 1 ⇒ (17) + 30 + 1 = 48.
The injured one is hit by two arrows, and then electrocuted...
...allowing Archibald to tear it apart!
The remaining two keep shanking Jean-Pierre with their daggers...
Chained Dagger: 1d20 + 30 ⇒ (8) + 30 = 38, for 4d4 + 14 ⇒ (2, 3, 2, 3) + 14 = 24 damage, +2d6 Persistent Bleed.
1d20 ⇒ 15
Chained Dagger: 1d20 + 26 ⇒ (11) + 26 = 37, for 4d4 + 14 ⇒ (1, 2, 2, 2) + 14 = 21 damage, +2d6 Persistent Bleed.
1d20 ⇒ 9
Chained Dagger: 1d20 + 22 ⇒ (16) + 22 = 38, for 4d4 + 14 ⇒ (4, 2, 4, 2) + 14 = 26 damage, +2d6 Persistent Bleed.
1d20 ⇒ 11
Chained Dagger: 1d20 + 30 ⇒ (2) + 30 = 32, for 4d4 + 14 ⇒ (3, 3, 1, 3) + 14 = 24 damage, +2d6 Persistent Bleed.
1d20 ⇒ 15
Chained Dagger: 1d20 + 26 ⇒ (12) + 26 = 38, for 4d4 + 14 ⇒ (3, 4, 3, 3) + 14 = 27 damage, +2d6 Persistent Bleed.
1d20 ⇒ 12
Chained Dagger: 1d20 + 22 ⇒ (19) + 22 = 41, for 4d4 + 14 ⇒ (3, 1, 1, 4) + 14 = 23 damage, +2d6 Persistent Bleed.
1d20 ⇒ 4
...but every single strike misses.
Crushing The Welcome Wagon, Round 3:
Jean-Pierre (-68; Persistent Bleed 2d6)
Archibald (-)
Crucidemon (-33, -)

Jean-Pierre de Suis |

Nodding grimly, Jean-Pierre shifts his focus to the other two, and keeps firing!
Hunted Shot: 1d20 + 31 ⇒ (16) + 31 = 47, for 6d8 + 12 + 1d10 ⇒ (7, 3, 6, 8, 6, 3) + 12 + (3) = 48 damage, +2d6 ⇒ (1, 4) = 5 Sonic damage, +2d6 ⇒ (4, 4) = 8 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (5) + 29 = 34, for 3d8 + 6 ⇒ (5, 7, 1) + 6 = 19 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (3) + 27 = 30, for 3d8 + 6 ⇒ (8, 1, 3) + 6 = 18 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 2 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (4, 1, 1, 4, 2, 2, 2, 3, 3) + 13 = 35 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Jaws: 1d20 + 26 ⇒ (18) + 26 = 44, for 3d8 + 9 ⇒ (6, 6, 3) + 9 = 24 damage.
1d20 ⇒ 1
2d6 ⇒ (1, 5) = 6

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Only one of Jean-Pierre's arrows finds its mark...
Reflex: 1d20 + 30 + 1 ⇒ (4) + 30 + 1 = 35.
Reflex: 1d20 + 30 + 1 ⇒ (14) + 30 + 1 = 45.
...but it distracts the injured demon enough that it takes the full brunt of the electrical discharge.
It then starts to get mauled by Archibald.
Still considering Jean-Pierre to be the bigger threat, they keep slashing at him...
Chained Dagger: 1d20 + 30 ⇒ (19) + 30 = 49, for 4d4 + 14 ⇒ (3, 1, 3, 4) + 14 = 25 damage, +2d6 Persistent Bleed.
1d20 ⇒ 9
Chained Dagger: 1d20 + 26 ⇒ (6) + 26 = 32, for 4d4 + 14 ⇒ (2, 3, 2, 4) + 14 = 25 damage, +2d6 Persistent Bleed.
1d20 ⇒ 19
Chained Dagger: 1d20 + 22 ⇒ (19) + 22 = 41, for 4d4 + 14 ⇒ (2, 4, 1, 1) + 14 = 22 damage, +2d6 Persistent Bleed.
1d20 ⇒ 15
Chained Dagger: 1d20 + 30 ⇒ (15) + 30 = 45, for 4d4 + 14 ⇒ (2, 3, 1, 3) + 14 = 23 damage, +2d6 Persistent Bleed.
1d20 ⇒ 14
Chained Dagger: 1d20 + 26 ⇒ (9) + 26 = 35, for 4d4 + 14 ⇒ (3, 1, 1, 2) + 14 = 21 damage, +2d6 Persistent Bleed.
1d20 ⇒ 18
Chained Dagger: 1d20 + 22 ⇒ (4) + 22 = 26, for 4d4 + 14 ⇒ (4, 2, 4, 1) + 14 = 25 damage, +2d6 Persistent Bleed.
1d20 ⇒ 13
...and this time each lands a single blow.
Crushing The Welcome Wagon, Round 4:
Jean-Pierre (-127; Persistent Bleed 2d6)
Archibald (-)
Crucidemon (-153, -16)

Jean-Pierre de Suis |

Hissing in pain, Jean-Pierre does his best to take down the injured demon!
Hunted Shot: 1d20 + 31 ⇒ (4) + 31 = 35, for 3d8 + 6 ⇒ (6, 6, 8) + 6 = 26 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (14) + 29 = 43, for 3d8 + 6 ⇒ (3, 4, 2) + 6 = 15 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (19) + 27 = 46, for 6d8 + 12 + 1d10 ⇒ (4, 5, 8, 8, 3, 8) + 12 + (10) = 58 damage, +2d6 ⇒ (1, 5) = 6 Sonic damage, +2d6 ⇒ (6, 2) = 8 Good damage.
Iterative: 1d20 + 27 ⇒ (9) + 27 = 36, for 3d8 + 6 ⇒ (2, 3, 3) + 6 = 14 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (3, 1, 3, 4, 2, 3, 2, 4, 2) + 13 = 37 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Jaws: 1d20 + 26 ⇒ (6) + 26 = 32, for 3d8 + 9 ⇒ (6, 7, 3) + 9 = 25 damage.
1d20 ⇒ 19
2d6 ⇒ (5, 6) = 11

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Jean-Pierre's second and third arrows combine to destroy the injured demon, and then his fourth slams into the final one...
Reflex: 1d20 + 30 + 1 ⇒ (16) + 30 + 1 = 47.
...which promptly dodges his electrical blast.
Stubbornly, it keeps hacking away at him...
Chained Dagger: 1d20 + 30 ⇒ (19) + 30 = 49, for 4d4 + 14 ⇒ (2, 4, 2, 3) + 14 = 25 damage, +2d6 Persistent Bleed.
1d20 ⇒ 14
Chained Dagger: 1d20 + 26 ⇒ (12) + 26 = 38, for 4d4 + 14 ⇒ (2, 4, 3, 4) + 14 = 27 damage, +2d6 Persistent Bleed.
1d20 ⇒ 2
Chained Dagger: 1d20 + 22 ⇒ (15) + 22 = 37, for 4d4 + 14 ⇒ (1, 3, 3, 3) + 14 = 24 damage, +2d6 Persistent Bleed.
1d20 ⇒ 20
It manages a single solid hit, which causes him to start bleeding again.
Crushing The Welcome Wagon, Round 5:
Jean-Pierre (-163; Persistent Bleed 2d6)
Archibald (-)
Crucidemon (-45)

Jean-Pierre de Suis |

"Just die, already!"
Jean-Pierre keeps unleashing...
Hunted Shot: 1d20 + 31 ⇒ (12) + 31 = 43, for 3d8 + 6 ⇒ (4, 4, 8) + 6 = 22 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (19) + 29 = 48, for 6d8 + 12 + 1d10 ⇒ (5, 4, 2, 7, 1, 6) + 12 + (4) = 41 damage, +2d6 ⇒ (3, 2) = 5 Sonic damage, +2d6 ⇒ (1, 5) = 6 Good damage.
Iterative: 1d20 + 27 ⇒ (16) + 27 = 43, for 3d8 + 6 ⇒ (5, 8, 5) + 6 = 24 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 27 ⇒ (7) + 27 = 34, for 3d8 + 6 ⇒ (4, 4, 7) + 6 = 21 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (2, 4, 3, 1, 2, 2, 3, 1, 1) + 13 = 32 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Jaws: 1d20 + 26 ⇒ (5) + 26 = 31, for 3d8 + 9 ⇒ (2, 4, 4) + 9 = 19 damage.
1d20 ⇒ 13
2d6 ⇒ (6, 4) = 10

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Reflex: 1d20 + 30 + 1 ⇒ (17) + 30 + 1 = 48.
Once again, the demon dodges his electrical blast, but several arrows find their mark....
Chained Dagger: 1d20 + 30 ⇒ (20) + 30 = 50, for 4d4 + 14 ⇒ (1, 2, 1, 3) + 14 = 21 damage, +2d6 Persistent Bleed.
1d20 ⇒ 9
Chained Dagger: 1d20 + 26 ⇒ (16) + 26 = 42, for 4d4 + 14 ⇒ (1, 1, 4, 3) + 14 = 23 damage, +2d6 Persistent Bleed.
1d20 ⇒ 9
Chained Dagger: 1d20 + 22 ⇒ (3) + 22 = 25, for 4d4 + 14 ⇒ (2, 2, 2, 3) + 14 = 23 damage, +2d6 Persistent Bleed.
1d20 ⇒ 8
...and it is badly damaged enough, that its aim is completely off.
Crushing The Welcome Wagon, Round 6:
Jean-Pierre (-173; Persistent Bleed 2d6)
Archibald (-)
Crucidemon (-183)

Jean-Pierre de Suis |

Sighing in frustration, Jean-Pierre tries to finish off the stubborn demon!
Hunted Shot: 1d20 + 31 ⇒ (3) + 31 = 34, for 3d8 + 6 ⇒ (2, 8, 6) + 6 = 22 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (13) + 29 = 42, for 3d8 + 6 ⇒ (4, 7, 4) + 6 = 21 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (7) + 27 = 34, for 3d8 + 6 ⇒ (1, 4, 4) + 6 = 15 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (10) + 27 = 37, for 3d8 + 6 ⇒ (1, 5, 4) + 6 = 16 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (1, 4, 1, 2, 3, 3, 4, 1, 4) + 13 = 36 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Jaws: 1d20 + 26 ⇒ (12) + 26 = 38, for 3d8 + 9 ⇒ (6, 1, 8) + 9 = 24 damage.
1d20 ⇒ 10
2d6 ⇒ (6, 5) = 11

Jean-Pierre de Suis |

Jean-Pierre tries to stop his bleeding...
Medicine: 1d20 + 26 ⇒ (6) + 26 = 32.
1d20 ⇒ 13
...and succeeds!
He then heads upstairs...
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (5) + 33 = 38.
Stealth (Archibald): 1d20 + 27 ⇒ (19) + 27 = 46.

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C6:
A panoramic painted scene of Katapesh during its “Golden City” era decorates the walls of this room, but the colors and images have faded over time, leaving only a few larger features like the ocean and the Marble Sphinx readily identifiable. Empty desks and boxes sit along the walls.
Of more immediate concern, however, is the hulking red fiend with huge horns, wielding a spiked chain, who stands guard in this chamber!
Jean-Pierre: 1d20 + 25 ⇒ (4) + 25 = 29.
Jean-Pierre has no idea what it is, beyond some kind of outsider...
Jean-Pierre: 1d20 + 32 ⇒ (15) + 32 = 47.
...but *does* notice that there is an Acidic Needle Launcher trap covering a large chunk of the room!
Three successful DC 36 checks to disable it completely.

Jean-Pierre de Suis |

With a frown, Jean-Pierre designates the fiend to be his Prey, then starts firing!
Starting with Cold Iron, then shifting to Silver, then finally Adamantine, if required.
Hunted Shot: 1d20 + 31 ⇒ (14) + 31 = 45, for 3d8 + 6 ⇒ (4, 8, 7) + 6 = 25 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (20) + 29 = 49, for 6d8 + 12 + 1d10 ⇒ (4, 7, 1, 1, 2, 5) + 12 + (9) = 41 damage, +2d6 ⇒ (4, 4) = 8 Sonic damage, +2d6 ⇒ (6, 2) = 8 Good damage.
Iterative: 1d20 + 27 ⇒ (19) + 27 = 46, for 6d8 + 12 + 1d10 ⇒ (3, 6, 8, 3, 1, 4) + 12 + (9) = 46 damage, +2d6 ⇒ (5, 1) = 6 Sonic damage, +2d6 ⇒ (4, 5) = 9 Good damage.
Iterative: 1d20 + 27 ⇒ (9) + 27 = 36, for 3d8 + 6 ⇒ (2, 8, 4) + 6 = 20 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (2, 4, 1, 1, 3, 1, 4, 1, 1) + 13 = 31 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
He then positions Archibald so that he blocks the passage, forcing the devil to be in the trap if he moves forward.

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Jean-Pierre finds, with his first arrow, that cold iron doesn't work too well... but with his subsequent arrows, learns that silver is quite effective, slipping into its flesh without resistance!
Reflex: 1d20 + 26 + 1 ⇒ (20) + 26 + 1 = 47.
It does, however, dodge his electrical blast.
C: 1d20 + 28 ⇒ (6) + 28 = 34.
Jean-Pierre: 1d20 + 34 ⇒ (5) + 34 = 39.
Taking Out The Trash, Round 1:
Jean-Pierre (-173)
Archibald (-)
C (-215)

Jean-Pierre de Suis |

Grinning widely, Jean-Pierre keeps firing!
Hunted Shot: 1d20 + 31 ⇒ (16) + 31 = 47, for 6d8 + 12 + 1d10 ⇒ (8, 5, 6, 3, 1, 6) + 12 + (6) = 47 damage, +2d6 ⇒ (6, 2) = 8 Sonic damage, +2d6 ⇒ (4, 1) = 5 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (13) + 29 = 42, for 3d8 + 6 ⇒ (5, 3, 4) + 6 = 18 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 6 ⇒ (3, 8, 1) + 6 = 18 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 27 ⇒ (15) + 27 = 42, for 3d8 + 6 ⇒ (2, 2, 4) + 6 = 14 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (4, 2, 1, 1, 3, 3, 2, 1, 4) + 13 = 34 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Jean-Pierre de Suis |

Much Smoother...
Jean-Pierre settles down to disabling the trap...
Thievery: 1d20 + 34 ⇒ (4) + 34 = 38.
Thievery: 1d20 + 34 ⇒ (11) + 34 = 45.
Thievery: 1d20 + 34 ⇒ (15) + 34 = 49.
...then starts looting.

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Jean-Pierre easily renders the trap inert.
On the fiend's body, he finds a +2 greater striking unholy spiked chain.
The north office includes several crates that contain various memorabilia and souvenirs for sale worth a total of 45 gp.
Perception: 1d20 + 32 ⇒ (18) + 32 = 50.
Jean-Pierre discovers a concealed door to the south, which leads to a small vault that contains dried rations sufficient to feed 10 people for a week, a major acid flask, and a chest containing 760 gp and a record of the Scarlet Triad’s local payroll estimates for the coming month.
That is it for this level.

Jean-Pierre de Suis |

Quickly grabbing the loot, Jean-Pierre heads downstairs again, and through the Frog's secret door.
Stealth(Jean-Pierre): 1d20 + 33 ⇒ (3) + 33 = 36.
Stealth(Archibald): 1d20 + 27 ⇒ (17) + 27 = 44.

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C7:
Four columns support the wide, vaulted ceiling of this gallery. A broad diamond-shaped area of inlaid bronze creates a pattern of elegant whorls on the floor.
Two Triad thugs are standing upon the diamond-shaped area, shifting nervously from foot to foot.
They have *not* noticed either of you.
Surprise Round!

Jean-Pierre de Suis |

Jean-Pierre happily lets loose upon the thugs, sending Archibald into the breech, as well!
Hunted Shot: 1d20 + 31 ⇒ (8) + 31 = 39, for 3d8 + 6 ⇒ (1, 7, 7) + 6 = 21 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (19) + 29 = 48, for 6d8 + 12 + 1d10 ⇒ (5, 2, 8, 5, 3, 5) + 12 + (8) = 48 damage, +2d6 ⇒ (3, 3) = 6 Sonic damage, +2d6 ⇒ (2, 6) = 8 Good damage.
Iterative: 1d20 + 27 ⇒ (14) + 27 = 41, for 3d8 + 6 ⇒ (1, 7, 1) + 6 = 15 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 27 ⇒ (17) + 27 = 44, for 6d8 + 12 + 1d10 ⇒ (4, 1, 7, 6, 4, 8) + 12 + (3) = 45 damage, +2d6 ⇒ (5, 4) = 9 Sonic damage, +2d6 ⇒ (5, 2) = 7 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (1, 4, 1, 2, 4, 1, 2, 1, 1) + 13 = 30 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Archibald then starts chomping noisily!
Jaws: 1d20 + 26 ⇒ (18) + 26 = 44, for 6d8 + 18 ⇒ (6, 1, 8, 5, 6, 1) + 18 = 45 damage.

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Both Triad agents are caught completely flat-footed!
Reflex: 1d20 + 26 ⇒ (5) + 26 = 31.
Reflex: 1d20 + 26 ⇒ (5) + 26 = 31.
All four arrows hit, both sizzle in the electrical blast, and hen Archibald rips into one of them, leaving them barely standing.
However, as their blood hits the bronze disk, a tracery of flowing arcane runes fly across it, becoming more and more complex, until they describe a ring of angry red script, which flashes into a swirling disc... out of which rises a large fiend, with the upper torso of a six-armed woman, and the lower body of a snake!
M(Jean-Pierre): 1d20 + 12 ⇒ (16) + 12 = 28.
M(Archibald): 1d20 + 12 ⇒ (20) + 12 = 32.
Not seeing either Jean-Pierre or Archibald, the woman turns threateningly towards the Triad agents...
EM: 1d20 + 32 ⇒ (18) + 32 = 50.
STE: 1d20 + 25 ⇒ (1) + 25 = 26.
Jean-Pierre: 1d20 + 34 ⇒ (11) + 34 = 45.
Longsword: 1d20 + 35 ⇒ (14) + 35 = 49, for 6d8 + 32 ⇒ (6, 7, 2, 4, 1, 6) + 32 = 58 damage, +2d6 ⇒ (5, 3) = 8 Evil damage.
Longsword: 1d20 + 35 ⇒ (5) + 35 = 40, for 3d8 + 16 ⇒ (7, 4, 1) + 16 = 28 damage, +1d6 ⇒ 3 Evil damage.
Longsword: 1d20 + 35 ⇒ (18) + 35 = 53, for 6d8 + 32 ⇒ (8, 1, 2, 3, 4, 3) + 32 = 53 damage, +2d6 ⇒ (5, 1) = 6 Evil damage.
Longsword: 1d20 + 35 ⇒ (9) + 35 = 44, for 3d8 + 16 ⇒ (8, 2, 3) + 16 = 29 damage, +1d6 ⇒ 1 Evil damage.
Longsword: 1d20 + 35 ⇒ (20) + 35 = 55, for 6d8 + 32 ⇒ (1, 6, 8, 6, 5, 1) + 32 = 59 damage, +2d6 ⇒ (5, 4) = 9 Evil damage.
Longsword: 1d20 + 35 ⇒ (9) + 35 = 44, for 3d8 + 16 ⇒ (6, 6, 3) + 16 = 31 damage, +1d6 ⇒ 6 Evil damage.
Tail:1d20 + 23 ⇒ (14) + 23 = 37, for 3d12 + 16 ⇒ (11, 1, 7) + 16 = 35 damage, +1d6 ⇒ 5 Evil damage.
In a horrifying blitzkrieg of longsword strikes, she shreds the less-injured Triad agent, before crushing the other one in her coils.
Don't Summon Things Bigger Than Your Head, Round 1:
EM (-)
Jean-Pierre (-173)

Jean-Pierre de Suis |

Thoroughly intimidated, Jean-Pierre unleashes with everything he has!
Starting with Cold Iron, then shifting to Silver and Adamantine, as required.
Hunted Shot: 1d20 + 31 ⇒ (2) + 31 = 33, for 3d8 + 6 ⇒ (2, 6, 8) + 6 = 22 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (13) + 29 = 42, for 3d8 + 6 ⇒ (8, 1, 4) + 6 = 19 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (12) + 27 = 39, for 3d8 + 6 ⇒ (2, 8, 1) + 6 = 17 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 6 Good damage.
He then tosses a force missiles barrage...
Magic Missile: 15d4 + 24 ⇒ (1, 3, 1, 3, 3, 3, 1, 4, 3, 1, 3, 4, 1, 1, 3) + 24 = 59 Force damage.
...whilst Archibald tries to bite it.
Jaws: 1d20 + 26 ⇒ (13) + 26 = 39, for 3d8 + 9 ⇒ (7, 2, 5) + 9 = 23 damage.