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Nightkit is also staying readied until a flanking buddy shows up or one attacks.

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Merida moves closer to the cultists, bow in hand.
(double move)

GM Valen |

Displaying an unusual amount of confidence, or perhaps simply impatience, one of the cultists (blue) rushes toward Nightkit.
Move
Nightkit readied action goes off
Cultist (blue), Melee attack (quarterstaff) w/enfeeblement: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage (B): 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Miss chance<21%: 1d100 ⇒ 18
SEWER SMACKDOWN! - Round Three Begins!
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Nightkit (readied attack only)
Merida
Theron
Menudo
Seebonick
Cultist (blue) (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

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If it wasn't for the concealment, that would have hit. She swings around and stabs at Blue with her rapier.
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 piercing: 1d6 ⇒ 3

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Ashtoreth shoots at the blue enemy with a crossbow and retreats.
+1 Light Crossbow: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 2 ⇒ (8) + 2 = 10

GM Valen |

Both Nightkit's blade and Ashtoret's bolt wound the cultist (blue). His ally (red) twirls a quarterstaff and moves to protect the trapdoor.
Move; ready
SEWER SMACKDOWN! - Round Three Cont'd!
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Merida
Theron
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

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Menudo moves forward, as fast as his Longstrider-boosted legs will carry him. With no regard for his own safety, he moves around the cultist Blue, provoking and into a flank.
AC 24 with Shield

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Well ... hurry up about it Nightkit snaps back.
She then takes advantage of the provided flank to stab Blue again.
to hit: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13piercing: 1d6 ⇒ 3 sneak: 2d6 ⇒ (4, 4) = 8

GM Valen |

Menudo moves forward, as fast as his Longstrider-boosted legs will carry him. With no regard for his own safety, he moves around the cultist Blue, provoking and into a flank.
Cultist (blue), Melee attack (quarterstaff) w/enfeeblement AoO: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Damage (B): 1d6 + 2 - 1 ⇒ (5) + 2 - 1 = 6She then takes advantage of the provided flank to stab Blue again.
The cultist avoids the strike.
SEWER SMACKDOWN! - Round Three Cont'd!
PCs in bold may act
Ashtoret
Cultist (red) (readied action)
Merida
Theron
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

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Merida just makes it into Point-Blank range with enough time to shoot one arrow at Red.
+1 Longbow Point-Blank Deadly Aim: 1d20 + 8 + 1 - 1 ⇒ (11) + 8 + 1 - 1 = 19
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
"And now try to catch this!"

GM Valen |

Hey scumbag...catch! Theron says as he rounds the corner and flings a javelin at the farthest cultist.
The cultist easily ducks, avoiding the javelin.
Merida just makes it into Point-Blank range with enough time to shoot one arrow at Red.
The arrow pierces deeply, but fails to fell the foe.
The flanked cultist (blue) cautiously steps back to reposition himself. (5 ft. step.) He then strikes at Menudo.
Cultist (blue), Melee attack (quarterstaff) w/enfeeblement: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage (B): 1d6 + 2 - 1 ⇒ (1) + 2 - 1 = 2
SEWER SMACKDOWN! - Round Four Begins!
PCs in bold may act
Ashtoret
Cultist (red) -10 HP (readied action)
Merida
Theron
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

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Ashtoret, having let her comrades go ahead, follows and reloads the crossbow.

GM Valen |

One of the cultists (red) approaches to strike at Menudo.
Cultist (red), Melee attack (quarterstaff): 1d20 + 5 ⇒ (2) + 5 = 7
Damage (B): 1d6 + 2 ⇒ (6) + 2 = 8
SEWER SMACKDOWN! - Round Four Cont'd!
PCs in bold may act
Ashtoret
Cultist (red) -10 HP
Merida
Theron
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.

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Theron thunders towards the cultists, blade held high. He brings it down in a wide slash, trying to fell both men with a single blow.
attack red, cleave: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 4 ⇒ (6) + 4 = 10
attack blue, cleave: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 4 ⇒ (6) + 4 = 10
epic lol....

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Nightkit nearly collapses while laughing at Theron's swings in the process of moving into some sort of flank.
She stabs at Blue
to hit: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 piercing: 1d6 ⇒ 2 sneak: 2d6 ⇒ (3, 5) = 8

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Merida steps to the side to let Ashtoret get a line of sight to the battle.
She rapidly shoots two arrows at Red. (please redirect the second if Red falls after the first arrow)
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (13) + 8 + 1 - 2 - 1 = 19
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (17) + 8 + 1 - 2 - 1 = 23
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14
Unfortunately, both cultists have soft cover, so the first arrow may miss.
"Will you fall already?!"

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Sorry, posted yesterday and it went missing.
Menudo swings on blue.
Curve Blade: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d10 + 4 ⇒ (3) + 4 = 7
Then he steps 5' to the south to cut off avenues of escape.

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The gnome carefully moves across the board and tries to hit the cultist with his crossbow. But the bolt flies into the air.
blue
attack: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d6 ⇒ 2

GM Valen |

Theron thunders towards the cultists, blade held high.
As Theron approaches, an arrow of acid appears to spring from the trapdoor and speeds toward Theron.
Ranged (acid arrow) v touch: 1d20 + 2 ⇒ (12) + 2 = 14
Damage (acid): 2d4 ⇒ (3, 3) = 6
He brings it down in a wide slash, trying to fell both men with a single blow.
Perhaps caught by surprise due to the acidic bolt, Theron misses.
So does Nightkit and Menudo.
Merida, however, finds purchase with her second arrow, felling one of the cultists (red)
SEWER SMACKDOWN! - Round Four Cont'd!
PCs in bold may act
Ashtoret
Cultist (red) -24 HP
Merida
Theron -6 HP
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.

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@GM Valen: Seebonickk already acted - I think it's the turn of the Cultist (blue).

GM Valen |

The remaining cultist (blue) cautiously steps back to reposition himself. (5 ft. step.) He then strikes at Theron.
Cultist (blue), Melee attack (quarterstaff) w/enfeeblement: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Damage (B): 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
SEWER SMACKDOWN! - Round Five Begins!
PCs in bold may act
Ashtoret
Merida
Theron -6 HP
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)
Position of cultist now updated on Map.
Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.

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Huh... where did that acid arrow come from? But let's deal with the wounded cultist first...
"One down, still another one to shoot!"
The young archer steps forward and fires another two arrows at the remaining cultist.
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (18) + 8 + 1 - 2 - 1 = 24
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (20) + 8 + 1 - 2 - 1 = 26
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9
crit? +1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (10) + 8 + 1 - 2 - 1 = 16
additional Magic Piercing: 2d8 + 6 + 2 + 4 ⇒ (4, 4) + 6 + 2 + 4 = 20
If the first arrow drops blue, the second arrow is targeted at the square where the acid arrow came from - the trapdoor.

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Son of a motherless goat! Who did that? Show yourself, you coward! I'll gut you like a fish and cast yer carcass to the bottom feeders! Theron rages as he looks for who/whatever hit him. He moves over to the trapdoor and slams his sword through it with both hands.
attack, power attack, 2h: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
I'm assuming blue is down...if not i'll retcon my action.

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Wow. Sorry Theron.
She too goes to investigate the trapdoor.
Maybe I'd better check for traps

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+1 Light Crossbow: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 2 ⇒ (6) + 2 = 8
Ashtoret passes to the north, finds a good position and sends another bolt to another cultist. I'm so good at this, maybe I should have become an archer? She looks at the crossbow with surprise, absolutely not interested in the grimace of pain on the face of the enemy, who grabs the shot leg.

GM Valen |

The final cultist quickly falls under the combined firepower of the Pathfinders.
COMBAT OVER
The room is lit by a single torch in the west wall.
The party is free to explore their remains and the door.
If you succeed at an Appraise check (DC 12), you may open the spoiler below:
If you cast detect magic, you may open the spoiler below:
You may attempt a Knowledge (arcana) and/or Spellcraft check to learn more.
You may attempt a Perception check with a +2 circumstance bonus.
If you cast detect magic, you may open the spoiler below:
You also may attempt a Knowledge (arcana) and/or Spellcraft check to learn more.
If you succeed at an Perception check (DC 27), you may open the spoiler below:
You may sufficiently document and diagram the trap with a successful DC 20 Knowledge (dungeoneering), Use Magic Device, or Disable Device check or a DC 25 Perception check.
A DC 27 Disable Device check is required to "disable" the trap.
What is next, Pathfinders? Continue exploring the sewers? Or venture through the trap door?

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Appraise: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23
Ashtoreth examines the remains. Hey, there are some trinkets here, I can't figure out if they're valuable or not. And a magic staff! So...

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Good riddance, mutts! Theron says as he tries to control his anger.
Could one of you magic slingers mind using my wand on me? That acid stung. I've had worse, just a new type of pain...an itchy burning. Don't recommend it... he says with a wry grin.
Anything else there? Studded leather is more Kit's style...

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Katrina is busy searching for traps. She smiles at Theron's comment but say's nothing.
perception: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

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@Ashtoret: I think the trinkets are magical, not the staff...
"Let my try, Theron!"
Merida doesn't wait for an answer and grabs the fighter's wand of CLW, trying to get it to work.
UMD: 1d20 + 7 ⇒ (6) + 7 = 13
UMD: 1d20 + 7 ⇒ (19) + 7 = 26
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 7 ⇒ (18) + 7 = 25
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Three tries later:
"There, as good as new! No remaining scars, too."
Merida hands the wand back to the fighter and goes to check on Nightkit.
"Found anything, Kit?"

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Not yet Merida. Theron ... did I ever tell you I did an entire adventure just wearing a two piece swimsuit and a Mage Armour? That's more my style. And if you don't believe me .. ask Merida She grins at the memory. Oh .. there was a waterbreathing involved too
((waiting on the GM))

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Ha! That must have been interesting. Thanks Merida...are you sure you're not a wizard that's good with a bow? he says with a chuckle.
Funny you mention this - because actually, I am considering to take the Prestige Class Arcane Archer at level 8... :-)

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Oh it was. I guess I have a 'thing' about being underwater. Most of my escape acts involve water

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@Ashtoret: I think the trinkets are magical, not the staff...
Absolutely right, my perception yesterday was the same as that of Ashtoret herself ))

GM Valen |

Ashtoreth examines the remains. Hey, there are some trinkets here, I can't figure out if they're valuable or not.And a magic staff!So...
Ashtort determines that the magical trinkets are trap trinkets, protective items that keep the nearby acid arrow trap from targeting anyone using a trinket and that the trap trinkets are worthless as magic items once the trap has been disabled.
The others look for the traps, but do not spot any. There is a magical aura around the trap door, but no markings indicating a "trigger" or a conjuration source are found.
What is next, Pathfinders? Continue exploring the sewers? Or venture through the trap door?

GM Valen |

Theron easily opens the trapdoor, nearly ripping it off its hinges. Beneath it stands a ladder descending into the darkness below.
A shaft of dimlight shines down upon the ladder, illuminating the cavern below. The chamber appears to separate into a series of tunnels, the walls are strangely uniform, seemingly shaped or cut to right angles. The cave floor, completely covered in stone, is surprisingly smooth.
All are covered with thick layers of dust and dirt.
A closer look reveals that the cavern is clearly unnatural. The arrangement of the stones on the "cave floor" is intentional; the cobbled stones serving as pavement. The "walls" are actually the ground floors of building whose "roofs" are the foundations of the sewers and buildings above. The high "tunnels" separating them, standing 20 to 30 feet tall in places, once served as streets and alleyways.
Map of area visible beneath the trap door now on Slides.
Where to, Pathfinders? Do you descend next into "Cassomir Below"? Or do you continue exploring the sewers?

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Knowledge (local): 1d20 + 12 ⇒ (20) + 12 = 32 this 20 could be a better use
Ashtoret consistently tells a rather entertaining story of "Cassomir Below" (see spoiler please).
An interesting place. Going down? She clearly lets the warriors go ahead.

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Finally, Merida looks at the cultists' possessions.
Appraise: 1d20 + 2 ⇒ (8) + 2 = 10
I need just one aid, please. Appraise can be used untrained...
---
"Very interesting indeed, Ashtoret!"
Merida then turns towards Theron and nods in agreement.
"Yes, let's finish up here before going down. We have not explored the northwestern tunnel yet..."

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I guess so .. there's no evidence they came from down there
She starts heading back to the nearest bit they hadn't seen down yet.