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GM Valen & Merida, thanks! About +3/+9, I just forgot to change the modifier after seeing 1 on the cube. It's still not an auto failure in this edition, but I definitely couldn't have enough bonus.

GM Valen |
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Menudo marks a mouse!
One of the dire rats (purple) skitters up on some crates to take a taste of Nightkit.
Melee (bite): 1d20 + 4 ⇒ (16) + 4 = 20
Damage (P) plus disease: 1d6 + 4 ⇒ (6) + 4 = 10
Another (green), injured by Menudo, strikes back with its teeth.
Melee (bite): 1d20 + 4 ⇒ (3) + 4 = 7
Damage (P) plus disease: 1d6 + 4 ⇒ (2) + 4 = 6
WANDERING RATS! - Second Full Round Begins!
PCs in bold may act
Dire Rat (green) -6 HP
Merida
Seebonickk
Dire rat (red) -1 HP
Ashtoret -8 HP (filth fever'd)
Theron
Nightkit -10 HP (Fort save v. filth fever)
Menudo -7 HP
Dire Rat (purple)

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@GM Valen: Why is Ashtoret "filth fever'd"? She had a result of 19 on the save - isn't that enough?
Merida steps from a few feet to the right to give Seebonickk more space.
"Kill them all!"
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (2) + 8 + 1 - 2 - 1 = 8
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (9) + 8 + 1 - 2 - 1 = 15
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
She shoots another two arrows. at purple
A two and a nine - that's not much better, dice bot... :-/

GM Valen |

@GM Valen: Why is Ashtoret "filth fever'd"? She had a result of 19 on the save - isn't that enough?
My mistake. It is enough.
She shoots another two arrows. at purple
One pierces deep into the dire rat, making the rat's situation all the more dire.
WANDERING RATS! - Second Full Round Cont'd!
PCs in bold may act
Dire Rat (green) -6 HP
Merida
Seebonickk
Dire rat (red) -1 HP
Ashtoret -8 HP
Theron
Nightkit -10 HP
Menudo -7 HP
Dire Rat (purple) -8 HP

GM Valen |
1 person marked this as a favorite. |

Seebonickk casts magic missile at purple.
The Pathfinder's powerful projectile poaches a pest (purple).
A remaining rat (red) rushes to rip into a random, reachable recipient.
1) Menudo, 2 Nightkit: 1d2 ⇒ 2
Melee (bite): 1d20 + 4 ⇒ (3) + 4 = 7
Damage (P) plus disease: 1d6 + 4 ⇒ (6) + 4 = 10
WANDERING RATS! - Second Full Round Cont'd!
PCs in bold may act
Dire Rat (green) -6 HP
Merida
Seebonickk
Dire rat (red) -1 HP
Ashtoret -8 HP
Theron
Nightkit -10 HP
Menudo -7 HP
Dire Rat (purple) -13 HP

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+1 Light Crossbow: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 2 ⇒ (7) + 2 = 9
vs green

GM Valen |

Ashtoret's aim amazes and abrogates the animal.
WANDERING RATS! - Second Full Round Cont'd/Round Three Begins!
PCs in bold may act
Theron
Nightkit -10 HP
Menudo -7 HP
Round Three
Dire Rat (green) -15 HP
Merida
Seebonickk
Dire rat (red) -1 HP
Ashtoret -8 HP

GM Valen |

The crates are 6-feet-tall and weigh 500 lbs.
I believe that makes them a DC 24 Acrobatics check to jump up on one as part of a move action of at least 10 feet or a DC 15 Climb check to ascend one at half-speed (a DC 10 Climb to ascend at one-quarter speed).

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Nightkit stabs at Red then withdraws.
rapier: 1d20 + 6 ⇒ (20) + 6 = 26 piercing: 1d6 ⇒ 3
((crit check))
rapier: 1d20 + 6 ⇒ (13) + 6 = 19

GM Valen |

The final dire rat is direly eratdicated.
COMBAT OVER
The unusually large rats slump down lifeless.
A perfect sample of a patch of skin and fur can be recovered from the back of the neck of one of the advanced giant dire rats by succeeding on a DC 20 Heal check.
Their lifeblood soaks into the nearby debris along with a set of wooden crates.
Most of the buildings here are abandoned. The abandoned buildings have boarded-up windows, signs hung in front announcing “Butcher Shop” or “Tavern,” and are full of spiderwebs, dust, broken furniture, broken glassware, and the like.
Please choose a building(s) on the map to explore (or a location to move into) and move your tokens accordingly.

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perception: 1d20 + 6 ⇒ (10) + 6 = 16
Huh - those two crates have red Xs on them
After a short sit down, she goes to investigate the building labelled 'Tavern'.

GM Valen |

sorry what slide are we on?
After a short sit down, she goes to investigate the building labelled 'Tavern'.
The interior of this former tavern is full of spiderwebs, dust, broken furniture, broken glassware, and the like.
There is nothing else in this building of interest.Good catch, Kit..let's see what's inside of them... Theron grins as he gets out his crowbar to inspect the contents
Upon opening the crate, Theron finds that contains supplies of dried meat, flour, grain, and a few bottles of wine labeled "Sauerton Red".
Please choose a building(s) on the map to explore (or a location to move into) and move your tokens accordingly.

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"Hey everyone, after you healed up - could you help me take some skin and fur from one of the rats? I've got orders to retrieve at least one sample..."
Aid Heal: 1d20 + 0 ⇒ (7) + 0 = 7 :-/
@GM Valen: As there are 4 rats, do we get 4 tries?

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Heh..here Kit...it looks like a nice dark red...anyone else? Theron says with a grin as he liberates a handful of bottles and passes one to Kit.
I'll help with that... he says as he pulls out his dagger and starts to help peel the skin away from a rat.
heal, untrained: 1d20 + 2 ⇒ (16) + 2 = 18

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That's a wine .... not a cider, or a proper ale Nightkit complains. She does however tuck the bottle away somewhere.

GM Valen |

@GM Valen: As there are 4 rats, do we get 4 tries?
Sure.
Please choose a building(s) on the map to explore (or a location to move into) and move your tokens accordingly.

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kn. local: 1d20 + 4 ⇒ (14) + 4 = 18
Hey....this is the good stuff...you know...the type where you drink with your pinky up... Theron says when he gets a better look at the label.
Might be worth something to someone...we'll come back to it...set it aside..
making a mental note to come back and get it...carrying it might be a burden...

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Anyone want to try and aid Theron with the Heal check? One Aid would be enough...

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Nightkit just laughs. Me .. drinking with the posh crowd. How many layers of Hell have to freeze over before that happens?
k local: 1d20 + 6 ⇒ (7) + 6 = 13
She goes to help with the rat even though she has no training in it.
heal: 1d20 + 0 ⇒ (19) + 0 = 19

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Sure ... no prob she says, still giggling a bit.
perception: 1d20 + 6 ⇒ (5) + 6 = 11

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Can I ask one of you to heal my wounds? I just realized that I didn't buy a CLW wand, I'm sorry, I'll fix it on the next mission. Then she will stand up with a crossbow ready to shoot at what will be behind the door.

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Someday we will start making extremely effective magic wands from the blood of devils and I will be able to use them myself. But so far this technology is not known to us... And I need the help of a priest or a paladin.

GM Valen |

The party finds within each of the buildings they have surveyed, that the buildings are abandoned containing only spiderwebs, dust, broken furniture, broken glassware, and the like.
Soon, however, the party comes across two buildings with new doors and locks. The windows in the buildings are all bricked over.

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Now this looks suspicious Nightkit says quietly.
disable device: 1d20 + 11 ⇒ (4) + 11 = 15
Once in, she holds a finger up to her lips and starts unlocking cages.

GM Valen |

The buildings with cages are clean with new doors and locks, which the Pathfinders have no difficulty opening.
Once freed, the grateful Taldans begin eagerly telling the stories of their plight, hoping that the Pathfinders will quickly show them the way to freedom from the rat-infested buildings of Cassomir Below.
The captives explain that the derros--pale blue humanoids with bulging white eyes, wild hair, four-fingered hands, and often each carrying a large hooked club-- have been kidnapping citizens from all across Cassomir, even venturing outside of the city at night to grab farmers, vagabonds, and ordinary travelers. These kidnappings have apparently caused a huge boom in the economy of the derro city fo Corgunbier, as the derros appear to be selling the victims off as fast as they can to the other residents of the Darklands and find themselves flush with gold and other valuables.
Worse, the derros recently brought an artifact up from their city, Corgunbier, called the jet rat, a small shiny black rat statue that when touched to a normal rat creates an enormous, vicious dire rat far more frightening and violent than any dire rat Grench had ever seen. The derros have been making these giant dire rats as fast as they can touch the statue to a rat and have dozens of cages full of rats to be altered. This has increased the rat population of the sewers and Cassomir’s Locker threefold in the past few weeks.
This wealth has made the derros greedy and it would seem that they’ve recently concocted a plan to use the jet rat to create an army of vermin that their mite slaves can control—an army they’ll release into the midnight streets of Cassomir and then use as a diversion to make they are calling, their "biggest grab yet".
Whatever that may be, the citizens do not know, but the derro continue to build their vermin army and are starting to clean up and organize Cassomir Below into a new home for the derros—a new home not far from the city above.
The captives had heard that a recently kidnapped citizen of Cassomir, Contessa Arieta Patrizia, had managed to escape from the derro slave
pens in Cassomir Below, but do not know of her present status.

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CLW: 1d8 + 1 ⇒ (7) + 1 = 8 Menudo, thanks
Oh, we have to save the city and stop the army of rats and its manic leaders? It's very exciting. There is also something crazy in the sparkle of Ashtoret's eyes when she says it.

GM Valen |

Lovely...more rats and mongrels to deal with. Alright then...is everybody good enough to move on their own? We'll get you out of here soon as we can...but I think we should find the Contessa first...
Consider the Contessa found.
THe captives seems abled-bodied enough to move on their own, appreciative of the help. The derro, likely hoping to maintain their "value" treated the captives relatively well.
The party spot four, similar buildings with bricked over windows, which the freed captives believe contain more kidnap victims.
The buildings containg the square pages on Map.
Openning each door requires a successful Disable Device check. Feel free to make rolls for all 4 of the remaining doors in a single post.

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I got this
disable device: 1d20 + 11 ⇒ (6) + 11 = 17
disable device: 1d20 + 11 ⇒ (12) + 11 = 23
disable device: 1d20 + 11 ⇒ (5) + 11 = 16
disable device: 1d20 + 11 ⇒ (3) + 11 = 14

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Before the first door is actually opened, Menudo will attempt to recast Shield from his wand.
UMD: 1d20 + 13 ⇒ (2) + 13 = 15
Phew
UMD: 1d20 + 13 ⇒ (4) + 13 = 17
Sigh
UMD: 1d20 + 13 ⇒ (19) + 13 = 32
Aaaaand overkill
"Tell me when you want me to kick this door open, but make it snappy."

GM Valen |

I got this
She does. Nightkit makes short work of the locks on three of the buildings. Within each, the party finds the interiors of each to have been cleaned out and replaced with cages that contain dozens of Taldan citizens.
Once freed, the grateful Taldans begin eagerly telling the stories of their plight and follow those previously rescued to safety above.
"Tell me when you want me to kick this door open, but make it snappy."
You'll know when I draw a 'X' on the door. That's where to kick it
When the party reaches a fourth building with bricked up walls, Nightkit finds she has some difficulty with the lock. Anticipating Menudo's next action, she draws an 'X' on the door and the paladin approaches it.
Door with "X" now marked on map and PC tokens moved accordingly.Perception, Menudo: 1d20 + 2 ⇒ (7) + 2 = 9
Perception, Nightkit: 1d20 + 6 ⇒ (16) + 6 = 22
Perception, Theron: 1d20 + 6 ⇒ (18) + 6 = 24
Perception, Seebonickk: 1d20 + 9 ⇒ (16) + 9 = 25
Perception, Merida: 1d20 + 6 ⇒ (11) + 6 = 17
Perception, Ashtoret: 1d20 - 1 ⇒ (2) - 1 = 1
As Menudo focuses on the door, some of the other party members glimpse flashes of blue in the alleys and a pile of crates nearby. They spy
three blue-skinned creatures with bulbous eyes.
Initiative, Menudo: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative, Nightkit: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative,Theron: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative, Seebonickk: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative, Merida: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative, Ashtoret: 1d20 + 2 ⇒ (11) + 2 = 13
Intiative, Mite (black): 1d20 + 1 ⇒ (15) + 1 = 16
Intiative, Mite (blue): 1d20 + 1 ⇒ (3) + 1 = 4
Intiative, Mite (green): 1d20 + 1 ⇒ (12) + 1 = 13
FIGHTS WITH MITES! - Surprise Round Begins!
PCs in bold may take a single move action OR a standard action
Theron
Menudo
Mite (black)
Ashotoret
Mite (green)
Nightkit
Merida
Seebonick
Mite (blue)
These creatures are mites. Although their kind has lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.
Spell-Like Abilities (CL 1st)
At will—prestidigitation
1/day—doom (DC 10)
If the result of the Knowledge (Nature) to ID beats a DC 18, you may also open the spoiler below: