
GM Valen |

Feel free now to open the spoiler in the previous post.
What do you wish to do, Pathfinders?

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Sounds like a plan...hey..if someone else wants the half plate let me know...i'll hand it over...the slower speed is a buzzkill for only one better AC....i jusy snagged it for the short term..since i tend to Leroy Jenkins this guy...a lot...

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"Works for me."

GM Valen |

With little difficulty, you are able to find the cooper’s warehouse on the south side of the Imperial Naval Shipyard, locate the trap door, and look inside.
A smell, not unlike wet dog, fills this room. The corners are occupied by dirty straw pallets covered by wrinkled, mildew-encrusted blankets. A single dilapidated table and four cracked and uneven chairs surround it.
The floor is covered in a thin layer of dust and mud and footprints clearly cross the room from the trap door in the ceiling to a set of wooden double doors in the west wall.
The room appears to be well lived-in, though not by anyone who values cleanliness. Insects skitter along the floor, small annoying clouds of flies buzz near the ceiling about 10 feet up, and a sickly, wet smell permeates the room.
The room is not unoccupied. There are three men wearing furs, each accompanied by a man-sized rat.
Two of them look up and meet your gaze through the trapdoor above!
Cultist (blue), Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Rat (blue), Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Cultist (red), Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Rat (red), Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Cultist (yellow), Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Rat (yellow), Perception: 1d20 + 4 ⇒ (19) + 4 = 23
There is a single ladder leaning up against the wall near the trap door in the ceiling, but it needs to be repositioned for use from those above.
The first PC through the trap door must drop down (Acrobatics DC 10 check to drop 10 feet, otherwise 1d6 falling damage) before they can ready the ladder for their companions.
Initiative, Menudo: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative, Nightkit: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative, Theron: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative, Seebonickk: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative, Merida: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative, Ashtoret: 1d20 + 2 ⇒ (10) + 2 = 12
Cultist (blue), Initiative: 1d20 - 1 ⇒ (12) - 1 = 11
Cultist (red), Initiative: 1d20 - 1 ⇒ (18) - 1 = 17
Cultist (yellow), Initiative: 1d20 - 1 ⇒ (5) - 1 = 4
INTO THE CULTISTS' LAIR - Surprise Round Begins!
Each PC may take a standard OR move action
Menudo
Nightkit
Cultist (red)
Merida
Ashtoret
Theron
Cultist (blue)
Seebonick

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Nightkit drops down the trapdoor.
acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20
Hi. Anyone call for an entertainer?

GM Valen |

Nightkit drops down the trapdoor.
Hi. Anyone call for an entertainer?
In response, one of the fur-wearing men draws a club from beneath his furs and shouts.
"We most certainly did not!" growls one of the furry-wearing men. "Intruders are entering the lair!"
"Rats, attack!"
Should have done this earlier.
Rat (blue), Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Rat (red), Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Rat (yellow), Perception: 1d20 + 8 ⇒ (16) + 8 = 24
The gnome-sized rat by his feet looks at him blankly.
INTO THE CULTISTS' LAIR - Surprise Round Cont'd!
Each PC may take a standard OR move action
Menudo
Nightkit
Cultist (red)
Rat (red)
Merida
Ashtoret
Theron
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)
Rat (yellow)

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Merida follows Nightkit down the trapdoor, bow in hand.
Acrobatics - ACP: 1d20 + 4 - 0 ⇒ (19) + 4 - 0 = 23 Yes! :-D
"No? How about two, then?"

GM Valen |

"No? How about two, then?"
The Pathfinder sticks the landing!
Updated position of Merida token on Map to place it within the room below the majority of the party.INTO THE CULTISTS' LAIR - Surprise Round Cont'd!
Each PC may take a standard OR move action
Menudo (Delay)
Nightkit
Cultist (red)
Rat (red)
Merida
Ashtoret
Theron
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)
Rat (yellow)

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@GM Valen: Thank you! I forgot to move my token. *facepalm*
The fighter starts to blush a little.
"Thanks! I learned from the best..."

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Sorry for the delay had a bout of unwellness.
Menudo also drops down, looking surprisingly acrobatic for a man in Full Plate.
Acrobatics 10: 1d20 - 1 ⇒ (2) - 1 = 1
But not that surprisingly.

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Ashtoret thinks too highly of her status as a (lower) nobility to make such jumps. Instead, she raises her crossbow and prepares to shoot at any foe who appears in her line of sight.
+1 Light Crossbow: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 2 ⇒ (8) + 2 = 10 Ready Action

GM Valen |

Theron hops down, not caring if he lands to absorb the damage.
Theron drops prone onto the stone floor.
Damage (B) from falling: 1d6 ⇒ 2Menudo also drops down, looking surprisingly acrobatic for a man in Full Plate.
Menudo follows.
Damage (B) from falling: 1d6 ⇒ 5Seeing fresh meat drop before it, one of the man-sized rats (yellow) rushed forward to make a meal.
Instead, she raises her crossbow and prepares to shoot at any foe who appears in her line of sight.
Entering Ashtoret's line of sight, the rat (yellow) prepares to take a bite and, instead, is greeted by a bolt!
Barely alive, it tries to take a bite of the fallen fighter.
Rat (yellow), Melee (bite) v. Theron (prone): 1d20 + 2 ⇒ (6) + 2 = 8
Damage (P) plus disease: 1d4 ⇒ 2
It munches only on metal.
INTO THE CULTISTS' LAIR - First Full Round of Combat Begins!
Each PC may act
Menudo -5 HP (prone)
Nightkit
Cultist (red)
Rat (red)
Merida
Ashtoret
Theron -2 HP (prone)
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)
Rat (yellow) -10 HP

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Nightkit steps and stabs the yellow rat.
rapier: 1d20 + 6 ⇒ (1) + 6 = 7 piercing: 1d6 ⇒ 4
... well ... attempts to.

GM Valen |

One of the cultists (red) casts a spell on his club and approaches Menudo.
Cast, Move
One of the rats (red) rushes toward Nightkit and bites!
Rat (red), Melee (bite) v. Nightkit: 1d20 + 2 ⇒ (18) + 2 = 20
Damage (P) plus disease: 1d4 ⇒ 4
Nightkit may attempt a Fort save (DC 11) v disease
INTO THE CULTISTS' LAIR - First Full Round of Combat Cont'd!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (Fort save (DC 11) v disease)
Cultist (red)
Rat (red)
Merida
Ashtoret
Theron -2 HP (prone)
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)
Rat (yellow) -10 HP

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"Bad rat! Do not bite my friend!"
Merida fires 2 arrows at the red rat.
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (10) + 8 + 1 - 2 - 1 = 16
Piercing: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (18) + 8 + 1 - 2 - 1 = 24
Piercing: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
Merida has Precise Shot, so no penalty for the rat being in melee. If the first arrow drops it, redirect the second arrow at the yellow rat, please.

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+1 Light Crossbow: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 2 ⇒ (4) + 2 = 6 vs yellow rat

GM Valen |

"Bad rat! Do not bite my friend!"
Merida fires 2 arrows at the red rat.
The first shot nearly pins the rat (red) to the floor. The second sets loose its soul.
Ashtoret's bolt releases another rat (yellow).
INTO THE CULTISTS' LAIR - First Full Round of Combat Cont'd!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (Fort save (DC 11) v disease)
Cultist (red)
Rat (red) -20 HP
Merida
Ashtoret
Theron -2 HP (prone)
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)
Rat (yellow) -16 HP

GM Valen |

One of the cultist (blue) with no safe place to retreat, retrieves his club and then swings it at Menudo.
Melee (club): 1d20 + 1 ⇒ (2) + 1 = 3
Damage (B): 1d6 + 1 ⇒ (3) + 1 = 4
At his urging, the large rat (blue) also attacks the Pathfinder.
Melee (nite): 1d20 + 2 ⇒ (2) + 2 = 4
Damage (P) plus disease: 1d4 ⇒ 1
INTO THE CULTISTS' LAIR - First Full Round of Combat Cont'd!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Cultist (red)
Merida
Ashtoret
Theron -2 HP
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)

GM Valen |

A cultist (yellow) retrieves his club and mutters some ancient words.
INTO THE CULTISTS' LAIR - Second Full Round of Combat Begins!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Cultist (red)
Merida
Ashtoret
Theron -2 HP
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)

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Not the best, but it'll have to keep for now. Nightkit replies as she corners Yellow and stabs.
rapier: 1d20 + 6 ⇒ (3) + 6 = 9 piercing: 1d6 ⇒ 5
Oh, this isn't good

GM Valen |

Menudo drops a cultist (red). Nightkit drops the ball (figuratively).
INTO THE CULTISTS' LAIR - Second Full Round of Combat Begins!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Cultist (red) -11 HP
Merida
Ashtoret
Theron -2 HP
Cultist (blue)
Rat (blue)
Seebonick
Cultist (yellow)

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Theron wades forward, trying to deal with the threats immediately.
Merida...help Kit out...I got this rabble... he yells as he strikes.
attack cultist, power attack, furious focus: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
attack, rat, same, cleave: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
crit?: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16

GM Valen |

Theron turns one cultist (blue) into a fine, red mist.
His swing for the now blood-soaked rat (blue) turns into a fine missed red.
INTO THE CULTISTS' LAIR - Second Full Round of Combat Begins!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Merida
Ashtoret
Theron -2 HP
Cultist (blue) -28 HP
Rat (blue)
Seebonick
Cultist (yellow)

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Merida steps forward and fires 2 arrows at the cultist in yellow clothes.
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (1) + 8 + 1 - 2 - 1 = 7
Piercing: 1d8 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (17) + 8 + 1 - 2 - 1 = 23
Piercing: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7
"Put that club down - or else..."

GM Valen |

The cultist (yellow) reels from the arrow delivered to his chest, but holds tight to his club.
INTO THE CULTISTS' LAIR - Second Full Round of Combat Cont'd!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Merida
Ashtoret
Theron -2 HP
Rat (blue)
Seebonick
Cultist (yellow) -7 HP

GM Valen |

PUTTING ASHTORET ON DELAY - No post in 48+ hours.
Back nearly into a corner, the massive rat (blue) bites at one of the Pathfinders.
1 Menudo, 2 Theron: 1d2 ⇒ 2
Melee (bit): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (P) plus disease: 1d4 ⇒ 3
INTO THE CULTISTS' LAIR - Second Full Round of Combat Cont'd!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Merida
Ashtoret (Delaying)
Theron -2 HP
Rat (blue)
Seebonick
Cultist (yellow) -7 HP

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Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
Ashtoret carefully jumps down and immediately shoots the last living cultist.
+1 Light Crossbow: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 2 ⇒ (4) + 2 = 6

GM Valen |

Ashtoret carefully jumps down and immediately shoots the last living cultist.
The "last living cultist" is no longer lasting nor living.
INTO THE CULTISTS' LAIR - Third Full Round of Combat Begins!
Each PC may act
Menudo -5 HP
Nightkit -4 HP (diseased)
Merida
Theron -2 HP
Rat (blue)
Seebonick
Ashtoret
Cultist (yellow) -13 HP

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While the others are dealing to the last rat, Nightkit moves to the double doors in the east wall to examine them.
perception: 1d20 + 6 ⇒ (8) + 6 = 14

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Menudo steps down, setting up a flank for Theron, just in case he can't kill the dirty rat with one swing.
ECB: 1d20 + 9 ⇒ (20) + 9 = 29 for damage: 1d10 + 4 ⇒ (6) + 4 = 10
Confirm Crit: 1d20 + 9 ⇒ (4) + 9 = 13 for damage: 1d10 + 4 ⇒ (4) + 4 = 8
My money is on it being out.

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The gnome waits to see if it's dead and moves closer.
"Nice hit!"
ready to attack if it's alive
attack: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 1 ⇒ (3) + 1 = 4

GM Valen |

Theron misses. Menudo does not, killing the rat decisively.
COMBAT OVER
Each of the cultist guards here was wearing leather armor. Each had a heavy wooden shield, a club, and about 50 gold pieces.
The rats had nothing of value.
While the others are dealing to the last rat, Nightkit moves to the double doors in the east wall to examine them.
Nightkit notes no traps or other hazards on the double doors.
Beneath the table there is a chest that’s unlocked and contains 6,000 gp in Cassomir trade bars.
Anything anyone would like to do before proceeding through the double doors (presumably in the default marching order)?

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Nightkit checks to see if the doors are locked, then opens them as silently as possible.

GM Valen |

Nightkit checks to see if the doors are locked, then opens them as silently as possible.
When the rogue opens the doors, she spies a long, steep staircase leading down to a closed door below.
Staircase now revealed on Slides.Suddenly, a scythe emerges from the wall of the doorframe, threatening to remove her head!
Melee attack (wall scythe): 1d20 + 20 ⇒ (15) + 20 = 35
Damage (S): 2d4 + 6 ⇒ (2, 4) + 6 = 12
The swinging blade then recedes back into a nitch within the wall of the doorframe.
PARTY STATUS
Menudo -5 HP
Nightkit -19 HP (diseased)
Theron -2 HP
Anyone care to attempt a Perception check?