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OW! **** ^%$$^&*& *&%%$#$ she exclaims at the scythe hit her. She staggers backwards into the room hand pressing on the spot it hit.
Somebody grab my wand and hit me with it ... before I bleed out... ARGH!
((She has 1 hp left))

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"KIT! OH NO!!!"
Merida drops her bow and runs forward, grabbing the wand of CLW the rogue spoke about. She frantically tries to activate it.
UMD: 1d20 + 7 ⇒ (5) + 7 = 12
"D*mn... what was the activation phrase again? Hm, maybe..."
UMD: 1d20 + 7 ⇒ (14) + 7 = 21 CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"There. This should stop the bleeding - for now. Menudo, can you heal her a bit more, please?"
The fighter holds out the wand. Then she starts shaking her head.
"Kit, tell me, when did you become this careless? Usually you're the one who slows down the mission by insisting that every door has to be checked for traps..."
Merida goes back to pick up her bow. Afterwards, she moves a bit closer to the door, but still examines it from an (assumed) safe distance.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
"Where did that scythe come from? I can't see anything suspicious..."

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I DID check for traps. I .... guess I missed that one. *sighs*
umd: 1d20 + 8 ⇒ (15) + 8 = 23 clw+1: 1d8 + 1 ⇒ (6) + 1 = 7
umd: 1d20 + 8 ⇒ (14) + 8 = 22 clw+1: 1d8 + 1 ⇒ (3) + 1 = 4
Two more taps and she is healed up. She still looks a bit ill though.

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Ok...get back behind me...you're clearly afflicted with something, telling by the colour of your face. No arguments! Theron says, his look saying he will brook no dissension. He goes through the door, blade ready for action.

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"I can simply use everyone else's wand, no need to try to trick the thing."
Also using a charge on myself, from my own wand.
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Menudo stops Theron for a moment as he also tries to UMD his own Shield wand.
UMD: 1d20 + 13 ⇒ (19) + 13 = 32
Then, Menudo follows Theron.
Can't remember if you can take total defence outside of combat. If yes, I do.

GM Valen |

Ok...get back behind me...you're clearly afflicted with something, telling by the colour of your face. No arguments! Theron says, his look saying he will brook no dissension. He goes through the door, blade ready for action.
Theron encounters another blade ready for action!
Moving Theron through door; position updated on Map on Slides.
The scythe re-emerges from the wall of the doorframe, threatening to remove his head!
Melee attack (wall scythe): 1d20 + 20 ⇒ (1) + 20 = 21
Damage (S): 2d4 + 6 ⇒ (4, 4) + 6 = 14
The swinging blade somehow misses and then begins receding back into a nitch within the wall of the doorframe.
Am I correct that the rest of the party follows right behind Theron, rushing past the door after the scythe comes down?
PARTY STATUS
Nightkit -2 HP (diseased)
Theron -2 HP

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Maybe I'd better disable it Nightkit offers.
disable device: 1d20 + 11 ⇒ (7) + 11 = 18

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I can't do anything to help with the traps yet. But morally I'm with you.

GM Valen |

With help, Nightkit manages to disable the trap.
The double doors to the west open onto a long, steep staircase leading down to a closed door below.
If you wish to descend the stairs faster than normal movement (not sure why this is in here, but it is), please give me an Acrobatics check.
Assuming you open the door in the usual marching order...
From the set of steep stairs beyond, you open a pair of thick wooden doors in the northern wall of a room. Tall vaulted ceilings disappear into darkness high above as candles and torches barely illuminate the lower reaches of this room beyond the door. Along the north wall are three cell doors, thick wooden affairs bracketed by solid steel bracings with small, six-inch, square windows set high in them. Enormous crates, barrels, and sacks of goods are stacked neatly in the southwest corner of the room. The floor is clean granite, etched with a wavy-line pattern that permeates throughout the entire room; the design even climbs the walls and disappears into the vaults above. A rat-shaped chalk drawing dominates the floor in the center of the room, clearly depicting a dire rat leaning forward as if to pounce.
The cells to the west are packed full of Cassomirites of all stripes.
Next to one of the cells is a man in gray robes, who inspects the prisoners, even as a pair of creatures covered in rotting vestments that hang across their withered flesh. The mouths of the two creatures hang open in silent screams.
As the door opens, the cloaked man catches glimpse of you and goes for his mace. "You?! You are not Luscilia or her 'pets'! Who are you?"
Initiative, Menudo: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative, Nightkit: 1d20 + 4 ⇒ (12) + 4 = 16
[Initiative, Theron: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative, Seebonickk: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative, Merida: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative, Ashtoret: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative, Creature (blue): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative, Cloaked man (red): 1d20 - 1 ⇒ (14) - 1 = 13
Initiative, Creature (yellow): 1d20 + 6 ⇒ (2) + 6 = 8
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round One Begins!
PCs in bold may act
Theron
Ashtoret
Nightkit
Seebonick
Creature (blue)
Menudo
Cloaked man (red)
Merida
Creature (yellow)
Aura of Madness (Su): The cleric can emit a 30-foot aura of madness for a number of rounds per day equal to his cleric level. Enemies within this aura are affected by confusion unless they make a Will save (DC 13). The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Disease (Ex) Claw:save Fort DC 12; frequency 1d3 days/1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

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kn. local: 1d20 + 4 ⇒ (3) + 4 = 7
The agents of your demise, meatbag! Theron says as he surges forward. He grabs a javelin from his back and launches it at the yellow tinged creature as he moves up.
I'm going for him....spread out and take care of the rest.
chuck: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 4 ⇒ (5) + 4 = 9

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Nightkit double moves across the room. I'll flank
k local: 1d20 + 6 ⇒ (8) + 6 = 14

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There is no need to offend these beautiful creatures, my friends. Just... Kill the cultist. Ashtoret touches the symbol of the Pale Princess and smiles ominously. ПОВИНУЙТЕСЬ МОЕЙ ВОЛЕ! Obey my will!
Command Undead, DC 16 will

GM Valen |

Theron misses. Ashtoret casts.
Presumably creature (yellow), Will: 1d20 + 4 ⇒ (16) + 4 = 20
One of the creatures (blue) lumbers toward the closest Pathfinder and attacks.
Melee (claws): 1d20 + 4 ⇒ (15) + 4 = 19
Damage (S) plus disease: 1d6 + 1 ⇒ (5) + 1 = 6
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round One Cont'd!
PCs in bold may act
Theron
Ashtoret
Nightkit -6 HP (Filth fever; Fort save)
Seebonick
Creature (blue)
Menudo
Cloaked man (red)
Merida
Creature (yellow)

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Menudo charges to his ally's aid.
Charge on Blue: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
slashing damage: 1d10 + 4 ⇒ (9) + 4 = 13
AC-2, I assume it's been at least a minute since Menudo used the Shield wand, and it has worn off.

GM Valen |

Menudo charges to his ally's aid.
The Pathfinder slashes at the creature (blue), but finds the resulting slices are not as injurious to the creature as they might be to the living.
Nightkit's immune system fights off the new invaders.
"Protect me!" The cloaked man shouts to the other two creatures. "Protect your master." He then turns to the Pathfinders with his eyes falling upon the strong-looking Theron.
"Contemplate the coming of the Harbinger of Last Days!" he declares as he flashes a round, skull-shaped medallion at the fighter.
Theron must attempt a Will save (DC 13).
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round One Cont'd!
PCs in bold may act
Theron
Ashtoret
Nightkit -6 HP (Filth fever)
Seebonick
Creature (blue) -7 HP
Menudo
Cloaked man (red)
Merida
Creature (yellow)

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Merida hustles forward to get a good position. (move action)
She then fires an arrow at the cloaked man. (standard action)
+1 Longbow Point-Blank Deadly Aim: 1d20 + 8 + 1 - 1 ⇒ (10) + 8 + 1 - 1 = 18
Piercing: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
I hope that's a hit...
"They cannot protect you from my arrows!"

GM Valen |

Merida hustles forward to get a good position. (move action)
She then fires an arrow at the cloaked man. (standard action)I hope that's a hit...
It is a hit. The cloaked man howls in pain. "Get THAT one!" he commands, pointing at Merida.
The creature (yellow) moves forward, swinging a claw.
Melee (claw) v Merida: 1d20 + 4 ⇒ (1) + 4 = 5
Damage (S) plus disease: 1d6 + 1 ⇒ (1) + 1 = 2
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round Two Begins!
PCs in bold may act
Theron
Ashtoret
Nightkit -6 HP (Filth fever)
Seebonick
Creature (blue) -7 HP
Menudo
Cloaked man (red) -8 HP
Merida
Creature (yellow)

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Theron sees an opportunity and takes it. He rushes forward, making sure he avoids the creature. He brings his blade down with a vicious gleam in his eye.
Time to meet your end, fool.
attack, PA, FF: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15

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You leave my friend alone Nightkit exclaims while looking a little green.
She stabs at the blue creature.
rapier: 1d20 + 6 ⇒ (4) + 6 = 10 piercing: 1d6 ⇒ 3

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Ashtoret casts.
[dice=Presumably creature (yellow), Will]1d20+4
It's channel energy and affects both creatures. Will save from Blue please and then I'll do my new turn.

GM Valen |

It's channel energy and affects both creatures. Will save from Blue please and then I'll do my new turn.
Oops. Sorry.
Creature (blue), Will: 1d20 + 4 ⇒ (19) + 4 = 23Theron sees an opportunity and takes it. He rushes forward, making sure he avoids the creature. He brings his blade down with a vicious gleam in his eye.
Time to meet your end, fool.
The "fool" does indeed meet his end. The cloaked man (red) drops and the surrounding stone floor becomes slick with his lifeblood.
Nightkit's blade doesn't even touch the undead.
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round Two Cont'd!
PCs in bold may act
Theron
Ashtoret
Nightkit -6 HP (Filth fever)
Seebonick
Creature (blue) -7 HP
Menudo
Cloaked man (red) -23 HP
Merida
Creature (yellow)

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I said SUBMIT to my will!
5ft step and same again - two will saves please. Just with worse rolls ))

GM Valen |

I said SUBMIT to my will!
5ft step and same again - two will saves please. Just with worse rolls ))
Creature (blue), Will: 1d20 + 4 ⇒ (13) + 4 = 17
Creature (yellow), Will: 1d20 + 4 ⇒ (16) + 4 = 20Technically, they are worse...

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Seebonickk tries to dodge as he gets near.
Acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26
then stabs at yellow.
attack: 1d20 + 8 ⇒ (9) + 8 = 17
flank
damage: 1d6 + 1 ⇒ (5) + 1 = 6
sneak: 2d6 ⇒ (1, 1) = 2

GM Valen |

Seebonickk tries to dodge as he gets near.
then stabs at yellow.
The gnome tumbles well and gets in a jab! However, his mundane weapon causes little injury to the unliving.
The other unliving (blue) turns to face the nearest creature that harmed it.
Melee (claw) v Menudo: 1d20 + 4 ⇒ (9) + 4 = 13
Damage (S) plus disease: 1d6 + 1 ⇒ (5) + 1 = 6
Melee (claw) v Menudo: 1d20 + 4 ⇒ (20) + 4 = 24
Damage (S) plus disease: 1d6 + 1 ⇒ (1) + 1 = 2
Confirm crit?: 1d20 + 4 ⇒ (9) + 4 = 13
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round Two Cont'd!
PCs in bold may act
Theron
Ashtoret
Nightkit -6 HP (Filth fever)
Seebonick
Creature (blue) -7 HP
Menudo -2 HP (Fort save v disease)
Merida
Creature (yellow) -3 HP

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Merida 5-foot-steps out of melee range and rapidly fires two arrows at the undead. (yellow)
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (12) + 8 + 1 - 2 - 1 = 18
Piercing, magic: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (18) + 8 + 1 - 2 - 1 = 24
Piercing, magic: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
I hope that's enough damage...
"Die, creature! ...eh, I mean, die again!"

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Menudo feels a slight twinge of concern at the germ-ridden bite, then remembers he is a paladin, and therefore immune to disease.
Menudo steps into the flank.
"Fell beast, I smite you in the name of Erastil!"
Attack+Flank+Smite: 1d20 + 9 + 2 + 2 ⇒ (6) + 9 + 2 + 2 = 19 for damage: 1d10 + 12 ⇒ (6) + 12 = 18

GM Valen |

Sorry, I thought I had posted previously.
Merida's arrows each strike their target. Though they penetrate deeply, they do less harm than one would expect from a living target.
Menudo strikes a divine blow. His undead target (blue) is cut down.
The remaining undead strikes at the nearest Pathfinder!
Melee (claw) v Seebonick: 1d20 + 4 ⇒ (19) + 4 = 23
Damage (S) plus disease: 1d6 + 1 ⇒ (5) + 1 = 6
Melee (claw) v Seebonick: 1d20 + 4 ⇒ (7) + 4 = 11
Damage (S) plus disease: 1d6 + 1 ⇒ (1) + 1 = 2
THE MASTER REVEALED WITHIN THE RAT'S NEST! - Round Three Begins!
PCs in bold may act
Theron
Ashtoret
Nightkit -6 HP (Filth fever)
Seebonick -2 HP (Fort save v disease)
Creature (blue) -25 HP
Menudo -2 HP
Merida
Creature (yellow) -11 HP

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Seeing the beast hit Seebonickk sends Theron raging forth, intent on ending the fight immediately.
Time to go with your master, mutt! he says coldly as he swings at it.
attack, PA, FF: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16

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Nightkit is just able to get into flank with Theron before stabbing at the creature.
rapier: 1d20 + 6 ⇒ (12) + 6 = 18 piercing: 1d6 ⇒ 2 sneak: 2d6 ⇒ (5, 5) = 10

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Seebonickk tries to ward off the disease.
Fort: 1d20 + 5 ⇒ (6) + 5 = 11
reoll: 1d20 + 10 ⇒ (17) + 10 = 27
He then tries to stab the undead.
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 1 ⇒ (2) + 1 = 3

GM Valen |

The final undead falls to the combined might of the Pathfinders.
The sounds of cheers erupt within the room, echoing off the stone walls as the citizens held captive in the cells praise you. "Thank you! Thank you for helping us!" The cries ring out as the captives shower you profusely with gratitude as well as the expectation of freedom.
They begin to recount tales of dark- or gray-skinned humanoids with enormous gray eyes who came frequently to negotiate with the cloaked man, who they identify as "Dalirio Teppish", before buying a handful of captives and taking them from the room. Where these creatures took them, the captives don’t know and Dalirio would never say.
Dalirio had referred to this lair as the "Rat’s Nest". Dilario claimed it was his headquarters and his “throne” for the destruction of Taldor. Dilario often claimed how he had obtained months and months of supplies stored here for the coming “war” he hopes to start. This is where, until now, Dilario had kept his slaves before later moving them to locations deeper in Cassomir’s Locker to sell them.
Among the captives is the missing Pathfinder Cestis who is alive but appears to have been badly beaten. His tale plays out much like that of his counterpart, Kafar. Cestis resisted capture until he was knocked unconscious, though he has since awakened in his cell.
The undead have nothing of value on their remains, but the cloaked man--in addition to his unremarkable cloak, was wearing half-plate and had a masterwork heavy flail. He also wore a skull-shaped amulet. One of the captives claims Dalirio referred to the bauble as a cataclysm amulet, boasting how the item is an artifact "bestowed by Groetus himself", how it controlled the undead known as heucuvas, which were the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death, and how it would only function for Dalirio.
Half of the crates in this room are marked with gigantic red X’s, painted on with a wide brush. The supplies include flour, grains, sugar, coffee, tea, dried goods, and so on—everything the cult needs to supply its operations. Each crate weighs about 500 lbs.
You are left with the impression that killing or defeating Dalirio doesn’t end the threat to Cassomir—in fact, Dalirio, despite all his blustering to the contrary, was likely a rather small player in the plots that unfold deep beneath Cassomir. But, for now, the more brazen kidnappings have stopped and the Pathfinders have restored some semblance of peace to the city. How long that peace will last is unknown.
END OF PART 1

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Nightkit helps in releasing all the captives before she has to sit down.
I think I'd better go see Kyra before heading out and dealing to whoever is behind this mess. she says. Besides, it gives me an excuse to visit Merisial and swap stories.

GM Valen |

The sounds of cheers erupt within the room, echoing off the stone walls as the citizens held captive in the cells praise you. "Thank you! Thank you for helping us!" The cries ring out as the captives shower you profusely with gratitude as well as the expectation of freedom.
They begin to recount tales of dark- or gray-skinned humanoids with enormous gray eyes who came frequently to negotiate with the cloaked man, who they identify as "Dalirio Teppish", before buying a handful of captives and taking them from the room. Where these creatures took them, the captives don’t know and Dalirio would never say.
Seebonick, Knowledge (local): 1d20 + 8 ⇒ (4) + 8 = 12
Theron, Knowledge (local): 1d20 + 4 ⇒ (20) + 4 = 24Based upon this description, Theron identifies the "gray-skinned humanoids with enormous eyes" as almost certainly being derro.
Both primary and secondary objectives now fulfilled. Party gets full prestige points.

GM Valen |

Table for Part 1 reported. Onto Part 2!
Sometime later, while back in Absalom, you receive a summons from Venture-Captain Hestia Themis seeking your presence at the Cassomir Pathfinder
Lodge. Not long afterwards, you each receive a missive.
Faction Handouts are now posted on Slides. Scroll down to the handout for your PC's faction. Please note that these faction missions are entirely optional, have no mechanical benefit for completion, and may be ignored completely should you so choose.
Shortly after your arrival, you are directed to the office of the Venture-Captain. There you find Hestia Themis, a small, dark-haired, and dark-eyed Taldan woman, sitting behind her enormous blackwood desk. She clears her throat. “My friend, the Countess Arieta Patrizia, is dead. She escaped her capture by the fiends who operate beneath Cassomir only to succumb to disease and wounds incured in Cassomir’s disgusting sewers. Ordinarily, this would be a matter for the Taldan authorities, but Arieta came to me directly after escaping and recounted a story that leads me to the natural conclusion that only the Pathfinder Society can resolve this issue.”
Venture-Captain Themis rises and paces back and forth behind her desk. “Arieta told me of an artifact she saw while in captivity below Cassomir. This artifact, called the jet rat, is known to us, but we must confirm that what she saw is indeed true. She claims to have seen it transform normal rats into something bigger, more vile and mean. If that’s true, the artifact she saw down there is old, evil, and should be stored safely in the vaults beneath the Grand Lodge in Absalom where we can study, catalog, and examine it. Worse, she claims to have seen this object in the hands of the derros, vile Darklands creatures that we have long suspected are responsible for the Cassomir kidnappings. I have a map here that shows the location of the sewer grate Arieta was dropped through when she was kidnapped. She could not, due to her illness, recall much about how she got to the location where they kept her in captivity, but she knows where they dropped her into the sewers and you’ll find that location on this map.”
Venture-Captain Themis stops pacing and eyes you across her desk. “Bring me back this artifact—if you happen to free a few captured Taldans along the way, that’s good news, but the artifact is your mission. Any questions?”

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I'm sorry for your loss Nightkit replies frowning. And it looks to me I'd better stock up on anti-plagues and antitoxins before going down there.
So what does this jet rat look like and how big is it? A black statue of a rat made of jet I presume.[/b]
And derros ... deep dwarves if I'm not mistaken. Gonna need darkvision as well I suspect
She frowns more contemplating the costs - maybe getting those funky new bracers wasn't such a good idea after all.

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We'll make sure the mutts who nabbed her will get what's coming to them. And freeing fellow Taldans is a bonus... Theron says grimly.
Aye...a few torches would be good...magic lighting might be hard to come by...and remedies for whatever filth is down there...