Post by Richard Loh on Sept 14, 2013 20:14:45 GMT 8
SUMMARY
The PCs are summoned to the Cassomir Pathfinder Lodge by Venture-Captain Hestia Themis to investigate the last words of Hestia’s recently deceased friend, Contessa Arieta Patrizia. Specifically, Themis is curious if the story about an artifact that can make rats larger and more violent is true, and she’d like the PCs to go into Cassomir’s Locker, the sewers, catacombs, and entire older city blocks below the city. She knows exactly how the derros got Arieta below the city when she was kidnapped and gives the PCs directions to a sewer grate in the Imperial Naval Shipyards.
The sewer grate leads down into a room in the sewers occupied by a spider that that the derros put there to keep intruders away. They also trapped the grate at the center of the room so that unwary PCs fighting the spider might find themselves at the bottom of a pit. Once the spider has been defeated, the PCs explore deeper into the massive, wide-open Cassomir sewers and find a room with the corpses of several wealthy Cassomir citizens floating in the middle. All of these citizens appear to have been beaten to death, giving the PCs a small mystery to think about.
A short while later, the PCs find a dry room with stairs headed to the surface. The stairs open into a large hidden closet in a storage warehouse near the sewer grate the PCs used to descend into the sewers. This room appears to be the main entrance for whomever is responsible for Arieta’s kidnapping to get below Cassomir. The PCs find a lot of supplies here—supplies guarded by Grench Teppish, a cleric of Groetus, and his mite slaves on loan from the derros. Once the PCs defeat Grench and his mites, they can move deeper into the sewers. After a while, the PCs find a room that’s been dammed off from the rest of the sewers, revealing a very old sewer grate of a style not used in Cassomir for hundreds of years.
A single guard is here (or more at higher tiers), though he has the assistance of (and immunity to) the magical trap placed on the sewer grate. A huge rat symbol is also drawn on the floor here in chalk, something the PCs may have seen before if they played through Shipyard Rats. The old sewer grate leads down a ladder into an entire city block of Cassomir that’s been built over and left behind. The top of the cavern in which the city exists appears to be the foundations of the sewer system above.
Here, if the PCs are running long on time, the PCs will encounter a mass of rats, both swarm and advanced dire rat alike.
After some additional exploration of Cassomir Below, the PCs find another bunch of mite slaves, this time guarding one of the buildings. The mites should be easily dispatched, after which the PCs enter the building and see their first derro, a dark-skinned humanoid with enormous bulging eyes and white hair. The derro is accompanied by slaves and rats at higher tiers, and brutally fights to the death. Finally, the PCs recover the jet rat artifact, thus disrupting the plans of the derros of Corgunbier for now.
Actions of note:
Inaros Abu Den the Forgetful: Attempts to hide while forgetting an ioun torch circling around his head.
Cai Kru: Attempted to jump across the 10' wide waterway which promptly landed him into the filth of Cassomir's sewers. Also shoved the door into the sole derro's face who was guarding the jet rat. With the assistance of Grim, they kept the derro behind the door for a while, while attempting to use the door as a weapon against the derro.
The PCs are summoned to the Cassomir Pathfinder Lodge by Venture-Captain Hestia Themis to investigate the last words of Hestia’s recently deceased friend, Contessa Arieta Patrizia. Specifically, Themis is curious if the story about an artifact that can make rats larger and more violent is true, and she’d like the PCs to go into Cassomir’s Locker, the sewers, catacombs, and entire older city blocks below the city. She knows exactly how the derros got Arieta below the city when she was kidnapped and gives the PCs directions to a sewer grate in the Imperial Naval Shipyards.
The sewer grate leads down into a room in the sewers occupied by a spider that that the derros put there to keep intruders away. They also trapped the grate at the center of the room so that unwary PCs fighting the spider might find themselves at the bottom of a pit. Once the spider has been defeated, the PCs explore deeper into the massive, wide-open Cassomir sewers and find a room with the corpses of several wealthy Cassomir citizens floating in the middle. All of these citizens appear to have been beaten to death, giving the PCs a small mystery to think about.
A short while later, the PCs find a dry room with stairs headed to the surface. The stairs open into a large hidden closet in a storage warehouse near the sewer grate the PCs used to descend into the sewers. This room appears to be the main entrance for whomever is responsible for Arieta’s kidnapping to get below Cassomir. The PCs find a lot of supplies here—supplies guarded by Grench Teppish, a cleric of Groetus, and his mite slaves on loan from the derros. Once the PCs defeat Grench and his mites, they can move deeper into the sewers. After a while, the PCs find a room that’s been dammed off from the rest of the sewers, revealing a very old sewer grate of a style not used in Cassomir for hundreds of years.
A single guard is here (or more at higher tiers), though he has the assistance of (and immunity to) the magical trap placed on the sewer grate. A huge rat symbol is also drawn on the floor here in chalk, something the PCs may have seen before if they played through Shipyard Rats. The old sewer grate leads down a ladder into an entire city block of Cassomir that’s been built over and left behind. The top of the cavern in which the city exists appears to be the foundations of the sewer system above.
Here, if the PCs are running long on time, the PCs will encounter a mass of rats, both swarm and advanced dire rat alike.
After some additional exploration of Cassomir Below, the PCs find another bunch of mite slaves, this time guarding one of the buildings. The mites should be easily dispatched, after which the PCs enter the building and see their first derro, a dark-skinned humanoid with enormous bulging eyes and white hair. The derro is accompanied by slaves and rats at higher tiers, and brutally fights to the death. Finally, the PCs recover the jet rat artifact, thus disrupting the plans of the derros of Corgunbier for now.
Actions of note:
Inaros Abu Den the Forgetful: Attempts to hide while forgetting an ioun torch circling around his head.
Cai Kru: Attempted to jump across the 10' wide waterway which promptly landed him into the filth of Cassomir's sewers. Also shoved the door into the sole derro's face who was guarding the jet rat. With the assistance of Grim, they kept the derro behind the door for a while, while attempting to use the door as a weapon against the derro.