TEXT: ™
  
  The Devil We KnoW ParT ii: Cassomir’s loCKer
  Pathfinder Society Scenario 30
  Design: Joshua J. Frost
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Senior Art Director: James Davis
  Interior Artist: Jon Hodgson
  Cartographer: Corey Macourek
  Vice President of Operations: Jeffrey Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 30: The Devil We Know Part II: Cassomir’s Locker is a Pathfinder Society Scenario designed 
  for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society 
  Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game 
  License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 17 of this product.
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  Publishing, LLC. © 2009 Paizo Publishing, All Rights Reserved.
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  3
  3
  The Teppish brothers don’t know this, but the derros 
  have been kidnapping more than just the workers in the 
  Imperial Naval Shipyards (see Part I)—they’ve expanded 
  and have started kidnapping citizens from all across 
  Cassomir, even venturing outside of the city at night to 
  grab farmers, vagabonds, and ordinary travelers. These 
  kidnappings have caused a huge boom in the Corgunbier 
  economy, as the derros are 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. 
  This wealth has made them greedy and 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 their biggest grab yet: 
  the entire prison population of Swift Prison, guards and 
  all. While that plan is yet a ways off, 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.
  A recently kidnapped citizen of Cassomir, Contessa 
  Arieta Patrizia, managed to escape from the derro slave 
  pens in Cassomir Below and made her way back through 
  the sewers over a number of days before finally reaching 
  the surface. She climbed back into Cassomir tired, 
  wounded, hungry, and succumbing to filth fever. With 
  everything she’d seen below the city, she knew only one 
  person who could help—her childhood friend Venture-
  Captain Hestia Themis.
  Before dying of her wounds, she recounted to Venture-
  Captain Themis a long story of her capture. She 
  described the derros grabbing her from her villa in Old 
  Cassomir, binding and gagging her, and then dragging 
  her through the night streets to a sewer grate in the heart 
  of the Imperial Naval Shipyards. They took her through a 
  dizzying number of sewer turns before binding her legs 
  and lowering her down a ladder into the strangest thing 
  Arieta had seen—there, beneath the surface of Cassomir, 
  was an entire city block of houses, streets, and even 
  lamps, signs, and hitching posts, as though a section of 
  Cassomir was just bricked over and forgotten.
  T
  hough Dalirio Teppish was the mastermind 
  of the operation that brought the derros into a 
  close alliance with the Cult of Nature’s Cataclysm 
  (see Part I: Shipyard Rats), it was his twin brother Grench 
  Teppish who went below the city, deep into Cassomir’s 
  Locker, and actually maintained the relationship with 
  the derro. Grench spoke the necessary languages (Aklo 
  and Undercommon) to ensure that Dalirio’s plan came to 
  fruition, and though he disliked being below the surface 
  (especially traipsing about Cassomir’s filthy sewers and 
  dusty Cassomir Below), his loyalty to his brother and to 
  the God of End Times, Groetus, kept him focused and 
  faithful to the cause.
  Grench has worked hard the past few months in and 
  around Cassomir’s Locker, ensuring that the derro 
  presence went unnoticed. He’s plotted ambushes on 
  adventuring companies that got too close, grabbed sewer 
  workers who wandered into their operation (and sold 
  them into derro slavery), and has had to spend a great deal 
  of time with the uncomfortable derro in their staging 
  grounds in Cassomir Below, an abandoned city block that 
  Cassomir left behind during its expansion.
  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 and Grench is beginning to wonder if his 
  loyalty to his brother is worth all of the vermin he has to 
  deal with on a daily basis. For now, though, Grench keeps 
  his head down, orders the derro’s mite slaves about, and 
  continues to sell Cassomir citizens to the derro to fund 
  the Cult of Nature’s Cataclysm.
  What Grench doesn’t know is that the derros are 
  just biding their time. They saw Dalirio’s plan as an 
  opportunity to get close to the surface and to use the 
  cult’s activities to mask their own kidnapping operations. 
  The Devil We KnoW ParT ii: 
  Cassomir’s loCKer
  By JoShua J. froSt
  
  Pathfinder Society Scenario
  4
  Over many days, Arieta witnessed the derros using the 
  black rat statue to make bigger, meaner, and more brutal 
  rats. She saw new slaves come in, she saw old slaves go 
  out, and she waited and watched. She managed to escape 
  when one of the small blue creatures guarding her pen 
  accidentally left the cage open after feeding time. She hid 
  in Cassomir Below for a day before climbing the ladder 
  into the sewers, where she was attacked by rats and only 
  managed to escape by diving into the sewer itself to swim 
  away. Over a few confusing days she managed to fight off 
  more rats, even as she began to feel terribly ill and was 
  slowly getting weak from lack of food. Finally, she found a 
  way out and made her way to Themis, only to recount her 
  story and pass on to the Great Beyond.
  Concerned about recent events in Cassomir, Themis 
  gathered a team of Pathfinders to go below and find and 
  explore this alleged city block. Maybe the Pathfinders 
  can avenge Arieta’s death and, while doing so, recover the 
  mysterious black artifact that has the power to shape and 
  change ordinary rats.
  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.
  GETTING STARTED
  Read the following to get the adventure underway:
  Venture-Captain Hestia Themis, a small, dark-haired, 
  and dark-eyed Taldan woman, sits behind her enormous 
  blackwood desk in the Pathfinder lodge in Cassomir and 
  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.”
  The Devil We KnoW SerieS
  Cassomir’s Locker is the second in a connected series of 
  scenarios for the Pathfinder Society Organized Play. Though 
  it’s best if these scenarios are played in order, they do not have 
  to be. See Shipyard Rats for examples of how to play Cassomir’s 
  Locker if you’re playing it first. There will be at least two more 
  chapters in this story before the end of Season 1.
  
  the devil We KnoW Part i: caSSomir’S locKer
  5
  The PCs may have questions for Themis at this point. 
  Below are some likely questions and their answers. 
  Themis answers them patiently, carefully, and spends a 
  great deal of time thinking about an answer before she 
  gives it.
  Was her kidnapping associated with the Cult of 
  Nature’s Cataclysm? “While we’re not going to discount 
  that, she didn’t describe any human involvement. She saw 
  only derros, rats, and a few creatures she could not name 
  and I could not identify.”
  How many other Cassomir citizens did she see? “She 
  claims to have seen dozens, some of whom she recognized 
  as fellow prominent citizens of the empire. This goes 
  beyond the recent kidnappings in the Imperial Naval 
  Shipyards—it even goes beyond Cassomir’s normal and 
  storied disappearances. This is another level of madness 
  and I can’t help but think that the jet rat might have 
  something to do with that.”
  Aren’t the derros dangerous? “Yes, but she never saw 
  more than a handful together. Pathfinders of your stature 
  should be able to easily dispatch them and recover the 
  artifact.”
  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?”
  Trap
  Trapped Drain
  Up
  Trap Door
  From 1c Above
  One square = 5 feet
  Cassomir Sewers
  Trap
  Trap
  Trap Door
  to Below
  Trapped Drain
  A1
  A2
  A3
  A4
  p
  Up
  Trap Door
  From 1c Above
  One square = 5 feet
  A1
  A2
  A3
  A4
  Cassomir Sewers
  
  Pathfinder Society Scenario
  6
  Once in the sewers, how are we going to know the 
  way to where Arieta was held? “You’re Pathfinders, not 
  stumbling fool adventurers. I’m sure you’ll use your wits, 
  skills, and brains to figure that out for yourself.”
  ACT 1: INTo ThE SEwERS
  Cassomir Sewers
  Encounters A1 through A4 all take place in the Cassomir 
  sewers. The Cassomir sewers are actually the third 
  incarnation of a sewer system beneath Cassomir (Knowledge 
  [local] DC 12). As the newest, the current Cassomir Sewers 
  are large, vaulted affairs with tile ceilings, brick walls, 
  stone walkways, and make-shift wooden bridges. Unless 
  otherwise noted, the sewers are completely unlit and the 
  PCs will need to provide their own illumination. The 
  sewer grates at the end of each “dead end” lead to smaller 
  and smaller pipes that eventually connect to the storm 
  drains throughout Cassomir.
  The sewer waterway itself is a combination of rain 
  water, tidal salt water from the harbor, human and 
  animal waste, and the city’s other refuse. 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. Anyone who spends more than 1 round in the 
  water risks contracting filth fever (see the Pathfinder RPG 
  Core Rulebook, page 557). All along the waterway, however, 
  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.
  A1. Spider’s Lair  
  (CR 2, CR 4, OR CR 7)
  Once the PCs open the sewer grate and can see the room 
  below, read the following:
  AfflicTionS, DiSeASeS, AnD PoiSonS
  Be sure to read the rules in the Pathfinder RPG Core Rulebook 
  beginning on page 555 regarding curses, diseases, and 
  poisons, as the way they are handled has changed slightly 
  from previous editions.
  Murky puddles dot the tile floor below, which gently slopes 
  toward the room’s center where some of the puddles are very 
  slowly draining into a large, 10-foot-by-10-foot drain. Thick, 
  sticky webs cover most of the corners of the room, and several 
  large vermin appear to be caught in the webs. The sound of 
  running water can be heard to the north.
  This room was once an entrance chamber for the Sewer 
  Guild, though they long ago abandoned using it as they 
  were afraid of the giant spider that lives here. The derros 
  only use this entrance when they absolutely have to (such 
  as when fleeing the Cassomir constabulary or navy guards) 
  and when they used this entrance after kidnapping 
  Arieta, they lost one of their own to the spider. A DC 15 
  Perception check followed by a DC 15 Knowledge (nature) 
  checks reveals that among the dire rat corpses in the webs 
  is the bloodless corpse of a derro. This room is completely 
  dark, though if the PCs leave the grate above open during 
  the day, this room has dim illumination. The ceilings 
  here are 20 feet tall, so it’ll require a rope, ladder, or a 
  good Acrobatics check to get down into the room without 
  getting hurt.
  Creatures: A single spider guards this room. Since she 
  stays in the webs on the walls and ceiling, she’s unaware 
  that years of neglect have turned the grate on the floor 
  into a trap.
  Traps: The grate in this room has decayed and its bolts 
  are rusted through, the latches that once held them in 
  place long ago rotted away. Anyone who steps onto the 
  grate causes it to crash into the pit below, taking that 
  person with it.
  Tier 1–2 (CR 2)
  Giant Spider 
  CR 1
  N Medium vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 16 (3d8+3)
  Fort +4, Ref +4, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +1 (1d6 plus poison) 
  
  the devil We KnoW Part i: caSSomir’S locKer
  7
  Tier 3–4 (CR 4)
  Giant Black Widow Spider 
  CR 3
  N Large vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 28 (3d8+15)
  Fort +8, Ref +5, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +3 (1d8+4 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attack web (+6 ranged, DC 12, hp 3)
  TACTICS
  Same as Tier 1–2.
  STATISTICS
  Str 19, Dex 19, Con 20, Int —, Wis 14, Cha 6
  Base Atk +2; CMB +5; CMD 18
  Skills Climb +20, Perception +6 (+10 in webs), Stealth +8 (+12 in 
  webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), 
  +16 Climb
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 4 
  rounds; effect 1d2 Strength damage; cure 1 save.
  Web (Ex) Same as Tier 1–2.
  Pit Trap 
  CR 1
  Type mechanical; Search DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Tier 6–7 (CR 7)
  Ogre Spider 
  CR 7
  N Huge vermin 
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +6
  DEFENSE
  AC 18, touch 12, flat-footed 14 (+4 Dex, +6 natural, –2 size)
  hp 76 (8d8+40)
  Fort +11, Ref +6, Will +4
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +9 (2d6+5 plus poison) 
  Space 15 ft.; Reach 15 ft.
  Special Attack web (+7 ranged, DC 18, hp 8), 
  TACTICS
  Same as Tier 1–2.
  Special Attack web (+5 ranged, DC 12, hp 3)
  TACTICS
  Before Combat The giant spider is 20 feet off the ground in the 
  northwest corner of the room. She’s hiding when the PCs enter 
  the room (DC 21 Perception check to spot). She only attacks 
  once all of the PCs are down in the pit.
  During Combat The giant spider is mindless and simply sees an 
  opportunity for food. Once all of the PCs are down in the pit, 
  she webs the first one she sees and then attacks the rest.
  Morale The giant spider fights to the death.
  STATISTICS
  Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +2; CMD 15
  Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in 
  webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), 
  +16 Climb
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 
  rounds; effect 1d2 Strength damage; cure 1 save.
  Web (Ex) Creatures with the web ability can use webs to support 
  themselves and up to one additional creature of the same 
  size. In addition, such creatures can throw a web up to eight 
  times per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 10 feet, 
  and is effective against targets up to one size category larger 
  than the web spinner. An entangled creature can escape with a 
  successful Escape Artist check or burst the web with a Strength 
  check. Both are standard actions with a DC equal to 10 + 1/2 
  creature’s HD + creature’s Con modifier. Attempts to burst a 
  web by those caught in it suffer a –4 penalty. 
  Web spinners can create sheets of sticky webbing up to three 
  times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 Perception 
  check to notice a web; otherwise they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing gain a +5 bonus if 
  the trapped creature has something to walk on or grab while 
  pulling free. Each 5-foot-square section of web has a number 
  of hit points equal to the Hit Dice of the creature that created 
  it and DR 5/—. A creature can move across its own web at 
  its climb speed and can pinpoint the location of any creature 
  touching its web.
  Short Pit Trap 
  CR 1/2
  Type mechanical; Search DC 15; Disable Device DC 15
  EFFECTS
  Trigger location; Reset none
  Effect 10-ft.-deep pit (1d6 falling damage); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  
  Pathfinder Society Scenario
  8
  STATISTICS
  Str 20, Dex 19, Con 21, Int —, Wis 14, Cha 6
  Base Atk +6; CMB +13; CMD 27
  Skills Climb +21, Perception +6, Stealth +0 (+4 in webs); Racial 
  Modifiers +16 Climb, +4 Perception, +4 Stealth (+8 in webs)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 4 
  rounds; effect 1d2 Strength damage; cure 1 save
  Web (Ex) Same as Tier 1–2.
  Camouflaged Pit Trap 
  CR 3
  Type mechanical; Search DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Treasure: The derro that the giant spider killed when 
  Arieta was being kidnapped still carries the following 
  gear: 2 potions of cure moderate wounds, leather armor, short 
  sword, and a repeating light crossbow with 10 poisoned 
  bolts. For poison information, see area B3.
  Mission Notes: Taldor faction PCs get one chance to 
  succeed on one of their faction missions here: they must 
  make a DC 20 Heal check to remove the poison sack from 
  the spider. If they fail the roll, they damage the poison 
  sack and fail in their mission.
  Rewards: If the PCs defeat the spider and find the derro 
  corpse, reward each tier thusly:
  All Tiers: 
  Give each player 73 gp.
  A2. Against the Slavers  
  (CR 2, CR 4, OR CR 7)
  This room appears to have once been the basement of the 
  building above, the wall seperating the basement from 
  the sewer long ago smashed in and repaired, giving it the 
  appearance of a natural part of the sewer system. The ceiling 
  here is 30 feet high and the room is lit by torches in the north 
  and south walls. Stacks of crates and barrels line the north 
  wall, and a set of finely carved stone stairs start on the south 
  wall and make their way up and around the west wall to a door 
  high above the room in the northwest corner.
  This room is clean and well-maintained, a harsh 
  difference from the sewer just outside the archway. 
  The torches provide normal light within 20 feet of the 
  north and south walls, and dim illumination in a small 
  bit of shadow at the center of the room. The crates are 
  6-feet-tall and weigh 500 lbs. The barrels are 3 feet tall 
  and weight 50 lbs. each. The stairs lead to a large hidden 
  closet in a storage warehouse above—that closet has rope 
  and block and tackle for lowering the crates and barrels 
  down into this room. The door at the top of the stairs is 
  10 feet wide.
  Creatures: Grench Teppish (the twin brother of Dalirio 
  Teppish from Part I: Shipyard Rats) is here with some 
  mite slaves waiting to receive additional supplies from 
  above. Once they see the PCs, they know their operation 
  is in danger and attack, fighting ruthlessly to kill these 
  “witnesses.” In Tier 3–4 only, Grench’s half-brother 
  Rackutio is here as well.
  Tier 1–2 (CR 2)
  Grench Teppish 
  CR 1
  Male human cleric of Groetus 2 
  NE Medium humanoid 
  Init –1; Perception +3
  Aura moderate evil
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 armor, –1 Dex)
  hp 20 (2d8+11)
  Fort +6, Ref –1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy flail +3 (1d10+1/19–20) 
  Special Attacks channel negative energy (1d6, DC 14, 4/day), 
  touch of chaos (5/day), touch of madness (+1, 5/day), aura of 
  madness (DC 13)
  Cleric Spells Prepared (CL 2nd)
  1st—cause fear (2, DC 13), cure light wounds, lesser confusionD 
  (DC 13)
  0 (at will)—bleed (DC 12), detect magic, light, resistance
  D Domain spell; Domains Chaos, Madness
  TACTICS
  Before Combat If Grench hears the PCs approach, he moves 
  behind the crates and waits in ambush. If he doesn’t, he’s 
  standing at the bottom of the stairs, leaning against the wall.
  During Combat Grench uses cause fear, lesser confusion, and aura 
  of madness to keep melee PCs away from him. He’ll then use 
  his Channel Negative Energy ability to harm the PCs. If forced 
  into melee combat, he draws his heavy flail, shouts an invective 
  at the PCs, and attacks.
  Morale Grench fights to the death.
  STATISTICS
  Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
  Base Atk +1; CMB +2; CMD 11
  Feats Improved Channel, Toughness
  Skills Heal +4, Linguistics +2, Perception +3, Spellcraft +5
  Languages Aklo, Common, Undercommon
  SQ aura
  Gear half-plate, masterwork heavy flail
  
  the devil We KnoW Part i: caSSomir’S locKer
  9
  Tier 3–4 (CR 4)
  Grench & Rackutio Teppish 
  CR 1
  Male human cleric of Groetus 2 
  hp 20 (as Tier 1–2)
  Mite Slave (3) 
  CR 1/4
  hp 3 (as Tier 1–2)
  Tier 6–7 (CR 7)
  Grench Teppish 
  CR 7
  Male human cleric 8 
  NE Medium humanoid 
  Init +3; Senses Perception +7
  Aura strong evil
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+11 armor, 
  –1 Dex)
  hp 76 (8d8+40)
  Fort +11, Ref +5, Will +11
  OFFENSE
  Speed 30 ft.
  Melee +2 heavy flail +9 (1d10+3/ 
  19–20) 
  Special Attacks channel negative energy 
  (4d6, DC 15, 4/day), touch of chaos  
  (6/day), touch of madness (+4, 
  6/day), chaos blade 
  (4 rounds, 
  1/day), aura of 
  madness (DC 17)
  Cleric Spells Prepared 
  (CL 8th)
  4th—confusionD, 
  freedom of movement, 
  inflict critical wounds (DC 17)
  3rd—cure serious wounds (2), deeper darkness, invisibility purge, 
  rageD
  2nd—bull’s strength, darkness, hold person (2, DC 15), touch of 
  idiocyD (DC 15)
  1st—cause fear (2, DC 14), cure light wounds (3), lesser confusionD 
  (DC 14)
  0 (at will)—bleed (DC 13), detect magic, light, resistance
  D Domain spell; Domains Chaos, Madness
  TACTICS
  Before Combat If Grench hears the PCs approach, he casts bull’s 
  strength and rage on himself (not included in his stats). If he 
  doesn’t, he’s standing at the bottom of the stairs, leaning 
  against the wall.
  During Combat Grench uses confusion, hold person, touch of 
  idiocy, and cause fear to keep melee PCs away from him. He’ll 
  then use his Channel Negative Energy ability to harm the PCs. 
  Mite Slave (2) 
  CR 1/4
  LE Small fey 
  Init +1; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 3 (1d6)
  Fort +0, Ref +3, Will +3
  DR 2/cold iron
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee dagger +0 (1d3–1/19–20) 
  Ranged dart +2 (1d3–1) 
  Special Attacks hatred
  Spell-Like Abilities (CL 1st)
  At will—prestidigitation
  1/day—doom (DC 10)
  STATISTICS
  Str 8, Dex 12, Con 11, Int 8, Wis 12, Cha 8
  Base Atk +0; CMB –2; CMD 9
  Feats Point-Blank Shot
  Skills Climb +7, Handle Animal +0, 
  Perception +5, Ride +2, Sleight 
  of Hand +9, Stealth +13; Racial 
  Modifiers +4 Sleight of Hand, 
  +4 Stealth
  Languages Undercommon
  SQ vermin empathy +4
  Gear dagger, 6 darts
  SPECIAL ABILITIES
  Hatred (Ex) Mites 
  receive a +1 bonus on 
  attack rolls against 
  humanoid creatures 
  of the dwarf or gnome 
  subtype due to special training 
  against these hated foes.
  Light Sensitivity (Ex) Mites are dazzled in bright sunlight or 
  within the radius of a daylight spell.
  Vermin Empathy (Ex) This ability functions as a druid’s wild 
  empathy, save that a mite can only use this ability on vermin. 
  A mite gains a +4 racial bonus on this check. Vermin are 
  normally mindless, but this empathic communication 
  imparts on them a modicum of implanted intelligence, 
  allowing mites to train Medium vermin and use them as 
  mounts. Vermin empathy treats swarms as if they were one 
  creature possessing a single mind—a mite can thus use this 
  ability to influence and direct the actions of swarms with 
  relative ease.
  
  Pathfinder Society Scenario
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  If forced into melee combat, he draws his +2 heavy flail, shouts 
  an invective at the PCs, and attacks.
  Morale Grench fights to the death.
  STATISTICS
  Str 13, Dex 8, Con 16, Int 10, Wis 16, Cha 13
  Base Atk +6; CMB +7; CMD 16
  Feats Combat Casting, Improved Channel, Improved Initiative, 
  Lightning Reflexes, Toughness
  Skills Heal +8, Linguistics +2, Perception +7, Spellcraft +11
  Languages Aklo, Common, Undercommon
  SQ aura
  Gear cloak of resistance +2, +2 full plate, +2 heavy flail
  Mite Bodyguard Slave (4) 
  CR 2
  Male mite warrior 3
  LE Small fey 
  Init +1; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 19 (1d6+3d10)
  Fort +3, Ref +4, Will +4
  DR 2/cold iron
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee dagger +4 (1d3–1/19–20) 
  Ranged dart +5 (1d3–1) 
  Special Attacks hatred
  Spell-Like Abilities (CL 1st)
  At will—prestidigitation
  1/day—doom (DC 10)
  STATISTICS
  Str 8, Dex 13, Con 11, Int 8, Wis 12, Cha 8
  Base Atk +3; CMB –2; CMD 9
  Feats Point-Blank Shot, Weapon Focus (dagger)
  Skills Climb +10, Handle Animal +0, Perception +5, Ride +2, 
  Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of 
  Hand, Stealth
  Languages Undercommon
  SQ vermin empathy +4
  Gear dagger, 6 darts
  SPECIAL ABILITIES
  Same as Tier 1–2.
  Mission Notes: Andoran faction PCs may try to free 
  one of the mite slaves. They need only spare the life of one 
  and keep him alive after Grench is dead to do so—after 
  which, if the mite understands that the Andoran faction 
  PC wants to let him go, the mite runs off into the sewers. 
  Taldor faction PCs will want to ensure that Grench 
  Teppish dies and should behead him so they can bring 
  the head to their faction leader. Qadira faction PCs need 
  to make a DC 15 Perception check to spot the 3 crates here 
  marked with a red “X.”
  Rewards: If the PCs defeat Grench and his minions, 
  reward each tier thusly:
  Tier 1–2: 
  Give each player 77 gp.
  Tier 3–4: 
  Give each player 154 gp.
  Tier 6–7: 
  Give each player 1,424 gp.
  A3. Floating Corpses
  The sewer water flows in from the north and swirls about 
  this room, drawing larger pieces of garbage and refuse into 
  a floating pool of trash at the center. In the middle of trash 
  floats three well-dressed, bloated corpses, their skin purple 
  and splotchy and their bodies floating face down.
  The derros killed these three as an example to the other 
  slaves held in Cassomir Below. They have nothing on 
  them of any value and their corpses are badly decomposed. 
  Their clothes reveal that they were once members of 
  Taldor’s high society, but nothing else. A DC 12 Heal 
  check, after a short examination, reveals that they were 
  all killed by having their throats cut.
  A4. Magic Trap  
  (CR 3, CR 5, OR CR 8)
  Someone constructed a large dam here made of wood scraps, 
  ship beams, broken crates, and rocks. Beyond the dam is a 
  room that once functioned as a catch basin for the sewers but 
  now has dry, clean floors. In the northwest corner of the room, 
  a sewer grate is set in the floor, and a huge chalk drawing of a 
  rat about to pounce is sketched on the floor near the dam.
  The derros built the dam to keep the secret entrance 
  to Cassomir Below open. They then brought up some 
  sorcerers from Corgunbier to build a magical trap on 
  the entrance. As part of their agreement with the Cult of 
  Nature’s Cataclysm, one or more of the cultists are here 
  at all times, guarding the entrance. The room is lit by a 
  single torch in the west wall. The dam can be broken if 
  it sustains 500 hit points in damage—it has DR 5/–. If 
  the dam is broken, this room floods immediately, dealing 
  6d6 crushing damage to anyone in it as the water floods 
  in. If the room is flooded, the entrance to Cassomir Below 
  is impossible to open.
  Creatures: A single cultist guards this room. When 
  he sees the PCs, he activates the trap by moving into it. 
  
  the devil We KnoW Part i: caSSomir’S locKer
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  hp 20 (2d10+9)
  Fort +5, Ref +2, Will +1; +1 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +5 (1d6+2) 
  TACTICS
  Before Combat The fighters sit around the room, bored.
  During Combat The fighters activate the trap by moving into it 
  and then fight cautiously, using Combat Expertise every round 
  to increase their AC to 18.
  Morale The fighters fight to the death.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +2; CMB +4; CMD 17
  Feats Combat Expertise, Dodge, Toughness, Weapon Focus 
  (quarterstaff)
  Skills Intimidate +4, Perception +3
  Languages Common
  SQ bravery +1
  Gear quarterstaff, studded leather, trap trinket
  Acid Arrow Trap 
  CR 3
  Type magic; Search DC 27; Disable Device DC 27
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid 
  damage for 4 rounds)
  Tier 6–7 (CR 8)
  Nature’s Cataclysm Fighter (3) 
  CR 4
  Male or female human fighter 5 
  NE Medium humanoid 
  Init +7; Senses Perception +6
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 47 (5d10+20)
  Fort +6, Ref +4, Will +2; +1 vs. fear
  OFFENSE
  Speed 30 ft.; normal speed in Medium armor
  Melee quarterstaff +8 (1d6+3) 
  TACTICS
  Before Combat The fighters sit around the room, bored.
  During Combat The fighters activate the trap by moving into it 
  and then fight cautiously, using Combat Expertise every round 
  to increase their AC to 23.
  Morale The fighters fight to the death.
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +7; CMD 21
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, 
  Spring Attack, Toughness, Whirlwind Attack
  Skills Intimidate +7, Perception +6
  He wears a simple trinket the derros made for him that 
  keeps the trap from targeting him. At higher tiers, there 
  are multiple guards—they all move into the trap area, 
  guarding the sewer grate.
  Traps: A single magical trap has been placed around 
  the sewer grate. Anyone other than the guard who enters 
  the trap area (a 15-foot-by-15-foot area surrounding the 
  sewer grate) is targeted by the trap on his turn.
  Tier 1–2 (CR 3)
  Nature’s Cataclysm Fighter 
  CR 1/2
  Male human fighter 1 
  NE Medium humanoid 
  Init +2; Senses Perception +2
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 11 (1d10+6)
  Fort +4, Ref +2, Will +1
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +3 (1d6+2) 
  TACTICS
  Before Combat The fighter sits on the floor by the north 
  wall, bored.
  During Combat The fighter activates the trap by moving into it 
  and then fights cautiously, using Combat Expertise every round 
  to increase his AC to 17.
  Morale The fighter fights to the death.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Combat Expertise, Dodge, Toughness
  Skills Intimidate +3, Perception +2
  Languages Common
  Other Gear studded leather armor, quarterstaff, trap trinket
  Burning Hands Trap 
  CR 2
  Type magic; Search DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex 
  save for half damage); multiple targets (all targets in a 
  15-ft. cone)
  Tier 3–4 (CR 5)
  Nature’s Cataclysm Fighter (2) 
  CR 1
  Male human fighter 2 
  NE Medium humanoid 
  Init +2; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  
  Pathfinder Society Scenario
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  Languages Common
  SQ armor training +1, bravery +1, weapon training (monk +1)
  Gear hide armor, quarterstaff, trap trinket
  Fireball Trap 
  CR 5
  Type magic; Search DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save 
  for half damage); multiple targets (all targets in a 20-ft.-
  radius burst)
  Treasure: The trap trinkets are worthless as magic items 
  once the trap here is disabled, but they are made of 50 gp 
  worth of gems and gold (Appraise DC 12).
  Mission Notes: Cheliax faction PCs will want to 
  examine the trap location (before or after it has been 
  activated) and attempt to diagram how it works. A DC 
  20 Knowledge (dungeoneering), Use Magic Device, or 
  Disable Device check will work to do so, though a DC 25 
  Perception check to figure it out is also possible.
  Rewards: If the PCs defeat the Nature’s Cataclysm 
  cultist(s), reward each tier thusly:
  Tier 1–2: 
  Give each player 10 gp.
  Tier 3–4: 
  Give each player 21 gp.
  Tier 6–7: 
  Give each player 48 gp.
  ACT 2: CASSoMIR BElow
  Cassomir Below
  Cassomir Below was once a small neighborhood near 
  the shore of Cassomir’s harbor. Built entirely of wooden 
  buildings, the district burned to the ground twice before 
  the authorities decided to make two changes to the sea 
  level district: they ordered that all new buildings be made 
  of stone, brick, or rock, and decided to raise the “street 
  level” two stories higher than it was before, building giant 
  rock walls topped by scaffolding and sheets of granite in 
  order to do so. This sea level district used to flood twice 
  a year, and by pushing the street level up, the flooding 
  problem was averted as well. Businesses that rebuilt after 
  the last fire soon found their main floors two stories below 
  ground and so built their buildings skyward to be once 
  again above ground. Soon streets were laid down that 
  covered the old streets below. This process repeated two 
  more times during Cassomir’s history until, eventually, 
  the original levels were completely forgotten, new sewers 
  for the current level were constructed atop Cassomir 
  Below, and the memory of this original neighborhood 
  fell out of Cassomir’s collective conscience. 
  Today, Cassomir Below is an abandoned neighborhood 
  that looks more like a cavern than a city block. Buildings 
  here are separated by high tunnels, 20 to 30 feet tall in 
  places, whose roofs are the foundations of the sewers and 
  buildings above. Each abandoned building here was once 
  the ground floor of the buildings above, but today they’re 
  totally cut off from the upper floors on the surface. The 
  streets are dirty and dusty, and most of the buildings are 
  One Square = 5 Feet
  Abandoned
  Buildings
  Trap Door
  From Above
  Cassomir Below
  One square = 5 feet
  Abandoned
  Buildings
  Trap Door
  from Above
  Cassomir Below
  B3
  B2
  B1
  
  the devil We KnoW Part i: caSSomir’S locKer
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  Str 18, Dex 19, Con 20, Int 6, Wis 16, Cha 10
  Base Atk +0; CMB +4; CMD 18
  Feats Skill Focus (Perception)
  Skills Climb +14, Perception +6, Stealth +13, Swim +14; Racial 
  Modifiers uses Dex to modify Climb and Swim
  SPECIAL ABILITIES
  Disease (Ex) Bite—filth fever; save Fort DC 13; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; 
  cure 2 consecutive saves.
  Tier 3–4 (CR 4)
  Advanced Giant Dire Rat (4) 
  CR 1
  hp 9 (as Tier 1 –2)
  Tier 6–7 (CR 7)
  Advanced Giant Dire Rat (6) 
  CR 1
  hp 9 (as Tier 1 –2)
  Rat Swarm (3) 
  CR 2
  N Tiny animal (swarm)
  Init +6; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 14, flat-footed 12; (+2 Dex, +2 size)
  hp 16 (3d8+3)
  Fort +3, Ref +5, Will +2
  Defensive Abilities swarm traits
  OFFENSE
  Spd 15 ft., climb 15 ft., swim 15 ft.
  Melee swarm (1d6 plus disease)
  Space 10 ft.; Reach 0 ft.
  Special Attacks disease, distraction (DC 12)
  STATISTICS
  Str 2, Dex 15, Con 12, Int 2, Wis 12, Cha 2
  Base Atk +2; CMB —; CMD —
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim 
  +10; Racial Modifiers uses Dex to modify Climb and Swim
  SPECIAL ABILITIES
  Disease (Ex) Swarm—filth fever; save Fort DC 12; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; 
  cure 2 consecutive saves. The save DC is Constitution-based.
  Mission Notes: Osirion faction PCs can recover a 
  perfect sample from one of the advanced giant dire rats 
  here by succeeding on a DC 20 Heal check. They’ll get 
  another attempt later if they fail. Qadira faction PCs will 
  want to begin counting crates marked with a red “X” at 
  this point. There are 2 crates near area B1 that are marked 
  with a red “X,” and a DC 15 Perception is required to spot 
  them. If the PCs skip this encounter, allow the Qadira 
  abandoned. All of the buildings here extend right up to 
  the top of the cavern. Unless otherwise noted, Cassomir 
  Below is completely unlit.
  Most of the buildings here are abandoned, but some 
  have recently been reclaimed by derros. Nearly all of 
  the buildings to the north now hold dozens of cages 
  full of Cassomiri citizens waiting to be transported to 
  Corgunbier deep beneath Cassomir. (These passageways 
  are beyond the scope of this adventure.) 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. The buildings with cages are clean with new 
  doors and locks (Open Lock DC 15). The windows in the 
  buildings with cages are all bricked over. Here and there 
  throughout Cassomir Below are stock piles of supplies 
  such as dried meat, flour, grain, sugar, water, etc. All of 
  the cages are locked with simple locks (Open Lock DC 15) 
  and each one contains 10 or so Cassomiri citizens.
  Mission Notes: In the building immediately south of 
  area B3, Qadira faction PCs can find Wafid Sadaqat in one 
  of the cages.
  B1. Wandering Rats  
  (CR 3, CR 5, OR CR 8)
  Assuming the PCs have time to complete this encounter, 
  the moment they all climb down the ladder from area A4 
  they find themselves under attack by vermin.
  Creatures: Depending on the sub-Tier, the PCs are 
  attacked by giant advanced dire rats created by the jet rat 
  artifact as well as a few rat swarms at the higher tiers.
  Tier 1–2 (CR 2)
  Advanced Giant Dire Rat (2) 
  CR 1
  N Medium animal
  Init +3; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 14, touch 14, flat-footed 11; (+3 Dex, +5 natural)
  hp 9 (1d8+5)
  Fort +7, Ref +6, Will +3
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +4 (1d6+4 plus disease)
  Special Attacks disease
  STATISTICS
  oPTionAl encounTer
  B1 is an optional encounter. If the PCs have more than 2 hours 
  remaining to complete the scenario, then run B1 as normal. If 
  they do not, skip B1 and move straight to B2. 
  
  Pathfinder Society Scenario
  14
  faction PCs to make this roll as soon as they climb down 
  the ladder.
  Rewards: There are no rewards for this encounter.
  B2. Mite Slaves  
  (CR 1, CR 3, OR CR 6)
  Once the PCs approach the buildings to the north, they’ll 
  likely encounter the mite slaves guarding the entrance 
  to the derro headquarters first. The mites here 
  are stacking supplies and speaking to each other 
  in Undercommon—when they spot the PCs, they 
  drop what they’re doing, squeal “Intruders!” in 
  Undercommon and attack the PCs.
  Tier 1–2 (CR 1)
  Mite Slave (3) 
  CR 1/4
  hp 3 (as area A2, Tier 1–2)
  Tier 3–4 (CR 3)
  Mite Slave (2) 
  CR 1/4
  hp 3 (as area A2, Tier 1–2)
  Mite Bodyguard  CR 2
  hp 19 (as area A2, Tier 6–7)
  Tier 6–7 (CR 6)
  Mite Bodyguard (4)  CR 2
  hp 19 (as area A2, Tier 6–7)
  Treasure: A DC 15 Perception check 
  finds a trunk in the nearby pile of 
  supplies that contains the following 
  items by tier. A DC 12 Open Lock or 
  DC 15 Strength check is required to 
  open the trunk.
  Tier 1–2: potion of cure moderate 
  wounds, 2 scrolls of remove disease, and 
  a +1 short sword
  Tier 3 –4: As Tier 1–2 plus a +1 heavy steel shield and an 
  additional scroll of remove disease
  Tier 6–7: As Tier 3–4 plus an amulet of natural armor +1 
  and boots of striding and springing
  Mission Notes: Andoran faction PCs can free a mite 
  slave here to accomplish one of their faction missions. The 
  free slave climbs the ladder and runs off into the sewers. 
  Cheliax faction PCs can attempt a DC 12 Perception 
  check here to quickly search through the supplies and 
  find Zarta’s missing necklace. Qadira faction PCs need 
  to count the number of crates here with a red “X” on 
  them—a DC 15 Perception check reveals there are three. 
  This is the last time the Qadira faction PCs need to 
  attempt this roll; they should report to the Pasha that 
  they found 8 crates—any other number and they fail the 
  mission.
  Rewards: If the PCs defeat the mite slaves and find the 
  trunk, reward each tier thusly:
  Tier 1–2: 
  Give each player 281 gp.
  Tier 3–4: 
  Give each player 657 gp.
  Tier 6–7: 
  Give each player 
  2,182 gp.
  B3. The 
  Derro 
  Revealed  
  (CR 3, 
  CR 5, OR CR 8)
  The door to B3 is unlocked. 
  Once the PCs decide to enter, 
  read the following:
  This 15-foot-by-30 foot room is 
  clean and dust-free. A stack of 
  barrels in the southeast corner are 
  the only furnishings.
  This is where the derro live while 
  in Cassomir Below. The next 
  room has several clean straw pallets 
  covered in blankets and sleeping mats. 
  The barrels contain water. 
  Creatures: Depending on the tier, there are one 
  or more derros here with their slaves. If the derro 
  (or slaves at higher tiers) heard the PCs fighting the 
  mite slaves outside, he waits just inside the front door—
  when the PCs open the door, he’s hidden behind it. For 
  Tier 3–4, the derro’s warrior slaves wait in the next room 
  and enter the melee as soon as the derro calls for them. 
  For Tier 6–7, the derros and warrior slaves are arranged 
  around the center of the room and attack the first PCs 
  through the door.
  Tier 1–2 (CR 3)
  Derro 
  CR 3
  CE Small humanoid (derro)
  Init +6; Senses darkvision 60 ft.; Perception +0
  
  the devil We KnoW Part i: caSSomir’S locKer
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  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, 
  +1 size)
  hp 25 (3d8+12)
  Fort +5, Ref +3, Will +6
  SR 14
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee short sword +5 (1d4)
  Ranged repeating light crossbow +5 (1d8/19–20 plus poison)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 3rd)
  At will—darkness, ghost sound (DC 13)
  1/day—daze (DC 13), sound burst (DC 15)
  STATISTICS
  Str 11, Dex 14, Con 18, Int 10, Wis 5, Cha 16
  Base Atk +2; CMB +1; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Perception +0, Stealth +9
  Languages Aklo, Undercommon
  SQ madness, poison use
  Gear leather armor, short sword, repeating light crossbow with 10 
  poison bolts, 300 gp
  SPECIAL ABILITIES
  Madness (Ex) Derros use their Charisma modifier on Will saves 
  instead of their Wisdom modifier, and are immune to insanity 
  and confusion effects. Only a miracle or wish can remove a 
  derro’s madness. If this occurs, the derro gains 6 points of 
  Wisdom and loses 6 points of Charisma.
  Poison Weapon—injury; save Fort DC 14; frequency 1/round for 4 
  rounds; effect 1d2 Strength damage; cure 1 save.
  Poison Use (Ex) Derro are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom 
  to poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage 
  for every hour it is exposed to sunlight.
  Tier 3–4 (CR 5)
  Derro 
  CR 3
  hp 25 (as Tier 1–2)
  Advanced Giant Dire Rat 
  CR 1
  hp 9 (as act 4, Tier 1 –2)
  Cassomir Warrior Slave (2) 
  CR 1/3
  Male human warrior 1
  N Medium humanoid 
  Init +0; Senses Perception +1
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+2 armor, +2 shield)
  hp 10 (1d10+5)
  Fort +3, Ref +0, Will +0
  OFFENSE
  Speed 30 ft.
  Melee club +4 (1d6+2) 
  STATISTICS
  Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +1; CMB +3; CMD 13
  Feats Toughness, Weapon Focus (club)
  Skills Perception +1
  Languages Common
  Gear club, heavy wooden shield, leather armor
  Tier 6–7 (CR 8)
  Derro (3) 
  CR 3
  hp 25 (as Tier 1–2)
  Advanced Giant Dire Rat (2) 
  CR 1
  hp 9 (as act 4, Tier 1 –2)
  Cassomir Warrior Slave (2) 
  CR 3
  Male human warrior 5
  N Medium humanoid 
  Init +0; Perception +5
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
  hp 42 (5d10+15)
  Fort +5, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee club +9 (1d6+3) 
  STATISTICS
  Str 16, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +5; CMB +8; CMD 18
  Feats Iron Will, Power Attack, Toughness, Weapon Focus (club)
  Skills Perception +5
  Languages Common
  Gear club, heavy wooden shield, hide armor
  Development: In the next room with straw pallets 
  are stacks and stacks of cages full of normal rats. On a 
  small table next to those cages is a small, shiny black 
  rat statue—the jet rat. This artifact gives off a moderate 
  transmutation aura. There is also evidence here—a 
  ledger written in Undercommon—that the derro have 
  slowly increased their slave sales over the last couple of 
  months, with a huge surge in the last couple of weeks. 
  Anyone who can read Undercommon finds a note in the 
  ledger about a human woman who escaped not long ago 
  and the mite slave that was beaten to death for allowing 
  it to happen.
  
  Pathfinder Society Scenario
  16
  Treasure: Near the barrels is a large chest in which the 
  derro keep their slave sale earnings. For Tier 1–2, this 
  chest contains 250 gp. For Tier 3–4, it contains 3,500 gp. 
  For Tier 6–7, it contains 5,500 gp.
  Mission Notes: Andoran faction PCs will need to 
  recover some proof of the derro involvement—a corpse, 
  or gear, or something similar. Osirion faction PCs need 
  to recover the jet rat and ensure that it’s returned to the 
  Pathfinder Society. Osirion faction PCs may also make 
  another attempt here to recover a perfect advanced giant 
  rat sample—a DC 20 Heal check is required to succeed. 
  In a cage in the building directly south of area B3, Qadira 
  faction PCs will find Wafid Sadaqat alive, but starving 
  and dehydrated.
  Rewards: If the PCs defeat the monsters, reward each 
  tier thusly:
  Tier 1–2: 
  Give each player 64 gp.
  Tier 3–4: 
  Give each player 609 gp.
  Tier 6–7: 
  Give each player 990 gp.
  CoNClUSIoN
  By defeating the derros here and taking the jet rat, the 
  PCs have slowed the derros’ plans for the future but not 
  stopped them entirely. Kidnappings slow in the city, but 
  continue to expand in the countryside around Cassomir. 
  Rumors begin to circulate throughout the city that the 
  derro menace has been stopped, but some whisper darker 
  tidings, such as the recent spotting of a derro inside the 
  walls of Swift Prison, a rumor the Taldan authorities 
  heatedly deny.
  FACTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who 
  bring back proof of the derro connection from area B3 
  earn 1 Prestige Award. PCs from the Andoran faction who 
  free a mite slave in area A2 or B2 earn 1 bonus Prestige 
  Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  search the supplies in area B2 and find Zarta’s necklace 
  earn 1 Prestige Award. PCs from the Cheliax faction who 
  examine the magical trap in area A4 and diagram its 
  setup earn 1 bonus Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  bring back the derro jet rat artifact earn 1 Prestige Award. 
  PCs from the Osirion faction who recover a perfect sample 
  of one of the larger-than-normal dire rats in area B1 or 
  B3 earn 1 bonus Prestige Award.
  Qadira Faction: PCs from the Qadira faction who 
  find Wafid Sadaqat in area B3 and see that he is safely 
  returned to the surface earn 1 Prestige Award. PCs from 
  the Qadira faction who accurately count all of the boxes 
  with red “X’s” on them in areas A2, B1, and B2 (there are 
  8 total) earn 1 bonus Prestige Award.
  Taldor Faction: PCs from the Taldor faction who 
  behead Grench Teppish and return the head to Baron 
  Jacquo earn 1 Prestige Award. PCs from the Taldor faction 
  who recover a perfect sample of spider venom from area 
  A1 earn 1 bonus Prestige Award.
  
  the devil We KnoW Part i: caSSomir’S locKer
  17
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  15. COPYRIGHT NOTICE
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  Inc.
  System Reference Document. Copyright 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 30: The Devil We Know Part II: 
  Cassomir’s Locker. Copyright 2009, Paizo Publishing, LLC; 
  Author: Joshua J. Frost.
  
  Pathfinder Society Scenario
  18
  Honored Subject of the Ruby Prince,
  This tale of a shiny black artifact that turns normal rats into large, violent rats sounds disturbingly like 
  an old artifact of Osirion, lost a thousand years ago. Known as the jet rat, this artifact enabled some depraved 
  individuals to create armies of vermin. Should this be the very same artifact, be sure it’s returned to the 
  safe-keeping of the Pathfinder Society Grand Lodge in Absalom. This item is very dangerous and shouldn’t be 
  floating about in the general marketplace. If you happen to find a rat that has been altered by the artifact, 
  take a sample from its body—but do so carefully. Remove the patch of skin and fur on the back of the neck. 
  These must be taken together. Return a sample to me so that we may further understand how this artifact 
  works.
  Her Majestrix’s Most Loyal Servant,
  I must admit a small amount of embarrassment—I’ve lost a necklace, a very important necklace of ivory and 
  gold that I believe made its way into the hands of Andoran smugglers who we think are supplying the kidnappers 
  beneath Cassomir. I’ve had a diviner look into its whereabouts—when you’re in a strange city below the city, 
  you should search through some of the supplies there to see if you can find it. I can’t have certain transgressions 
  be known. Your discretion will be rewarded by pleasure. And since you’re going to be below Cassomir, I’ve heard 
  these derros sometimes use magic traps—should you find one, carefully document and diagram how it works and 
  send that information to me.
      
  Paracountess Zarta Dralneen 
  Fellow Free Citizen,
  These further rumors of the derro involvement in Cassomir are troubling. Though we care not that Taldor citizens 
  are possibly being hurt, we’d be remiss in our service to freedom to allow slavery of any kind go unpunished. If you find 
  a derro beneath Cassomir, see to it that he is destroyed and then bring some proof of his existence back to me—his entire 
  body if necessary. Taldor can no longer ignore the problem beneath its second largest city. In my studies of the derros, I’ve 
  read that they often drive their slaves before them as guards and soldiers—should you find some poor Darklands denizen 
  in slavish servitude to the derros, give him the option of freedom before you strike him down. Even evil creatures do not 
  deserve the shackles of tyranny.
  Sincerely,
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Osirion Faction Handout
  In service to our Ruby Prince,
  Amenopheus, The Sapphire Sage
  
  the devil We KnoW Part i: caSSomir’S locKer
  19
  Servant of the Satrap, 
  An agent of mine, Wafid Sadaqat, is missing in Cassomir. He was captured a year ago 
  on board the Prancing Prince, a slave galleon the Taldans commandeered. He was 
  imprisoned in the vile Swift Prison in Old Cassomir and recently disappeared from his 
  bunk. We do not believe he escaped. Rumors have reached my ears that unscrupulous 
  guards may have sold him to derro slavers beneath Cassomir. If you find him down there, 
  return him to me—quietly. Additionally, we are concerned about the proliferation of 
  supplies throughout the Darklands beneath Cassomir that seem to originate from an 
  Andoren smuggling operations. These uncreative louts mark their boxes with a giant red 
  X—count the number of boxes thusly marked as you wander beneath Cassomir so that I 
  may compare that number to these recently acquired shipping manifests from the Taldan 
  Imperial Navy. If they match, we have a weapon to use against those Andoren dogs.
  May your coffers run deep,
   
   
   
  Pasha Muhlia Al-Jakri
  Agent of the Empire,
  When will the empire be rid of the Teppish family? Strike down one of them, 
  and another sprouts like a weed. Pluck that weed, and another materializes from 
  thin air. I have reason to believe that Grench Teppish, the twin brother of Dalirio 
  Teppish, is behind the Countess’s kidnapping. If you find him, ensure he dies 
  and bring me his head. Though it will be a small consolation for the Patrizia family, mounting 
  his head on the gates of their family estate should hopefully keep the Teppish clan quiet for a 
  while. Lastly, while below, should you find any source of poison—natural or otherwise—recover 
  it in perfect condition and return it to me. My supplies seem to be running low and poison is so 
  dreadfully expensive here in Taldor. Be a dear and get me some more.
  In the Emperor’s Name,
  Baron Jacquo Dalsine
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  
     
  Potion of cure moderate wounds (300 gp)
  Scroll of remove disease (375 gp)
  No additional items.
  Amulet of natural armor +1 (2,000 gp)
  Boots of striding and springing (5,500 gp)
  Cloak of resistance +2 (4,000 gp)
  +2 full plate (4,750 gp)
  +2 heavy flail (8,315 gp)
  1–2
  Scenario 30:  
  The Devil We Know Part II: Cassomir’s Locker
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  Final PA Total
  Final XP Total
  Prestige Award
  EXPERIENCE
  GP Gained (GM ONLY)
  PA Gained (GM ONLY)
  Start GP
  Starting PA
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  3–4
  6–7
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  1–2
  3–4
  6–7
  505
  1,266
  3,172
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 01/Scenario 1-30 The Devil We Know, Part II Cassomir's Locker.pdf