[Day 22. Fighting the Derro!]
[This game uses the Pathfinder 1E roleplaying game. Game sessions happen once a week. This session happened July 13, 2020.]
[SPOILERS! If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]
Marativy – female ratfolk 4th level Ninja
Roscuro – male ratfolk 4th level Monk
Zitch Grimreaper – male ratfolk 4th level Witch with a donkey rat (capybara) familiar
Templeton von Trapp – male ratfolk 4th level Summoner (Synthesist)
Winston – male ratfolk 4th level Gunslinger
Auto – a clockwork servant fixated on Winston
Lockerbie – a male marine ghoul currently allied with the Ratpack against the derro
[Previously: While seeking out the derro on Sub-level 4 of the dungeon below The Crow, the northern-most remaining support for the Irespan, the Ratpack had discovered two more derro laboratories, each with a derro in it. Marativy, who had been scouting ahead was noticed by one of the derro, who called out an alarm.]
One of the derro pulled out a wand of charm person and used it on Marativy. Marativy failed her save and now considered that derro her best friend [see Rat Whispers for discussion]. This dropped the ward Zitch had on her, alerting the rest of the Ratpack that she had been attacked in some way. The Ratpack set up to ambush anyone chasing Marativy as she fled back to the group, because surely she would, right?
Marativy and her new best friend did not speak any of the same languages, so they communicated by hand signals and pantomime. The derro wanted Marativy to come over into his lab, which Marativy was OK doing, but that would have left the very shifty looking other derro behind her and she didn’t trust that guy at all. She begged off and returned to the rest of the [mostly] ratfolk group. She announced that she had found a new friend and a derro to kill. This confused the ratfolk. Not certain what was going on, the group followed Marativy back to the twin labs.
At those labs, she indicated that the derro needing killing was in the lab on the left, but her friend was over in the lab on the right. Templeton took a moment to cast haste on the group. Marativy walked over to her new friend and attempted to introduce everyone. Once most of the ratfolk [but not all of them] were inside the lab on the right, the derro moved his foot to press a floor trigger, which dropped a wall across the only door way, trapping the adventurers in with the derro, minus Zitch and Auto, who were still in the hallway.
Those ratfolk in the lab with the “friend” immediately start attacking the derro, minus Marativy who is very upset her friends are fighting. Roscuro hit with most of a flurry of blows, Lockerbie hit with his attacks and paralyzed the derro, and Templeton clawed and bit the derro, causing the derro to start bleeding. While Marativy looked for the trigger to raise the wall blocking the door, Roscuro flurried on the paralyzed derro and killed him [one of the hits was a critical hit for maximum damage].
Outside in the hallway, Zitch was attacked by the invisible second derro, who became visible after the attack. Zitch used the wand of lightning bolt to attack the derro as Zitch was not really a combatant. Auto attacked the derro as well, but the tide turned when Marativy finally found the trigger and raised the wall blocking off the lab. The rest of the Ratpack advanced on the remaining derro and quickly slew him.
Just as that combat wrapped up, a third derro, who had heard the sounds of combat and investigated while invisible from somewhere else in the Derro Hall, cast an explosive rune spell on Zitch, catching Roscuro and Zitch unawares when it detonated. [In hindsight, this usage broke the rules as explosive runes may not be cast this way and requires the target read the runes to trigger detonation.]
The Ratpack was now out for blood. When the boss derro fled, the entire group pursued him, back into the Derro Hall and over to the stairs on the northwestern wall that either went up or down. The ratfolk spread out to hem in the derro and gave no quarter, gradually wearing down the derro and killing him.
All the ratfolk were injured by now. Several were near to falling unconscious from their wounds but all were still standing.
End of Session
[The write-up for this session is short as it consisted of two fights, the second of which drew out. The draw out was at least partly the fault of the final fight being on a diagonal grid, which made judging where people could or could not stand harder than necessary, and partly due to a huge rules question on how the save DC of wands was calculated. The GM has incorrectly added the derro’s Charisma modifier to the wand of charm person’s DC, causing Marativy to fail her save. This suggested that maybe the wand of cure light wounds should heal more and the players wanted that verified. We had to read through three different section of rules to backtrack to the relevant rule (wands do not get modifiers from the user’s characteristics, only the casting level and/or spell level of the spell) and resolve the question.]