PFS PbP - The Prince of Augustana (#0-13) Low tier table 1 (Inactive)

Game Master Revvy Bitterleaf

Setting stones

Sewer Junction

Almsman Sanctuary

Relios Emporium


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The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

"Heh. Starting to get a little crowded over here." He attacks the one on the bridge.

Attack with Halberd: 1d20 + 4 ⇒ (18) + 4 = 22

Damage roll: 1d10 + 4 ⇒ (3) + 4 = 7

I dont know how well I can take a 20 damage burning hands, so I appreciate switching lol

Scarab Sages

Delphinia tries to hit one of the thugs with a spalsh of acid but it just hits the stone near his feet

Old Iron Tyr fares a bit better hitting his target with a nice *Thud* as his halberd bites deep through leather armor and hit's flesh

init
Saarai
Wyverns
Ilyjah
Human
Delphinia, Old Iron Tyre and Saarai again

Damage Human: 5
Damage =: 0
Damage +: 7

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai continues attacking the alchemist with her bow.

Shortbow attack: 1d20 + 6 ⇒ (10) + 6 = 16 for shortbow damage: 1d6 ⇒ 1

"You're messing with the wrong people," she yells.

Scarab Sages

Saari hits her target with an arrow (even with Ilyjah standing in front of her)

The spiked chain wielding thugs twirl their chains again and send them spinning towards Old Iron Tyr

to hit Old Iron Tyr AC: 1d20 + 1 ⇒ (5) + 1 = 6
to hit Old Iron Tyr AC: 1d20 + 1 ⇒ (9) + 1 = 10

but both thugs fails to connect with Old Iron hard enough to cause any damage

init
Ilyjah( and Dog)
Human
Delphinia, Old Iron Tyre and Saarai again

Damage Human: 6
Damage =: 0
Damage +: 7

Scarab Sages

Male Human (and Eidolon) Summoner 7

Please correct me if I'm wrong, but I'd like to go over the numbers for that last attack on Ilyjah. So, unless I'm mistaken (which I probably am), my touch AC is 11. The guy chucked the flask at Ilyjah with a penalty, and the roll ended up being 9 after the penalty. In short, I just want to make sure that attack actually hit before deciding Ilyjah's next move. If he only took the fire damage, then he's fine to attack. If he took the full force of that attack, then he's in deep doo-doo and I need to heal something fierce. So, for now...

Ilyjah is going to five foot step behind the wall and defend.

As for Doge...he still can't really do anything, can he? Can he attack through an occupied square? I know now I can't end my turn in an occupied square. Not a lot of options for me here... Can a character take a five foot step, make an attack action and then five foot step back? No right? Sorry for asking all these questions. I just want to make sure I'm playing right.

Scarab Sages

No he missed, I thought that was clear from the way I described as landing at your feet and only doing 1 damage if it wasn't, sorry about that..and not telling you it hit and giving you more damage ..the 1d8 isn't damage, it's the scatter direction, so far I've included thats damage for X every time I've hit something

No the dog can't do much right now, other then ready an attack in case Old Iron Tyr goes down (or withdraws out of the combat) - for future reference..you can actually summon monsters at range (Ithink close, so that's 25 ft or 5 squares at lvl 1, and have more then 1 one of them at a time..so you could summon a dog on the other platform and have it attack the human tossing things..or move forward this round..and then next round summon a dog on the other side of the spiked chain guy and provide flanking for old tyr..and there's even the option of having the dog swimming through the sewers underneath the bridge (drawing an attack) and then trying to climb out on the other side ..providing flanking. I also think you could have summoned an eagle...which can fly around things ..you have a lot of options.

No you can only do one 5 ft step in a round,and only if you haven't moved that round ..you can do a move action (like take something out of your equipment or reload a crossbow..but not actually move) - And I'd prefer someone asking questions and learning to someone doing it wrong all the time ;)

Iljay steps away and tries to make himself as small as possible.

The human picks up another vial from his workbench and with a wicked grin tosses it at Saraai To hit touch AC Saraai: 1d20 + 0 - 4 ⇒ (17) + 0 - 4 = 13 it just barely misses the dexterous Tiefling and scatter 1d8 ⇒ 8lading right at Iljyah's feet, splashing acid over both Ilyjah and Saarai (1 acid for both Ilyjah and Saarai)

init
Delphinia, Old Iron Tyre, Saarai
Wyverns
Ilyjah( and Dog)
Human

Damage Human: 6
Damage =: 0
Damage +: 7

Grand Lodge

True Neutral Peri-Blooded Aasmiar Female HP 20/20; AC/FF/T 13/11/12; CMD 12, F +1, R +4, W+6; Init +2; Perception +03

Delphinia will cast magic missile at the man lobbing the bomb.
2d4 + 2 ⇒ (3, 1) + 2 = 6

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron Tyr takes another swing at the same target.

Attack with Halberd: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d10 + 4 ⇒ (6) + 4 = 10

"You kids really need to practice more with those fancy spiked chains before you go attacking large lizards in the sewers."

Scarab Sages

Delphinia send a magic missile into the man standing next to the workbench..sending him reeling and leaving him staggered leaning against his workbench

Old Iron Tyr then takes another swing at the thug standing on the "bridge" with his Halberd, dropping him to the floor.

init
Saarai
Wyverns
Ilyjah( and Dog)
Human
Delphinia, Old Iron Tyre

Damage Human: 12
Damage =: 0

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"We warned you," Saarai says to the staggered alchemist, just before she puts an arrow through his right eye.

Shortbow attack: 1d20 + 6 ⇒ (20) + 6 = 26 for shortbow damage: 1d6 ⇒ 4
confirm: 1d20 + 6 ⇒ (9) + 6 = 15 for shortbow damage: 2d6 ⇒ (4, 6) = 10

Scarab Sages

Saraai's arrow drops the staggering human...it seems human do not take well to having an arrow enter their skull and coming out the other side

The remaining thug get's a hard look on his face and swings his spiked chain at Old Iron Tyr with determination

To hit AC Old Iron Tyr: 1d20 + 1 ⇒ (10) + 1 = 11 but even though he is determined...he's not skilled enough to hit

init
Ilyjah( and Dog),Delphinia, Old Iron Tyr, Saraai
Thug

Damage Thug=: 0

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai moves forward a bit while knocking another arrow, then fires at the last thug, but it misses in the crowded melee.

shortbow attack: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
shortbow dmg: 1d6 ⇒ 5

Scarab Sages

Male Human (and Eidolon) Summoner 7

The dude by the bench is dead, right?

Nadir falls into silence as Ilyjah takes a deep breath and shakes off the mild pain.
"Just...don't get yourself killed!" He growls as Ilyjah once again steps out behind the wall and jumps back into the fray, setting his sights on the remaining thug on the bridge. But he can't get a clear shot and misses.
crossbow attack into melee: 1d20 - 4 ⇒ (10) - 4 = 6

"Ugh...Wish you were here..." Ilyjah mutters under his breath as he turns his forlorn gaze to the dog, which is still unable to attack. Or even move.

Scarab Sages

Yes sorry, I'll have to admit I'm a bit sloppy about removing dead guys from the map (over half the time)

Both Saarai and Ilyjah fire at the last remaining thug but fail to hit.

init
Delphinia, Old Iron Tyr
Thug
Saarai, Ilyjah

Damage Thug=: 0

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Tyr, glances back at the dog behind him, shakes his head, drops his halberd and draws his earthbreaker and attacks.

Attack with Earthbreaker: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8

Old Iron Tyr grins. "Sure you don't want to surrender, kid? Your buddies don't look so good."

Grand Lodge

True Neutral Peri-Blooded Aasmiar Female HP 20/20; AC/FF/T 13/11/12; CMD 12, F +1, R +4, W+6; Init +2; Perception +03

Acid splash
1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 41d3 ⇒ 3

Scarab Sages

The thug just growls at Old Iron Tyr's remark seeing how switching weapons didn't make him hit.

And Delphinia also fails to hit the thug with a thrown splash of acid.

Spinning his chain above his head the thug tries an overhand chop this time to hit Old Iron Tyr AC: 1d20 + 1 ⇒ (6) + 1 = 7 ..but that tactic doesn't seem to do him any good either.

init
You guys
Thug

Damage Thug=: 0

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai takes another shot into melee, hoping to match her shot on the alchemist, but has a hard time shooting around her companions.

Shortbow attack: 1d20 + 6 ⇒ (10) + 6 = 16 for shortbow damage: 1d6 ⇒ 5

Ooops, forgot to subtract -4 for firing into melee.

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron Tyr frowns at the remaining Steel Wyvern.

"Just remember, kid; you asked for this."

Attack with Earthbreaker: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Scarab Sages

Saraai's arrow get's deflected when she has to make sure she won't hurt someone friendly to her

And then Old Iron Tyr swings his massive hammer and drops it on top of the thug..which hurts him a lot..but he's not down yet

init
Delphinia, Ilyjah (+dog)
Thug
You guys again

Damage Thug=: 10

Scarab Sages

Male Human (and Eidolon) Summoner 7

Ilyjah takes a calming breath and tries again with his crossbow.

crossbow attack: 1d20 - 4 ⇒ (15) - 4 = 11
ccrossbow damage: 1d8 ⇒ 2

Not sure if that hit, so I rolled my damage just in case. Man it would be nice if it did though.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Always a good idea to roll your damage, or other rolls you anticipate MIGHT be needed, just to keep things moving along.

Grand Lodge

True Neutral Peri-Blooded Aasmiar Female HP 20/20; AC/FF/T 13/11/12; CMD 12, F +1, R +4, W+6; Init +2; Perception +03

Acid Splash
1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 111d3 ⇒ 1

Scarab Sages

Male Human (and Eidolon) Summoner 7

@Saarai Thanks for the tip! It makes a lot of sense now that I think about it. C:

Scarab Sages

Ilyjah's arrows just barely misses it's target but Delphinia's magical acid leaves the thug staggered.

With a determined look on his face he takes a tight grip on his chain and with a two handed side long swing he tries to hit Old Iron Tyr
To hit old iron tyr's AC: 1d20 + 1 ⇒ (17) + 1 = 18
The chain passes just a fraction of an inch in front of Old Iron Tyr's face..but it's enough to miss. After his swing is completed the thug slumps face forward towards the floor ..unconscious

Out of combat, the thug is not dead..just passed out

When you loot the area (and bodies) you find;
2 leather armors, a though leather apron (counts as leather armor), 2 spiked chains, 2 acid flasks, 4 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 thunderstones, and 4 vials of filth fever tonic (gives a bonus if you are infected with filth fever disease to resist the disease)Sitting open on the workbench is a large tome titled Toxins and Countermeasures, written by Giacomo d’Enzinas (just flavor now, it's an old faction mission). The alchemical materials on the workbench constitute an alchemist’s lab, plus 240 gp worth of raw materials for Craft (alchemy).

There is only one way to travel upstream from here: an eastward-running major passage that exits the area in the northeast corner. This tunnel runs for a considerable distance before reaching a sewer junction.

What do you want to do now?
And feel free to heal, summon your eidelon and distribute the items you just found how you want.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Does the tunnel continue to the east, or are the stairs the only option?

Saarai sneers at the dead combatants. "Seems we've rid the world of a few two-bit trolls asking for a toll to pass. All for the best."

She searches the room for anything hidden.

perception: 1d20 + 4 ⇒ (2) + 4 = 6

"Should we take these stairs?" she asks.

Scarab Sages

Male Human (and Eidolon) Summoner 7

Ilyjah would like one of the alchemists' fires, one smokestick, one tanglefoot bag, and one of the thunderstones. He feels it would probably be best if each person got a vial of filth fever tonic (and adds sheepishly that goes without saying, and he's probably stating the painfully obvious). Because he's a little nerd who loves reading and learning, he's also kinda wanting that book something fierce right now. Does anyone else want it/make better use of it? He can't DO alchemy (yet), so none of that stuff on the bench is particularly useful to him.) That's what he would LIKE, but he's not the kind of guy to squabble over loot. If anyone else can put the other things to better use, or even wants them more, he doesn't mind.

Heaving a sigh of relief, Ilyjah stows his crossbow and flops down on the stone floor, his legs tucked under his body. He holds his hands out in front of him and begins muttering something in a strange language as a blazing white rune appears on his forehead.
A black rift appears in mid-air, a tiny hole in the fabric of the Planes. And through it slips an eldritch plume of violet flames, bleached white bones, and leering blue eyes.
Nadir, Ilyjah's Eidolon.
The Outsider glares at Ilyjah for what seems like an eternity, but at length parts its jaws in a snide grin. "Took you long enough." He sneers.
Ilyjah smiles in relief as he stands up. "Sorry about the wait," He says, both to his friend and to his companions. "I'm ready."

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron Tyr frowns at the unconscious Wyverns, his eyebrow raised in an expression of grandfatherly concern. "Stupid kids. Shoulda known better."

Old Iron Tyr sets the head of his earthbreaker on the ground, and he leans on the handle like it was a cane. "I'll take an acid flask and an alchemist's fire. I've ran through half a dozen on one of those stupid swarms."

Perception for Room: 1d20 + 6 ⇒ (20) + 6 = 26

Scarab Sages

At Saraai, the stairs lead up to the streets, it's a way to get past the first 100 yards of sewage if you'd looked for a different entrance further up the sewer system. You need to follow the sewers to get to a place upstream where the Prince started his floating down the "river"

Saraai doesn't find anything in the room that hasn't been found yet and the same goes for Old Iron Tyr while Ilyjah summons his Eidelon to his side.

Also, when you are not in a hurry for time, feel free to take 20 to search a room.

What do you want to do?

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"That would have saved our nostrils some pain," Saarai says as she points up the stairs.

She begins moving further into the sewers. "But for now, it seems we are still looking for the Emperor's Pleasure Barge further upstream."

Moving down the corridor to the east, then.

perception: 1d20 + 4 ⇒ (12) + 4 = 16+1 vs. traps
stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Scarab Sages

There is no light here, so if you can't see in the dark, you need to bring some sort of light source with you - please let me know whom is carrying what.

Ahead is a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.

Saraai doesn't detect any traps in the corridor.

DC 20 knowledge Engeneering:

The ceiling here is stable, having already collapsed as much as it is likely to.

DC 20 knowledge Dungeoneering:

You notice that a hollow point in the ceiling above the rubble could present a bigger danger as it traps sewer gas.

As you approach the intersection a LOT of spiders start to crawl out and move towards you

Delphinia: 1d20 + 2 ⇒ (5) + 2 = 7
Ilyjah+Nadir: 1d20 + 3 ⇒ (3) + 3 = 6
Old Iron Tyr: 1d20 + 2 ⇒ (17) + 2 = 19
Saarai: 1d20 + 4 ⇒ (18) + 4 = 22
Spiders: 1d20 + 3 ⇒ (7) + 3 = 10

init
Old Iron Tyr, Saarai
Spiders
You guys again

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"Incoming!" Saarai yells as the spiders move quickly toward the group. "I hate spiders!"

Reminds me of the drow I'm going to hunt down and pay back someday.

Saarai moves to the south and fires an arrow at the spiders.

Shortbow attack: 1d20 + 6 ⇒ (19) + 6 = 25 for shortbow damage: 1d6 ⇒ 6

Just realized I'm ill-prepared against swarms...I usually equip some acid or fire to toss, but neglected to do so here...sorry!

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron Tyr grumbles, making a sound close to grinding gravel. "Not this crap again."

He pulls out an alchemist's fire, five foot steps forward, then throws it into the middle of the spiders.

Throw Alchemist's Fire: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 ⇒ 4

Scarab Sages

Male Human (and Eidolon) Summoner 7

"Holy balls that's a lot of spiders! Ilyjah screams.
"Where's that sorceress friend of yours when you need her? Nadir grumbles.

Ilyjah launches an acid splash at the nearest swarm.
acid splash: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 131d3 ⇒ 1
I THINK this is how you do it?

Nadir moves in front of Ilyjah and tries to bite (he has the Reach evolution on his bite, giving him an extra +5 of range with that attack. Still not too sure, because he might be going through a wall. Please correct me if I'm mistaken).
bite: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (4) + 1 = 5

Let me know if I did anything wrong in my calculations so I can fix it. I'm about to step out now, but when I get back, I'll prepare some info about Nadir for you. Sorry! Dx

Scarab Sages

Male Human (and Eidolon) Summoner 7

Here are Nadir's stats for your reference:

Str: 12, Dex: 16, Con: 13, Int: 7, Wis: 10, Cha: 11
HP: 11; AC 15 Touch 13 Flat Footed 15
Fort 1 Ref 5 Will 2; BAB +1 CMB 2 CMD 15; Perception +4

Please let me know if you need anything else, or if there's a more convenient way to display these.

For some weird reason, it's not displaying the whole post as out of character. Sorry. ;.;

Scarab Sages

If you give an enter it skips the OOC color, what you can do for his stats is include a spoiler block in your status bar like

Nadir:

Str: 12, Dex: 16, Con: 13, Int: 7, Wis: 10, Cha: 11 HP: 11; AC 15 Touch 13 Flat Footed 15 Fort 1 Ref 5 Will 2; BAB +1 CMB 2 CMD 15; Perception +4
.
Also the spiders are before Ilyjah and Nadir can act.. And more importantly something combat chanceing happens before your turn, so I've moved you back. As far as I can tell you did the calculations correctly. but it might help if you include an explanation to what the bonus/penalty is for example 1d20+3-4-4+1 (shooting into melee, cover, using point blank).
And you might not know this, but you will find out soon enough..weapons/spells that target individuals don't do anything against swarms so both your acid splash and Nadir's bite wouldn't have done any damage to the swarm.

As Saarai moves into the 5ft deep sewage water she splashes around while trying to fire an arrow at a bunch of tiny, tiny spiders
Fort save DC 11vs Disease Saraai
Her arrow flies straight and true...but then it goes straight through the mass of spiders without doing any harm

Then Old Iron Tyr takes out one of the bottles of alchemical fire he picked up from your last encounter and tosses it at the swarm but he fails to hit his target and it scatters 1d8 ⇒ 2, even though it still lands on the spider swarm it also splashes over Old Iron Tyr's own feet
1 fire damage for Old Iron Tyr

As soon as even one drop of flaming oil is exposed to the air it seems like a gateway to hell opened in this tunnel. A HUGE sheet of flames rushes over everything and everyone in here as a previously undetected pocket of gas ignites Sorry Saraai, your perception to detect traps was too low to find it, and no one made the knowledge check

Fire damage for everyone: 2d6 ⇒ (5, 5) = 10 Reflex save DC 12 for half damage

Reflex save spider swarm: 1d20 + 3 ⇒ (16) + 3 = 19

All of the spiders are burned to a crisp even though they seems to be able to get out of way of some of the flames

Out of combat, just going to need reflex saves (and most likely healing if you have any) from everyone

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Reflex Save: 1d20 + 2 ⇒ (9) + 2 = 11

Distracted by the slight burn, Old Iron Tyr doesn't notice the ignition and is too slow to jump out of the way. Despite taking a hit from his own alchemist's fire and the full blast of the sewer gas, Old Iron Tyr still stands. What's more, he seems...happy.

"Hah! That's new." He starts brushing himself off. "Anytime you see something new, get blasted by it, and stay standing it's a win. Got rid of the spiders, too." He reaches into his pack and produces a wand. "Got a fresh healing wand just for such the occasion. Hope one of you folks can use it."

Grand Lodge

True Neutral Peri-Blooded Aasmiar Female HP 20/20; AC/FF/T 13/11/12; CMD 12, F +1, R +4, W+6; Init +2; Perception +03

well that was nice. Didn't even have to use magic.

1d20 + 4 ⇒ (2) + 4 = 6
When she fails to get out of the way and her fire resistance fails to soak all the damage, images of her past being in that wagon that was set on fire by the pugwampi she begins to scream.

15/20 damage

Scarab Sages

Male Human (and Eidolon) Summoner 7

Ack! I'm really sorry about that! My thinking was I was going to write my action before I left so I wouldn't miss anything should my turn come up while I was away, but I didn't even specify that! I'm really, really sorry. =c I can go back and delete that post, if you want. Thanks for the tips about the swarms. Duly noted. I have heard bad things about those.

Ilyjah's Reflex Save: 1d20 + 1 ⇒ (19) + 1 = 20
Nadir's Reflex Save: 1d20 + 3 ⇒ (17) + 3 = 20

Nadir encloses Ilyjah in his wing-like claws and manages to pull him away from the explosion of Alchemist's fire, expedited by Ilyjah's own timely jump back(?)

Ilyjah groans as he gets up. "Whew! That was close..." He pulls out a potion of Cure Light Wounds from his pack. Does anybody need one?

So, I just looked up how Use Magic Device works. Apparently it's a DC 20 to get a wand or staff to activate? But I don't have Cure Light Wounds on my spell list, and the text says I "must" have it. So...I guess I can't activate the wand?

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai dodges most of the flames easily, and her tiefling resistance keeps her from suffering any harm at all.

reflex save: 1d20 + 6 ⇒ (18) + 6 = 24

"Trapped gas!" she exclaims. "I hadn't thought to search for that, and didn't smell it, either. I'm glad everyone's still alive...that could have been...much worse."

Saarai searches the area, then says "Let's continue on, shall we?"

perception: 1d20 + 4 ⇒ (19) + 4 = 23

@Ilyjah: Regarding healing, usually what you will do with your wand of CLW is hand it to a caster who has the spell, then roll how much it heals for yourself and track your own charges. In this case, Delphinia is an Oracle and can cast CLW...hand the wand to her and then roll for healing.

Scarab Sages

Male Human (and Eidolon) Summoner 7

@Saarai: Makes sense. Thanks for clearing that up. c:

Nadir snickers to himself. Trapped gas...
Ilyjah rolls his eyes. "Grow up. It's not funny. We could have died!"
But we DIDN'T. Nadir reminds him. Isn't that what matters?
The Eidolon takes a quick peek around. Despite his private levity, he now strives to be more alert from here on.
perception: 1d20 + 4 ⇒ (14) + 4 = 18

Ignoring the Eidolon, Ilyjah moves to check on Delphina and Old Iron Tyr. "Are you guys okay?"

Grand Lodge

True Neutral Peri-Blooded Aasmiar Female HP 20/20; AC/FF/T 13/11/12; CMD 12, F +1, R +4, W+6; Init +2; Perception +03

I've had worse. . She adjust her gloves up so they are fitting again properly. You can make out the sight of her upper arms. Burned and charred beyond any healing capabilities.

She takes out a slender wand and raps it to her wounds then offers to the Nagaji.

clw: 1d8 + 1 ⇒ (6) + 1 = 7

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

"Appreciate the offer, but there's no need for you to use up yours." He hands over his CLW wand. "Got this fresh one right here."

If it's okay, I'm going to go on ahead and roll the healing from it to keep things moving

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Scarab Sages

@Iljyah I'm fine with you posting your intended action if you think you will be away for a while, but it would be nice if you mentioned that part ;) (and also not move yourself yet, just write down your planned move - so I can follow your intended actions/move when your turn comes up

You can heal before moving on, just going to post what comes after this so we can continue the story

Both Saraai and Nadir don't see anything that isn't obvious to everyone.

When you travel east from the sewer junction, you soon reach another intersection where a minor sewer line flows into the main line from the south. Graffiti covers much of the walls here, most of it simple drawings.
Prominent among them is a large stylized drawing of a wyvern in shiny gray paint. Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west (a warning about the dangerous insects at the previous junction), and a representation of a beggar’s bowl holding a coin and a key with an arrow pointing to the south. Underneath the picture of the bowl is the word “Almsman.”

Similar markings are visible at every intersection throughout the sewers beyond this point.

You can either follow them, or ignore them and search by yourself

Scarab Sages

As long as someone in the party is still able to use the wand (and for some reason doesn't refuse to use it on you) feel free to assume that any wand you carry will be used on yourself outside of combat in case you need healing, so roll your dice and keep track of charges

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai examines the markings at the intersection.

"The question is, are they really pointing us directly to the Almsman, or is this some kind of trick? If it were me, I wouldn't point an arrow directly to my location unless I was trying to throw people off..."

She looks for anything else of interest.

"Should we follow the sign, which is a possible trap, or try another way?"

perception: 1d20 + 4 ⇒ (9) + 4 = 13 +1 vs. traps
stealth: 1d20 + 10 ⇒ (18) + 10 = 28

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron Tyr taps the sign and the area around it with the butt of his halberd.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

His eyes turn to Saarai at her question. "Heh. I don't know if these kids are as wily as you. Besides, a trap might be fun."

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"Kind of like the last trap was fun? Very well, I'm game," Saarai says. "I have ways of getting past traps without being seen. Let's follow the signs to the Almsman."

Saarai begins to move in the direction indicated by the 'Almsman' sign.

Barring any objection from anyone.

perception: 1d20 + 4 ⇒ (16) + 4 = 20 +1 vs. traps
stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Scarab Sages

Neither Saraai nor Old Iron Tyr see anything suspicious

Similar markings are visible at every intersection throughout the sewers beyond this point, making it easy to navigate to the sanctuary.

Ahead a faint light glimmers in the dark. Slowly it resolves into a crude lantern held by a toothless old beggar who holds a chair leg in his other hand. Beside him stands a scrawny youth, similarly armed but obviously terrified. Behind the two derelicts is an open door bearing the symbol of the beggar’s bowl, coin, and key.

(Since Saraai is stealthing I assume she's in front of the rest of you, not carrying a light source and not walking into the light ahead?)

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Correct, I'll wait for the rest of the party to negotiate while I hide in the shadows.

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