
TarkXT |

Okie dokie here we go.
Encounter 1: Gratuitous Sewer Level
Background: A large city located on the coastline has been beset wiht heavy rainfall causing the sewers ro overflow into the streets. On top of the rampant disease this is spreading tribes of Grindylows normally kept in check by regular sweeps of the sewers ahve grown bolder and begun raiding the city above them taking captives and loot into the depths below. Your group has been tasked with finding and eliminating as many of the tentacled bastards as you can. This encounter represents your first meeting with a group of the creatures and their pets in the sewers.
Going in
Go ahead and make any necessary adjustments your character would have made before beginning the sewer search in earnest up to and including buffs. For time keeping's sake you have explored the sewer for up to an hour now before this encounter. Keep in mind with your prepped spells that there will be two other consecutive encounters after this of harder difficulty both having completely different scenarios so keep this in mind. You can make appropriate knowledge checks in your first post to learn what you need to about the monsters you are after.
The environment:
The sewers here are pitchblack (need a lightsource if human or have low light) and the water, normally only being about ankle height at best is now roughly waist height on a medium character. This means small characters have to swim or else have an alternate means of getting around. Medium characters treat the water as difficult terrain.
So characters can go ahead and make their first posts to make any necessary preparations then we'll get things started.

Thunarr |

Thunar buys a hooded latern and has continual flame cast on the wick, giving him a light source he can shutter if need be. He also buys a deluxe dungeoneering kit before entering the sewers and some cheap clothes he's not going to worry about washing, he'll just burn them after he comes up. He will wear it over the mithral shirt. He buys three Cure Light Potions, just in case. He leaves his parent's book hidden in his inn room.
Damn It! Thunar thought to himself. I shouldn't be here mucking around in the ...Muck. But a bet is a bet and he had lost. The terms were he would come down and try to rescue Pharin's sister. He played his light around the water and tried to remember what he could about Grindylaws.
K/Dungeoneering: 1d20 + 6 ⇒ (10) + 6 = 16
It wasn't much, they were squid faced goblins who could probably swim through this stuff without thinking. The idea that one could be sneaking up him right now was causing his back to itch. He nods to the Elf who came down here with him.
"Well, I for one have no idea where to start. Any idea as to where the little buggers might be hiding?'

Délia |

"All right, fellas! Here's a bottle of liquid healing for everyone; if you get hurt, drink that and don't come to cry for a cure spell. Because I don't have any to spare."
Since I really don't have much healing to throw around, I decided to be nice and buy a potion of Cure Moderate Wounds for everyone. If you don't want one, tell me and I'll keep it to myself.

Thunarr |

"But Delia. I didn't get you anything." Thunar says laughing as he takes the potion. He stands for a few moments, lost in thought as if wrestling with some inner demon and then says. "Actually, I have three Cure Lights I picked up just in case if anyone needs one.

Björn Ensam-Vargr |
Ah joy... spending the entire spread of these with head likely below the waterline...
Adjusting spells to swap Aspect of Falcon and Entangle for 2 x Touch of the Sea.
Bjorn and his genial bear companion called... Bear... don't particularly enjoy the delve into the sewers. It's not the smell, it's more that they need both eke along with their head barely above the water line.
Tucked into the beardy halfling's belt is every adventurer's favorite cureall - a willow wand of salving minor cuts and bruises.
Spluttering and splashing Bjorn doesn't have much to add except "Less talk, make with the killing then we can leave this fetid hell."
Bjorn will be hanging back slightly here, with Bear just in front of him.

Boris the slayer |

Boris didn't buy anything, as he had no money left after character creation. He's not bringing light either. He hopes to keep close to Thunar with the lantern.
Thanks for buying consumabls for the rest of us.
Boris accepts the potion with a grunt, and stuffs it away in one of his many belt pockets. "I'm with the short guy. On with it." He trudges forward through the muck.
While trudging, he tried to recall anything he might have heard about grindylows. Apart from the fact that they were obviously a bunch of slimy buggers.
K.Dungeoneering: 1d20 + 6 ⇒ (4) + 6 = 10

TarkXT |

Basil can tell you that the sewers are typically inhabited by any number of strange creatures. Given that the city has been destroyed numerous times there are parts of the old ruins that simply meld into the sewers becoming homes to things such as Otyughs, chuuls, skum, and other horrros. Most of these are satisfied vying with each other over territory particularly the rather prolific grindylow and sewer squid population below.
Thunarr knows a fair amount about GRinylows but of particular interest is their writhing tentacles which while not particularly deadly can entangle and trip up people who stand next to them making them a particular hazard in this environment.
Just to briefly describe how I do initiative I take everyone's initiative in the group sans companions (who share there initiative with their respective owner) and average it out. Same for the badguys. If your average is higher you go first. If not they go first. The order you post is the order you go in your groups initiative so if Boris goes first his action takes priority over the others followed by the post under him, etc. etc. You can mention that you won't take an action until a certain character has gone if you want to post right now but want another person to go before you.
Splashing around in the water your brilliant bullseye lantern makes stealth difficult and before long you do not find the grindylows so much as they and there meat eating turtle pets find you.
As they leap out of the water at your group you barely have a chance to throw your weapons up in defense before they are upon you.
SURPRISE ROUND! Thunarr is the only one who beat their lowest stealth check so he gets to act.
In fact Thunarr goes first before them.
Once surprise round is done initiative will be rolled for round 1

Boris the slayer |

I'm going to sleep now, so I'll state my actions for when our turn rolls around. I don't want to hold up the game again :)
With a roar and a curse, Boris twisted his body into an awkward angle in order to draw his greatsword in the cramped quarters.
He rapidly raised the sword over his head, and brought it down on the creature appearing from a side tunnel, handling the claymore like it was a mere childs toy.
Move action, draw greatsword, standard, attack Grindylow 1.
Power attack, of course.
to hit: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
If my actions don't make sense when it's our turn, feel free to skip me.

Thunarr |

I was going to say poor Boris when I looked at the map, then I saw how much damage he rolled. :) Since this is technically a surprise round only a standard action, right? Also, for next round Thunar doesn't want to drop the latern, but he would like to punch and then kick. Will the kick be at any minuses for the watery terrain and if so can he mitigate it by Acrobatics?
Thunar holds the latern high, trying to pierce through the murky water, convinced the grindylows will try and stealthily swim. Sure enough, he spots a fleeting shape headed towards him and too late realizes what it is. "Turtles!" he yells and tries the thump one of the beasts on the snout as hard as he can to discourage it.
Thump a Turtle: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

TarkXT |

Technically you can just headbutt it or throw an elbow if you choose.
Not quite getting why Thunarr would scream "Turtles" nor understanding the danger they represent several small snapping forms bob out of the water along wiht the Grindylows and bite, or stab with terrible glee.
"NO TOUCH TURTLE! WE LOVE TURTLE! WE EAT YOU!" One Grindylow proclaims as it stabs Thunarr in the torso the smell of blood attracts the turtle who moves into his square (provoking an AoO) to nibble on his flesh. The rest of the turtles pick a favored target and swim in to bite and gnash at your waists and legs while you try and fend off the threat of the grindylows. Two manage to flank boris and give him a nasty stab as well.5 Damage
Turtles move into squares to start biting. No AoO's provoked except in Thunarr's case since you don't technically threaten yet.
As the combined swarm of horrific goblin squids and man eating turtles descends upon you battle becomes truly joined.
1d20 + 4 ⇒ (2) + 4 = 6 Boris
1d20 + 2 ⇒ (3) + 2 = 5 Thunarr
1d20 + 1 ⇒ (14) + 1 = 15 Delia
1d20 + 3 ⇒ (1) + 3 = 4 Bjorn
1d20 + 5 ⇒ (6) + 5 = 11 Basil
Goodguys:
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (8) + 2 = 10
1d20 - 2 ⇒ (15) - 2 = 13
1d20 - 2 ⇒ (13) - 2 = 11
1d20 - 2 ⇒ (16) - 2 = 14
Bad guys win.
Boris manages to evade the Grindylows assaults but not their tentacles as they knock him from his stance and he goes face first into the water. Boris disappears save the glint of a large blade flying out of the water like a steel shark fin and decapitating one of the Grindylows.
Thunarr is not so lucky taking another spear to the chest that opens more blood into the water. 4 more damage
The turtles themselves are mere distractions compared to their larger masters.
REST OF GROUP IS UP!

Thunarr |

"Woa!" Thunar says as the grindylow raises from the deep beside him. "God, you're hideous, kinda remind me of an old girlfriend tha.." His conversation is cut short by the spear thrust. Suddenly he looks serious.
AOO Turtle: 1d20 + 5 ⇒ (15) + 5 = 20
damage AOO: 1d6 + 2 ⇒ (1) + 2 = 3
"There's your goddam turtle! And I'm gonna eat your goddam turtle! And I think I'm wanting some squid on the side."
As he talks he smashes his fist into the side of the grindylow's face, followed by a head butt straight into the mass of writhing tentacles.
Punch: 1d20 + 3 ⇒ (15) + 3 = 18
Damage Punch: 1d6 + 2 ⇒ (4) + 2 = 6
Head Butt: 1d20 + 3 ⇒ (10) + 3 = 13
Damage Head Butt: 1d6 + 2 ⇒ (6) + 2 = 8
Thunar has Combat Reflexes, did the turtle going for Delia provoke also? If so
AOO Turtle: 1d20 + 5 ⇒ (19) + 5 = 24
damage AOO: 1d6 + 2 ⇒ (5) + 2 = 7
Also, how much total has he taken. I see 4 more damage, but I can't find the initial damage.

Délia |

Délia mutters something to herserself about Norgorber being way cool, then splits into two identical Délias that both stab at the grindylow nearest to her!
Move action: Use the Trickery blessing's Copycat power.
Standard action: Attack Grindylow 2 while fighting defensively. (Bringing Délia's AC to 23 until her next turn.)
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Threat: 1d20 + 6 ⇒ (13) + 6 = 19
Critical Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Björn Ensam-Vargr |
Bjorn Swim: 1d20 + 0 ⇒ (9) + 0 = 9 - 2nd bite: 1d20 + 0 ⇒ (20) + 0 = 20
Iz Bear Swim: 1d20 + 7 ⇒ (10) + 7 = 17
Bjorn splutters in the sewer waters trying to get his head above water before he manages to raise long enough to bark at the Bear "Bear, kill kill" gesturing at the tentacled and shelled invaders.
Iz Bear obliges:
Claw: 1d20 + 7 ⇒ (19) + 7 = 26 for 1d3 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 7 ⇒ (17) + 7 = 24 for 1d3 + 3 ⇒ (3) + 3 = 6
Bite: 1d20 + 7 ⇒ (10) + 7 = 17 for 1d4 + 3 ⇒ (2) + 3 = 5
Grindylow first, then Basil's turtle.

Pietro Elitov |

"Well, glad to see I chose my company wisely."
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TarkXT |

Okie dokie go ahead and get your heals around and mark off consumables.
NExt fight will be in a completely different scenario and I will include the NPC sorcerer. Unlike the last fight which could be a potential ambush either way you have a chance to turn the tables (or have them turned on you). I'll also work out a way to test some skills here and there.
Oh and a hostage will be involved.

Boris the slayer |

Boris surfaces from the muck with a grimace. He takes a moment to wipe his eyes clean, and then flexes his torso, testing out the wound in his side. "This could use patching."
Rolling a CLW charge. One should suffice.
clw: 1d8 + 1 ⇒ (4) + 1 = 5

Thunarr |

Thunar collects the two turtles he killed and wraps them in a sack that he puts back into his backpack. He then makes his way to Björn. "Little bastard stabbed me twice so I'll take some of your healing if you're offering.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"Many thanks, and I know these wands cost money. Here's some to defray the cost, consider it a donation to your order." and he hands 3 platinum coins to the dwarf.

Thunarr |

My apologies, I really thought Bjorn was a dwarf. I blame the avatar:)
Thunar pockets the money, although being in someone's debt obviously bothers him. Eventually, he smiles after the halfling and hurries to get back in front with the latern.

TarkXT |

ENCOUNTER DOS: The Sorcerer's mistake
Your npc sorcerer mate has a problem. A couple of weeks ago he took the task of clearing out a local tomb of some zombies. This task proved far too difficult for him to manage alone. So he decided to approach a group of hobgoblin mercenaries to do the job for him. He figured he could take the eward, take the credit, and brush off the hobgoblins who wouldn't be let in town from the start.
Unfortunately Hobgoblins tend ot take the breaking of one's word personally. Thus, in lieu of taking money they took his sister instead. In the ransom note (written in the sister's terrified shaky hand) the hobgoblins propse that he pays three times the amount promised, or present himself in exchange of his sister, or whatever torments they reserved for him will be inflicted on his sister tenfold before they deliver the shattered remains to his kin with a bloody note detailing what happened to her and especially why.
So, the sorcerer has sold all that he has that is valuable to gather the funds necessary and a little extra so he could hire you.
What he would prefer is that you killed all the hobgoblins and split the gold between you (you being half to him and half to you). He has a reputation now and he'd like to preserve it. Having a bunch of hobgoblins running around spreading lies about his heroic work just does not suit at all.
However he is okay with just exchanging the money and having you there as insurance against attack. The date and place of the exchange is set. The messenger insisted that the girl is unharmed...for now.
You can go ahead and ask any appropriate questions about the place where the exchange is and make any appropriate knowledge checks. Take your time planning whatever course you decide. This part of the encounter is just to see how well a class can facilitate one direction or another.

Délia |

"So... Charge in and stab them all? Sounds simple enough. Unless you want to do it the boring way, that is."
With 2 skillpoints per level, Délia isn't exactly the best skill monkey around, but she has reasonable Intimidate and Sense Motive modifiers and can land an aid another in Diplomacy 75% of time. So I'm pretty ambivalent about which appoarch we take to this problem.

Björn Ensam-Vargr |
"So where exactly is this exchange happening..." getting the name of the place, before looking at Basil's +9 Knowledge Local "What do you know about it Basil? - anywhere we could get the drop on or get dropped on by these hobbers?"
"I'm a fair hand at sneaking, and Iz Bear can tiptoe with best of performing ursine mammals... we could shifty in early like and set ourselves up to surprise the buggers?"

Thunarr |

Well this is a moral dilemma. thinks Thanar. He broke his word and his arrangement with the hobgoblins so I've got to side with the hobgoblins in this case. A man's word is not only his reputation, it goes beyond that. Laws will come and go but if people keep their promises, civilization will do just fine. On the other hand we'll get paid more if we just go in and kill them. Although that is dependent on a man whose word can no longer be trusted. After wrestling with his conscious he decides in favor of the hobgoblins.
"Well mate, that's quite a quandary you find yourself in. You do realize that we're probably going to have to let the hobgoblins have the money for no other reason if we kill them all, recent history suggests you may have a similar betrayal in store for us. Now don't get mad at my accusation, that's the problem with not keeping to your agreements, your future ones become suspect. And I'm going to insist we get paid up fornt. He watches the sorcerer closely to see if the thought of betrayal had crossed his mind.
Sense Motive: 1d20 + 12 ⇒ (8) + 12 = 20
Thunar continues. "Now tell us everything about this mercenary group. How many does it consist of and any casters?"

Boris the slayer |

"I say you pay up. I'm not getting involved in a plan that hinges on our collective ability to get to her before the guard sees us. Chances are, someone sounds the alarm ans they slit her throat before attacking us in force." His deep bass voice had an aggressive ring to it.
Boris was disappointed in his friend. He'd expected better of him than to go back on his promises.

Pietro Elitov |

Knowledge local: 1d20 + 9 ⇒ (13) + 9 = 22
"I say you keep your word, but I'll watch for reprisal."
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Délia |

"Well then, let's do it the cowardly non-stabbing way," Délia huffs. "I'll just let my No- Shelyn-given talent at stabbing things rust into nothingness and focus on looking scary so the gobhoblings don't double-cross us. Like a walking racial stereotype."
So, two say pay up, and no-one has explictly expressed any dislike towards that course of action. (Délia doesn't count)

TarkXT |

Thunarr senses no deception but he is rather non-plussed at the idea of actually paying the kidnappers. He does tell you when and where the exchange will take place so any shenanigans you can perform by arriving early can happen.

Pietro Elitov |

Basil shares what he knows, but makes no preparations besides showing up early.
Perception for traps or ambush: 1d20 + 9 ⇒ (18) + 9 = 27 +1 for traps.
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Thunarr |

Thunar would like to purchase a potion of invisibility to give to the sister in case things go bad, but he can only pay 100gp of the 300gp total to purchase it. So if anyone else wants to pony up 200gp, he'll buy one for her.

TarkXT |

Ehhhhh given the nature of this playtest I'm not allowing buying anymore items until the next stage.
In a normal game that would be a good idea and I'd totally allow it but we're not really testing your ability to be good at thinking ahead with your money but the classes ability to switch gears midday. I was more thinking about planning your approach and whether or not you were going to remain hidden or be out in the open to greet the hobgoblins.
In any case I'll have a map so you can pick out positioning before I go to bed tonight.

TarkXT |

The hobgoblins are going to meet you in this clearing. It is unknown what direction they'l be coming from. Small boulders can serve as low cover but otherwise have to be jumped over.
Big boulder is about 10 foot high and climbable with a DC17 climb check.
Please give me coordinates on where you want to be when the hobgoblins arrive along with any stealth checks if you plan on hiding.

Pietro Elitov |

Basil sets up at E32.
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