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I'm trying to give everyone a chance to talk/act.
A little confused with the question, "Sure. We used to lair below. Big place. But it now haunted. Deal good, we help you. Maybe after you done, you kill demonqueen, we go back home?"

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"ok we will kill the demon queen but can you help us with this"
Xavril moves his hand from his stomach revealing a massive bite mark.
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All three of them look at Xavril skeptically as he talks of slaying the horror below, but as he exposes his open wound, you can hear, although faintly, one of the little creature's stomachs begin to growl.
"No. We not shamans."

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Sense Motive: 1d20 ⇒ 17
Kn Nature: 1d20 + 2 ⇒ (4) + 2 = 6
"Not sure what you little buggers eat, but I know where I could get some fresh dog meat for you. I hear it's a delicacy in some parts."

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Oh, I misread that, thinking it was to the other characters.
They don't seem too interested in dog meat, but

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Prestidigitation could work?
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It could possibly. Might need a little extra Bluff/Diplomacy and some RP setup, though.
This isn't PFS, so I'm much more willing to let things fly.

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Well my little friends, it seems we are having trouble coming to an agreement so let me propose this, we will give you some of our dog meat, and help you to return home in exchange you let us down below. It is more than fair, and judging by what's taken place on the streets, do you really think anyone else would be this reasonable? Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16 John will use mage hand to hold the food just out of the rats reach and tantilize them.

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"It really is quite delicious. I was looking forward to our meal later, but I suppose we can make the sacrifice and allow you all to have it. Just one last taste first." He quietly casts Prestidigitation on a chunk of meat, causing it to taste like an expensive steak, before taking a small bite. "MMMM quite delectible."
Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

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They give you the stink eye for your offering, but eventually allow you to pass. The room below is pitch black, requiring someone to bring their own light source.
The eye-watering stench of urine and feces fills this large room. Nests made of chewed crates and barrels line the walls, while rusty knives and hooks cover the tabletops.
As you make your way down, you startle a small nest of Dire Rats
Harold: 1d20 + 6 ⇒ (2) + 6 = 8
John: 1d20 + 3 ⇒ (1) + 3 = 4
Nihm: 1d20 + 1 ⇒ (18) + 1 = 19
Sinclair: 1d20 + 4 ⇒ (13) + 4 = 17
Xavril: 1d20 + 6 ⇒ (7) + 6 = 13
-----------------------------------------
Dire Rat 1: 1d20 + 3 ⇒ (1) + 3 = 4
Dire Rat 2: 1d20 + 3 ⇒ (5) + 3 = 8
Dire Rat 3: 1d20 + 3 ⇒ (4) + 3 = 7
Round 1
Nihm (), Sinclair (), Xavril (), & Harold ()
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Rat 3 (), Rat 2 (), & Rat 1()
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John ()

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"First dogs, now rats. What's next, lions and tigers?"
Sinclair starts to sing an old fairy tale about the animals of the jungle, one that mothers sing to their children to scare them when they misbehave.
Starts Inspire Courage. +1 Attack and Damage for everyone

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Aided by Sinclairs lore, Harold manages to make the first kill.
Round 1 <Inspire Courage +1 Att/Dmg>
Nihm (), Sinclair (), Xavril (), & Harold ()
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Rat 3 () & Rat 2 ()
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John ()

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"Let's hope it's not bears." Nihm releases the sword from its cane sheath and swings at one of the rats.
Attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

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Xavril Charges the number 2 rat
charge: 1d20 + 7 ⇒ (1) + 7 = 8
DMG: 1d10 + 3 ⇒ (10) + 3 = 13
DM Reroll if allowed: 1d20 + 7 ⇒ (19) + 7 = 26
crit confirm: 1d20 + 7 ⇒ (17) + 7 = 24
crit DMG: 1d10 + 2 ⇒ (6) + 2 = 8

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Not being a PFS game, I'm going to say no on the Rerolls. Especially as it will get confusing with how long this is.
Aided by Sinclairs lore, Harold manages to make the first kill, while Nihm gets another with relative ease. Xavril rushes in, but only barely hits the last, but it's enough to end the threat, albeit a minor one.
Exiting the small room, you discover the basement floor is much larger tan you had expected. Dirty salt and sawdust coat the floor of this gloomy hall. Bits of the wall masonry have been chewed or clawed away, revealing narrow, winding animal tunnels beyond. Steel rails are mounted in the ceiling, with a few lonely iron hooks dangling from them. A pile of stained pillows and moth-eaten blankets lies in a ten-foot-square depression in the floor to the northwest.
Among the blankets is their happy hoard: 12 gp, 185 sp, 342 cp, a pair of quartz earrings worth 10 gp each, a set of nine silver coat buttons worth 5 gp each, and a slightly gnawed cloak that radiates minor magic.
+81 XP and rounded to 80GP each
<Please give me a d20 roll off if multiple characters want it. Otherwise, if you all agree, someone can just take it.>
A fifty-foot-diameter pool of rancid, brown slurry fills most of this circular chamber. Chunks of plaster have fallen away, leaving ragged patches behind in the walls and ceiling and mounds of rubble on the floor. What wall space remains is decorated in crude drawings and symbols of sinister form. Greasy-looking chains run between four stout pillars rising from the muck and anchor to various points on the wall.
This old reservoir from the city’s founding was capped long ago when the city council opted to raise the street level to control flooding, turning many of the old streets into sewers and original first-floor shops into basements. Today, what was once an open fountain is filled with tainted water that seeps slowly away into the river. The foul waters of the cistern are only 3 feet deep.
Small break to see if anyone wants to do anything here before moving on. Other than what I've mentioned, nothing else really of notice here.

Harold Wainright |

"Well done! We certainly showed those rats what-for, hey?"
Having Everquest flashbacks, here ;-)
Perception: 1d20 + 6 ⇒ (16) + 6 = 22.
"*Sniff* What's that? Ah, Hells..."
Loot Tracker Updated.

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Kn Arcana: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
"Well this place sure smells. Those rats certainly didn't keep things tidy here. At least they left us this nice magical cloak, whatever the hell it does."
As Sinclair is sifting through the loot, he hears the sound and smell of something ominous approaching, "Prepare yourselves gentlemen, I believe we are not alone here."
Isn't there a way to use detect magic and a knowledge check to identify? And also, are we still injured from the fight with the dogs? We never did have a way to heal after all.
As for who gets the cloak, it doesn't matter to me, I'm sure we will all end up with one eventually.

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I had to look it up to remind myself, the knowledge check with detect magic only gets you the school. Looks like we have to rely on John for now or wait til we get to a shop later.

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You can heal if you have some means. If not, then you might need to consider resting. I believe only Harold is able to use magical healing spells, and being that it's only 2, I can understand wanting to hold off, as he is also pretty much the main tank followed by Sinclair. Xavril just got a bit unlucky. As for John, he has not posted in over a week, and between that, the long breaks on my end, work, and him not seeming to like his character too much, it's possible he dropped out. We will have to see.

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I don't know if it's too late, but resting me be a good idea. Xavril and myself are down to 3 HP I believe and we lack healing resources at this level.

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John casts detect magic on the cloak Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21 knowledge Planes: 1d20 + 8 ⇒ (9) + 8 = 17 That cloak in your hands Sinclair is a Cloak of Resistance, try it on and feel it's power. However there is more grave news, these runes were an attempt to open a portal to Hell. While it's not active, and hasn't been for a long time, we may want to ask those rats if we see them again.

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"Why the hell would anyone want to go to hell? Ha see what I did there. Good thing you have me to keep spirits up."
I rolled one already, is this a separate one?
Perception: 1d20 + 4 ⇒ (2) + 4 = 6

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Well, for now, rest is going to have to wait, as these things would have attacked you in your sleep. After this, you will have a chance to. I forget, does anyone have a light source? There is no light down here.
From the northern section that you have not explored just yet, a pair of tormented, blobs of humanoid flesh crawl towards you, reeking of brimstone and burnt flesh. Each has a vicious pair of claws, eager for your blood.
Harold*: 1d20 + 6 ⇒ (13) + 6 = 19
John*: 1d20 + 3 ⇒ (3) + 3 = 6
Nihm???: 1d20 + 1 ⇒ (15) + 1 = 16
Sinclair*: 1d20 + 4 ⇒ (18) + 4 = 22
Xavril*: 1d20 + 6 ⇒ (13) + 6 = 19
=================================
Harold*: 1d20 + 6 ⇒ (8) + 6 = 14
Xavril*: 1d20 + 6 ⇒ (1) + 6 = 7
=================================
-----------------------------------------
Blob 1: 1d20 + 0 ⇒ (17) + 0 = 17
Blob 2: 1d20 + 0 ⇒ (15) + 0 = 15
SURPRISE ROUND:
Sinclair (), Harold (), & Xavril ()
==========================================
Blob 1 () & Blob 2 ()
ROUND 1
Sinclair (-7), Harold (), & Xavril (-10)
=====================================================
Blob 1 ()
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Nihm ()
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Blob 2 ()
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John (), Sinclair (), Harold (), & Xavril ()

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Knowledge Planes: 1d20 + 8 ⇒ (10) + 8 = 18 Look out! Those are lemures, the lowliest of the infernal ranks, but given our current situation very dangerous. From what I remember they are immune to fire, poison, and mind affects, and resist acid and cold. I fear we are in grave danger my friends.

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Nihm replies to John, "That sounds less than ideal. Well, if I can't affect the minds of my foes..." The mesmerist prepares his tricks.
Just some RP while waiting

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don't want to hold you up, Sinclair starts inspire courage
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know planes: 1d20 + 2 ⇒ (5) + 2 = 7
-Posted with Wayfinder

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SURPRISE ROUND:
Sinclair (), Harold (), & Xavril ()
==========================================
Blob 1 (-6) & Blob 2 ()
ROUND 1
Sinclair (-7), Harold (), & Xavril (-10)
=====================================================
Blob 1 (-6)
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Nihm ()
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Blob 2 ()
=====================================================
John (), Sinclair (), Harold (), & Xavril ()

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Both of the Lemures advance slowly, sentient enough to be somewhat cunning, they stick to the walls or some of the rubble as best they can.
ROUND 1
Sinclair (-7), Harold (), & Xavril (-10)
=====================================================
Blob 1 (-6)
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Nihm ()
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Blob 2 ()
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John (), Sinclair (), Harold (), & Xavril ()

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"Well those certainly aren't a pleasant sight. I'd rather those denizens of hell get nowhere near me." While continuing his performance, he adds a flourish and covers the ground between them and the second beast with an oily substance.
Cast Grease DC:14, I drew the area on the map. Inspire courage is still up as well

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John will send a crossbow bolt at the closest blob. Attack: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 1 ⇒ (3) + 1 = 4

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Sinclair begins to sing and joke when suddenly the ground inbetween the party and one of the Lemure's becomes covered in a thick layer of magical grease, causing the already slimy mound of flesh to slip and slide onto it's back, wiggling around and unable to right itself.
Refl DC 14: 1d20 + 3 ⇒ (10) + 3 = 13 <failed>
Harold shoots another arrow at the beast-thing nearest him just before Xavril foolishly rushes in. Harold lands a shot, but Xavril does not, leaving himself already very wounded, open to a counterattack.
Harold, where you continuing to use Silver Arrows here? It may matter, but I know you only have a few.
ROUND 1
<Inspire Courage>
Sinclair (-7), Harold (), & Xavril (-10)
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Blob 1 (-6)
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Nihm ()
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Blob 2 (prone) Acrobatics: 1d20 + 0 ⇒ (9) + 0 = 9 (FAILS so no action)
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John (), Sinclair (-7), Harold (), & Xavril (-10)