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Retty follows along with the group, surveying the area of the sewers,
Know. Dungeoneering: 1d20 + 4 ⇒ (12) + 4 = 16
As he is walking down the ledge, he adds, "If these guys were conducting alchemical experiments way out here, there's a good chance they have a hideout nearby. That means possible traps and alarms. Good thing you guys brought me along, that happens to be one of my specialties!"
Perception(trap): 1d20 + 9 ⇒ (15) + 9 = 24
Perception(sound): 1d20 + 8 ⇒ (4) + 8 = 12
"Well, what do you know, this pile of rubble up here seems to hold some flammable gas. Don't bring any flames near it. I think I can handle it, though."
Retty walks forward, checking himself to make sure there are no embers left from the torches...
Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22

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Perception (Traps): 1d20 + 6 ⇒ (15) + 6 = 21
Perception (Sound): 1d20 + 5 ⇒ (16) + 5 = 21
Grabbing one of the Alchemist's Fire flasks, Thadd steps well away from the gas pocket, and points around the corner. "Something's coming. Rats, maybe? It sounds like a lot of them."

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Mors recovers his javelin, then watches the halfling uncover the small trove of alchemical goodies. He looks at Leb and Thaddeus, "Looks right up your alley, bub. Let's take all these with us."
People, grab what you want from this alchemical trove. Mors will pick up all unclaimed items to bring with us.
As they leave, the big half-orc pauses over each fallen thug, whispering a few final words.
----
Perception 1: 1d20 + 2 ⇒ (6) + 2 = 8
Perception 2: 1d20 + 2 ⇒ (4) + 2 = 6
Mors pauses at mention of 'gas' and 'trap', but follows the halfling forward at a safe distance. "It's Retty, right?" he whispers, watching the darkened sewers around them, "Damn glad to have a man'a talent around. Damn glad."

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I recommend we take the 2 acid flasks, 2 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 thunderstones. Thad will grab them all if nobody else declares interest.

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Knowledge(Dungeoneering): 1d20 + 3 ⇒ (20) + 3 = 23
Perception 1: 1d20 + 3 ⇒ (9) + 3 = 12
Perception 2: 1d20 + 3 ⇒ (6) + 3 = 9
What a disappointment didn't even get my knife wet, not even the tip.
Walks over to the loot, examines the armor.
Gruh, crap and they called me a scrub.
He snatches out the dagger and tucks in the back of his belt.

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Leb looks over the alchemist's stuff. He grabs the book and stuffs it in his backpack along with the tanglefoot bags and thunderstones. "I've already got fire and acid, you guys might want to stock up, though.

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Could Thadd or Leb roll some kind of Alchemy check to figure out what the Filth Fever Tonics do?
Alchemy: 1d20 + 7 ⇒ (9) + 7 = 16 "I'm not sure if they cause it, or cure it, but we should probably take those, too. Given it's a tonic, and not a poison, my guess would be that it is a cure.
Thaddeus gestures to the vials, tome, and alchemical supplies. "I suppose we should take all of these with us. Surely Leb and I can put them to good use.
After gathering the remaining items, Thad pulls out a vial of alchemist's fire. "I don't like that sound. It does not bode well at all."

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Walks toward the hole in the ceiling, stop ten feet away and says
"Hmmm, What is that in the ceiling there?"
Puts his hand up to his chin cocks his head and says
"Seems to be some sort of hole, could be dangerous."

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Mors looks at where Retty is working to "disarm" the flammable pile of garbage, to the corner around which Thaddeus can hear a rat horde, and up at Mahd's dangerous ceiling-hole.
"Now this is just gettin' ridiculous."
:D

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"Perhaps we could use this trap to our advantage, rather than disarm it? Lure the vermin here, and incinerate them? Who knows what virulence they may carry."

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Retty looks up as he finishes his work on the pile of rubble, "Unless you have an idea of how to light a rat on fire from a very safe distance, I am afraid the explosion and shrapnel could be more than we can handle."

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Thaddeus indicates the flask of Alchemist's Fire. "Oh, I think these might do the trick. How big of an explosion are we talking about?"

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barbarian moves up not wanting to be in the back, but not leading the way either, he doesn't want to make the decisions right now.
unless I moved the character in the wrong direction, I moved him from left to right, but now that I look at the arrows, I may have to move him right to left to be in the front and he wants to be as close to the leader as possible without occupying the same square as another or taking someone else's spot.
perception: 3 + 1d20 ⇒ 3 + (16) = 19
2nd perception: 3 + 1d20 ⇒ 3 + (8) = 11

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Sure, you can do that. :) Not sure that was intended, but it sounds awesome.
Retty is able to rig the rubble in such a way that it creates a small shoot, releasing a bit of the gas, while the party gets ready. Hurling one of the thunderstones around the corner to startle and anger the swarm, driving it towards you Holding back for jut the right moment, someone hurls a alchemist's fire at the rubble, causing it to explode as the majority of the mass of large rats comes at you. It sends a gout of green and purple flame up, as well as sending both shrapnel and some of the murky sewer water about, but not near enough to the party standing further back in safety.
I'm going to say that it takes 2 Alchemist Fires and 2 Thunderstones, (just to make sure 1 doesn't miss), but destroys the swarm.
Act 3
When the PCs travel east from the sewer junction, they 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 (signifying that the Steel Wyvern’s claim this territory). Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west (Retty indicates it's a warning about the dangerous insects/vermin/creepy-crawlies 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.”
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. The old man eyes you warily as they approach. "If yer intentions be peaceful, Abadar makes you welcome."

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We come in peace, and we come having questions about a prince? Do you know anything about that?
diplomacy: 5 + 1d20 ⇒ 5 + (2) = 7

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I'm going to say that it takes 2 Alchemist Fires and 2 Thunderstones, (just to make sure 1 doesn't miss), but destroys the swarm.
I can't speak for Leb, but I'm okay with that. Rat bomb. Excellent.

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Mahd goes over and addresses the Almsman
"Yes, we seek information about the one who claims to be the rightful Prince of Augustana, and this portal to Otherworld"
Diplomacy: 1d20 ⇒ 2

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Retty sheathes his weapons, then rushes up beside Mahd adding, "Hi! I'm Retty... As my companions have alluded to, some fellow showed up top side claiming to be a royal prince in these parts, and claiming he came from down around here. I'm not much of a history buff, but I'm pretty sure Andoran hasn't had a noble family in a while, and the populace might not take kindly to his claims. We were just hoping you could shed some light on the subject."
Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15

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Flipping through his notes, Thaddeus points to the scribblings above the tunnel. " I floated past the Almsman’s Sanctuary..." The prince mentioned it in his ramblings. To the old man, he asks, "Did you see a man floating in the water? It would have been in the last few days."
Diplomacy: 1d20 - 2 ⇒ (12) - 2 = 10

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Mors nods along to Retty and Thaddeus's comments, only opening his mouth to briefly describe what the "prince" looks like. "Any help would be appreciated, fellas. I'm sure we could find a way to make it worth your effort." He gives a wide, lopsided, genuine grin as he taps his belt pouch, eliciting a light jingle of coins. "A contribution to Abadar, perhaps?"
Diplomacy: 1d20 + 4 ⇒ (15) + 4 = 19

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Mahd turns to Mors ans says
"Hey don't go giving away all the spoils some us aren't just doing the for the greater glory of good ya know. For some of us this is a mission plain and simple and we intend to get something out of it if we can. So let's just find out if this guy is the prince and if we should help him or not."
He turns to the old man and says
"Look I'm sure you have more charitable things to be doing in the name of Abadar, we just want to know who the man is and if we should help him."

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Mors doesn't look away from the two vagrants, but addresses Mahd. "Calm down, there, buddy. I wasn't offering your coin." He nods at the old man and boy, "You two look like you could use a little help, and i could use some information. The offer stands."

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Thaddeus smirks at the interchange between Mors and the boorish elf.

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The older man responds gently by saying you should speak with "the Almsman", motioning beyond through their "sanctuary". Before you proceed, however, they give a suggestive glance towards the charity bowl, but do not stop you if you decide against an offering.
As Mahd moves past, he does stand, laying a gentle hand on his shoulder and simply offering a few words to the troubled man. "Come in peace brother, and go in peace, for this place is a holy place. All but those that bring pain and fear are welcome."
Beyond the door, a short flight of steps leads up into what appears to be the basement crypt of a church of Abadar. Perhaps two dozen beggars huddle among sarcophagi, some sleeping, some haggling over bits of junk or scraps of food laid out on blankets. A tall man in clean robes wearing a plain copper mask walks among them.
I'm going to be travelling over the weekend. I should be able to post, but it's possible I will not have internet. Have to see.

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Mors hands two silvers each to the man and boy, then drops a fat gold coin in the charity bowl before entering.
He sheaths his long blade as he looks around, watching for any threats as they approach the masked man.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
"You the Almsman? We're wonderin' what you can tell us about someone." He briefly describes the 'prince' and the timeline. "You seen him?"
Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14

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While not particularly charitable, Thaddeus is pragmatic. A source is a source, and he didn't mind paying for information. Dropping a 5 silver pieces in the bowl, he follows Mors' lead.

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Valueing his money, he donates nothing.

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Mahd responds to the old man by saying
If not having time or effort to waste hurting any of these bums is peace, then peace you have old man. But as for fear and and pain, I FEAR NOTHING, and the only pain I bring is the pain I cause."

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Leb tosses a couple of silver pieces in the charity bowl as he walks by.

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Ok, I'm back. Sorry it turns out I wasn't able to get on much at all.
The man wearing the mask greets you, introducing himself, "Yes, I am called the Almsman. Do you come for sanctuary? These are, . . . troubled times, but we can offer you aid. There are many that dwell here. Most with no where else to go.", as a motions to three men laying on cheap blankets in the corner.
"Perhaps we can make a deal? I know of this "prince". I will show you where he lives if you would be willing to help fight off the gang of ruffians that seek to destroy this place."

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Mors shakes his head at the question of needing sanctuary, giving a quick look over at the three men on blankets. At mention of information in exchange for help, the half-orc looks back at the Almsman.
"What gang?"

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A smile creeps across Mahd face and he says
"At least I'll get to get my blade wet, maybe I'll get to put it in all the way to the hilt. But listen here old man I don't do nothing for free, we get to keep the spoils. Maybe we'll let you have their shoes, for charities sake."

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Retty looks around the area, pointedly ignoring the greedy elf, and responds to the old man's request, "why would anyone be trying to push you out of here? You don't appear to be hurting anyone and this isn't exactly prime real estate."

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The Almsmen begins to ignore Mahd's rudeness, but responds to the other's questions more favorably, "It's these Steel Wyverns. They used to be, a long time ago, one of the premier criminal rackets, but where put in their place when they picked on the wrong person. Started a little war in the streets that left their leader dead and many of them scattered."
"Since then, they have been like flees. Always scratching away at society, but never a serious threat. Well, not to anyone above that matters. Down here, they extort money, for "protection", I'm sure you are familiar with the concept. Lately, though, it seems like they have gotten someone else organize them, and the money they demand has grown too much for use to pay. I told them this yesterday, but they didn't care. Just said that Randalan would be by today to collect, or else they would destroy this place and, well, lets just say that what I do here is, . . . off the books. I'd rather this place," he motions with both arms indicating the small sanctuary, "be left out of the church's sight."
Looking about, the sanctuary does not appear very defensible, but there is a little you can work with. The doors are old, but made of strong wood. Inside the room are coffins sarcophagi that you could use to hide behind or for cover.
The Almsmen indicates that there is a small hidden storage room that he will take the various beggar to hide in, but he himself has sworn a personal oath to never raise a weapon, and so will not be fighting. He will however, offer you some cheap healing if needed afterwards, but his first duty is to protect the innocents under his care.

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A new map is up. Can I get everyone to place themselves where they would like to make their final stand, and also any preparations you might like to attempt to set up.

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What does Mors know of this Randalan?
Know: Local: 1d20 + 8 ⇒ (20) + 8 = 28; Boom!
"I ain't gonna speak for everyone," Mors pauses for a look over at Mahd with a shake of his head, "but I'll see if I can talk these fellas outta botherin' you no more. Don't seem right to take from those that ain't got much to begin with." He looks back at the Almsman, his tone serious, "But then you'll tell us everything you know about this prince, deal?"
He gives the room a quick survey, "Any other ways in here? Or just through them doors?"

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How we wanna play this, folks? The tactical thing to do would be to bottle them up at the entrance (which i've tentatively moved Mors into position to do), but that might leave folks in the back with less ways they can contribute. Not knowign what kind of fight we may be looking at, I'm not sure if that's to our favor or detriment.
As the showdown approaches, Mors will basically wait with his bastard sword in-hand, standing in a position to be part of the group's front line. I'd love to get some buffs up, but as they're all short-run buffs, I'll likely wait until last second to do so. Retty, you wanna be our voice against Randalan? That way, folks with buffs can get those rolling while you do any parleying we want to. Mandower, you wanna help bottleneck this entrance?

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"Seems straightforward enough. If we block doorway right up at the portal, there... leave a killing ground in the entryway, if it comes to that. It looks to be the best control point, in my estimation."
I agree with a bottleneck strategy. Please be careful with any splash weapons. Most of wouldn't be able to soak up much damage.

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Mandower has his location.

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If you'd rather hide for ambush tactics, feel free to do so ... I just figured I'd give someone with a better Diplo a crack at it if they want it. Mors's only decent Diplo serves me better anyway ... I'm spoiling for a fight. :)
Your call either way.

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I think we should rig some sort of explosive or alchemist trap just outside of the door. Then attack them as they come in. I will stand behind Thaddeus and Mors cast my shield and then get into the fight.
"I say we just take from the front, full on, like men. Only a coward would do otherwise."

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Seeing the big-mouthed elf contradict himself, Thaddeus can't help but laugh. "Front and full on, eh?"
Mahd, what's your personal strategy, here? You won't be able to melee anything from behind me with that starknife; are you planning to throw it and use Acid Splash for the duration of the fight?

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Leb moves over to the door with a flask in hand. "More bullies to blow up? Great. Don't wory, I'm pretty accurate with these things."