
GM Fuzzfoot |

The blue thug suddenly realizes he is beaten, and collapses into the water, quickly washing downstream. Yes, I think I was tracking offline and then online, and missed the original -4 hit.
There is only one way to travel upstream from here: an eastward-running major passage that exits the area in the northeast corner.
The table and rack of alchemical substances contains 2 acid flasks, 2 alchemist’s fire, 2 smokesticks, 1 tanglefoot bags, 2 thunderstones, and 4 vials of filth fever tonic. Sitting open on the workbench is a large tome titled Toxins and Countermeasures, written by Giacomo d’Enzinas. The alchemical materials on the workbench constitute an alchemist’s lab, plus a fair amount of raw materials.

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I wall take some of rhe potions if noone cares
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Auri looks at the bench with interest.
"We may all need that tonic before this is through. The fire would be helpful if we see any swarms of rats or insects..."
She pockets one of each if nobody else expresses an interest.
"I think the society might find that book interesting as well. And why is there an alchemist making things down here anyway?"
Finally she pockets a smoke stick. "Who knows when this will he helpful."

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Arkath will nab either the tanglefoot bag and/or an acid flask.
"So, who wants to wake one of these louts up to ask some questions, or think they know anything?"

GM Fuzzfoot |

Actually, there are no louts to wake. Two were swept away in the current, and the other is quite dead.

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"Let us press forward friends"
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"Did they say they were Steel Wyverns? I so, at least we are in the right kind of area.."
Auri resumes her spot at the front after saying a short prayer for the dead bandits. A very short one.

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Before we get to much farther Bartholimu will use wand of mage armor of himself and Auri
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GM Fuzzfoot |

OK, it sounds like you are ready to move forward, but if anyone had more actions, just let me know.
You head upsteam further into the sewers. 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.

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Auri holds up one of the smoke sticks.
"Maybe this is why they had them..."
She strikes the stick and throws it into the mass of vermin, hoping the smoke will cause them to disperse.

GM Fuzzfoot |

I just want to clarify before I resolve this (because I had to look up a few rules), you want to light a fire (tinderstick?), start the smoke stick burning, and then pick it up to throw it at the vermin (spiders, it looks like), right?
Let's put each of you on the >>map<< somewhere before you take an action.

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i hope someone can make those checks lol those are 2 i dont have
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Auri doesn't have either of those skills. She'll hold if someone asks her to, but the idea is she starts the smokestick and throws that into the swarm of spiders and hope that disperses them. No idea if mechanically that will work, but we'll give it a go.
"I'm going to throw the smoke stick in, may pay to back up slightly so we don't get caught in the thickest bit of smoke, or if the swarm doesn't break up and comes in this direction." says Auri, hunting around for the smokestick she picked up back on the alchemists table.

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After the casting of mage armor Bartholimu will lead to keep area lit and take blunt of surprises
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[b]"id they dont go away i got your back
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Nemrok have none of those knowledge
I'm watching your back fellows. It's the only thing I can do right now.
@GM having no gmail account and still being in vacation I'm unable to change the map. Could you please put my character behind Bartholimu ?

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With the group ready, Auriferous throws the smokestick.

GM Fuzzfoot |

@Nemrok, I moved you up, behind Auri.
Auriferous lights the smoke stick and throws the burning thing in to the rubble. A few seconds later, and the entire corridor bursts into flame as collected gases ignite.
Damage: 2d6 ⇒ (4, 2) = 6 Reflex Save DC 12 for 1/2 damage
While the spider swarm reacts, this does not do enough damage to dissipate it. The swarm of spiders comes your way!
RefSave: 1d20 + 3 ⇒ (13) + 3 = 16
Arkath: 1d20 + 4 ⇒ (17) + 4 = 21
Auri : 1d20 + 1 ⇒ (7) + 1 = 8
Bartholimu: 1d20 + 5 ⇒ (19) + 5 = 24
Kristoff : 1d20 + 1 ⇒ (3) + 1 = 4
Nemrok: 1d20 + 0 ⇒ (15) + 0 = 15
Tyranius : 1d20 + 4 ⇒ (17) + 4 = 21
Swarm: 1d20 + 3 ⇒ (11) + 3 = 14
Round 1 (bold may act)
Bartholimu, Arkath, Tyranius, Nemrok
Swarm (-3 fire damage)
Auri, Kristoff

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reflex: 1d20 + 3 ⇒ (11) + 3 = 14
Bartholimu will burning hands the swarm
atk: 1d20 + 3 ⇒ (20) + 3 = 23
dmg: 1d4 + 2 ⇒ (1) + 2 = 3
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Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
Not sure if everyone needs one but if so here you go :)
Tyranius is surprised by the explosion as it scorches the majority of his skin.
He grabs the Alchemist's fire that he just grabbed from the table and hurls it at the mass of creepy spiders.
Alchemist's Fire: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 2

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Thanks GM !
Ref. DC12: 1d20 + 0 ⇒ (16) + 0 = 16
Nemrok wait to see if his comrade's action where enough to dissipate the swarm before taking action.
if the swarm is not killed Nemrok will use one charge of his wand of burning hands
Fire damage DC11 for half: 3d4 ⇒ (4, 4, 2) = 10

GM Fuzzfoot |

Reflex: 1d20 + 3 ⇒ (11) + 3 = 14
Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
The alcehmist's fire missed the target, but between the two burning hands spells, the spiders run for cover and pose no more threat.
It seems likely that the Prince did not come from the collapsed tunnel, but you may choose to explore it anyway, or to continue upstream.

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doesnt matter to me
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"ooff" cries Auriferous as the explosion knocks her backwards.
reflex: 1d20 + 1 ⇒ (1) + 1 = 2
Only narrowly avoiding the water, she reaches for the alchemists fire but notes the others have already handled the swarm.
"I don't suppose anyone has a heal stick?" she asks, dusting off her now sooty exterior.
"Bobby trapped smoke-stick. What a wicked trick by that alchemist."

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Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Stoffle Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
Arkath hugs the wild while holding onto his badger, him taking minor burns, but Stoffle unscathed.
"Blimey, that was a damned booby trap!"
Arkath walks up to the elven paladin and taps her on the shoulder with a wooden stick. "I prefer to call it a vitality rod; sounds much more macho!"
CLW @ Auri: 1d8 + 1 ⇒ (8) + 1 = 9
He then peers into the dark tunnel, looking for any clues or items of value.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

GM Fuzzfoot |

You don't see anything new, but the collapsed area does not look to have been traveled on since it collapsed some time ago.

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"My thanks to you and your stick of vitality Arkath." bows Auriferous.
Once again taking the lead, she heads off up the sewer avoiding the collapsed part.

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Calling to Gozreh Tyranius channels his pent up energy to the rest of the group to heal their wounds from the explosion.
CPE: 1d6 ⇒ 5

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could someone give me a healing hand." Bartholimu takes a seat as he is feeling light headed from all blood loss
took 6 damage
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GM Fuzzfoot |

I think Tyranius healed everyone 5, so no one should be down more than 1 at this point, I think.
As 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, 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.”

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With the channeling there is probably no need for the CLW wand use. Keep the charge for another day. I'm sure we will need it soon enough.
Auri looks at the picture.
"I'm guessing we head south. I wonder how the alchemist and his cronies kept up with the other wyverns if that swarm of bugs was well known"

GM Fuzzfoot |

Assuming you continue to explore, following the signs... if not, please inform me.
Similar markings are visible at every intersection throughout the sewers beyond this point, making it easy to navigate. Occasionally down a side tunnel you see ladders leading to access holes to the streets above. Here and there within the sewers are heavy steel doors, probably leading into basements of various establishments. Everyone sees locked or barred from the other side.
You even see a passed out beggar or two, taking shelter.
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.

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Auriferous does step forward. Sheathing her sword he approaches with open hands.
"We do mean no harm, and our intentions are peaceful. We come seeing the Almsman for information to head off a threat that may be approaching your small community."
diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11
Those twos are killing us

GM Fuzzfoot |

Luckily, lack of attacking was all that was required here to allow you to pass...
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. As you enter, he regards you coolly and says, “If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!”

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We just seek answers priest. We happened across a man named Gandros. He claims to be some long lost Prince of Augustana. Do you know anything of him? He claims to have passed through here on his journey.

GM Fuzzfoot |

"I know where he sleeps. But I am afraid I have to take advantage of your need and hold that information until you can help me."
He motions for you to walk with him as he tells his tale.
"They call me the Almsman, and I try to administer to those less fortunate. As you can see, these accommodations are not great, but better than they have found elsewhere. I help organize them for their greater collective need, but the Steel Wyverns are demanding more protection money than we can afford."
He helps three beggars in particular that seem to be suffering from some disease. "These poor men need medical assistance, but I am afraid I have exhausted my meager skills."
"Those toughs are supposed to be back in two hours to collect the money they want, and I have vowed never to take up arms. I do not think these men can hold out on their own."

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Auri steps forward.
"We have already crossed swords with these Wyverns, and will happily do so again."
Looking at the men for a moment, her mind goes back to the tonic that the alchemist had.
heal: 1d20 - 1 ⇒ (18) - 1 = 17
"Filth fever. The wyverns provided these to us earlier.."
She looks around the group hunting out three of the four vials.
"They should help your people recover."
Curious, she quietly and in obtrusively detects for the aura of evil in the "sanctuary", and on the almsman.
"Why do you hide your face, Almsman?"
sense motive: 1d20 - 1 ⇒ (3) - 1 = 2

GM Fuzzfoot |

You do not detect anything evil, and the fifth fever cures should hopefully allow these men to recover. (Using your heal skills over the next 8 hours will ensure it). The Almsman nods appreciatively, and says "Thank you! I hide my face because if my order above found out I was down here, they would not approve and I fear for repercussions."
"These Wyverns want me to let them come into the church to rob it, and that I will not do. Thank you for your help. I am happy to cure your wounds for your help with this disease, and I also have these that you can use."
He hands you 2 vials of oil of bless weapon.
You have 2 hours to make preparations.

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GM: Any nonstone flooring in the room?
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GM Fuzzfoot |

No, it appears to be stone floor throughout.
You can use the map to set your positions.
Map of Sanctuary
Those are stone sarcophagi you see, and there are a few wooden planks occasionally used as a bridge over sewer waters.

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"Let us stand at the top of the stairs and show them we will not be cowed." states Auriferous.
"Tactically it is a sound position. We have the advantage of height, and can have four of us strike at but two of them. Our cause is righteous and our will strong."

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"i like it"
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