
GM Bold Strider |

You can jump in the sewer water! I just assumed you would travel on the paths outside of combat.
Yyrkoon's knowledge about the immunity to weapon damage wouldn't be known until his turn, btw.
Dorgrin hops in the sewage and trundles towards the swarms.
Initiative:
1st: Tristan @ 28/28 HP; Dorgrin @ 16/16 HP;
2nd: Spider Swarm (#1-Red; #2-Blue)
3rd: Tin-Deaf (1 hour) @ 15/19 HP; Yyrkoon-Deaf (1 hour) @ 9/10 HP; Chatan @ 8/10 HP

GM Bold Strider |

Tristan is on delay. I trust DM DoctorEvil to return to us.
The spider swarms flood the passageway, trying to devour their prey. The Pathfinders feel the swarms of spider finding their way under the wetsuits and armor (For Tristan), biting them with the hunger of a thousand bites.
Damage: Chatan/Yyrkoon/Tin: 1d6 ⇒ 1 Need two Fortitude Saves. One against Poison.
Damage: Tristan: 1d6 ⇒ 5 Need two Fortitude Saves. One against Poison.
Initiative:
1st: Tristan @ 23/28 HP; Dorgrin @ 16/16 HP;
2nd: Spider Swarm (#1-Red; #2-Blue)
3rd: Tin-Deaf (1 hour) @ 14/19 HP; Yyrkoon-Deaf (1 hour) @ 8/10 HP; Chatan @ /10 HP

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Continuing to wade through the filthy water, Dorgrin goes past the spider swarm and throws his flask of acid at it.
Ranged touch attack flask of acid/blue swarm: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage: 1d6 ⇒ 1
I didn't include the Point Blank Shot feat's extra damage (+1)

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Fortitude vs Poison: 1d20 + 3 ⇒ (12) + 3 = 15
Fortitude vs ???: 1d20 + 3 ⇒ (4) + 3 = 7

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Fort Save: 1d20 + 8 ⇒ (7) + 8 = 15
Fort Save vs Poison: 1d20 + 8 ⇒ (14) + 8 = 22
Disgusted by the swarm of tiny biting arachnids, Tristan tries to shake of the distraction and the feeling to only want to flee. The poison doesn't seem to affect him, and he concentrates fiercely trying to remember what he can having faced swarms before.
Grabbing an alchemist's fire from his pack, the brave paladin throws on the path right in front of him, knowing that the explosion may actually harm him as well.
Move Action to draw out Alchemist's Fire, Standard action to target the NW square of the swarm adjacent to Tristan.
Alchemist's fire, ranged touch: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm: 1d20 + 4 ⇒ (20) + 4 = 24
Dmg, including Critical: 2d6 ⇒ (4, 3) = 7
DC 15 Reflex save to extinguish the flames or 1d6 fire dmg nex round also. Question: does the splash damage also Crit? what about the residual fire dmg?

GM Bold Strider |

Yyrkoon becomes too distracted to act as the spiders swarm him and he starts to freak out.
Dorgrin moves through the sludge to lob a vial of acid at the creature. The vial explodes, melting thousands of tiny spiders and burning the paladin. The paladin himself pulls out a vial of Alchemist's Fire and lobs it into the square with Chatan. Red swarm is adjacent to you and the western square is the one with Chatan...
The Alchemist's fire burns away the swarm for the most part and the remaining spiders flee.
Initiative:
1st: Tristan @ 22/28 HP; Dorgrin @ 16/16 HP;
2nd: Spider Swarm (#2-Blue @ 3 damage)
3rd: Tin-Deaf (1 hour) @ 14/19 HP; Yyrkoon-Deaf (1 hour) @ 8/10 HP; Chatan @ 8/10 HP

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Chatan takes a step back from the spider swarm to give his body a chance to fight the venom.
Fort Save: 1d20 + 1 ⇒ (8) + 1 = 9
Fort Save from Poison: 1d20 + 1 ⇒ (10) + 1 = 11
-Posted with Wayfinder

GM Bold Strider |

Chatan feels the overwhelming need to swat the spiders off of him after they swarm him and begin to bite. The urge to do so borders on compulsion as he stumbles backwards out of the swarm before it is incinerated. Nauseated effect.
The poison, however, seems to be overcome by his potent antibodies.
Initiative:
1st: Tristan @ 22/28 HP; Dorgrin @ 16/16 HP;
2nd: Spider Swarm (#2-Blue @ 3 damage)
3rd: Tin-Deaf (1 hour) @ 14/19 HP; Yyrkoon-Deaf (1 hour) @ 8/10 HP; Chatan @ 8/10 HP

GM Bold Strider |

Tin deafened-state and the enveloping nature of the swarm causes him to falter!
The remaining swarm tries to consume as much as possible and lashes out at Tristan, Tin and Yyrkoon.
Damage: 1d6 ⇒ 3 Two Fort Saves; Poison/Distraction
Initiative:
1st: Tristan @ 19/28 HP; Dorgrin @ 16/16 HP;
2nd: Spider Swarm (#2-Blue @ 3 damage)
3rd: Tin-Deaf (1 hour) @ 11/19 HP; Yyrkoon-Deaf (1 hour) @ 5/10 HP; Chatan @ 8/10 HP

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Fortitude vs Poison: 1d20 + 3 ⇒ (17) + 3 = 20
Fortitude vs Distraction: 1d20 + 3 ⇒ (6) + 3 = 9

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Hmm, my news reader just finally showed me everything from Saturday.
Fort Save #1: 1d20 + 2 ⇒ (17) + 2 = 19
Fort Save #2: 1d20 + 2 ⇒ (11) + 2 = 13
Tin backs away from the swarm forming on them.
"Yeah, I ain't got no intentions of being these spiders' supper..."
Once he's backed away, he hesitates, giving his fellow Pathfinders a chance to make some room before lobbing his alchemist fire at the swarm.
Alchemist fire (ranged touch): 1d20 + 3 ⇒ (6) + 3 = 9 for 1d6 ⇒ 6

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Dorgrin waits to see the results of Tin's flask throwing. If the spiders are still there, he lobs his own flask of alchemist's fire at them.
Rolling ahead of time
Ranged touch attack alchemist's fire: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Tristan winces at the bites from the swarm, but tries to hold firm like a good knight should in the face of adversity.
Fort 1: 1d20 + 8 ⇒ (7) + 8 = 15
Fort 2: 1d20 + 8 ⇒ (11) + 8 = 19
As the others throw their fire bombs, Tristan steps backwards from the remaining swarm allowing them a better target. He fishes his last alchemist fire from his pocket in the meantime.
Ready action to throw his bomb if the others don't finish the job. Otherwise he'll hold the alchemist's fire for later use.
Bomb throw, if needed: 1d20 + 4 ⇒ (4) + 4 = 8
miss direction, if needed: 1d8 ⇒ 4

GM Bold Strider |

The three bombs, despite two misses, will be enough to destroy the swarm.
The group takes a breather, resting up from the attack. It is obvious that the prince came from the intact tunnel when he floated by this point. When the Pathfinders explore the minor sewer line to the north, they find that after a half-mile it ends at a nexus of pipes, the largest of which is only one foot in diameter.
When the group travels 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 (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.”
Following the arrows to the Almsman, the Pathfinders see 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 the Pathfinders warily as they approach. The old beggar on sight, he says, “If yer intentions be peaceful, Abadar makes you welcome.” Although the two men try to put on a brave face, they pose absolutely no threat.
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 the group enters, he regards them coolly and says, “If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!”
Status:
Tristan @ 19/28 HP; Dorgrin @ 16/16 HP; Tin-Deaf (1 hour) @ 11/19 HP; Yyrkoon-Deaf (1 hour) @ 5/10 HP; Chatan @ 8/10 HP

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As the party moves beyond the remains of the swarm, Yyrkoon starts to feel the severity of his wounds.
"I don't supposed that I may prevail upon someone to help a little with my injuries?"
[...]
Yyrkoon is frustrated that he still has trouble hearing the man as he speaks to the party. He does not appear to be threatening ... which is good; but he doesn't seem intimidated by the party's appearance ... so he must be confident of his safety. Yyrkoon decides to follow Tristan's lead in this encounter.

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"I am prepared to provide healing if needed, but my spells are better reserved for emergency situations. Does anyone have a wand that may heal our friend before we continue?"
[...]
Chatan listens to the man intently. This man is well dressed and too clean to be living down here, he must live above ground and come down here during the day. That explains the mask, so his identity is hidden when he leaves these sewers. He is very straightforward however so hopefully he can give us the information we are looking for.
"I can assure you we mean no harm to you are anyone else in this sanctuary. We are looking for someone referred to as the Almsman. We are under the impression that this person can help us. Would that happen to be you, or can you point us to the individual we seek?"

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Tin brings out his wand and administers to the wounds of his fellow Pathfinders.
Cure light (Yyrkoon): 1d8 + 1 ⇒ (4) + 1 = 5
Cure light (Tin): 1d8 + 1 ⇒ (8) + 1 = 9
Cure light (Tristan): 3d8 + 3 ⇒ (1, 1, 5) + 3 = 10
5 charges used. Was a fresh wand, so 45/50 remain.
As the group encounters the "Alsman", Tin crosses his arms and cocks his head to the side to size up the man before addressing him.
"Yea, so we met this friend of yours. Some cat who calls himself the Prince of Augustana..."
Tin pauses a moment to gauge the Alsman's reaction.
"So he was talking more of this nonsense about some sort of portal. I ain't gotta tell you, but portals are usually dangerous and all that, and we're.."
Tin flashes his wayfinder "badge".
"Pathfinders, so you best be tellin' us what you know, 'cuz our murder hobo rep ain't made up, son."
Diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
Let's go for an inspiration kicker...
Inspiration: 1d6 ⇒ 5

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Tristan acknowledges the healing from Tin's wand gratefully, but as the investigator starts to obliquely threaten the Almsan, Tristan intervenes.
"Here is a gift for your church, Almsman. May Iomedae protect you and those you serve here in the understreets." He passes the man a purse filled with 25 gold coins. "Are there any sick among your flock, good man? I bring her healing touch to aid those who require it. We only ask your aid in finding the home of the man who styles himself the Prince of Augustana. We believe there is threat there that must be dealt with to all of our benefit. Can you help us?"
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
In addition to the coins, Tristan offers to use his Lay on Hands mercy ability which will heal the sickened condition in addition to the HP bump. Hopefully that helps us win favor with the Almsman and adds a bonus to my roll above. Will use the ability once or twice, reserving one for our party's future use.

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"Thank you Tin ..."
Assist Diplomacy: 1d20 + 1 ⇒ (10) + 1 = 11

GM Bold Strider |

The Almsman is a bit offput by Tin's tone but feels safer after hearing Tristan offer his help. He tells you that he is in a fairly desperate situation. The Steel Wyverns are demanding a higher tribute than he can afford. They want him to steal from the temple above or give them access to it so they can steal from it—something he refuses to do. They have warned him that they will destroy his sanctuary and beat anyone within it senseless if he does not pay. The Almsman swore a personal vow not to take up arms, but organized his workforce into a meager resistance anyway. The Steel Wyverns are due to visit within 2 hours.
He sells potions and scrolls of cure light wounds to the PCs at standard prices. Likewise, for 20 gp he casts cure light wounds on a PC (up to three times per day).
Among the residents of the sanctuary are three beggars who contracted filth fever and now rest on blankets in one corner. One of the afflicted beggars is an Osirian named Pteliut who has tattoos of a shepherd’s crook on his right wrist and a threshing flail on his left wrist. The others are native Andorens named Ebram and Fandos. The Almsman has done what he can for them, but he is not a skilled healer. If the Pathfinders can successfully treat the disease, the Almsman says he will waive any fee for casting his limited spells. Treating one of the sufferers of filth fever with the Heal skill requires 8 hours as normal.

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Tin takes a look at the three, filthy beggars and offers a less-than-emphatetic quip at the Society's expense.
"Looks like these fellas need a bath... and an honest job. They seem to be the wrong kind of hobos."
He nods a few times as the "Almsman" tells his tale.
"Yeah, so you're saying we just got to learn these Steel stiffs some respect?"
Tin cracks his knuckles and puts his fists together.
"I think that's somethin' we can do. Of that I have no doubt."

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"I am afraid I don't have much in the way of healing skills; perhaps someone else in our party could help with that. We may have a draught of something that will help with the treatment though. I am happy to stay for awhile and help ... even with the steel wyverns folks."
"Can you tell us anything about this Prince of Augustana? He claims from have come through a portal of some kind; however, his facts seem a bit fanciful if not outright unbelievable to many of us."

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"By the Gods! Those crooks will not pass this place. If they come here to a holy place, they will be turned aside. This I vow!" says Tristan sternly. "My allies can look to the defense of this place, and I will see if the mercy of Iomedae can help your sickened parishioners in the meantime."
Tristan goes to the infected beggars and begins working on them with his rudimentary knowledge of healing.
Heal 1: 1d20 + 4 ⇒ (10) + 4 = 14
Heal 2: 1d20 + 4 ⇒ (12) + 4 = 16
Heal 3: 1d20 + 4 ⇒ (16) + 4 = 20
"I am not sure if my healing will aid these unfortunates, but in addition to my simple skills, I can offer them some respite from pain and symptoms of the disease." He prays invoking the name of his patron goddess and lays hands on the sick, healing 1d6HP damage and removing the sickened condition as part of his mercies.
Not sure if this initial skill is okay if there is break in the middle to crack some heads of the Steel Wyverns, or if by attempting to heal the folks, Tristan is abstaining from combat? If the treatment is 8 hours, does it have to be consecutive and non-stop?

GM Bold Strider |

The Almsman dislikes Tin's tone, but he agrees with what he is saying. Yes, I think we are on the same page...
Tristan moves up to aid the infected beggars with his Lay on Hands. The men's wounds seem to heal and their nausea seems to subside, but their ravaged bodies remain.
Yyrkoon questions the Almsman about the Prince. I hate to ask for a trade on such information, but my situation is too dire. I will tell you all I know after the Steel Wyverns have been handled.
You have 2 hours. I will assume that all of you (except Tristan) don your armor and remove your wetsuits.
The Heal skill would be interrupted as it is 8 hours of continuous help. You can use those checks after, however.

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Yrrkoon prepares as best he can ...

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Intelligence Check DC 10: 1d20 ⇒ 6
Dorgrin remained silent during the talks between his companions and the Almsman, simply watching the beggars and the interior of the crypt.
When the Almsman talks to them about the Wyverns's threat, he also agrees to help him. "We've just dispatched three of those thieves before coming here and I have no problem fighting them once again", he says while inspecting the place to find the best firing position.

GM Bold Strider |

---Two Hours or So Later---
Laughter and footsteps can be heard approaching from the west. A voice calls out “Almsman! What say you? Are you resisting or giving us what we want? I hope you’re resisting!”
The Almsman closed the doors to the sanctuary, but shortly after you hear a loud crack as a battering ram bursts through the door. Here's Randalan! shouts a man from behind the door.
Get in there and rough em up, boys!
Four Steel Wyvern half-orcs pour in before a man in studded leather follows. Looks like you don't aim to pay, Almsman... I was looking for a good fight. The man cracks his knuckles before drawing his whip.
Tristan and Tin take the lead with Chatan backing them up while Yyrkoon and Dorgrin take defensive positions behind sarcophagi. The Almsman hides with his injured and young behind the farthest sarcophagi in the room.
Initiative:
Tin: 1d20 + 4 ⇒ (16) + 4 = 20
Yyrkoon: 1d20 + 3 ⇒ (12) + 3 = 15
Tristan: 1d20 + 1 ⇒ (13) + 1 = 14
Chatan: 1d20 + 1 ⇒ (8) + 1 = 9
Dorgrin: 1d20 + 6 ⇒ (6) + 6 = 12
Steel Wyvern: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative:
1st: Tin @ 19/19 HP
2nd: Randalan; Thugs (#1; #2; #3; #4)
3rd: Tristan @ 28/28 HP; Dorgrin @ 16/16 HP; Yyrkoon @ 10/10 HP; Chatan @ 10/10 HP

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Tin brings out his wand and administers to the wounds of his fellow Pathfinders.
Cure light (Yyrkoon): 1d8 + 1 ⇒ (4) + 1 = 5
Cure light (Tin): 1d8 + 1 ⇒ (8) + 1 = 9
Cure light (Tristan): 3d8 + 3 ⇒ (1, 1, 5) + 3 = 105 charges used. Was a fresh wand, so 45/50 remain.
Yyrkoon, Tin and Tristan should be at full HP now

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Tin stretches his neck and quickly unstraps his shortbow before aiming an arrow at the aggressors.
"Yea, you Steel WHY-Verns have picked the wrong group of Pathfinders to tussle with..."
Tin gives a nod to the more physical members of the group.
"And I'm afraid your days of beatin' up old beggars are over.."
Tin readies his arrow for any hostilities to occur, but then decides the best way to deal with low life thugs and ruffians is to simply end them, no questions asked.
Shortbow: 1d20 + 5 ⇒ (12) + 5 = 17 for 1d6 + 1 ⇒ (1) + 1 = 2
Shot aimed at thug#2 if they were numbered #1 to #4 going left-to-right. Tin will move back as he draws his bow.
HP: 19/19; AC: 15 (T12/FF13)
F: +2*, R: +5, W: +2
Extracts (* = already used)
Ant Haul*, Cure Light Wounds, Jump
CLW Wand Charges Remaining: 45/50
Gear used this scenario: 1 alchemist fire

GM Bold Strider |

Tin puts his arrow in the thug, but it doesn't seem to do very much.
Randalan begins to inspire his thugs to bring down the Almsman and his new compatriots. Stab! Stab! Slash! Kill of them in this clash!
Three of the thugs surround Tristan and lash out at him while the fourth moves on Yyrkoon, leaping on top of the sarcophagus next to him.
Spiked Chain @ Tristan-20 AC: 1d20 + 1 + 1 + 2 ⇒ (8) + 1 + 1 + 2 = 12
Spiked Chain @ Tristan-20 AC: 1d20 + 1 + 1 + 2 ⇒ (10) + 1 + 1 + 2 = 14
Spiked Chain @ Tristan-20 AC: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Spiked Chain @ Yyrkoon-12 AC: 1d20 + 1 + 1 + 1 ⇒ (8) + 1 + 1 + 1 = 11
The thugs are untrained however and their attacks are largely ineffective against the heavily armored paladin.
Initiative:
1st: Tin @ 19/19 HP
2nd: Randalan; Thugs (#1; #2 @ 2 damage; #3; #4)
3rd: Tristan @ 28/28 HP; Dorgrin @ 16/16 HP; Yyrkoon @ 10/10 HP; Chatan @ 10/10 HP

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Dorgrin shoots a bolt at the nearest thug before reloading his crossbow and taking a step towards Chatan.
Attack mwk heavy crossbow/thug #1: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d10 + 1 ⇒ (8) + 1 = 9

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Chatan moves up to one of the thugs as sparks begin to crack from his fingertips.
Shocking Touch Spell, Melee Touch
Touch Attack: 1d20 ⇒ 18
Lightning Damage: 1d6 ⇒ 4

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Tristan wards of the many blows of spiked chains with relative ease. He steps through the crowd of Wyverns taking a flanking position with Chatan and powerfully stabbing at the #3(?)in the rear.
"Cretins, falling on a man of faith like you have only reinforces my obligation to wipe you from existence. Pray and prepare yourselves for today you meet your judgement."
Tristan longsword, flanking, power attack: 1d20 + 8 - 1 + 2 ⇒ (9) + 8 - 1 + 2 = 18
Dmg, Power attack: 1d8 + 5 ⇒ (3) + 5 = 8

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Tin maintains a scowl and targets another arrow for the most injured thug.
Shortbow (-4 firing into melee): 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5 for 1d6 + 1 ⇒ (2) + 1 = 3
HP: 19/19; AC: 15 (T12/FF13)
F: +2*, R: +5, W: +2
Extracts (* = already used)
Ant Haul*, Cure Light Wounds, Jump
CLW Wand Charges Remaining: 45/50
Gear used this scenario: 1 alchemist fire

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Yyrkoon will 5ft step back and right, then drop his crossbow, cast shocking grasp and draw his scimitar.

GM Bold Strider |

Dorgrin puts a quarrel through one of the thugs, while Tin fails to land his arrow.
Tristan cuts through the third thug with his sword and Chatan finishes the man off with a blast of electricity.
Yyrkoon casts Shocking Grasp and draws his weapon.
The remaining thugs move to slash the paladin as Randalan tries to trip him.
Spiked Chain @ Tristan-21 AC: 1d20 + 1 + 1 + 4 ⇒ (7) + 1 + 1 + 4 = 13
Spiked Chain @ Tristan-21 AC: 1d20 + 1 + 1 + 2 + 4 ⇒ (11) + 1 + 1 + 2 + 4 = 19
Spiked Chain @ Tristan-21 AC: 1d20 + 1 + 1 + 2 + 4 ⇒ (11) + 1 + 1 + 2 + 4 = 19
Whip @ Tristan-17 AC: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Tristan falls to the ground, but the fragile spiked chains of the Steel Wyverns can't break through the paladin's armor.
Initiative:
1st: Tin @ 19/19 HP
2nd: Randalan; Thugs (#1 @ 9 damage; #2 @ 2 damage; #4)
3rd: Tristan @ 28/28 HP; Dorgrin @ 16/16 HP; Yyrkoon @ 10/10 HP; Chatan @ 10/10 HP

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Tin begins to glare at his shortbow, since clearly it must be the bow's fault if he continues to miss. He fires again at the thug directly in front of him.
Shortbow (-4 firing into melee): 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 for 1d6 + 1 ⇒ (4) + 1 = 5
HP: 19/19; AC: 15 (T12/FF13)
F: +2*, R: +5, W: +2
Extracts (* = already used)
Ant Haul*, Cure Light Wounds, Jump
CLW Wand Charges Remaining: 45/50
Gear used this scenario: 1 alchemist fire

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Round 2
Yyrkoon pores some of his arcane energy into his scimitar (1/4) moves up to attack the bandit straight ahead of him (and flanking Tristan)
Scimitar: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18 for Slicing: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

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Chatan grabs up his longspear and takes a step towards the nearest thug and tries to gore him.
Targeting the one to the left of Tristan.
Attack: 1d20 - 1 ⇒ (16) - 1 = 15
Damage: 1d8 - 1 ⇒ (8) - 1 = 7

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From his prone position, Tristan curses the Wyverns, and rises slowly, understandably provoking attacks from the gang of thugs.
Once on his feet again, he 5' steps through the group flanking him and again stabbing backwards at the one to his north.
Tristan longsword, power attack: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Dmg, PA: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Fingers crossed on these AoO's vs Tristan. AC reduced to 17 while prone.

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Dorgrin fires a bolt at one of a still alive thug and reloads his weapon.
Attack mwk heavy crossbow/thug: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d10 + 1 ⇒ (7) + 1 = 8

GM Bold Strider |

Tin shoots one of the thugs in the foot before Chatan buries his longspear in the man's chest.
Yyrkoon slashes the uninjured one across the shoulder. Tristan stands up, drawing two attacks before striking down the most injured thug. He feels the sting of the spike chain whip across his face, nearly knocking him back on his ass.
Dorgrin finishes off the last thug with a quarrel to the chest.
Spiked Chain @ Tristan-17 AC: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Spiked Chain @ Tristan-17 AC: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Spiked Chain Confirmation @ Tristan-17 AC: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Damage: 4d4 + 2 ⇒ (3, 1, 1, 3) + 2 = 10
Randalan, not being an idiot, senses that he has lost and flees the scene after casting a spell. We'll come back for you....!
Status:
Tin @ 19/19 HP; Tristan @ 18/28 HP; Dorgrin @ 16/16 HP; Yyrkoon @ 10/10 HP; Chatan @ 10/10 HP

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"Well ... good riddance ... now to finish this mission and get out of this sewer!"

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Tristan, dropping his longsword and readying his bow leaps out into the tunnel to see if there is a clear shot at the fleeing Randalan, if so he lets fly.
If it looks like the fellow will get away, or if he is out of sight, Tristan looks to the Almsman for direction.
"I will chase down that thug and bring him to justice if it is your will, Almsman. We gave our word to defend you, and while we broke up the attack here, they may return. What is your wish, good sir?"
Tristan comp longbow: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg, if hit: 1d8 + 2 ⇒ (3) + 2 = 5
Will you allow a Folio reroll with a +2 GM star bonus? If so, use the roll below
Tristan comp longbow, GM bonus: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Eh, nevermind...

GM Bold Strider |

Tristan gives chase, but the slow Paladin is only able to fire off a single shot before the man rounds a corner in the sewer. Tristan realizes that this is a losing battle and moves back into the Sanctuary.
There will always be men like him, though I am afraid that he will return to make good on his last words... However, I have people that need tended to. I would appreciate any help with their affliction however I understand that it isn't your problem. The Almsman states.

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Tin watches with a scowl as the final thug flees.
"Yeah, that's right punk. Now don't go showin' your ass around here again!"
With a final nod, Tin slings his bow back around his shoulder and struts back over to the Almsman like he owns this part of the sewers.
"Alright, now let's get back to business... once your flockers here are cured, you'll be giving us our directions, yeah?"