
GM ShadowLord |

Grethe descends and does not die. Yet. He sees refuse rushing by in a stream of garbage carried swiftly through the sewer proper. A five-foot-wide dry ledge sits a foot above the refuse and provides a walkway on both the east and west sides of the sewer. On the west wall, a massive iron door blocks passage beyond. An image carved into the door is of a dispassionate figure holding a gibbous moon.
Acrobatics check required to cross to the other side. Either jumping across (no running start) or using hte rocks to balance).

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Grethe yells up to his friends. "Der a bunch of s#*% down here!" Seeing what he is up against here he is at a loss. "Dis is too much for me. I go see if der another way."
Grethe heads south, but still in sight of his comrades to see if there is anything else he can use to help cross the stream.
perception: 1d20 + 5 ⇒ (10) + 5 = 15

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"Another sewer? Alrathien deplores the state of his clothes whenever he and his friends muck about in the sewers. Still, needs must. Friend Grethe, pelase look to the ground for the trail of paper that the prisoner's diary said to expect. Paper! You know, the material that Alrathien's books are made of? No, it is not for wiping your nether regions after you...look, perhaps friend Jeffrey can help you."
Alrathien followed the others into the sewer, still muttering about the thickheadedness of barbarians and their ilk.

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Jeffrey puts his tower shield on his back and climbs down. He lights a torch and takes a look around, searching for the paper trail while taking his tower shield back in his hand.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
"I don't see any paper, but my gut tells me we need to get to that door."

GM ShadowLord |

There are no hidden spiders waiting for Watkins this time around. Looking carefully around the area Watkins determines that crossing the rocks is likely the safer route than a straight jump since there is no room to get a running start.
DC20 to jump across, DC15 to use the rocks. Failure means a plunge into the fetid sewer water and risk explosure to Cassomir's filth fever. DC12 Fort save

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Grethe finds nothing to aid him in crossing this muck.
"Ewwwww dis is gross. I don see no paper either."
He stands at the edge of the rocks trying to determine the best way to get across. "Ugh dis armor, no gud for dis, no gud at all"
He takes his time to take off his armor and shove it in his backpack before attempting to cross utilizing the rocks
With no armor, his acro goes from -4 to +1
acro: 1d20 + 1 ⇒ (9) + 1 = 10
Unfortunately even without his armor, he loses his footing and splashes down into the muck.
"Eeeeeeewwwwwwwwwwwwwwwwwww!" he blurts out while getting his bearings and crawling out the other side.
"I hope i dun catch nuttin"
fort: 1d20 + 6 ⇒ (16) + 6 = 22
Once safely on the other side he puts his armor on, and looks around some more.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

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tripping the light fantastic: 1d20 + 3 ⇒ (13) + 3 = 16
"No, no, friend Grethe! Alrathien sees he should have gone first, after all. The intent, as Alrathien believes should be obvious, is to step across the stones like this, keeping your feet - and the rest of you - out of the muck. Running straight across is a recipe for disaster, one that you have now baked. Which reminds me of another recipe, one for desliming fengari slime toads. Fascinating things, those toads. Did you know that their slime is both a laxitive and an aphrodisiac? Wonderful contrast in effects, wouldn't you say?"

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Acrobatics: 1d20 - 2 ⇒ (20) - 2 = 18
Jeffrey puts his tower shield on his back and manages to get across by walking over the stones. He seems genuinely surprise by this fact.
"Well I'll be," he says as he takes his tower shield back in hand. "I expected to go for a swim with Grethe. Glad I didn't have to join him."
He walks over to the door while drawing his sword. Once everyone is on his side over the water, Jeffrey attempts to bash the door in.
Str: 1d20 + 4 ⇒ (20) + 4 = 24
2 natural twenties! There goes my luck for the remainder of the scenario! :P

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Kimiya decides to try his luck on the rocks but is distracted by Alrathien's apparent fascination with fengari slime toads. He looses his footing and falls in the water. Disgusted but otherwise unharmed, he makes his way the rest of the way and climbs out, dripping filth.
Acrobatics: 1d20 ⇒ 12
Fort: 1d20 + 4 ⇒ (14) + 4 = 18

GM ShadowLord |

The first thing that's Jeffrey is a horrific stench of rotten death that makes him sick to his stomach. Inside the room a purple radiance washes over this cold chamber from a variety of lichens and fungi that grow on the walls and ceiling creating an otherworldly sheen. Straw-filled cages line the north and south walls. In the room’s center, a strange pedestal, carved in the likeness of dozens of grasping tentacles, sits fixed into the stone floor. You see six bodies in some of the cells that appear barely alive.
Jeffrey is surprised and does not see the creature hiding before him in the darkness until he is on top of him. The creature lunges at him and attempts to bite him but the heavily armored fighter easily blocks the attempt.
Regrouping the creature throws itself at Jeffrey again with another bite attack and two claws slashing at him. Despite being AMAZINGLY ACCURATE attempts, only one claw manages to slip through Jeffrey's defenses (6 damage and DC15 Fort save or become paralyzed for 1d4 + 1 ⇒ (4) + 1 = 5 rounds).
Jeffrey and Grethe need to make a DC15 Fort save or be sickened for 1d6 + 4 ⇒ (6) + 4 = 10 by the disgusting and rotten stench before them.
Surprise: Baddie
R1: Baddie, Grethe, Watkins, Alrathien, Jeffrey, Kimiya
Jeffrey Perception 1d20 + 2 ⇒ (7) + 2 = 9
Attack Jeffrey vs AC 9999 1d20 + 5 ⇒ (1) + 5 = 6
Alrathien: 1d20 + 3 ⇒ (5) + 3 = 8
Jeffrey: 1d20 + 2 ⇒ (2) + 2 = 4
Grethe: 1d20 + 1 ⇒ (12) + 1 = 13
Kimiya: 1d20 + 1 ⇒ (3) + 1 = 4
Watkins: 1d20 + 4 ⇒ (6) + 4 = 10
Baddie: 1d20 + 4 ⇒ (15) + 4 = 19
Bite Jeffrey vs AC 9999 1d20 + 5 ⇒ (15) + 5 = 20
Claw Jeffrey vs AC 9999 1d20 + 5 ⇒ (20) + 5 = 25
Confirm 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1d6 + 3 ⇒ (3) + 3 = 6
Claw Jeffrey vs AC 9999 1d20 + 5 ⇒ (17) + 5 = 22

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Jeffrey looks somewhat surprised when the monster actually hurts him. "Hey! You're not supposed to be doing that!"
Fort vs paralyzation: 1d20 + 5 ⇒ (8) + 5 = 13
Fort vs sickened: 1d20 + 5 ⇒ (1) + 5 = 6
Jeffrey then freezes up in the doorway, unable to act. Then, suddenly, he actually does something anyway. His mouth opens and his pukes on the monster in front of him!
-7 AC!!

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"Oh, friend Jeffrey. It is not time to be stopping and blocking the way. It is the time to Go! Fight! Win! Although, I suppose that creature might have something to do with it. Does anyone happen to know what this creature is? "
What Knowledge category for more info? I am assuming Religion (thinking undead)

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fort: 1d20 + 6 ⇒ (11) + 6 = 17
"Ugh what dat smell?" Just as grethes body is wrapped in the foulest of foul oders, he watches as Jeffrey comes face to face with some big stinky thing. But rather than take weapon to the creature Jeffrey instead has puked all over him.
"Wut da?!? First da crap water, now da crap smell, now dis? Jeffrey what you doing? You all in da way man! Arrrrghhhhh I don have time for dis nonsense!"
Grethe yells out a loud roar and goes into a fit of rage and attempts to push beyond the creature.
Once behind the creature, Grethe stops, and then goes into a full power attack from behind flanking the creature.
Move: run past creature, Overrun
Overrun: 1d20 + 8 ⇒ (9) + 8 = 17
If i make it, then ill power attack from the flank
Standard: Power attack, raging, flanking
atk: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 2d6 + 12 ⇒ (3, 2) + 12 = 17
Rage remaining: 3/6 rounds

GM ShadowLord |

Grethe pushes past Jeffrey and attempts to get past the undead. As he puts his hands out the horrid creature snaps forward and buries it's sharp teeth around his hand, ripping and snapping tendons (8 Damage. DC14 Fort save or become paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3 rounds. Grethe yanks his hand away from the creature and stumbles backward behind Jeffrey again.
Bite Grethes Hand1d20 + 5 ⇒ (17) + 5 = 22
Damage 1d6 + 3 ⇒ (5) + 3 = 8
R1: Baddie, Grethe, Watkins, Alrathien, Jeffrey, Kimiya

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"Friend Grethe, now you are acting just like Jeffrey. Please clear the doorway so that the others can assist. You need to avoid the attacks. Maybe make a bending motion as you go through the doowrway. like this." Alrathien contorted himself sideways, got his left arm caught in a fold of his robe, and managed to catch his balance somehow before motioning to the others.
"Very well, Alrathien will assist in destabilizing the very foundation upon which the enemy stands, much like he undercuts the very weak arguements his fellows offer in their attempts to debate logic and Jerngian theory."
Alrathien made some motions, smaller this time, and muttered the spell to cover the floor beneath the enemy creature with grease.
Casting Grease DC15 on space marked on map. Sorry, but Jeffrey go boom :(

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Watkins fires arrows at the ugly creature.
Ranged attack, RS, PS, into cover: 1d20 + 6 ⇒ (19) + 6 = 25
1d8 + 3 ⇒ (4) + 3 = 7
Ranged attack, RS, PS, into cover: 1d20 + 6 ⇒ (8) + 6 = 14
1d8 + 3 ⇒ (7) + 3 = 10

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I see Alrathien asked about religion, but doesn't have the skill. If Watkins learns that its resistant to piercing he uses blunt arrows instead.
K:Religion: 1d20 + 4 ⇒ (12) + 4 = 16

GM ShadowLord |

Watkins recognizes this creature as a form of a ghoul known as a ghast. Although these creatures look just like their lesser kin, they are far more deadly and cunning.
The ghast is able to maintain his footing through Alrathien's spell. The first of Watkins two arrows strike the creature but the second sails high.
Jeffrey needs to make a DC15 Reflex at a -5 penalty for paralysis.
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
R1: Baddie, Grethe, Watkins, Alrathien, Jeffrey, Kimiya

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Ref: 1d20 - 5 ⇒ (6) - 5 = 1
Jeffrey stays paralyzed for a long time.

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Kimiya finds himself stuck out in the hall. He looks for a way to whip his naginata around the door frame but cannot do so without hitting his friends.
Ready an attack if the ghast comes within reach.

GM ShadowLord |

With Jeffrey paralyzed and laying prone in a pile of grease the ghast goes to town on him, ripping him apart with his teeth and claws (19 Damage)
Grethe needs to make his paralysis check still.
R2: Baddie, Grethe, Watkins, Alrathien, Jeffrey, Kimiya
Bite Jeffrey Paralyzed Helpless Prone: 1d20 + 5 + 4 + 4 ⇒ (10) + 5 + 4 + 4 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw Jeffrey Paralyzed Helpless Prone: 1d20 + 5 + 4 + 4 ⇒ (17) + 5 + 4 + 4 = 30
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Claw Jeffrey Paralyzed Helpless Prone: 1d20 + 5 + 4 + 4 ⇒ (13) + 5 + 4 + 4 = 26
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Seeing Jeffrey rigid on the floor, the ghast still standing, and the others waiting to close, Alrathien sighted and spoke the reversal of his spell. The grease evaporated from the floor, clearing the others to move in.

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Aaand Jeffrey passes out.
Stabilize: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Aaand bleeds.
At least someone can now take my square!

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fort: 1d20 + 6 ⇒ (6) + 6 = 12
In a heroic attempt to dart past the creature, grethe becomes entangles in Jeffrey's flowing hair and cant make it past the creature. He leaves himself open for attack, which this trained beast wastes no time in taking advantage of.
Ahhhhhhhrrgggghhhh......
Just as the creature sinks its teeth into Grethe, he starts to scream out and then stops. stop screaming, stops moving, just kind of stands there unable to do anything, dropping his weapon on the ground below him.
Grethe is Paralyzed. Does this stop rage?

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Kimiya sees his compatriots fall and freeze and decides to act. He moves up quickly, yelling out to the ghoul, "I challenge you! Direct your assault upon me, not my fellow warriors!"
Blue Rose Challenge: +2 to damage
Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23
Katana: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Dmg: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14

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"In Iomedae's name I smite thee foul creature!"
Watkins ignores targets DR, +4 dmg first hit, Watkins AC is increased by 2 against the target.
RS, PS, PBS, smite, into cover: 1d20 + 8 ⇒ (3) + 8 = 11
Damage if hit: 1d8 + 5 ⇒ (8) + 5 = 13
RS, PS, PBS, smite, into cover: 1d20 + 8 ⇒ (10) + 8 = 18
Damage if hit: 1d8 + 5 ⇒ (8) + 5 = 13

GM ShadowLord |
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Jeffrey's life is in the hands of his companions. With Grethe now paralyzed the situation is turning bleak. Should they fail to stop the undead creature these next few seconds then surely it will rip his throat out and put an end to the smiling, energetic man once known as Jeffrey.
Before the party can get too sidetracked on this path however Kimiya and Watkins step up and protect their fallen companion by putting down the threat.
Out of combat. I enjoyed hitting you (a little too much) AND I'm glad I didn't have to kill you!

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"That was a close one..."
Watkins moves to Jeffery and begins tapping him with his wand of cure light wounds and then after does the same for grethe.
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (1) + 1 = 2
Jeffery is at 19 and Grethe 10. Does anyone else have a wand to help finish topping them off? :p

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"Has anyone else noticed that every time we go after these derro, we run into undead monstrosities? It simply cannot be a coincidence. Why, I am reminded of the time when...oh, friend Jeffrey. Why are you still laying about? We haven't yet found the prisoners we were looking for, and Alrathien's throat is so parched. Perhaps some chilled wine is laid aside on a table nearby?"
Alrathien began looking about the room from the doorway.
perception: 1d20 + 2 ⇒ (17) + 2 = 19

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Ughhh man wut happen?
Grethe reaches down to pick up his sword just as Watkins taps him with his wand. He feels a small feeling of warmth flow through him
Oh fank for dat! so uhh now wut?
grethe looks around at the dead body trying to find anything of importance
perception: 1d20 + 5 ⇒ (12) + 5 = 17

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Sadist GM! :P
Jeffrey rises smilingly and pulls out his own wand of cure light wounds. He hands it to Watkins. "Use this to fully heal us."
Rolling for Watkins, to speed the healing stuff up.
CLW, Jeffrey: 1d8 + 1 ⇒ (8) + 1 = 9
CLW, Grethe: 1d8 + 1 ⇒ (8) + 1 = 9
"Will you hold onto that wand?" Jeffrey asks Watkins. "I can't use it anyway."
Use it whenever you want to. Just let me know when you do, so I can keep track of its charges! ;)
Jeffrey picks up his tower shield and longsword, gives the undead's corpse a kick, and moves past it in order to inspect the room.
"The paper trail went here, didn't it?"
Perception: 1d20 + 2 ⇒ (9) + 2 = 11

GM ShadowLord |

Once the immiedate threat has been taken care of the party notices that in the surrounding cells are six humans that look recently deceased.
Everyone in this room is going to need to pass by the stinking Ghast which will continue to make everyone sick as above.
Alrathien finds a hidden switch beneath a floor tile at the far end of the room while Grethe finds a large chest rests in an empty cell.

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"Ah yes. Once more Alrathien's keen powers of observation, combined with his in depth understanding of the criminal mind, have paved the way for continuance. See here? There is a switch. Such switches are historically used for activating hidden doors and traps of such ghastly description that to hear of them would make you retch. Much like that ghast, in fact. That truly in a most dreadful smell. Friend Grethe, I am afraid your particular piquant odor loses out to that one today. Congratulations."

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Kimiya enters, avoiding the ghast as much as possible. While the smell is horrific, he's able to muster through and join the others in the room. He examines the chest with Alrathien.
Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Perception room: 1d20 + 5 ⇒ (5) + 5 = 10
Perception chest: 1d20 + 5 ⇒ (16) + 5 = 21

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Heal: 1d20 + 1 ⇒ (4) + 1 = 5
"Hey you!" Jeffrey yells at the prisoners. "You look sick, but I have no idea what it is you have!"
Jeffrey starts hitting the cells doors with his shield, trying to open all of them.
Str: 1d20 + 4 ⇒ (4) + 4 = 8
Str: 1d20 + 4 ⇒ (6) + 4 = 10
Str: 1d20 + 4 ⇒ (13) + 4 = 17
Str: 1d20 + 4 ⇒ (4) + 4 = 8
Str: 1d20 + 4 ⇒ (14) + 4 = 18
Str: 1d20 + 4 ⇒ (1) + 4 = 5
Str: 1d20 + 4 ⇒ (9) + 4 = 13
Str: 1d20 + 4 ⇒ (16) + 4 = 20
Str: 1d20 + 4 ⇒ (2) + 4 = 6
Str: 1d20 + 4 ⇒ (7) + 4 = 11
Str: 1d20 + 4 ⇒ (13) + 4 = 17
Str: 1d20 + 4 ⇒ (2) + 4 = 6
Str: 1d20 + 4 ⇒ (13) + 4 = 17
Str: 1d20 + 4 ⇒ (2) + 4 = 6
Str: 1d20 + 4 ⇒ (19) + 4 = 23
Str: 1d20 + 4 ⇒ (17) + 4 = 21
Str: 1d20 + 4 ⇒ (3) + 4 = 7
Str: 1d20 + 4 ⇒ (18) + 4 = 22
Str: 1d20 + 4 ⇒ (12) + 4 = 16
Str: 1d20 + 4 ⇒ (16) + 4 = 20
Str: 1d20 + 4 ⇒ (8) + 4 = 12

GM ShadowLord |

The prisoner moans and looks up at him. "wha?who?Ooohhhh"
Jeffrey easily opens the doors to the prisoners, but a closer look doesn't help him get any better of an idea of what is going on with them.
Checking in the chest Kimiya finds 1,600 gp worth of Cassomir trade bars and a masterwork longbow with 20 arrows.

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"Get out and don't touch me," Jeffrey says to the ill prisoners, pointing his sword at the door.
"You're welcome! Bye! Shoo!"

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"Why don't you do it?" Jeffrey replies. His friendly smile's the exact opposite of his sarcastic tone, yet the former compliments the latter.
Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11
He turns to the prisoners. "Stop! Could you answer the elf's question before you get the hell out of here?"

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Before any of that happened Watkins moves back and asks Jefferey to drag the foul smelling corpse out and up the path to the north so we don't become sick as well.
To the prisoners"Its probably best if you stay here then, till our mission is complete, the way is treacherous we will likely have to bring in a rescue team to to extract you. Till then here are some rations, you look hungry. What happened here? Can you tell use how you came to be in these cages and what you have seen since?"

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Jeffrey uses his tower shield to push the corpse out in front of him, dumping it into the sewer's water.
"Blub."

GM ShadowLord |

The stinking corpse floats away down the sewer. The prisoners don't take much convincing and look entirely too weak to go out on their own and just nod reluctantly. They eagerly take the rations and begin to eat. One speaks up, "The derro's kidnapped us and brought us here. I have no idea how long it's been, I've lost track. The derro's have come and gone by rotating this chamber with something over there by that floor tile indicating the area of the switch you found. I'm afraid we're in and out of consciousness down here and not sure if we have any additional information that can help. Please hurry, I don't want to be down here any longer than necessary."

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"Neither do I," Jeffrey replies to the rescued prisoner who told about the switch.
Jeffrey sheaths his sword as he moves up to the switch. He rotates the switch and waits for something to happen.