
|  Orin Arkhein | 
 
	
 
                
                
              
            
            orin will pick up some anti-plague & antivenom as well..
Just before going underground, Orin takes 4 rounds to inscribe his armor with four glowglyph runes, which will last 3 hours. (1 hour per level).
Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Rogzul accompanies the others to buy their supplies but picks nothing up himself. Ready to go.

|  Gleam | 
 
	
 
                
                
              
            
            Gleam sweats in the heat, but doesn't do any more shopping.
I think you get 5 castings of Aram Zey's focus on the scroll and it lets you disarm magical traps.

|  Navoreal Starseeker | 
 
	
 
                
                
              
            
            Your right, for some reason I thought 2nd's were 250 each not 150.. And it does let you disarm magical, but you don't get the +5 bonus so it is unlikely he can disarm them.. Hopefully the kobold trap master doesn't have to many magical means up his sleeve.

| GM Dien | 
 
	
 
                
                
              
            
            If anyone didn't get a chance to finalize purchases, I'll let you retcon in any in. But moving forward:
Making your way to the sewer grate that Yiddlepode has spoken of, you glance around for any too-curious guardsmen, and, seeing none, you prise open a large grill set into a hillside and make your way into the foul-smelling guts of what lies beneath Absalom...
You are in a round tunnel that is ten feet across at its widest, but the ceiling is seven feet high at the center, and slopes roundly on the sides-- the tallest among you may find your head bumping and scraping against it. There are two narrow walkways on either side of a deeper sewer trough filled with a sluggish flow of filthy muck; the walkways themselves are slick with a thin scum of algae and gods-knows-what. There are no convenient lighting sources here other than what you carry in with you.
Mechanics: lighting is what you bring; you can move your normal movement speed in a round without penalties/complications, however, charging, or double moving, or running, will require a DC 10 Acrobatics check, or you risk slipping and potentially falling into the sewage in the center. What buffs are you throwing up (if any), what lighting sources, and is the mule along? ;) I've placed you on the map in a potential marching order; if you don't like it, move yourselves accordingly.
The age of these tunnels shows in its crumbling walls. After a short trudge, you reach an intersection where territorial markings fill the walls, smattered with warnings written in both the Common and the Draconic tongue: “Keep out! Dragon Turf”
Scorch marks on the ground and walls smell faintly of ozone. Your directions indicate that the entrance to the Sewer Dragons’ lair is through a grate in the east passage off the large, four-way intersection you stand at now. Looking that direction, the passage extends at least sixty feet before vanishing into the stinking gloom. About forty feet away from you, you can see two alcoves interrupting the walls.

|  Orin Arkhein | 
 
	
 
                
                
              
            
            "Not a bad idea... " Orin drinks his antiplague/toxin tonic as well...

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Rogzul flares his nostrils as they take in the smells of the sewer, he grunts, not particularly distressed but not enjoying the smell either.
Trusting his Darkvision he moves ahead looking for any traps.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15 
He also looks for any kobold tracks, to figure out if the nearby alcove is likely to be the entrance to their lair.
Survival: 1d20 + 9 ⇒ (16) + 9 = 25

|  Kaye Ginzel | 
 
	
 
                
                
              
            
            Kaye lights a torch and drinks an extract of Keen Senses. His eyes take a moment to adjust themselves. "What a kick." He coughs. "I'll never get used to that taste."
For the next 3 minutes, Kaye has +2 to Perception and low-light vision.
He keeps an eye out for traps.
Perception, Keen Sight: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

|  Gleam | 
 
	
 
                
                
              
            
            Gleam chuckles as he explains "I've used all my low level slots for power attack and all my high level slots for cleave. Seemed like good idea against kobolds."
Gleam has darkvision, he can also cast light from his wayfinder if somebody needs it.

|  Osten Grimhelm | 
 
	
 
                
                
              
            
            Purchased 2 Anti-toxin/ 2 Anti-plague / 4 Barbarian Chew.
The barbarian also drinks down twin flasks to help ward against sickness and disease. He snaps a sunrod and ties it to a strap of leather, tethering it around his neck. With his ax in hand, he strides through the muck.

|  Orin Arkhein | 
 
	
 
                
                
              
            
            Orin trudges along, doing his best to stay out of the muck... he has no need for light, but neither is it an annoyance, and it allows sight in color.

| GM Dien | 
 
	
 
                
                
              
            
            So, sounds like a wayfinder and a torch for a light source, and is the mule along, Rogzul?
Right now, by the map, Kaye and Rogzul are in front looking for traps; I moved the others up behind them.
Neither of them see any traps; they keep picking a careful way forward. Rogzul is able to see a number of small footprints in the muck that indicate a large number of kobolds have likely both come and gone this way in recent days. No sooner has he noticed that, however, then you all hear a twang from the darkness ahead. A crossbow bolt streaks towards one of the trap-spotters.
1 = Kaye, 2 = Rogzul: 1d2 ⇒ 2
Surprise round attack Vs Rogzul's FF AC: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Fortunately, the bolt rattles off Rogzul's armor without drawing blood! Looking up, Rogzul can just see the form of a kobold, lurking at the very edge of where his vision extends to.
Baddies: 1d20 + 4 ⇒ (14) + 4 = 18
Gleam: 1d20 + 3 ⇒ (13) + 3 = 16
Kaye: 1d20 + 2 ⇒ (6) + 2 = 8
Navoreal: 1d20 + 8 ⇒ (6) + 8 = 14
Orin: 1d20 + 1 ⇒ (7) + 1 = 8
Osten: 1d20 + 3 ⇒ (5) + 3 = 8
Rogzul: 1d20 + 2 ⇒ (1) + 2 = 3
Pressing the advantage of surprise, the kobold quickly reloads his crossbow and looses it again, this time at Kaye, hoping to find him less armored. "You in Dragons turf! You die!"
Round 1 attack vs Kaye's FF: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage to Kaye: 1d6 + 2 ⇒ (3) + 2 = 5
Round 1 - bold may act
Kobold
Gleam
Navoreal
Osten
Kaye -5 hp
Orin
Rogzul
(Given the red kobold is 60' out from Rogzul, Kaye isn't currently able to see him as the radius of the torch will only get out to be about 40', and everyone else is behind the 60'. If you move past Rogzul and have darkvision, you can see the red kobold. Or if the light sources move up.)

|  Osten Grimhelm | 
 
	
 
                
                
              
            
            Osten has a sunrod and is wearing it around his neck.
Sunrod ~ This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
Hearing the arrow clang off of shaman's armor, the barbarian realizes there is danger lurking just beyond the light.
Time to bring the light to him then.
Without hesitation, Osten races along the sludge stained bricks toward the unseen sniper. Just my normal move of 35'
Wait, are there any traps?
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
As the kobold comes into view, he pulls a chakram off his belt and hurls it at the would be assassin.
chakram: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d8 + 2 ⇒ (3) + 2 = 5

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Mule would have been tied up above ground, sorry I always forget to specify that.
Rogzul moves forward slightly his spirit mask covering his face, as the hawk on his shoulder begins to glow ever so slightly. With gentle hands he begins to weave a magical pattern of light, hoping to fascinate the kobold long enough for his companions to get closer.
Hypnotic Pattern HD Amount: 2d4 + 3 ⇒ (2, 1) + 3 = 6
6HD worth of creatures are fascinated for Concentration+2Rounds. Will DC 16 negates.

|  Kaye Ginzel | 
 
	
 
                
                
              
            
            Thanks to the Keen Senses extract, Kaye has low light vision, so the dimly lit part of his torch should be able to illuminate the enemy 60 feet away. Assuming it's still active (3 minutes long). I guess it doesn't matter as Kaye would move forward anyway.
"Excuse me, maybe you don't want to-" Kaye takes a bolt to the chest. "I see. Perfect time to test my new explosives."
Kaye moves up right behind Osten and mixes several chemicals together. He tosses it right at the kobold with the red cloak. It bursts in a brilliant lightning storm.
Ranged Touch, Point Blank Shot: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 
Concealment from dim light, <20 is a miss: 1d100 ⇒ 67
Electric Damage: 1d6 + 1d6 + 3 + 1 ⇒ (3) + (3) + 3 + 1 = 10 
Miss Direction: 1d8 ⇒ 3
Kaye's Reflex Save if he missed and blew himself up: 1d20 + 5 ⇒ (6) + 5 = 11 
If that hit, Reflex Save DC 14 for half damage. If it missed, the bomb deals 5 damage. Thanks to his Precise Bombs discovery, Kaye can exclude 3 squares (like his own square) from the blast. The extra d6 damage is not multiplied on a crit. 
Shock Bombs: If the target fails the save, they are dazzled for 1d4 rounds. 
Dazzled: 1d4 ⇒ 2
Crit Confirm: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 
Crit Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

|  Orin Arkhein | 
 
	
 
                
                
              
            
            Orin double moves and draws his sickle, not expecting to need it after the bold attacks by his companions.

| GM Dien | 
 
	
 
                
                
              
            
            Sorry about that, my weekends tend to be busy and then Monday was too. Okay, some book-keeping: as mentioned earlier, double-moving, charging, running, etc, all require an Acrobatics check. Anything beyond a single move action's worth of movement, basically.
Gleam Acro roll, DC 10: 1d20 - 3 ⇒ (7) - 3 = 4 Failed by 5 or more, exciting things happen. I moved you back to where you started your double move, since you failed it.
Orin Acro roll, DC 10: 1d20 + 1 ⇒ (20) + 1 = 21 Heh, you're fine
Round recap
Gleam runs forward, but hasn't gotten more than a few feet when his booted foot slides from under him and he faceplants into the muck... in the central channel of the sewer. Give me a Fort save, Gleam!
Navoreal is more cautious with his footing, and takes his time approaching while also drawing forth a wand. Osten hurries past him, drawing a smooth ring of sharpened steel that he deftly flings forward, slicing into the little kobold but not dropping the creature.
Kaye responds to the crossbow bolt with a lot of lightning. He hurls his concoction with pinpoint precision, lighting up the sewer with jagged streaks of electricity. Kobold reflex save: 1d20 + 6 ⇒ (8) + 6 = 14 The little critter manages to dodge the worst of it, but still gets badly hurt by the lightning.
Orin hurries up but has better luck with his footing than Gleam, and Rogzul tries to cloud the mind of the kobold to make him a more quiescent target. Kobold Will save: 1d20 + 1 ⇒ (17) + 1 = 18
The koboold shrieks, loudly, and turns and races away from you, back into the darkness. "રોક પ્રકાશન!"
You hear another kobold voice yip in acknowledgment, and a loud thunk... and then something that rumbles and grinds up ahead in the darkness...
....but soon becomes visible at the farthest extent of the vision of your keenest-eyed. A large, round boulder is filling the entire passage and coming your way!
I took off the fog of war given the various vision types; at the moment Osten has a sunrod extending normal light 30' in front of him, and dim for another 30' past that. So the normal light currently ends just in front of the rock. Some of you miiiight be able to see far enough mechanically to see the kobolds, but they've ducked into alcoves, so you can't actually see them right now even if you have the distance for it. Plus there's a rock in the way.
Round 2 - bold may act
Kobolds (red -14 HP)
=ROCK=
Gleam Prone, and make me a Fort save vs disease
Navoreal
Osten
Kaye -5 hp
Orin
Rogzul

|  Kaye Ginzel | 
 
	
 
                
                
              
            
            Kaye peers into the hallway. "Great. Time to seek cover."
Still, Kaye has bombs, so he hurls a standard fire bomb at the rock before retreating.
Ranged Touch, Point Blank Shot: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 
Fire Damage: 1d6 + 1d6 + 3 + 1 ⇒ (4) + (5) + 3 + 1 = 13 
Miss Direction: 1d8 ⇒ 7 
Kaye's Reflex Save if he missed and blew himself up: 1d20 + 5 ⇒ (10) + 5 = 15

|  Orin Arkhein | 
 
	
 
                
                
              
            
            Orin ducks into the nearest alcove.

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Rogzul runs straight ahead to the nearest alcove growling behind his mask.
Double move. Can't place token as I'm on mobile, can somone move me please.

|  Kaye Ginzel | 
 
	
 
                
                
              
            
            Don't forget the Acrobatics check DC 10, Rogzul. If you make more than a single move you may fall prone in the stinky sewer water.

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Acro: 1d20 - 4 ⇒ (11) - 4 = 7
Kashag abandons his master and flies toward on of the other Pathfinders hiding in an alcove as the half-orc trips and falls into the sewage.

|  Gleam | 
 
	
 
                
                
              
            
            save vs disease: 1d20 + 10 ⇒ (6) + 10 = 16
Gleams lets his enthusiasm get the better of him as he slips and falls face down into the muck.
With a bit of coughing and sputtering Gleam picks himself up and trundles slowly away from the boulder.

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Fort: 1d20 + 2 ⇒ (5) + 2 = 7
Meant to add this but rushed my post earlier.

| GM Dien | 
 
	
 
                
                
              
            
            Kaye's bomb hits the rock but seems to do little more than add some soot stains to its surface. The Pathfinders scatter hurriedly for various alcoves, Rogzul's feet slipping under him in the process and causing him to go down, but he's able to quickly bounce back up before landing in the foul muck that Gleam had. (You didn't fail the initial Acro check by 5 or more, so you don't have to make the fort save, which is good since you would have failed that. ;) ) Gleam picks himself up, spitting out the incredibly disgusting sewage and wiping it out of his eyes, feeling he narrowly avoided contracting something terrible...
Readied Blue: 1d20 + 6 ⇒ (20) + 6 = 26 Potential +2 to roll
Blue confirm?: 1d20 + 6 ⇒ (7) + 6 = 13
Probable Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The rock rolls on, passing Osten, though at least it seems to slowing and doesn't manage to crush anyone.... even if it's very close to Rogzul. Osten can see it roll past him, and glancing out from his alcove, can see that one of the kobolds has emerged from the wall cubby-hole and is aiming a crossbow down the hall.
Round 3 - bold may act
Kobolds (red -7 HP)
=ROCK=
Gleam
Navoreal
Osten
Kaye -5 hp
Orin
Rogzul

|  Kaye Ginzel | 
 
	
 
                
                
              
            
            Kaye backs up and rounds around the corner. "No need for more bloodshed, we're just passing through!" Kaye draws his shortspear and readies himself to hit the first hostile kobold within 20 feet.
Shortspear, Point Blank Shot: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

|  Gleam | 
 
	
 
                
                
              
            
            Gleam shuffles carefully around the corner, not wanting to get flattened. He'll also draw one of his chakrams, in case he needs to toss it.

|  Osten Grimhelm | 
 
	
 
                
                
              
            
            The barbarian moves up warily, staying close to the next alcove should he need to once again take cover. Osten then tosses another chakram...
chakram vs RED (cover?): 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5 for Damage: 1d8 + 2 ⇒ (2) + 2 = 4
but it bounces harmlessly off the dank brickwork.

| GM Dien | 
 
	
 
                
                
              
            
            Pulling back further, Kaye readies a spear and Gleam produces a chakram, but for the moment no kobolds appear at that end. Osten takes advantage of the boulder's passing to step out and fling a chakram... but his aim is spoiled by the crossbow bolt that slams solidly into his shin as soon as the waiting kobold has line of sight!
Even more worrying than the crossbow bolt is the fact that it seems to have goo spilling from it all over his feet....
(Osten - 4 damage, and roll me a reflex save. Good thing you weren't raging, the kobold's readied was a natural 20 and his confirmation roll with some bonuses would have hit your raging AC. ;) )
Round 3 - bold may act
Kobolds (red -7 HP)
=ROCK=
Gleam
Navoreal
Osten -4 hp, make a reflex save
Kaye -5 hp
Orin
Rogzul

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Growling angrily as his method for avoiding the rock has been cut off, Rogzul turns around and rushes back toward they way they came, unfortunately his armor slows him down, he does however manage to avoid slipping this time.
Acrobatics: 1d20 - 4 ⇒ (14) - 4 = 10

| GM Dien | 
 
	
 
                
                
              
            
            Osten realizes that the goo that seemed to be on the bolt that hit his legs is a tangling substance, that quickly sticks his feet to the sewer flagstones.
(Moved you back on the map to where you would have been when you got hit with the tangling bolt, Osten. You've effectively been hit by a tanglefoot bag and are currently entangled and also glued to the floor.)
Orin, still up!

|  Orin Arkhein | 
 
	
 
                
                
              
            
            Orin waits in his alcove til the stone passes by him... delay

| GM Dien | 
 
	
 
                
                
              
            
            The kobolds both take the opportunity to shoot their crossbows at the entangled Osten. "DRAGON turf!" they shrill.
Red Vs Osten: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Blue Vs Osten: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
The bolts strike painfully. Meanwhile, the giant rock continues to roll down the hall, but Navoreal and Orin are safely pressed into their alcoves.
Round 4 - bold may act
Kobolds (red -7 HP)
=ROCK=
Gleam
Navoreal
Osten -14 hp, entangled and glued
Kaye -5 hp
Orin
Rogzul

|  Orin Arkhein | 
 
	
 
                
                
              
            
            Orin steps out of his alcove once the rock is past him and fires a bolt at red.
to hit: 1d20 + 3 ⇒ (20) + 3 = 23
dmg if hits: 1d8 ⇒ 4
to confirm crit: 1d20 + 3 ⇒ (13) + 3 = 16
extra dmg if crits: 1d8 ⇒ 5

|  Kaye Ginzel | 
 
	
 
                
                
              
            
            "My my, this boulder is wasting my time." Kaye delays and bides his time.

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            Rog moves around the corner and passed Clean, growling angrily the whole way.
"I hate waiting." He grumbles while he does just that.

|  Gleam | 
 
	
 
                
                
              
            
            Gleam peeks around the corner and tries to count the number of times the boulder rolls over.

|  Rogzul the Whisperer | 
 
	
 
                
                
              
            
            On mobile by the way, if someone could move my token that's be awesome. Should be behind gleam.

|  Osten Grimhelm | 
 
	
 
                
                
              
            
            The barbarian is beginning to loose his at these 'sewer dragons'. There not be any left to protect this filthy underworld if they keep this up. With a brief flex of his thigh, Osten strides forward.
Str vs 17: 1d20 + 3 ⇒ (20) + 3 = 23
If breaking free is a standard action, I will move 35'. If it is a full round action, well...I guess I will have to be content standing where I am.

| GM Dien | 
 
	
 
                
                
              
            
            Orin's arrow hits smoothly, but not in the extra vital spot he was aiing for. Gleam, Navoreal, and Rogzul are forced by the boulder's progress to keep waiting (Gleam, the rock turns over at least five times! one two three four FIVE times. Ah, ah, ah!)
Navoreal sends a bolt of magical energy firing forward at one of the kobolds, which shrills in pain. Red? And Osten rips free of the tanglefoot goop like it were mere sodden paper shreds, closing inexorably on the kobolds.
The kobolds do not panic at Osten's approach: with unusual discipline for creatures usually seen as mere vermin, the little reptilians simultaneously break off and dart for a one of the alcoves that Osten can see has a broken grating over it. The gap in the rusted steel bars would possibly be a tight one for Osten, but the kobolds don't hesitate to squirm their way down and quickly disappear from the warrior's sight. He can just see that there's a rope knotted to one of the grate bars, jerking with the presumed kobold progress further down.
Meanwhile, the rock rolls past the other waiting Pathfinders, and reveals in its passing a tunnel that... currently seems empty of kobolds.
The yellow grate is the one the kobolds disappeared through. It has a rope dangling down to depths beneath. A medium-sized creature might be able to get through the jagged break in the grate with a tight fit... or might get scratched up by the ragged metal. (The broken grate cover can be lifted off with a standard action to avoid potentially cutting one's self while pursuing, or, you can make a DC 10 Escape Artist check to squeeze through the grate without harming yourself.)
Round 5 - bold may act
Kobolds (red -14 HP) (not currently visible)
Gleam
Navoreal
Osten -14 hp
Kaye -5 hp
Orin
Rogzul
 
	
 
     
    