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Looks around, smiles.

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After a hurried summons to the Grand Lodge In Absalom, a quick conversation with Venture-Captain Alissa Moldreserva, and a wet, stormy trip across the Inner Sea to Andoran, the small, warm Pathfinder Lodge in Augustana is a welcome break from travel.
”I can’t believe we are wasting our time on this matter.” says Caudron Wallace, the Venture- Captain of Augustana as he paces the main hall. ”Frankly I want as little to do with it as possible, so I am passing it on to you.”
Wallace nods towards a door at the back of the room. ”The vagrant found through there was found collapsed on our front steps griping a wayfinder of all things. We still don’t know who he is. Talk to him, for the tale he tells is amazing if true, and then come back here.”

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Z'horr'll thinks to himself 'Talk to him. Be patient, be calm, don't try and be funny. It is when you are funny that you get into trouble.'
The Undine bard leads his team back through the door. "Hello! Glad to meet you, sir! I am Z'hor'll B'bblebr'x... yes, I am sorry, it is hard to pronounce, but I assure you it is much easier under water. What is your name?"

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Ishingka towers over the undine, but lets him take the lead. She speaks in a rich, almost growling purr, and her tiny tusks flash as she speaks. "and if you could tell us your story. We are most curious. I am Ishingka. We are here to help.". She smiles as reassuringly as a large half-orc can.

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Still waiting on at least the other two people to respond. I have messaged the 5th but no response as of yet. So I will probably hold up here until everyone is here.
The party enters the room at the end of the hall where they find a small sitting room with six comfortable chairs and a few bookshelves filled with the latest Pathfinder Chronicles. An old withered man sits in one of the chairs half asleep. His skin is shockingly pale as his features are sharp with high cheekbones and a jutting chin.
Upon waking the man
Sir? You will refer to me as your Liege or my Lord! The man looks at you with a sort of absolute, confident superiority.
”My loyal subjects, welcome! I know that some of you might not recognize me in my current state, but it is truly me, Gandros, the long lost Prince of Augustana. I have been in hiding since the untimely death of my father, the Emperor, preparing for my return to glory. Unfortunately I bear ill news. The army that I have gathered in the otherworld has been infiltrated by agents of our enemies. When last I called my forces together for inspection, dark assassins attacked me and I barely escaped with my life.”
The old man rolls up his sleeve which reveals a series of recent claw and tooth marks on his right forearm. He then continues on in a breathless retelling of how he made it to the Lodge.
”I fled back through the magic portal to this realm. Grievously wounded, and with the assassins in close pursuit, I leapt into the dark river. I floated past the Almsman’s Sanctuary, but I couldn’t climb out of the water. I did manage to grab ahold of one of the bridges, but a plank fell in with me. I held on for dear life and continued to drift downstream. I went over a waterfall and then emerged in the lake of ships, crawling to shore.”
”Augustana has changed since I last walked my cities bright streets, but I managed to find this house, bearing the symbol of my father’s Empire.” He holds forth the wayfinder hanging from a chain around his neck. ”I knew I would find help here! If you remove the threat from my kingdom below and help restore me to my rightful place as Emperor of Andoran, I will grant you any boon within my power.”

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Adriana absorbs this was interest, if slightly healthys scepticism (although she is too polite to show it). She noted his superiority, having had experiences with that cool air of command during her time as a diplomat, and idly wondered how good of a ruler this man would be. Deciding not to judge too quickly, Adriana raises an elegant eyebrow carefully.
"Indeed, and what a remarkable story this was. As to your request, the Society, and myself, is always happen to help people in need"
At this point the aasimar tilts her head to one side in an expression of curiosity "What exactly is it that you would like us to do?"
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

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A sickly thin tiefling stands against the wall with a hood over his head and what looks like a belt the color of his skin around his waist. He squints at the man with a mean look on his face. Just another rich man who thinks he can use me for my talents. he thinks to himself. Well, I don't trust him as far as I can throw him.
Out loud, he says "Yes, what and how exactly do you want us to do that?"

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Ishingka's gray-green eyes widen at Prince Gandros' speech. Aroden's backside! Does this wretch expect us to believe him? Very well, charades it is.
"Ah--my Lord, our, er, apologies, and may the light carry you far." She touches her sacred tattoos on her face and hands rapidly and bends the knee. "Removing threats is a specialty of mine. Merely point us in the direction of the threat in question, and we will do the rest,"
Army in the otherworld? The half-orc's blue-black brows knit so close together that they look ready to attack one another.

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The man ignores Adriana and Zoren as he focuses on Ishingka.
My loyal subject, I was too weak at the time of my pursuit that I barely remember from the moment I came to the surface to this house. Maybe the good noble man on the other side might be of some assistance.

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"M'Lord, you are weakened still," murmurs Ishingka, sounding concerned, "We must needs have a healer look at those wounds." She chews on her lip for a moment, showing teeth suited for rending flesh and cracking bone. "M'Lord, may we examine your royal pendant? And perhaps, friends, we should go near the Almsman's Sanctuary for clues, as it could be the first place the Prince appeared in...our world."
Kn Local: 1d20 + 2 ⇒ (14) + 2 = 16
Perhaps Ishingka knows something about that locale.
Perhaps he's a raving mad debtor who found a Wayfinder. Perhaps he is a Pathfinder himself and was driven mad. Foolish as it is, there is something here to follow, she thinks, trying to recall the lay of the city of Augustana--she'd been here once as a child, as her parents went from town to town to perform, she recalls.

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Z'hor'll takes amusement at this. [i]'I think this guy is more bonkers than I am!'[i] he thinks to himself.
Z'hor'll takes a deep bow, "Milord, my apologies. You have been gone long, and we... mere chattel... have forgotten your awesome visage. We must make haste to recover you army. You remain here, and receive succor from your loyal subjects here. We shall venture forth and save your army.
"But, alas, we know not where your demesne lies, so any information that you can recall would verily speed us on our way."
A couple of rolls here, to back up his performance. GM, use them as you see fit!
oratory: 1d20 + 8 ⇒ (9) + 8 = 17
bluff: 1d20 + 3 ⇒ (12) + 3 = 15
diplomacy (yeah, right!): 1d20 + 3 ⇒ (4) + 3 = 7

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I was in and out of it for most of my escape. Luckily I was found and brought to this house by the good Venture Captain Wallace. He may be able to assist you on where he found me. Please hurry and restore me to my throne.

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"If you will excuse us, m'Lord, while we confer with the Venture Captain," says Ishingka, giving another curtsey. She waggles her eyebrows once at the others and opens the door, extending an arm to usher everyone out.

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Ishingka ushers everyone back to the Venture Captain's room with an excused absence from the Prince.
The Venture Captain shuts the door behind him as he turns towards Ishingka
”My diviners say that there is some truth to his story. There has never been a Prince of Augustana, nor an Emperor in Andoran, but the old fellow has a surprising amount of knowledge of the pre-revolution noble families of the city. He may be the lost scion of some noble line. If so he has fallen far.
From the filth and stink on him when we found him, we’re fairly certain he has been living in or near a sewer. The wayfinder is also a mystery, but for now it makes him one of ours. However I am more interested in his supposed gate to the otherworld. If it exists, I want to know about it. Implausible as it seems I am certain that his injuries were caused by otherworldly beings. We must take the possibility of a portal seriously.
I don’t want to dirty my hands with this but you don’t have that choice. Retrace the old man’s path through the sewers. The Almsman, whom he repeatedly mentions is rumored to be an eccentric priest who runs some sort of hidden beggar’s sanctuary in the sewers. He may know where the Prince’s portal is, if you can find him. But be warned a local gang calling themselves he Steel Wyverns claim that the sewers near the Almsman’s Sanctuary as their own territory.
The Venture Captain hands a map to you with a spot marked as the likely location of the sewer outlet from which Gandros came from. It is near the north end of the crowded Augustana harbor, near where the north harbor wall hits land.

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Kn: Local: 1d20 + 5 ⇒ (10) + 5 = 15Gather Information: 1d20 + 3 ⇒ (5) + 3 = 8
"I haven't heard about this 'Almsman', but somehow word of these Steel Wyverns has made it to Absalom! They are a group of brigands... once a powerful criminal organization, but now more of a gang of petty bandits. They use spiked chains they call 'Wyvern Stings'. Silly people. Guess we should be warned."
"Sewers, eh. I guess what's down there will count as water. I'll guess we won't want to fall in, but it might be useful... maybe push the Steel Wyverns in? A little water-spit will do that trick, I think.
Z'hor'll thinks a moment. "Venture Captain, other than those criminals, is there anything we need to know about in these sewers? Any other critters down there?"

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Kn Local: 1d20 + 3 ⇒ (18) + 3 = 21
The half-orc taps one pointed ear. "Oi, the Steel Wyverns. Organized criminals who've seen better days. My papa got a scratch from one once. These days they'll still come at you with these spiked chains..."Stings of the Wyvern," or something like that. Wyvern Stings, that's it. And ah! This Prince was by the Almsman's. There's an actual Almsman--he wears a mask, like a mysterious hero. Helps out the beggars. Perhaps he's a priest--that's what folks say. Ah, Augustana, city of mystery." She chuckles.

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"Oh, and his Sanctuary is hidden. We don't need to bother asking the beggars--they either don't know, or don't tell. We'll sniff it out, certainly."

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Know(local): 1d20 + 6 ⇒ (20) + 6 = 26
"Strange. I've heard the same things heading here through town." Zoren mutters to himself. Out loud, he says "Then we know something at least. If we come across the Steel Wyverns we know that we are really close to the sanctuary."

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Adriana wrinkles her nose slightly "Sewers...really?" Grumbling slightly, she continues on "Well, like it or not, I guess we have a location to search, who knows, maybe we might get lucky"

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"Sure sounds like it. Say, Venture Captain... any chance you have any kerchiefs or bandanas we could use to cover our faces... well, mouth and nose? Might help make our trip a little better.
"Oh, and I know this splendiferous spell, Prestidigitation... I can clean us up if we get... soiled."
Z'hor'll smiles, eager to head out.

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I do not know of any specific beasts besides your normal sewer vermin that you should be wary of.
He digs through his drawers for a moment as he produces a long bit of cloth which he begins to tear into smaller pieces. Handing a piece to each member of the group. This should help with the smell. Now, please hurry. If there is indeed a gate with an army on the other side this may not turn out well for our city.

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GM--I forgot to buy a CLW potion for Ishingka. Can I add that or is it too late?
"Does it get blood out from under fingernails, Z'hor'll?" Ishingka inquires, attempting to be as angelic as Adriana. She pats her lucerne hammer slung across her broad back. "Heh. I used to hear that spiked chains were all long and deadly, but this has a better reach than their little wyvern stickers. Let's go. I do hope we come across the Steelies."

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"Guess we'll see, my half-orc sweetie!" Z' gives Ishingka a quite unsubtle wink.
"We should get going, though. We're burning daylight!"

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You have time as you are still in the city for the CLW
The group heads down to the harbor to the general area indicated on the map. After a couple of hours of searching Z'Hor'll is able to find the sewer outlet. The group follows the tunnel for about two hundred feet until you come to a set of stairs. There is the sound of rushing water beyond at the bottom of the stairs.

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"Say, quick question, teammates. Who's got one of these handy-dandy 'happy sticks'? Best thing in the world for an adventurer. Why, Venture-Captain Valsin's practically handing the things out!" He pops his Wand of Cure Light Wounds out from his Spring-Loaded Wrist Sheath.

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"I got here on my last few coppers, undine, and have a mere jot of 'happy juice'. You'll need to thwack me with that stick a few times, I'm sure," says Ishingka with a chortle and patting her vest. magically acquired CLW!
She glances at the team and grins wickedly. "Belkzen's bells, we don't need a torch."

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The smell of waste and rot is strong in this large chamber where filthy water flows in a series of cascades between tiered stone tanks. A raised platform along the east wall is connected to the passage’s walkways by several thick wooden planks creating a makeshift bridge. On that platform is what looks to be a makeshift alchemy lab on a rough-hewn table—beakers, glass vials, dirty bottles, and moldy buckets cover the entire surface of the table.
Ishnigka rounds the corner and sees that there are three men. two sitting near the wooden bridge, playing with spiked chains.
remember that time we robbed the couple with the little boy.
Yea... Sucks we had to kill the parents and leave the little brat an orphan.
We did get a lot of money for all of the jewelry though...
The third man stands over a table, bent over a bunch of beakers as he slowly pours two mixtures together.
Seeing Ishingka comes up through the stairwell the two men stand up as they brandish their spiked chains.
Hey! Hey! You just came into the worng place. Drop all of your gear, hand over your money and leave from where you came or else!
Z'Hor'll: 1d20 + 3 ⇒ (16) + 3 = 19
Ishingka: 1d20 + 2 ⇒ (9) + 2 = 11
Adriana: 1d20 + 2 ⇒ (7) + 2 = 9
Zoren: 1d20 + 3 ⇒ (20) + 3 = 23
Alchemist: 1d20 ⇒ 9
Thugs: 1d20 + 2 ⇒ (19) + 2 = 21
Zoren
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Thugs
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Z'hor'll
Ishingka
Adriana

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Ishingka roils with laughter. "Oh, I'll drop my hammer right in your face, Wyverns. As for my money, come and get it."
She pulls out her lucerne hammer from its shoulder sling and swiftly moves to the footbridge, not crossing it. No rage yet as they have initiative and it will bring down me AC ;)

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The +5 and +10 on the map means that it takes that much extra movement for that space.

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"Drop all my...?" Adriana pauses for a second, before wearing a look of outrage, triggering her SLA Alter Self, transforming into a Boggard and dropping into the water, swimming toward them like an eel.
(Its a swim speed, so I don't think I need to make swim checks).

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Stalking forward, Zoren says "I don't think so. I've been in your line of work for long enough to know that you won't succeed against us. You're outnumbered." Zoren's belt unwraps around his waist to show that it is actually his tail, grabs a sling and a bullet from his pack, loads it and sends it off at the thug closest to the water.
Sling: 1d20 + 3 ⇒ (4) + 3 = 7
Zoren has a prehensile tail.

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When Z get's a chance, he will come around the corner, and take a shot at the woman in the back with his bow. He sort of wants to see how everybody does without his "battle rap".
attack with short bow: 1d20 + 3 ⇒ (6) + 3 = 9. Not surprisingly, he misses.
If on round 2, our people have closed in, and all three are still standing, he'll start to inspire courage, otherwise he will shoot again.
attack with short bow: 1d20 + 3 ⇒ (13) + 3 = 16 for, if it hits: 1d6 ⇒ 1

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Lighting is adequate throughout majority of the scenario :)
Zoren stalks forward as he hurls a bullet at the nearest thug. His aim not yet perfected causes the bullet to skip across the water before it comes to a halt against the fat wall quickly sinking to the bottom of the sewer.
HA! Give up now. That was pathetic
One of the thugs advances onto the wooden platform
Z'Hor'll slides around the corner as he lets an arrow loose at the alchemist at the far end. He misjudged the distance as his arrow falls short of it's intended target.
Inshinga pulls out her hammer as she gets to the edge of the bridge while Adriana's form shimmers into that of a Boggard. She dives into the murky waters below, darting through them as much as she can.
I need a DC 11 Fort save from Adriana for being in the sewer waters. If you fail you contract Filth Fever
The alchemist grabs a sack of glass vials from his workbench as he moves closer to his men.
Zoren
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Thugs
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Z'hor'll
Ishingka
Adriana
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Alchemist
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Zoren has darkness as a SLA but I'm thinking of saving it for the boss fight since I can only cast it once.
Zoren's tail grabs another bullet from his pack as he loads it then sends it off again, this time at the one in front of Ishingka, but his aim is still off.
Sling: 1d20 + 3 ⇒ (3) + 3 = 6

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Yea I searched all through this scenario for actual lighting and they mention nothing like the other sewer scenarios. Not only that but they want the thugs to move to the small platforms I the water and use their spiked chains... which no longer have reach
Zoren launches another bullet into the water as the lead thug launches himself at Ishingka with his spiked chain. The man gets his foot caught in the boards and nearly drops the chain missing the bloodrager.
Spiked Chain vs Ishingka AC15: 1d20 + 1 ⇒ (3) + 1 = 4
Zoren
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Thugs
-------------------
Z'hor'll
Ishingka
Adriana
--------------------
Alchemist
--------------------

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Aw, we would have played against legacy spiked chains (that magically disintegrate post combat. After all, we're attacking with new character types. Anyhow. Clobbering time!
"You had your chance to run," laughs Ishingka, the last word turning into an almost polyphonic growl as she enters her bloodrage, her voice sounding eerily like a legion of damned souls. She steps back 5' and swings her Lucerne hammer.
Hammertime: 1d20 + 5 ⇒ (6) + 5 = 11 Rage and Power attack, didn't mention that
for: 1d12 + 10 ⇒ (4) + 10 = 14

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Adriana swims over and lashes out with her Greatsword at the Alchemist.
Greatsword Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
+1 to attack and damage if Z'hor'll triggers Inspire Courage.

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Ishingka- The lucerne hammer is a reach weapon so you would not be able to attack that square. You can retcon your action if you like.
Adriana- I need a climb check to climb out of the water and onto the platform
Z'Hor'll begins to sing a rousing tune to inspire everyone.
Inspire Courage
Zoren
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Thugs
-------------------
Z'hor'll
Ishingka
Adriana
--------------------
Alchemist
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I moved 5' back to the corner. That should work, no? Oh snap…I have the grid dumb. Well, I'm playing my INT well. Should I reroll or just reroll damage?