DrGabe
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It must be that the sewer water is worse in these parts than others! The party jumps in to avoid the worse of the swarm and is quickly overcome by the effects of the sewage. Cogstadt, and Scath swallow huge portions of waste. They cough and spit out what they can, but still....
But that isn't it. The spiders sting and crawl all over everyone (if only for a brief amount of time). The stings are deep and it immediately saps the strength out of several warriors.
Cogstadt, Kellean, Stullen: Strength Damage: 1d2 ⇒ 2 and take another Poison Save DC 11 or take Strength Damage: 1d2 ⇒ 1
That is a lot of Fort saves, I think I got that all right. If not let me know!
DrGabe
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Continuing down the sewers you soon reach another intersection where a minor sewer line flows into the main line from the south. Graffiti covers much of the walls here, most of it simple drawings. Prominent among them is a large stylized drawing of a wyvern in shiny gray paint (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.”
Pressing on, the Pathfinders see a faint light glimmers in the dark after traveling another half hour or so. 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.
An old man watches you warily and speaks If yer intentions be peaceful, Abadar makes you welcome.
Stullun Freeblade
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As the threat of spiders seems to have passed, Stullun takes a swig from a potion as he follows the group. Upon arriving before the two derelicts he says, "Peace then."
Potion of Lesser Restoration: 1d4 ⇒ 2
Kellean Kalyer
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"Almsman, we do indeed come in peace! We are Pathfinders, investigating one "Gandros", who says he is "the long-lost Prince of Augustana", and his claims of a magic portal to another world. We believe him mad or delusional, but he came bearing a Pathfinder's wayfinder. He says he floated by here, so the portal may be 'upriver' from here, as it were."
Kellean does her best to be upright and dignified, though covered with sewer contents and weak from spider bites.
DrGabe
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The masked man replies, I can show you where he be. However, I must ask a favor in exchange for that knowledge. If you made it this far into the sewers, then you must know about the Steel Wyvern, yes? You don't look their normal type, anyway.
They are forcing me to pay them money that I don't have. They threatened to destroy what I have here. They I fear that they might be coming soon. Any help that you can offer would be beneficial. Once my people are safe from the Wyvern's I can lead you to place you seek.
Kellean Kalyer
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Kellean steps forward a bit tentatively, not seeing herself as a leader, but rather filling a need that seems to have formed, and addresses the Almsman, "I-we made an uneasy peace with a Steel Wyvern guardpost coming into the sewers - an alchemists and two thugs - and I would not seek to break that, but the other Steel Wyverns do not know we are here, and would likely bee unhappy about our presence in what I guess they see as their territory."
Kellean continues in a roundabout fashion, looking for a reason to commit to helping a good cause, if there is one: "I am not stranger, myself, to having to hide out in a sewers, as a worshiper of Sarenrae in Taldor, before the Pathfinders came to my aid. Why are the Steel Wyverns threatening you? I... We - I think - would wish to protect the innocent and any good you are doing. Perhaps we can resolve this conflict, one way or another, to both of our benefits."
Kellean listens carefully to his answer, wary about entangling the Pathfinders in a conflict they know nothing about, but also seeing the Pathfinder Society as primarily a force for good, despite or in addition to its stated mission of collecting lore.
Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21
DrGabe
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My Lady the Almsman says The Wyvrens pick on us because we are easy to pick on. I look to help these poor people. We have no money and no mind to fight.
He is very sincere, if you help him he is highly likely to give you what you are looking for.
Assuming you accept the plan to defend the priest and his men... You have 2 hours. There is no furniture other than immovable sarcophagi (3 feet high) in the sanctuary, but there is a plank bridge nearby. The doors in the sanctuary are sturdy wooden doors (break DC 18), but can be reinforced with planks, making them equivalent to strong wooden doors (break DC 23). Beyond this, let the PCs be creative in their defense plan.
Kellean Kalyer
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Does there happen to be a map available?
"Perhaps we can board up one door, trying to force them through another door where we could concentrate our forces. We could have ranged fighters taking cover behind the sarcophagi. Does anyone have caltrops for making their way less pleasant?"
Cogstadt Locksmith
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"I'd say I never leave home without 'em, but I appear to have... left home without 'em." Cogstadt looks a little embarrassed,
"Think your right about the doors, I doubt they'll go away if we board 'em up, so we'll have to fight sooner or later. get one boarded up, leave the other unlocked and we can focus defence."
Whats the terrain outside the Sanctum like, is there somewhere to hide out there, might be able to hide outside and disrupt them from the rear?
Arnthoth Koortuskson
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I think we should reinforce the doors with the planks, though breaking through in a certainty. Does anyone have items for delaying the onslaught? Grease, something. I have some rope, perhaps we could lay it out in order to trip some as they enter?
Cogstadt Locksmith
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Is there any point reinforcing the door, they ain't going to give up, let 'em in and show 'em the games up, I say.
I'll be at least -4 shooting into combat, so unless we want to ready ranged weapons for a shot before closing to melee, I'll probably be as well using my axe.
Scáth Tamarie
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"Me too, let´s be ready! I think than I, Stullun and Arnthoth can close the loop on the invaders, so, Cogstadt can get in and then take advantage of a strategic position. Kellean maintains a safe distance from conflict. Anyway, initially, I can try to get the thugs´s attention on me. Maybe, if we stay stealthy in this room we can have the surprise on our side."
Scáth will stay quiet, with his back next to reinforced door.
Kellean Kalyer
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Cogstadt should be on one side of the door, since he will benefit from flanking the most. The other position, in front of the flanking door, should be a stronger fighter, I would think - like Arnthoth. A position in front of the open door is more vulnerable, but Stullen might be the best for a little bit of range work, given his spells (just a guess).
-
-
Kellean - Stullen - - - - Scath
Cogstadt - - - - - - - - Arthoth
Wall - - - Open door - Boarded door
When the enemy is less than a minute away, if we can see or hear them coming:
As the enemy approaches, Kellean will pray to Sarenrae over each of companions, asking for Guidance and Virtue, and then does the same for herself. When they are at the door, Kellean casts bless, sending out a wave of skill and determination to her allies.
Guidancce: +1 on an attack, skill check, or save for Guidance, lasting 1 minute (taking 4 rounds); then Virtue: 1 temp hit point, last 1 minute (taking 4 rounds). Then two rounds to cover myself.
Bless: +1 morale bonus on attack rolls and saves vs. fear for 10 rounds.
DrGabe
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After about an hour, you can start to hear 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! It only takes a moment before the door to the sanctuary is kicked in by the thugs!
As they bust into the chamber they are armed with spiked chains
NPC1: 1d20 ⇒ 10
NPC2: 1d20 + 2 ⇒ (17) + 2 = 19
Arnthoth: 1d20 + 2 ⇒ (14) + 2 = 16
Cogstadt: 1d20 + 3 ⇒ (16) + 3 = 19
Kellean: 1d20 + 1 ⇒ (9) + 1 = 10
Scath: 1d20 + 3 ⇒ (3) + 3 = 6
Stullun: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative Order: Cogstadt, NPC2, Arnthoth, Kellean, NPC1, Scath, Stullun
Kellean Kalyer
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I'm not sure whether I was able to cast my spells or not. If not, perhaps I had time to cast Bless when the previous round?
"Resisting!" Kellean calls out with a defiance that surprises herself.
Kellean Kalyer
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It wasn't quite the layout I was hoping for, but perhaps circumstances changed? I was hoping to allow only one through the unbarricaded door on the left, which also would have made it so that person was flanked for Cogstadt's attack. Also, there is still the bless question.
DrGabe
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Kellean - you were able to cast your spells. Those effects are in play
Cogstadt's hammer smashes a thug in the chest, the man staggers for a moment but stays on his feet. He then swings his spiked chain back at the dwarf rogue.
Attack Cogstadt: 1d20 + 1 ⇒ (11) + 1 = 12 Then moves 5' north
The other three thugs move in, swinging their chains wildly.
Attack Stullun: 1d20 + 2 ⇒ (1) + 2 = 3
Attack Scath: 1d20 + 2 ⇒ (4) + 2 = 6
Attack Arnthoth: 1d20 + 2 ⇒ (12) + 2 = 14
But the thugs can't hit anything!
Initiative Order: Cogstadt, NPC2, Arnthoth, Kellean, NPC1, Scath, Stullun
Kellean Kalyer
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5' step towards the upper right, next to Stullen.
Kellean finishes her last prayer just in time to see the angry gang bursting through the doors. Now, it is up to the scimitar to defend the merciful!
Scimitar: 1d20 + 0 + 1 + 1 ⇒ (17) + 0 + 1 + 1 = 191d6 + 1 ⇒ (5) + 1 = 6
Using up Guidance, using bless; damage includes 1-off whetstone sharpening.
Until now it had only been training, more holy exercise than anything...
Stullun Freeblade
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Summoning his arcane power, Stullun casts a spell and attacks with his blade.
Spell Combat and Spell Strike with Shocking Grasp
Concentration for Casting Defensively DC 17: 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26
Spell Strike Attack with Scimitar: 1d20 + 2 ⇒ (8) + 2 = 10
Miss so spell not discharged
Normal attack with Scimitar: 1d20 + 2 ⇒ (15) + 2 = 17
Damage for Scimitar: 1d6 + 3 ⇒ (2) + 3 = 5
Damage for Shocking Grasp now discharged: 2d6 ⇒ (4, 4) = 8
DrGabe
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Kellean moves next to the injured thug and places the blade straight into his belly! The thugs slunks to the ground, just barely holding onto life (unconscious).
Arnthoth's opponent simply dies. Horribly! The man's axe having been firmly planted to his head.
The leader lobs a vile of strange material at Scath Touch Attack: 1d20 + 4 ⇒ (1) + 4 = 5 but the man is obviously frightened and isn't able to get the bottle out of his pocket!
Stullun's magical discharge sends another thug to the ground writhing in pain!
Initiative Order: Cogstadt, NPC2, Arnthoth, Kellean, NPC1, Scath, Stullun
DrGabe
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Kellean Kalyer
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Don't forget the +1 to attack for Bless (10 rounds on it, total).
Scimitar attack: 1d20 + 0 + 1 ⇒ (20) + 0 + 1 = 211d6 ⇒ 2
crit confirmation: 1d20 + 0 + 1 ⇒ (10) + 0 + 1 = 112d6 ⇒ (4, 5) = 9 (Probably not.)
Kellean connects with great skill using her scimitar, if not with great force. If only she has pressed a little harder! Perhaps she hesitated at the last moment.
DrGabe
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Arnthoth's attack is hasty, and the man is able to dodge the blow.
Kellean's attack is particularly strong, but her opponent isn't particularly healthy at the moment. As the Scimitar sinks into the man's belly, he falls to the ground, blood quickly spreading.
The remaining Thug tries to attack Scath with his spiked chain- Attack: 1d20 + 1 ⇒ (14) + 1 = 15 but the weapon master easily deflects the clumsy strike.
Initiative Order: Cogstadt, NPC2, Arnthoth, Kellean, NPC1, Scath, Stullun