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With that perception roll, you also notice that the man has what sounds like a set of keys clanging in a pocket.
Durm fails to blend in and look like he belongs, and attracts some looks from the workers. He doesn't seem likely to get further into the ship without some sort of explanation.

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Angrboda whispers what she's ascertained to Syl'las.

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Ok, i hope all these skills I chose are going to work for me.
Syl'las will approach the male and attempt to lift the keys, I might need them. And will attempt to lift the keys from him.
sleight of hand: 1d20 + 7 ⇒ (18) + 7 = 25 Lifting a small item is DC 20
Then he gets to make a perception check vs my sleight of hand check to notice it
perform(act): 1d20 + 9 ⇒ (20) + 9 = 29
bluff: 1d20 + 11 ⇒ (7) + 11 = 18

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It'll make things interesting to say at the least!
Celstri shakes his head when he realizes Durm can't go unnoticed. Quickly walking up to the oread, the elf places a hand on his shoulder while trying to guide him off the ship. "This isn't your ship friend, maybe you forgot that you're on leave for a while." In a chiding tone of voice, he tries to guide Durm back towards the docks.

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"Yeah, I don't know who you are, but get off my ship!" the first mate tells Durm and Celstri, taking a break from his conversation with the port inspector.
Not bothering to wait and see how the rest of the group rolls, since Syl'las pretty much nailed this one.
Between the distraction from the drumming and the others being kicked off the ship, Syl'las manages to successfully steal the keys unnoticed. She easily pretends to be a dock worker and wanders below deck without attracting attention.
Checking a few doors until she finds the captain's quarters, she unlocks it with the stolen keys, and finds some shipping documents sitting on a desk. While those documents seem to be for the perfectly legal cargo currently being unloaded, Delroya's note said that their loss could delay the ship in loading its next, far less legal cargo.
Syl'las grabs the documents, hides them on her person, and leaves, meeting up with the others on shore.
In the mean time, Chamius picks up a few silver and copper coins in his hat from people who appreciate his drumming.
Where are you headed next?

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Chamius packs up his change (justification for his Day Job roll?) and heads off to meet with the rest of the party. "So now we have to find this alchemist, hey? Our source is subtle, but I can't help but think that she wants us to twep the blighter. Anyone else get that feeling?"

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"I am assuming so from the looks of things. Seems like what he's been making and his business ethics aren't the best, so putting him out of business is a good idea." The elf smiles slightly, while petting Fred.

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"If we are going into the sewer. I am definitely changing out of these clothes."
She ducks into an alley real quick and puts her armor on. And throwing her artisan's outfit into her bag.
"Well if is name is any indication of the condition, maybe taking him out would be a mercy"

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Ecum frowns as she watches Syl'las easily infiltrate and take the keys.
"I wish I could do that..." the barbarian says, clearly not content with her current line of work.
"Maybe you can teach me how to do that. For now, I guess we infiltrate the den of the alchemist, though."

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"I would be more than happy to give you a few pointer is you like. It just takes a subtle touch and quick witted mind"

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Delroya’s directions lead to an isolated alley in the Bristles, and then down into the sewers beneath Diobel. The stench of sewage mixes with the sharper odors of chemical fumes and decay and permeates the damp tunnels.
From this intersection, tunnels lead west and south into the darkness. A third tunnel heading east is filled with detritus, filthy beddings, food scraps, broken glass, and rotting furniture. An alcove lies beyond a collapsed portion of the tunnel’s southern wall, and further east, a statue of a giant rat rests in the dead-end passage. Countless empty flasks and discarded alchemical ingredients lie on the floor around the statue. On a nearby workbench sit several organized but empty flasks and jars.
Lying on the ground in the eastern tunnel are humanoid forms in tattered rags. From where you are, you can't even tell if they're alive.
You begin in the upper left of the map, where the ladder is. Determine marching order for climbing down the ladder to the area, and what your approach is to the situation. Also, what light sources do you have with you?
Let me know if you can't see the map, or move your minis. I think I got the security right this time.

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Angrboda casts a spell to heighten her senses, tapping into a local ley line to strengthen it (using Place Magic to increase its caster level to 3rd).

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Ecum shoulders her earthbreaker and walks slowly into the tunnel, her eyes easily adjusting to the darkness.
"We ought to check out those forms on the ground. But it looks like we're in the right place..."
perception: 1d20 + 4 ⇒ (16) + 4 = 20

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"You go right ahead, I am not getting too close to them."

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"Now this is a little more like it," Durm says as he laughs a low, rumbling laugh.
Seeing the bodies, he says "Hey, you there. You dead?"
Durm will be happy to take point or at least up near front. Perception is +7 and he has darkvision.

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Heal: 1d20 + 9 ⇒ (20) + 9 = 29
Sense Motive: 1d20 + 7 ⇒ (5) + 7 = 12

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"Not dead, just malnourished...and highly intoxicated. They're no threat. I think we've found our drug den."

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"Why must it be so dark? I'll stay by the ladder in case anyone comes by," Celstri says as he reaches the ground. "I don't have any light sources on me at the moment, so I can't see that far in."

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"I've got an ioun torch, for occasions such as this." The bard tosses the glowing stone into the air, where it commences to circle his head.
-Posted with Wayfinder

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Sorry, got caught up in something.
"Guess I shall follow then, to make sure we aren't caught flat-footed. Just keep those drug addled people from taking anything of mine."
Celstri pulls out a scroll of magic missiles, enough to cast five times.

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"He seems out of it. Maybe too drugged up to provide reliable information. Needing drugs is such a shameful thing."
Celstri looks upon the person with little pity, as he stays with the group.

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"Hmm, seems a bit cramped in there, so I'll wait out here and wait. Plus it'll keep me away from these, disgusting, addicts," Celstri scoffs. "Besides, maybe it was just a lie, keeping us off the trail of this, alchemist. Maybe he isn't even making the drug we are looking for!"

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Ecum doesn't get all the way around before something interesting happens. Chamius said he was following. Moving the entire group as if you all followed along. You can move yourselves back on the map if you wouldn't have followed her.
Chamius: 1d20 + 2 ⇒ (1) + 2 = 3
Celstri: 1d20 + 14 ⇒ (6) + 14 = 20
Syl'las: 1d20 + 3 ⇒ (4) + 3 = 7
Angrboda: 1d20 + 9 ⇒ (11) + 9 = 20
Ecum: 1d20 + 2 ⇒ (16) + 2 = 18
Durm: 1d20 + 2 ⇒ (3) + 2 = 5
big insect: 1d20 + 2 ⇒ (13) + 2 = 15
As Ecum tries to walk past the pipe, a large insect, about the size of a dog comes out of the pipe, seemingly to attack her.
Initiative:
Up now:Celstri, Angrboda, Ecum
Insect
Syl'las, Durm, Chamius

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Using once of the spells from his scroll, and muttering a few words, a bolt of energy flies out and strikes the beetle.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
"See, there's bugs in this sewer that could attack us!"
Four Magic Missiles left on the scroll. Also, woo, max damage!

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Wait, my initiative is -1, not +9!
I could dismiss my spell to make it as high as +3, but I don't want to do that just yet.

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I'm in the states, which is why I haven't been pushing, because of the holiday. Also, if I recall, the east coast was hit pretty hard weather wise. Almost done with my Reign of Winter AP though, and dear lord the last fight has been enjoyable so far. Go go bard powers!

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Yeah, sorry, lots of Labor Day plans. I'm back though!
Ecum steps back an swings her earthbreaker at the large bug, but ends up striking the wall with her blow!
earthbreaker (two-handed): 1d20 + 4 ⇒ (3) + 4 = 72d6 + 4 ⇒ (2, 6) + 4 = 12

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Ecum swings her earthbreaker and puts a rather large dent in the pipe that the bug came out of, but misses the creature altogether.
The beetle lets out a bright flash of light. Ecum, Celstri, Chamius, and Drum are startled by the light, and need to make a DC 12 fortitude save to avoid being dazzled.
Rest of the party is up.

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Syl'las reaches around her back and pulls out an elegantly carved blow gun and loads needle into the back. She brings it up to aim and unleashes the dart.
attack: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d2 ⇒ 2

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Fort: 1d20 + 1 ⇒ (4) + 1 = 5

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Fort save: 1d20 + 2 ⇒ (10) + 2 = 12
Chamius covers his eyes just in time, then draws his rapier and closes. The tip of his blade skitters off of the beetle's armored carapace, though.
Rapier thrust: 1d20 + 3 ⇒ (6) + 3 = 9

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Angrboda retaliates with a bright flash of light of her own (flare, DC 15), while her slug companion vomits a spray of corrosive fluid at it!
spit (ranged touch): 1d20 + 1 ⇒ (6) + 1 = 7
acid damage: 1d8 ⇒ 3

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Celstri sees stars in his eyes, causing him to be dazzled. -1 to attack rolls and sight based perception checks Chamius also sees the flash of bright light, but blinks it away and is unaffected.
Syl'las, Chamius, and Angrboda's slug all attack the insect, but they're all completely ineffective.
Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9
Angrboda gives the beetle a taste of its own medicine, leaving it dazzled.
Still need fort saves vs dazzle from Durm and Ecum.
Celstri still gets his actions for round 1, followed by Ecum and Angrboda at the top of round 2.

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Celstri is staying where he is for round 1, as he's trying to stay in the light to read his scroll. As for round 2....
Muttering a similar set of phrases as before, the elf shoots another missile at the insect, expending another spell on his Scroll.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
"Stop flashing, it hurts my eyes."