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I was wondering if it would be run as written or run as converted. Personally, I do the same and run it with reach since the encounter is pretty well nerfed without reach.
Slightly saddened by the man's nimble leap down to this level, Aloisius concentrates on a spell to stop the man in his tracks.
Concentration, DC 17: 1d20 + 8 ⇒ (6) + 8 = 14
Too consternated by the distraction, his spell is ruined. "Well... poop!"

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Imrana draws her wand of Magic Missile.
"I would surrender if I were you." Her voice is bright and cheerful still.
She targets the alchemist with her wand.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

GM Alias |

@Aloisius: The Guide to Organized Play basically says run it as written, so that is what I’m doing. Plus you are right, this encounter makes no sense without reach.
Round 1, cont
Imrana draws a wand and points it at the alchemist. A bright bolt of light flashes from the tip, hitting the man squarely in the chest. He is clearly staggered.
Round 2
Evarice takes a swing at the nearest thug, but he nimbly dodges her stroke. Aloisius tries to cast a spell, but all the yelling and jumping around throws off his concentration. Varian draws his sling and loads it. Taerel launches a glob of acid at the alchemist, catching the man in the face. He goes down, clearly out of the fight.
The northern thug whips his chain around, striking at Evarice.
Spiked chain @ Evarice, AC 17: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
The one on the southern platform takes a swing at Aloisius.
Spiked chain @ Aloisius, AC 17: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15
Neither one is able to land his blow. The party's show of force at the start has caused their foes to lose their focus.
Initiative:
1st: Evarice, Aloisius, Varian, Taerel
2nd: Thugs
3rd: Imrana
Imrana is up, followed by the rest of the party.

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Yeah, they need to have reach on their spiked chains for this encounter to work.
Thanks Mage Armor. Saved me from a nasty hit there.
Evarice takes a 5 ft step and lunges again.
Glaive, Divine Power: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Damage: 1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Her glaive again scoops up some water.

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Oh, I agree - without reach, the encounter would be silly. I was just making a comment ;-)
Varian calmly fires a sling at the closest fighter.
Sling: 1d20 + 2 ⇒ (5) + 2 = 7, for 1d4 + 5 ⇒ (2) + 5 = 7 damage.

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"Are you sure you do not wish to surrender? Your alchemist friend is unconscious, and you are outnumbered, yes?"
Imrana fires a Magic Missile from her wand at the thug on the platform.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

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I've had many conversations regarding this over the times I've run it. Certain player types are not happy at all to see it. Most understand.
Aloisius tries to cast the spell again, even though he doesn't want to burn all his power so quickly.
Concentration DC 17: 1d20 + 8 ⇒ (9) + 8 = 17
Color Spray! Will save DC 16. On a fail, thug is unconscious, blinded, and stunned: 2d4 ⇒ (2, 1) = 3 rounds, then blinded and stunned: 1d4 ⇒ 3 rounds, and then stunned for 1 round.

GM Alias |

Round 2, cont
Imrana fires off another magical bolt, this time aiming for the chain-wielding thug. It strikes him in the chest, causing him to pause.
Round 3
Evarice takes another swing at the closest thug, but it goes wide. Aloisius mutters under his breath and stretches out his hand. A rainbow beam of light springs forth, catching the thug square in the face. Will save, DC 16: 1d20 - 2 ⇒ (18) - 2 = 16 He takes a step back, but is able to shake off the effects of the spell.
Varian launches a stone from his sling, but it goes wide. Taerel launches a burst of magical light at the nearest thug, catching him in the chest.
The thug in front of Evarice takes another swing at her with his chain.
Spiked chain @ Evarice, AC 17: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
His swing misses wildly.
Enraged by being the target of his spell, the other thug makes a huge swing at Aloisius.
Spiked chain @ Aloisius, AC 17: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17
Damage: 2d4 ⇒ (2, 4) = 6
The chain catches the gnome in the side of the head, opening up a nasty gash.
Initiative:
1st: Evarice, Aloisius, Varian, Taerel
2nd: Thugs
3rd: Imrana
Imrana is up, followed by the rest of the party.

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Evarice shifts over again and lunges.
Glaive, Divine Favor: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Damage: 1d10 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Evarice is certain Sheyln is laughing at her from somewhere.

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Son of a... Now that was good fortune on him!
Aloisius thinks it's time for a change of tactics and tries to begin casting another spell.
Concentration DC 17: 1d20 + 8 ⇒ (19) + 8 = 27
He manages to begin a spell to summon a creature to attack this man before he himself is felled.
1 round cast time

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Sorry about that, forgot I was up
Imrana bites her lip, mildly distraught.
"Um, are you listening? It is not going so well for you, you know?"
Imrana fires another Magic Missile at the closest thug.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

GM Alias |

Round 3, cont
Imrana fires off another magical bolt, catching the man in the side. He winces in pain, but continues the fight.
Thug 2, 8 dmg
Round 4
Evarice and Varian continue the attack on the closest thug, but their efforts are fruitless, as they both miss their foe. Aloisius enters a trace, as he calls forth the power of the cosmos to smite his enemies.
Taerel launches another burst of magical light at the nearest thug, causing the man to crumple to the ground, taking him out of the fight.
The thug in front of Evarice takes another swing at her with his chain.
Spiked chain @ Evarice, AC 17: 1d20 + 1 ⇒ (11) + 1 = 12
He misses, taking a chunk of concrete out of the sewer channel.
Initiative:
1st: Evarice, Aloisius, Varian, Taerel
2nd: Thugs
3rd: Imrana
Imrana is up, followed by the rest of the party.

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Evarice 5ft steps onto the bridge.
Evarice will tumble onto the bridge.
Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20
Glaive,Divine Favor: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Damage: 1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Hey, she may actually hit this time!

GM Alias |

Evarice finally connects with her glaive, and Varian finishes off the thug with a shot from his sling.
End of Combat
The gang members were equipped with leather armor and spiked chains. Beside the workbench is a rack of alchemical substances containing 2 acid flasks, 4 alchemist’s fire, a tanglefoot bag, 2 smokesticks, 2 thunderstones, and 4 vials of filth fever tonic. Sitting open on the workbench is a large tome titled Toxins and Countermeasures, written by Giacomo d’Enzinas. The alchemical materials on the workbench constitute an alchemist’s lab, plus 240 gp worth of raw materials for Craft (alchemy).
There is only one way to travel upstream from here: an eastward-running major passage that exits area A in the northeast corner.

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Varian breathes a sigh of relief when the last thug falls.
"Well, they weren't covered in sewerage, so hopefully, that means the tunnel further continues to be (relatively) dry..."
Once the loot is boxed up, he will continue down the tunnel.

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"You do have the right to remain silent..." Evarice chuckles.
Noting if anyone is damaged, she raises her symbol of Shelyn for Aloisius. "Be still."
Channel: 1d6 ⇒ 5 HP of healing.
Divine Favor lasts for 1 minute, so I'll assume it ended while we travelled along the tunnel.
Evarice will confiscate the thunderstones.

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"That's a lot of bomb making to be found in the sewers. We should take care as we approach, as others armed like these may be found up ahead."
Taerel will keep sword in hand, and carry an alchemist fire in the other hand.

GM Alias |

@Aloisius: You can keep the spell. You'll probably need it later. [evil laugh]Bwa ha ha[/evil laugh]
Taerel's headache has increased to a slow pulsing throb. He's also developed a slight fever.
The party moves out down the tunnel.
This tunnel runs for a considerable distance. Eventually, you spot a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.

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Imrana's hand hovers near the remaining alchemical items.
"Um...if nobody else would like them, I would like to take the rest of these alchemical items. I am fairly good at throwing things."
Knowledge (engineering): 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (dungeoneering): 1d20 + 9 ⇒ (8) + 9 = 17
Imrana's brow furrows as she considers the passageway up ahead, as though there's something she cannot quite put her finger on. She suddenly brightens.
"I am hungry. Some sweet wine and bread sounds good."

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I am happy to take an acid flask, an alchemist's fire, a tanglefoot bag, and a filth fever tonic. Imrana, feel free to take whatever else you want :-)
Varian raises an eyebrow.
"This is hardly the appropriate venue for an impromptu picnic, my dear. Perhaps when all of this is over..."
...and I have had an opportunity to bathe at least three times.

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As the group checks out the alchemist's station, Aloisius produces a wand and taps himself with it. He seems to be not fully at ease with it, but tries anyway.
UMD for CLW: 1d20 + 11 ⇒ (15) + 11 = 26 1d8 + 1 ⇒ (1) + 1 = 2
UMD for CLW: 1d20 + 11 ⇒ (2) + 11 = 13
UMD for CLW: 1d20 + 11 ⇒ (14) + 11 = 25 1d8 + 1 ⇒ (2) + 1 = 3
Once at the junction, Aloisius ponders which direction to go. "Anyone have any idea which way this almsman's at?"
Wand of CLW, 2 charges

GM Alias |

A mass of spiders surges out of the side tunnel, heading straight for the party.
Aloisius: 1d20 + 2 ⇒ (6) + 2 = 8
Evarice: 1d20 + 5 ⇒ (9) + 5 = 14
Imrana: 1d20 + 3 ⇒ (11) + 3 = 14
Taerel: 1d20 + 3 ⇒ (6) + 3 = 9
Varian: 1d20 + 4 ⇒ (7) + 4 = 11
spiders: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative:
1st: Spiders
2nd: The party
I'm not going to bother mapping this encounter. I'm assuming the previous marching order.
A wave of spiders launches itself at Evarice, covering her in eight-legged horrors.
Evarice takes Damage: 1d6 ⇒ 4 hp damage, and needs to make a Fort Save, DC 11, vs. poison, and a second Fort Save, DC 11, vs. distraction.
Initiative:
1st: Spiders
2nd: The party
The party is up!

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Fort Save vs Poison: 1d20 + 3 ⇒ (12) + 3 = 15
Fort Save vs Distraction: 1d20 + 3 ⇒ (3) + 3 = 6
As the spiders scuttle around her, Evarice clutches onto her tricone hat. "Take me if you want, but leave the hat alone!" She moves 30 feet away from the swarm and brushes some of the bugs off.
I can only take a move action. Throw your splash weapons...now

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I had a post earlier that seems to have disappeared...but prior to the spiders, I was asking if anyone knows anything about Filth Fever? I am thinking drinking one of thos tonics might help with my illness.

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"My goodness! Um...um...I have something for this!"
Imrana frantically grabs an alchemist fire and chucks it in the direction of the swarm.
Alchemist Fire (point-blank): 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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I had a post earlier that seems to have disappeared...but prior to the spiders, I was asking if anyone knows anything about Filth Fever? I am thinking drinking one of thos tonics might help with my illness.
No ranks in heal yet, sorry.
Heal: 1d20 + 2 ⇒ (1) + 2 = 3
I got nothin'. Sounds like a dance party.

GM Alias |

@Taerel: Might be a good idea.
Evarice is enveloped by the swarming arachnids, and runs down the corridor trying to brush them off. Imrana tosses a vial of alchemist's fire, hitting the square with the swarm. It bursts into flame, consuming many of the spiders. Unknown to the party, a large pocket of sewer gas has been building up in this area. Almost immediately following, a large explosion rocks the sewers, sending a gout of flame at the party.
Everyone except Evarice takes Damage: 2d6 ⇒ (5, 3) = 8 hp damage, Reflex DC 12 for half.
The good news is that the swarm is wiped out in the explosion.

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Yikes. If only you had someone who could mass heal... I'll wait for people to make their saves before I channel.

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Reflex: 1d20 + 2 ⇒ (12) + 2 = 14.
Varian manages to dodge the worst of the flames.
Brushing himself off, he turns to Imrana and comments dryly:
"Effective technique, but perhaps give the rest of us a bit of a warning before you do that again...?"
He then pokes around the area, checking to see if there is any loot.

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I was waitin' for that, hahaha. Best part of the scenario is sometimes seeing the faces of players when that happens.
Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
6/14 HP
"What?! How?! I mean, it wasn't me!"
Aloisius starts batting his robes the best that he can and runs after Evarice, who seems to have the right idea!

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Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6
Covered in scorch marks, Imrana raises a hand, jumping slightly, like a child in class.
"Oh! I remember what I was thinking of! The sewer gas looks like it would explode at...
...the...
...slightest...
...spark."
Her face turns bright red.
"Heh...heh...."
She bows so deeply that her torso goes parallel to the floor.
"I AM SO SORRY! This is all my fault."
She turns to Evarice, clasping her hands together, her head down in shame.
"Please! Miss Evarice, use the charges from my wand of cure light wounds to heal everyone. It is the least I can do!"

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Evarice nods. "Save the wand for now. Shelyn will be a lot more efficient."
Channel: 1d6 ⇒ 2
She frowns. "Or not...I'll borrow that wand."
Cure Light Wounds, Evarice: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds, Imrana: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds, Alosius: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds, Taerel: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds, Varian: 1d8 + 1 ⇒ (3) + 1 = 4
I used 5 charges off of your wand, Imrana.
"Is everyone alright?"

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Taerel drinks a vial of filth fever tonic.
He also tries to avoid damage from the fire.
Reflex: 1d20 + 3 ⇒ (3) + 3 = 6 Nope!
"Well, the fire put me down, but it looks like Evarice came to my rescue. Thanks you."

GM Alias |

@Taerel: Make a Fortitude save, DC 6
There is nothing here aside from rubble due to the ceiling collapse.
As you continue to travel east from the sewer junction, 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. Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west, 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.” Similar markings are visible at every intersection throughout the sewers beyond this point.

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"Absolutely. I am following you."
As the group travels, Imrana obsessively looks around for other possible hazards, having failed her companions once before.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

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"Keep your eyes open and on your best behavior. Hopefully the Almsman hasn't been attacked by these ruffians."
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Because Evarice sure isn't.

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Aloisius keeps a keen eye on the surroundings.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
And by that, I mean busy bouncing his gaze from one thing to another. "This is exciting, isn't it!"

GM Alias |

A few moments after Taerel drinks the concoction, his fever breaks and his headache eases.
Ahead a faint light glimmers in the dark. 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.

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"Ah! These blokes look loads better than those other guys we came across! Let's, uh... let's not give 'em reason to use those clubs on us."
Aloisius shuffles to the front of the group.
"Greetings, my good men! I am Aloisius Rudolpho Atama Lanlen the Mashugana Master Gnome! Pray tell, is this the... uh... the..." Trying to be fluent and verbose is hard work even for the gnome. He keeps his friendly tone, though. "Ah, kriff it. Is this where the almsman is? Is he here?"