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Round 2
Tsafento
Hervey
Vasilli Grigorev
Thug x 1, 11/11
Skerdo Cabeza de Vaca
Jomal
Teloish the Sly
Bold is up.
Skerdo's powerful blow strikes square over the Thug's head as he collaspes from the sheer impact of that weapon.
His footing nearly slips but the swing and heft of his weapon blances it out.
The others like Jomal didn't fare to well due to the close quarter fighting but Tsafento takes out one of the other thug as well with a well placed fiery ray.
Redirecting that attack.

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And finish him he does! Hervy's heavy blows prove telling as soon another body crumples to the ground.
Searching them and their lair yields the following:
1) From Boss leather armor (lab smock), pouch with 20 gp, dagger and alchemist fire
2) From Thugs leather armor x2, spiked chain x2, pouch with 10 gp x2
3) Book Titled Toxins and Countermeasures.
4) Beside his workbench is a rack of alchemical substances containing 2 acid flasks, 4 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 thunderstones, and 4 vials of filth fever tonic
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 this area, as per your combined knowledges obtained, in the northeast corner. This tunnel runs for a considerable distance before reaching the sewer junction.

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Teloish took his time to cross over to firmer ground. Helping gather the items from the foes, he addressed the others. "Let's get moving. The faster we get out of the sewer, the quicker we can breathe fresh air." he said.

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Vasilli hitches up his robes and kneels to pocket the vials of filth fever tonic before joining the group.
"In case of infection, da?"

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Skerdo sighs as the thugs fall, then crosses over to the others to see what they've found. If no one else wants them, he pockets the remaining alchemical items.
Which, for the record, look to be: 2 flasks of acid, 2 smokesticks, 1 tanglefoot bag, and 1 thunderstone.
Standing up, he heads over to the alchemist. "We may as well get moving," he says briskly. "But first..." He takes a few moments to do his best field dressing on the wounds of any of the fallen sewer denizens who aren't yet dead.
Heal (Boss): 1d20 + 1 ⇒ (13) + 1 = 14
Heal (Thug 1): 1d20 + 1 ⇒ (16) + 1 = 17
Heal (Thug 2): 1d20 + 1 ⇒ (12) + 1 = 13
It's...not a great job. "Well, Iomedae knows I tried," he mutters sadly. "Let's go!" He leads the way once more as the group proceeds upstream.

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Ahead is 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.
The ceiling here is stable, having already collapsed as much as it is likely to.
A hollow point in the ceiling above the rubble could present a bigger danger as it traps sewer gas. If exposed to open flame, it mght just blow and bring everything down on you.

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The monk doesn't seem to particularly care for any items, other than the filth fever tonic vials Vasilli pocketed. He shakes his head in agreement with the sorcerer and goes back his way, while the others "ransack" the alchemical items.
As they get to the junction the Nagaji looks around with curiosity, but he knows his knowledge of the world was limited and kept his silence, letting the others examine around.

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You can see that the spiders are all fleeing but from what you can't tell. However the very air seems choked and heavy to Skerdo unusual even for the sewers.

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here goes!
Skerdo Cabeza de Vaca 1d20 + 2 ⇒ (13) + 2 = 15
Hervey 1d20 + 8 ⇒ (12) + 8 = 20
Tsafento 1d20 + 3 ⇒ (8) + 3 = 11
Jomal 1d20 + 2 ⇒ (16) + 2 = 18
Vasilli Grigorev 1d20 + 2 ⇒ (10) + 2 = 12
Teloish the Sly 1d20 + 4 ⇒ (13) + 4 = 17
Spider Swarm 1d20 + 3 ⇒ (17) + 3 = 20
Round 1
Hervey
Spider Swarm
Jomal
Teloish the Sly
Skerdo Cabeza de Vaca
Vasilli Grigorev
Tsafento
Bold is up.
The spiders apprently agree to assault as a team as they swarm forth from the walls forming a large mass of eight legged creepy crawlies.

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Round 1
Hervey
Spider Swarm 9/9
Jomal
Teloish the Sly
Skerdo Cabeza de Vaca
Vasilli Grigorev
Tsafento
Bold is up. Didn't see that one coming....
Hervy steps away in alarm as the swarm gets many of its compariots squashed by The Sly one, Teloish. The swarm quickly reforms though it seems smaller somehow.........and more dense........
It heads for Teloish..maybe for that blow it just received.....
Swarm Ye!!! 1d6 ⇒ 6
Poison Fort Save DC 11 or take 1d2 ⇒ 1 str dmg
Distraction Fort Save DC 11 or be ermmm ddistracted. i.e neusated.

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Skerdo grimaces and pulls one of the acid flasks they found earlier from his bag. "Teloish, get out of there! The rest of you, clear some room, too! Unless you've got anything like this that can take out the whole group..."
Move action to retrieve the acid, and standard action to ready: throw the acid at the swarm as soon as people aren't surrounding the swarm!
Readied Acid: 1d20 + 4 ⇒ (12) + 4 = 16 vs. touch
Damage: 1d6 ⇒ 1 acid damage (plus any bonus since it's a swarm), and 1 point of splash damage to every square around the target.

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Round 1
Tsafento quickly chants:
« બર્નિંગ હિમ » "burning frost", in Ignan
Casting a Ray of Frost spell that does fire damage per bloodline arcana
ray of frost (point blank): 1d20 + 3 ⇒ (5) + 3 = 8
damage (fire, point blank): 1d3 + 1 ⇒ (1) + 1 = 2 (no save)
Can't use a flask here without hurting a team-mate.

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Save #1: 1d20 + 4 ⇒ (11) + 4 = 15
Save #2: 1d20 + 4 ⇒ (10) + 4 = 14
Teloish moved out of the way of the swarm, trying to avoid getting hit by the flying flask
Please move me around the corner so that I have a clear shot at the swarm. If needed use withdraw action. Made both saves.

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Round 2
Hervey
Spider Swarm 7/9
Jomal
Teloish the Sly
Skerdo Cabeza de Vaca
Vasilli Grigorev Round 1 Action pending.
Tsafento
Bold is up.
Skeerdo's deft throw hits the swarm as soon as Teloish moves away from the swarm despite the tight quarters.
Tsafento on the other hand attempts on of his spells and finds that although he burnt some of the critters, it seems the swarm had no ill reaction towards the flame!
Jomal skips around and adopts a stance meant to dodge blows than the stand and take it.

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Seeing that Tsafento is the only one yet able to damage the spiders, Hervey takes a roundabout route over to give him a little boost.
Casting guidance on Tsafento. Not a whole lot of other good options here.

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Mmmyeah... can't do anything productive without inciner-freezing someone.
Taken completely by surprise by the turn of events, Vasilli steps back awkwardly only to slip on foul sewer detritus and into the foul stream below.

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Round 2
Hervey
Spider Swarm 7/9
Jomal
Teloish the Sly
Skerdo Cabeza de Vaca
Vasilli Grigorev
Tsafento
Bold is up.
1d6 ⇒ 6
The swarm pauses but for a moment before attempting to reach Teloish once more! Vasilli steps back in a panic and finds himself in sewerage. any deeper and the foul waste might have gotten into his mouth.
Draws Aoo as it moves through your square, Vasilli.
Swarm Ye once more! 1d6 ⇒ 5
Poison Fort Save DC 11 or take 1d2 ⇒ 1 Str smg
Distraction Fort Save DC 11 or be ermmm ddistracted. i.e neusated.

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CBT reflexes.: 1d20 + 4 ⇒ (2) + 4 = 61d10 + 4 ⇒ (7) + 4 = 11
Teloish missed the swarm as it rounded the corner. Stepping back, he swatted at the swarm.
Power Attack: 1d20 + 3 ⇒ (8) + 3 = 111d10 + 7 ⇒ (5) + 7 = 12

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Skerdo scowls as the swarm continues around. Iomedae blast it, that didn't work well at all! Digging the other flask of acid, he calls out, "Back up, Teloish!"
Again, draw the flask of acid and wait until Teloish is not in the same square as the swarm before throwing (even if he'll still take splash damage, I'll assume the priority is to down the swarm).
Attack: 1d20 + 4 ⇒ (4) + 4 = 8 vs. touch
Damage: 1d6 ⇒ 2 acid damage, +1 splash to all adjacent...including Skerdo!

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Round 2
"I better have a go too!"
Tsafento steps up in front of Jomal, and tosses one of his viles of Alchemist's Fire at the spider swarm:
ranged touch, Alchemist's Fire: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
fire damage: 1d6 + 1 ⇒ (1) + 1 = 2
using point-blank shot for this
… and 1 point splash of damage each to Tsafento, Telosh, and Skerdo

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Round 2
Hervey
Spider Swarm explodes!
Jomal
Teloish the Sly
Skerdo Cabeza de Vaca
Vasilli Grigorev
Tsafento
Bold is up.
Teloish once more makes his attacks but is still as ineffective as before, stepping back to give himself space.
Skerdo calls out a warning before tossing his own acid flask which does more damage to the swarm then Teoish's more powerful swings.
The moment Tsafento makes his throw, there is a sudden drop in everyone's heart as if deep inside something has gone very wrong.... THe swarm itself seems to stay still as primal instincts register the wrongness but can make no further understanding of what is going on.
The world Explodes in a bright flash of flame as the flask bursts and the very air shimmers and ignites in a roar!
Reflex Save DC 12 for Half 2d6 ⇒ (1, 1) = 2 Fire Damage <---wth?
Reflex for Swarm 1d20 + 3 ⇒ (7) + 3 = 10
Comabt over

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Reflex DC 12: 1d20 + 5 ⇒ (17) + 5 = 22
Skerdo throws up his arm as the alchemist's fire explodes, singing him but not burning too badly. Lowering it, he catches his breath. "My guess' be something in the air...maybe that's why it felt so heavy," he says to Harvey. "Least the spiders are gone. Let's see about this tunnel now..."
He sets about working to unblock the tunnel.

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Yes reflex save needed but the most damage you'll take is ermmm 2...
pass halves it to 1 unless Evasion. lol
Clearing the rubble takes little time though the whiff of fresh seweage seems like a welcome breath of fresh air...
Travel the sewers seems awefully quiet but expected given the recent loud explosion.
The party 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.”

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Heal: 1d20 + 5 ⇒ (14) + 5 = 19
Vasilli pulls himself awkwardly out of the sewer stream, effluent dripping from his all too soiled robes. Noticing his wounded comrade he moves soggily to make an examination.
Poke.
Poke.
"Hm. I seem to have misplaced my healer's kit. Da."