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Dusklord raises an eyebrow as he sees the woman is alive.
"Oh, good. You survived the attack. That will make it much easier for you to provide us with information. Did the Midnight Mauler look...familiar to you?"

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yndra dithers between the babbling woman and going outside after the Midnight Mauler. She also glances at the wolves' corpses. "I'm guessing research has to wait 'till later, Professor." With that, she steps close to the woman lying on the bench. "Ma'am, we will do our best, but we need information. Do you know why he was here? And where he is going next?" Her tone makes it clear that she wants answers, and that she's in a hurry.
Yndra wouldn't want to waste too much time in questioning the woman. She's mostly interested in learning what the woman knows about the Midnight Mauler (and Vilk). After that, she's confident that she can track the Mauler to his next destination, if they don't let the trail go cold.

FiddlersGreen |

"It looked like an accursed werewolf! What business would I have with such beasts? It's a menace that needs to be put down!" she replies as he staggers to her feet.
"But let it not be said that Justice Pradowca is an ungrateful woman," she adds as she struggles to regain her composure. She hands you her ceremonial sword and a small jewelry box.
"It looks like the beast was headed towards the holding cells, though for what purpose I do not know. Hurry, before you lose his trail!"
The sword is ceremonial and useless as a weapon, but is enchanted and grants a +2 competence bonus on sense motive checks and can be used three times a day to cast command, per the spell. It occupies the belt slot. The jewels in the box are non-magical treasure.
With the judge unable (or unwilling, you're not sure) to provide further information or assistance, you head over to the building that the Mauler had escaped to. Judge Pradowca unlocks the door for you, and you find within amongst the empty cells a torn-open sewer grate. You quickly conclude that either Aeleth was here and thought he might find candy behind the grate, or the Midnight Mauler has fled through the sewers.

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Yndra harrumphs. "Yes, of course. We're on the case, ma'am." Her flat voice makes it unclear whether she's being sarcastic or not. She takes the jewels and the belt, holding the latter out for the others. "Anyone interested? Otherwise I'll store it for later research."
Yndra follows Starling down into the sewer.

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Professor Dusklord frowns as they move toward the sewers.
"I had anticipated she might have more useful information...perhaps later when she is not in shock," the wizard says.

FiddlersGreen |

Alright, that looks like all the prep you guys are doing before heading in.
The tight confines of the courthouse sewers eventually open into wider tunnels collecting effluence from the neighboring buildings. The putrid stink of human refuse mingles with a more natural stink of decomposition. Bubbles and ripples occasionally break the water’s surface, filling the chamber with a constant gurgle.
The water in the collecting chamber is 2 feet deep and counts as difficult terrain.
Is anyone carrying a light source? Also, perception checks please.

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Dusklord remembers his need to cast mage armor as they enter the sewers.
"Why does it always have to be in the sewer?" he wonders darkly.
He also casts light on the end of his staff and follows along, looking around absentmindedly.
perception: 1d20 + 5 ⇒ (1) + 5 = 6

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Yndra sighs as the humans in the group take precious time to light torches and cast their magic. "Come on, it's gaining on us with every minute..."
In the sewers, she makes a dirty face at the stink. She shakes her head, hikes up her robe and starts walking. "Tracking won't be easy with this much standing water, I fear."
Perception: 1d20 + 8 ⇒ (2) + 8 = 10

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"This is disgusting!," Starling exclaims as she does her best to follow the others through the putrid sewage water, her attention focused on the ubiquitous stench.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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Perception: 1d20 + 2 ⇒ (3) + 2 = 5
"This is something I did not volunteer for when I joined the Society." Elvik mumbles while following the others.

FiddlersGreen |

Regrettably, I'm going to assume Serak has dropped from the game until he posts again. Depending on when that is... well, we'll see when that happens. =(
You follow a clear trail of sizeable mucky pawprints along a raised walkway to the side of the bubbling muck. As you walk along the narrow ledge, careful to avoid the stagnant sewage, none of you notice anything amiss about your surroundings...until you hear the sounds of soft clicking and shuffling chitin coming from the North. Just as Stephani is about to stop and turn to see what is coming, however, she walks into a clear, viscous... something. None of the rest of you immediately notice, however, distracted as you are by the approach of a swarm of something else coming from the North. Something with lots of eyes... and legs...
Yndra: 1d20 + 3 ⇒ (13) + 3 = 16
Ducklord: 1d20 + 6 ⇒ (3) + 6 = 9
Elvik: 1d20 + 2 ⇒ (3) + 2 = 5
Starling: 1d20 + 4 ⇒ (13) + 4 = 17
Stephani: 1d20 ⇒ 8
swarm: 1d20 + 3 ⇒ (10) + 3 = 13
???: 1d20 - 5 ⇒ (15) - 5 = 10
Initiative order:
Starling
Yndra
Swarm
???
Ducklord
Stephani
Elvik
Stephani's strugglings have finally drawn your attention to what appears to be a large, clear block of jelly that none of you noticed until your paladin walked face-first into it. There is also a swarm of something that has crawled out of the rubble to the North and is headed your way...
Starling and Yndra, the two of you are up. Knowledge nature to identify the swarm, dungeoneering to know what Stephani stepped into,
Stephani, I need a fort save from you...but I think you have the best fort save in the party, so better you than anyone else. XD

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Yndra takes a step forward as she draws her axe. "Hmm, this is interesting. A kind of jelly? What is it doing in the sewers?" She tries to remember is she ever heard about something like this before, then slicers across the jelly to hopefully free Stephani.
Knowledge dungeoneering: 1d20 + 5 ⇒ (5) + 5 = 10
Attack -PA: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Damage +PA: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10

FiddlersGreen |

Yndra believes that Stephani has stumbled into a Konnyaku cube. Konnyaku cubes are made from the corm of the Konjac plant that grows primarily in Minkai. Usually they come in bite-sized pieces and are often made with fruit-flavoured syrup and fruit pieces mixed in. How such a large one came to be made and find its way into the sewers here is a mystery to her.
That mystery does not deter her from noticing that fact that Stephani does not enjoy the flavour of this Konnyaku cube, and she wades into the bubbling sewage to try to cut her paladin-friend free. Her axe bites into the jelly easily enough, but she suspects that she will never be able to wear her dress in polite company ever again.
Initiative order:
Starling
Yndra
Swarm
??? -10
Ducklord
Stephani
Elvik
Still need an action from Starling and a fort save from Stephani.

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"Uggh!"
Fort: 1d20 + 7 ⇒ (13) + 7 = 20
Serak's player has dropped off the board entirely for a few weeks now. He did this once before a while back due to RL issues, and so he may be back, but we probably should assume he is out for a while.

FiddlersGreen |

Thanks for letting me know.
Stephani feels her muscles stiffening up, but thanks to Ragathiel divine power bolstering her inner fortitude, she manages to maintain control of her muscles. She is however still pinned and will need to struggle her way free of the jelly cube as the jelly's acidic body slowly eats at her flesh...
acid: 1d6 ⇒ 3
Initiative order:
Starling
Yndra
Swarm
??? -10
Ducklord
Stephani -3
Elvik
Stephani, you currently have the pinned condition, and are floating inside the acidic jelly. You can attempt to break free on your turn.
But first, I need Starling's action, and then the swarm and jelly get to act.

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Starling instinctively reaches for her lute, strumming its strings with a well-practiced motion of her fingers and creating music that seems out of place in the sewers. While enemies appear from both sides, Starling gathers all her courage to continue to play the poem she chose, a northern ballad about Fair Gunther the Page and his heroic deeds in the battle of Hargvar a decade ago. She manages to play, but can't really pay attention to anything else at the same time.
Inspire Courage, +1 to hit and damage.
Knowledge(Nature): 1d20 + 2 ⇒ (1) + 2 = 3

FiddlersGreen |

With Starling's encouragement, Yndra's axe cuts a little deeper than she thought it would. (Added an extra point of damage.)
But the Konnyaku monster is far from done. Its acidic jelly continues to eat at your hapless paladin. acid: 1d6 ⇒ 4 (Also need another fort save. The consequence of the entire party failing a DC15 perception check. XD)
Seeing Perceiving the two shorties before it, his high gelatinousness decides that more kiddies need to share in his jelly-goodness. It wobbles (5ft steps) over Yndra and Elvik, attempting to introduce them to its soft and gooey center!
Yndra and Elvik, you can either attempt a reflex save OR take an AoO. If you take the AoO, you are treated as having failed the reflex save, and will join Stephanie in the jelly (pinned and being subject to poison and acid each round).
Meanwhile, the little spiders swarm in from the other side. It seems they are having a party, and are quite eager to invite Dusklord and Starling (though they don't quite reach you yet).
Initiative order:
Starling
Yndra
Swarm
??? -11
Ducklord
Stephani -3
Elvik
Ok, I need reflex saves or AoOs from Yndra and Elvik, and depending on how things turn out, they may or may not be pinned. Stephanie is already pinned and needs to make a fort save.
Apart from that, it's your turn.

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Knowing her own strengths and weaknesses, Yndra stands her ground and slices at the jelly as it engulfs her. "Too late now, anyway. Blblmrph..."
Attack -PA: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Damage +PA: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14

FiddlersGreen |

Knowing her own strengths and weaknesses, Yndra stands her ground and slices at the jelly as it engulfs her. "Too late now, anyway. Blblmrph..."
[dice=Attack -PA]1d20 +5 -1
[dice=Damage +PA]1d8+3+3
Yndra, fort save pls.

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Fort save: 1d20 + 5 ⇒ (1) + 5 = 6
Curiosity takes the upper hand over Yndra's survival instinct, and she fully experiences the sensation of being stuck in the jelly.

FiddlersGreen |

Oh my... XD
Yndra cuts deep into the jelly as it engulfs her, significantly compromising the wobbly surface. As she allows the jelly to embrace her, she begins to feel a tingling sensation on her skin...a tingle that quickly spreads throughout her body as she contemplates how fruit pieces must feel when encased in jelly.
acid: 1d6 ⇒ 4
paralysis: 3d6 ⇒ (6, 2, 5) = 13
Initiative order:
Starling
Yndra -4, paralyzed for 13 rounds
Swarm
??? -11
Ducklord <------------we are here
Stephani -7 (breaking out of the jelly on her turn)
Elvik
Alrighty, I still need a reaction from Elvik (reflex save or take an AoO and then a fort save), and then actions from everyone except Yndra (who is paralyzed) and Stephani (who has declared her action).
Oh and...you might have already guessed, but it would be a bad idea to leave Yndra in the jelly for too long... ;)

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Reflex: 1d20 + 3 ⇒ (11) + 3 = 14
not sure if that is enough... If not, Elvik will try to get out, if it was he will try to cut it to pieces
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Acrobatics: 1d20 - 4 ⇒ (5) - 4 = 1
CMB: 1d20 + 5 ⇒ (13) + 5 = 18

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Dusklord, slow to react for once, examines their situation.
"If you would all kindly extract yourselves from that ooze, this will all go much better. Now, I believe I have prepared a spell for precisely this contingency," he says as he raises a hand and fire erupts from it, engulfing the swarm.
"Now, where is that confounded gnome when you actually need him to burn something down?"
burning hands: 3d4 ⇒ (4, 3, 3) = 10 1.5x to swarms...
EDIT: reviewing the map, it appears I'm 5' out of range without moving. I will ready an action to cast this once they come into range.

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With Dusklord's cover at her back, Starling focuses her attention on the cube and begins to cast a longer than usual spell to help her allies.
Cast Summon Monster I

FiddlersGreen |

Seeing what happened to Yndra, Elvik instead jumps back and barely manages to evade the jelly's embrace. He returns the favour with a swift chop across the jelly, spilling more slime on the... slime... on the floor.
Despite his exaperation at his allies' inability to handle a simple jelly-cube, he decides to leave them to it, opting instead to single-handedly take care of the menace approaching from the other side.
Stephani meanwhile finally manages to swim her way out of the jelly. She emerges from the back, gasping for air as she wipes the exfoliating gel from her now-smoother face. Starling begins casting a spell to summon...something, anything, that might help in this situation.
Meanwhile, Yndra continues to blissfully contemplate the fruitiness of her situation. She feels acid on her skin, but is certain that it's just citrus. acid damage: 1d6 ⇒ 2
The swarm moves closer to Dusklord, and is promptly turned into the latest in Ustalavic street cuisine. Dusklord gets a +1 circumstance bonus on his next Profession:Street Chef check!
Moving right along to desert.... the desert moves right along... over Elvik and Starling!
Initiative order:
Starling
Yndra -6, paralyzed for 12 rounds
Swarm
??? -38
Ducklord <------------we are here
Stephani -7
Elvik
Elvik, same deal as before. Starling, you too. Choose between a reflex save to avoid the jelly, or take an AoO and be automatically engulfed. If you are engulfed, roll a fort save as well. If you roll a reflex save, choose a square adjacent to the jelly to jump to.
And then it's your actions for the turn. =)

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With the swarm dealt with, Dusklord mentally reviews his prepared spells, and finding few options for dealing with this ooze, draws his wand and pelts it with an unerring bolt of force.
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

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Yndra mentally roots for the team, and hopes that the ooze is not flammable...

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Starling dodges the sliding jelly monster, positioning herself to its side instead. As she finishes casting, a golden eagle appears next to her and begins attacking the ooze with its talons and beak. Starling herself pierces at the ooze with her rapier as well.
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Attacks:
Starling, rapier: 1d20 + 4 ⇒ (10) + 4 = 14Damage: 1d6 ⇒ 6
Eagle, talon1: 1d20 + 3 ⇒ (12) + 3 = 15Damage: 1d4 ⇒ 1
Starling, talon2: 1d20 + 3 ⇒ (12) + 3 = 15Damage: 1d4 ⇒ 2
Starling, bite: 1d20 + 3 ⇒ (15) + 3 = 18Damage: 1d4 ⇒ 1

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Elvik moves further away from the jelly thing.
Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
He swings at the wibbly-wobbly thing once more.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d10 + 3 ⇒ (8) + 3 = 11

FiddlersGreen |

Elvik and Starling both manage to evade the gelatinous menace, and under the combined attacks of the party, the jelly monster quivers and melts into a pool of gooey gelatin that flows into the sewage. Yndra unfortunately is dumped rather unceremoniously into the muck as the jelly dissolves.
Starling and Dusklord can each attempt a DC10 reflex save to catch Yndra and rescue her dignity. Or just let her drop into the sewage. ;)
After about a minute, Yndra finally shakes off the paralytic venom in the jelly. She decides it will be a long time before she eats anything wobbly again...
Initiative order:
Starling
Yndra -6
Ducklord
Stephani -7
Elvik
Combat over. You may want to give Yndra and Stephani some healing
After recovering from the wobbly ordeal, you continue following the Mauler's path through the sewers. Eventually, you find the prints leading to an exit, and eagerly follow it out.
The mouth-filling stench of the sewers finally breaks in the relatively fresh air of Ardis’s docks. The moonlight shining down upon the weathered stones beneath the sewer gate catches a glint of gold: a small, worn locket smashed upon the rocks holds a pair of tiny portraits. One shows a Vonran Vilk who might have walked the streets fifty years ago. The other, torn and gnawed, shows Markov Rutowski — Vilk’s former lover.

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Yndra harrumps when she's back to her senses, dusting off her cloak and clearing out some last bits of jelly. She slices off a couple of cubes and wraps them in canvas, storing them for later research.
"Thank you, dear," she thanks Stephani for the healing. "Let's get on, shall we? We were following some tracks, last I thought. Well, don't just stand here!"
Yndra pushes on in following the tracks through the sewers, not letting her ordeal with the jelly deter her. Once back on the streets, she picks up the locket. "Well, this doesn't promise much good. Anyone fancy a guess where he's going next?" To herself, she grumbles "Why didn't we tell the man to flee the city, while he still could? In a rage like that, Vilk could target anyone from his past, couldn't he?"

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Dusklord frowns as they examine the locket.
"Perhaps we should go back to visit Markov. Call it a 'welfare check,' if you will. This does not bode well for him."

FiddlersGreen |

No sooner has Ducklord made his suggestion than a howl pierces the night sky. Several blocks away, a hunched figure pauses to watch you at the sewer exit, and then takes off running in the direction of Rutowski’s townhouse. You curse as you notice that there is a partially-collapsed building in between you and your target... and the chase is on!
Aaaaand we're at everyone's favourite part of some of the season 3 and 4 scenarios... a CHASE SCENE!
• It takes a move action to move through a single square. When a character exits from a square, he must choose one of that square’s two obstacles to face as a standard action before moving to the next square. Instead of exiting a square, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.
• For each 10 feet slower than 30ft a character moves, he suffers a cumulative –2 penalty on any check made to navigate obstacles. Likewise, for every 10 feet faster than 30ft he moves, he gains a cumulative +2 bonus on these checks. Significant mobility advantages over the baseline speed type (such as flight) grant an additional +10 bonus on checks made to avoid obstacles, simulating the character's use of enhanced movement to bypass obstacles entirely.
• A character may attempt to move three squares during his turn by taking a full-round action. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must spend another full-round action becoming unmired, effectively losing his next turn.
• A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of squares and their established distances (in this case, 30 feet) to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment. A character can only choose to make melee attacks against targets that are on the same card.
Yndra: 1d20 + 3 ⇒ (17) + 3 = 20
Dusklord: 1d20 + 6 ⇒ (4) + 6 = 10
Elvik: 1d20 + 2 ⇒ (13) + 2 = 15
Starling: 1d20 + 4 ⇒ (12) + 4 = 16
Stephani: 1d20 ⇒ 15
TMM: 1d20 - 1 ⇒ (4) - 1 = 3
Initiative order:
Yndra
Starling
Elvik
Stephani
Ducklord
TMM
Alright, you're all up for the chase! Go get 'im!

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Stephanie forces the door open to burst through, and then looks for an escape. She doesn't find one.
CMB: 1d20 + 6 ⇒ (6) + 6 = 12
Escape Artist: 1d20 + 0 ⇒ (9) + 0 = 9

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Yndra sprints off as soon as she spot the figure. "There he is!" She hustles as fast as her short legs will take her and tries clambering over the wall, but she fails to find purchase.
Climb: 1d20 + 6 ⇒ (7) + 6 = 13

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Elvik dashes after the figure but stumbles across a rock in the collapsed structure and almost falls.
Force: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4

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Okay, I'm still a little confused. I can choose to face one of two obstacles, but I'm not sure what the obstacles are or what to roll...is this one of those be creative moments? Or am I supposed to roll something specific?
Dusklord seems nonplussed at the obstacle course, but moves forward cautiously.
CMB?: 1d20 - 2 ⇒ (15) - 2 = 13

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See the combat map, Dusklord.