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Henric tries crossing the pathway to assist Merklii. His armor 1d20 ⇒ 19 fails to protect him from the caltrops, and he incurs 1 point of damage and has movement halved until healed. He winces in pain and loses his footing on the slippery surface, falling prone at G16! Now both he and Merklii block the pathway.
Boyhi swings his mighty hammer with all his strength, but the goblin is able to evade the blow. Sparks and rock chips fly as the hammer slams into the stone floor!

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Am doing a turn for Absalon in order to complete this round...
Absalon moves to F17 and points his wand of magic missile at Goblin #4. A shiny orb of force sails into the goblin 1d4 + 1 ⇒ (4) + 1 = 5 with maximum impact, killing the goblin!
>>>> BEGINNING OF NEXT ROUND <<<<
Goblin #6 continues to be inspired by the singing of Versevosh. He tries to stab Boyhi with his sword 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17 and connects for 1d4 ⇒ 4 4 points of damage! Having only 4 hit points left, Boyhi is now at zero and is Disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous), deals 1 point of damage after the completion of the act.
Versevosh moves backwards to F8 (a five foot step) and touches himself with a wand. 1d8 + 1 ⇒ (8) + 1 = 9 He continues to sing!
THE MAP IS UPDATED - ADVENTURERS TURN!
Bless is still in effect (+1 attack)
Ekkie, Ilindir and Henric move at half speed due to caltrops wounds until healed - by potion, wand, spell, or channeling.

Henric Tobbar |

Henric says, loudly so everyone can hear:
Merklii, did you get the wand of cure light wounds from Ophelia? I know she had one, but I can't remember who has it now. It looks like Boyhi is in serious trouble.
Henric will then attempt to stand up.
Reflex (to stand): 1d20 + 2 ⇒ (4) + 2 = 6
Henric apparently falls back onto his butt in a comical fashion.
Merklii, maybe you can just crawl the rest of the way.

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Cily takes aim with her crossbow and fires a bolt at Goblin #6, striking it for 2 points of damage! The Goblin yowls in pain!
Henric tries to stand up on the slick walkway, slips, and falls prone again.
Since crawling would be on all fours, I will give anyone on the greased walkway who is prone a +4 to crawl off, movement limited to 10 feet if successful, and still have to use a standard action on the next round to stand up.

Merklii, Speaker for the Ore |

"Ore has granted me many ways to heal.. Including a wand.. Having just a bit of trouble getting there at the moment."
CLW wand requires me to touch Boyhi. He's also out of range of my Channel ability, though that heals everyone, including baddies.
"If by crawling I can be of service to Ore, then I am not ashamed."
Roll to crawl off to G14 (G13 if allowed): 1d20 + 4 ⇒ (12) + 4 = 16
"Thanks be to Ore! The foundation of all that is stable!"
So was that a double move? Do I still get my standard action? Can I use it to stand up this round? If so, I definitely do.

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Absalan sees the two prone on the ground, who caught in some greasy stuff with pointy objects in it. He is wondering why his comrades did not stop long enough for him to study his news spells. He is thinking this all "might" have been avoided if we to a pub instead. His assistant still has a reckoning coming to him.
Oh, look Boyhi has a goblin...
Absalon points the wand, utters the acane word and attempts to look theatrical while doing it. After all, what is the good in being a wizard if one does not look like a wizard while throwing magic about willy-nilly.
(Goblin at G7)
1d4 + 1 ⇒ (1) + 1 = 2

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Girdark rushes at Versevosh and swings his double axe with fury! The first stroke misses, but the second hits solidly, causing 11 points of damage! His eyes roll up, and Versevosh tumbles from the saddle, dead before he hits the floor! Yay!
Merklii manages to crawl to G14, and is able to stand up, thankful to finally be across the treacherous walkway.
Absalon uses his wand to launch a magic missile at Goblin #6, striking it for 2 points of damage. Though badly wounded, the goblin is still alive...
Boyhi and Ilindir, whatcha gonna do?
The Map Is Updated

Bohyi Fartracker |

Bohyi sneers at G6 and states, "If I go down, your coming with me all the way, hahahaha"
Bohyi summons his strength and raises the hammer above his head swinging it at the goblin, aiming for the crown of the goblin's head.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14

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Boyhi swings his war hammer overhead again to deal a mighty blow to the goblin. The goblin sees the hammer fall, and somehow manages to evade the attack! The strain of trying to fell the little monster is too much on the severely wounded dwarf, and he suffers 1 point of damage. The hammer crashes to the floor, and Boyhi collapses unconscious to the floor (-1 hit points).
On your next turn, since you are at negative hit points (but not dead), and on all subsequent turns, you must make a DC 10 Constitution check to become stable. You take a penalty on this roll each round equal to your negative hit point total. Any healing will also stabilize you.

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To end the round, Ilindir takes out his short bow and fires an arrow at the Goblin riding dog 1d20 + 5 ⇒ (12) + 5 = 17 and solidly hits it 1d6 ⇒ 4 for 4 damage! The dog yelps and falls dead!
When Goblin #6 sees it is the sole remaining survivor, it yells:
Goblin #6 runs around the corner and disappears down the dark passageway leading east. As the sound of its footsteps fade into the darkness, the room becomes silent.
END OF ENCOUNTER
Assume that you all can help the remaining members of the party cross the slick passageway, and that you are now all assembled on the north side of the channel. Now is the time to take whatever actions you want to do before traveling further down the northern passageway that curves in an easterly direction. In the interim Boyhi will continue to die unless he passes a Stabilize check or he is healed. Dice rolls are required for any skill checks or healing performed, etc. Ekkie could use about 10 points of healing.

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A search of Versevosh reveals he is wearing leather armor (small) which has been rendered unusable due to numerous huge slashes caused by Girdark’s double axe. His usable possessions are listed below, weapons are of the small category, not medium, so are not really useable by anyone except Cily and Ekkie. They include:
Masterwork whip (small)
Short sword (small)
Shortbow (small)
20 arrows
Brooch of Shielding with 36 points remaining
Disguise Kit
Potion of Resist Energy (Fire)
Potion of cure light wounds
Wand of cure light wounds (22 charges)
A leather pouch containing 4pp, 88gp, 33sp, and 59cp, as well as a small red gem.
A search of the other goblins reveals their equipment and possessions are mundane, filthy, and not fit for much use. They do possess 1 bag of caltrops, 1 flask of alchemists fire, and there is also an amount of coinage amongst them, totaling 26gp, 17sp, and 126cp.
Ekkie is greatly interested in the shortbow and arrows, as she does not possess a ranged weapon.

Cily Tosscobble |

I look around at our bedraggled group. I sense that Ekkie would like the small shortbow and arrows, so I go over to the pile of Versevosh’s possessions and grab these and take them over and give them to Ekkie. “Here. These are for you for helping us find and dispose of Versevosh; you deserve them since he was so nasty to you.”
I then go and check the bodies of Versevosh and the other goblins and the dogs to see if there is anything else of use to us.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Big sigh!

Merklii, Speaker for the Ore |

"The goblin henchling just said 'Inoklar will do with you'. Anyone know what that is about?"
Merklii asks Ekkie in Goblin the same question.
Merklii takes the CLW wand from Versevosh, "Ore giveth and Ore taketh away", and uses it as many times as needed to heal everyone to full up.
I need a list of who is hurt and by how much.
Here are some rolls, we'll stop when it was enough and assume I didn't waste any. I'd start with the most critical (Boyhi) and work my way around.
Heal rolls:
1: 1d8 + 1 ⇒ (8) + 1 = 9
2: 1d8 + 1 ⇒ (5) + 1 = 6
3: 1d8 + 1 ⇒ (1) + 1 = 2
4: 1d8 + 1 ⇒ (4) + 1 = 5
5: 1d8 + 1 ⇒ (6) + 1 = 7
6: 1d8 + 1 ⇒ (3) + 1 = 4
7: 1d8 + 1 ⇒ (5) + 1 = 6
8: 1d8 + 1 ⇒ (5) + 1 = 6
9: 1d8 + 1 ⇒ (5) + 1 = 6
10: 1d8 + 1 ⇒ (3) + 1 = 4
Sweet! First roll for Boyhi's heal was AWESOME!

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Ekkie: (Replying in Common), Inoklar big boss! I not meet her when tribe made me come here. She run goblin thief tribe.
There is a faint aura of transmutation detectable from Goblin #6.
The brooch in Girdark's hands emits a strong aura of abjuration.
Ekkie is down 10 hit points.
A recollection about your conversation with the owner of the meat factory might provide information about a visitor he had...

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Your analysis of the brooch reveals it is a Brooch of Shielding.
Aura faint abjuration; CL 1st
Slot neck; Price 1,500 gp; Weight —
It appears to be a piece of silver jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A new brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless. This particular brooch has 36 points of damage absorbtion left. It is undoubtedly the reason Magic Missile spells did not affect Versevosh.

Ilindir Silvénan |

(Sorry for the prolonged absence; I got a new computer and I'm still figuring my way around it...)
Ilindir sits down and picks caltrops out of the sole of his boot, looking as though he could probably use a bit of healing, himself. He glances off in the direction in which the last goblin disappeared.
That may go ill for us. A pity we didn't have a chance to deal with him.

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The Master Sewer Map has been updated. What are you folks going to do? Let Merklii know whether or not you need healing, so he can figure out his wand charges. If you are not leaving Versevosh's possessions on the floor, you might also want to figure out their disposition. :)

Cily Tosscobble |

I go back over to the loot pile and take the small masterwork whip for myself as well as the potion of Resist Energy (fire) and the potion and wand of cure light wounds.
Merklii, I do not need any healing. To the group: Do we want to split the coinage amongst us or start a group fund for emergencies?
You all remember when we were at the knackery, Tersus Mariska, mentioned a big creepy creature a foot taller than he was with snuffling breath and twitching ears that was the boss over the goblin thief tribe and was threatening him? I think this Inoklar is that person, especially considering what Ekkie just said.
I think we should head after Goblin #6 as soon as everyone is healed.

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XP earned from the Channel Room encounter was 445. Each person now has a total of 1,235 XP. You will advance to Level 2 upon reaching 1,300 XP (we are using the fast character advancement track, which you can review at this link).

Merklii, Speaker for the Ore |

We can work the charge usage out as we go. Lets just assume everyone is all healed up. I'll keep honest track. I hate cheating at RPGs. The wand has more than enough to heal everyone, so let's advance the story line.
Merklii has already taken the CLW wand.
Merklii pokes through the rest of the stuff. "I have no use for most of this, but Ore is certain these precious metals and gems will come in very handy later. Let us not quibble over the details, but allow me to hold on to it for now and be off after the goblin! I am no good at sneaking, someone should lead."
Merklii pockets Versevosh's purse.
He then heads over to the filthy channel, raises a shiny piece of metal over his head. "ORE! Your blessings have brought us victory and brought brother Boyhi from the brink of death! Your are the bulwark of all that is strong! You support us and lift us over our foes. May these foul waters bring this precious ore back to your bosom!"
Merklii flings a platinum piece into the channel. He pauses, then raises a shiny red thing in his hand.. But he tilts his head for a moment, smiles, and puts the red gem back into the purse.
"Ore is satisfied. Let us continue in the hunt. He will provide."

Henric Tobbar |

Henric is only down 1 point because of the caltrop, but a simple Heal check will suffice to get me moving again. No need to waste a wand charge on me yet. 65 XP more, and I can heal myself.
When all are ready, Henric will move up to the end of the corridor and peak around the corner.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

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Acquiring and Managing Treasure
One thing you folks will need to do is keep a log of the items found during the adventure, and which person possesses them. It may not seem like many items have been acquired so far, but if you look back over the game, starting with the gifts from Lady Heidmarch, you will see the number found is expanding quickly.
As GM, I intend to see that you have the opportunity to acquire a monetary level of goods, items, coins and gems whose total value approximates the recommendations for the fast track system. However, once acquired, they are your possessions, and it is up to the party to determine what to do with them. Keeping a log will help you manage the items as you use/sell/dispose of them.
In addition to a log for the party, each person should be keeping track of his or her possessions, as they will change over time. In particular, items which decrease in quantity (range weapon ammo, wand charges, scrolls and potions used, etc.) may change after each encounter.
The value of all material items can be located in the Pathfinder rule books and the d20pfsrd web site. If you find an item and sell it, you receive 50% of the purchase price listed. Sometimes you will find an item that appears to have value, but it is not clear. Using an appraise skill check for common items, or the Identify spell when that doesn't work, will be necessary.

Cily Tosscobble |

"Merklii, I am sorry I did not know you took the CLW wand. My apologies. Along that line, you cannot pick up Versevosh's purse as Girdark already took it."
I leave the rest of the group to figure out the disposition of the rest of the loot. Following Henric down the corridor, I light my lantern when I get to the corner, and start advancing east down the passageway after asking, "Henric, are you coming with me?"

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Absalon continues to detect a magical emanation from Versevosh. He closely examines the fallen goblin, and discoveres Versevosh is wearing a silver ring with a pearl mounted on it, on his left hand. This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells in advance. Once per day on command, a Pearl of Power enables the possessor to recall any one prepared spell that had been prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. This pearl allows recall of any prepared 1st level spell. Value: 1,000 gp.

Merklii, Speaker for the Ore |

"Merklii, I am sorry I did not know you took the CLW wand. My apologies. Along that line, you cannot pick up Versevosh's purse as Girdark already took it."
I clearly took the CLW wand immediately after being told of its existence. Check the posts. As far as the purse.. fair enough, I missed that.. I threw one of my own gold into the channel then.
Merklii will follow along the others. He's not really a charge in front, scout, kind of guy.

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Some of you are going down the north passageway, and some of you are discussing possessions. The Master Sewer Map contains coordinates. As you move, please give me an indication of location by grid number, as well as what actions or skills you are employing, and I will arrange your icons accordingly.

Merklii, Speaker for the Ore |

Merklii is done with the possessions and do not take anything more.
He moves to W15, stowing his new CLW wand in easy reach.
And sorry about gruffness of last post.. I was in a random bad mood because I've got a hideous cough.

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Ekkie silently creeps down the hallway, disappearing into the shadows.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Stealth: 1d20 + 16 ⇒ (16) + 16 = 32
The passageway is unlit, and the darkness quickly pervades the area once you turn the corner and start heading east. Ekkie moves to AD-11 and stops to listen.
Ekkie:I don't hears or sees nothing.