
Katie 'The Sage' Dogrider |

Rnd 4
Katie moves around the bodyguard provoking a response until she is 10' (2 squares up) from the evil cleric while drawing her small longsword.
She hurls a quickly mixed firebomb at the lady; calling on the smiting powers of the Dawnflower.
hitvstouch/damage: 1d20 + 6 + 2 + 1 ⇒ (12) + 6 + 2 + 1 = 211d6 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9
In hands=longsword; Smite evil active on cleric; CON -1 for 22/22hp; shield 17 rounds left AC24 If hit while moving LoH for 1d6 + 2 ⇒ (3) + 2 = 5

Naraj Drost |

Before my actions: 8/20 -- I took 11 from the spell, and 2 from Katie's bomb (fire resistance 5) -- which, as it was fire damage, triggered my Fire in the Blood racial trait giving me Fast-Heal: 2 for the round -- eliminating the damage from the bomb that got through. LoH healed 4, and took 5 more from the scythe. (Total damage taken: 18 (11+2+5) vs total healed: 6)
Naraj draws upon his faith to try to staunch his new wounds, and strikes out with his longsword, taking advantage of the distraction caused by flanking, while continuing to belt out his inspiring tale...
LayOnHands (Swift): 1d6 ⇒ 1
Longsword: 1d20 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16 Sickened from the spell only lasted 1 round, right? (+2 flanking, +1 inspired)
Arrrgh. 1 point of healing sucks, but throwing a full house of 6's and 4's is *wonderful*
Current HP: 9/20

GM Horror |

Attack of Opportunity: 1d20 + 7 ⇒ (17) + 7 = 24 vs. Katie, hit
Damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8
Round 5
"Wretched rat!" hisses the cleric. "Maramaga shall feast on your soul for an eon!"
Bodyguard 1 gives Katie a wicked slice with his scythe as she passes by him before turning back to try and finish off Naraj along with his companion. Sweaty, wild-eyed, and grinning maniacally, the two men swing their weapons. While in the rear of the room, the cleric - sensing an opportunity to finally reap one of these surprisingly tough adventurers - takes a step away from Katie and conjures a weapon of magical energy in the shape of yet another scythe that swings a third strike of its own magical power at Naraj.
"Maramaga, feast upon these who are unworthy to live!"
Bodyguard 1 Attack (scythe, flank): 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 vs. Naraj, hit
Damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10
Bodyguard 2 Attack (scythe, flank): 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 vs. Naraj, hit
Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5
Attack (magical weapon): 1d20 + 6 ⇒ (10) + 6 = 16 vs. Naraj, miss
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Naraj at last succumbs to this furious assault of slashes, causing all three of the remaining cultists to shriek in bloody ecstasy.
EDIT: Vasaro plinks away at the nearer bodyguard.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d8 ⇒ 1
Bodyguards AC 17 Cleric AC 17
Bodyguard 1 -15
Bodyguard 2 -11
Cleric -9
Party up! Remember you can move yourself on the map!

Miraji Haelmar |

Seeing the fiery one go down, Miraji shrieks:
NOOO. The Dawnflower shall prevail. You shall fail vile demons.
She launches two more arrows at the bodyguards knowing that her aim cannot be any worse than the prior attacks.
Attack-FoB@flanker: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 <-- 25 damage with crit
Damage: 2d6 + 1 + 1 ⇒ (2, 4) + 1 + 1 = 8
Attack-FoB@flanker: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 <-- second attack at other bodyguard if first goes down with crit.
Damage: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10
Crit confirm: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 4d6 + 2 + 2 ⇒ (5, 4, 3, 1) + 2 + 2 = 17
Unlike her previous shots, this time both arrows strike true. One sinking deep into the bodyguard's neck and the other penetrating its torso.

Katie 'The Sage' Dogrider |

Round 5
In hands = longsword -- effects=shield/inspire 19/22hp(-1 CON)
Katie removes and mixes another bomb tossing it at the cleric.
hit touch/damage: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14
Once again the fiery mixture explodes burning the cleric, but Katie preserves the wall of the inn from burning. Precise bomb exclude all wall squares
The Katie moves up to the cleric brandishing her longsword. She ends up 'pinning' her along the wall.
"I am close enough to cut you. Game over. Surrender."
Std mix and throw bomb--move to cleric

GM Horror |

Cleric -23
Rulgha, feel free to try and make a ranged attack with your longbow when you get a chance - but you'll be making it at +2 BAB +2 DEX -2 Entangled -4 into melee = -2 vs. AC 17.
Round 6
"Little rat," the cleric hisses, "My work is done and soon Maramaga's other servants shall feast!"
With that, she flees down the stairs. Withdraw action, Katie gets an AoO with her longsword as she leaves the second threatened space.
Goblin 1: 1d20 ⇒ 15
Goblin 2: 1d20 ⇒ 2
Goblin 3: 1d20 ⇒ 17
Bodyguard 1: 1d20 ⇒ 16
Bodyguard 2: 1d20 ⇒ 6

Miraji Haelmar |

Miraji takes off after the Cleric, running to catch up.
I can move 120 running, not sure whether I can run around corners, but I should easily be able to catch up with the movement.

GM Horror |

You can only Run in a straight line. Otherwise, you're making a double-Move. At 60', you can be just past where Katie is on the map, halfway down the first flight of stairs to the basement (I've placed a marker on the map). Simulating the chase, you will only just barely miss catching up to her before she escapes into the warren of millennia-old sewer tunnels beneath the city.

GM Horror |

Miraji returns to the common room of the Stirge and Hammer breathing heavily, but under control. She'd chased the cleric down into the basement to the edge of the foundation of the Inn where the cleric had disappeared into a tunnel leading into the sewers.
From behind the bar, you hear both Vasaro and Basila coughing wetly. When they stand, you can see that whites of their eyes have turned a light shade of pink and flecks of blood spackle their nostrils and lips.
"Oh, Basila!" sobs Vasaro, clutching his only daughter and treasure of his heart in his arms in terror. "What's happening to you?"
Turning to you, he pleads, "You stood up to them! Please, find a cure for yourselves and us! I have five hundred gold from my retirement from the Rovers - it's yours if you can bring those beasts to justice and find a cure!" Remember, both Katie and Miraji are infected as well.
In searching the remains of the cultists, you find a poorly rendered, filth-stained cloth map of a portion of the city’s labyrinthine sewer system. The map has a path in red ink linking one point on the map to another.
Also, feel free to roll a Knowledge (religion) to learn more of Maramaga.

Katie 'The Sage' Dogrider |

Katie consults her blue book and brews another shield extract.
know religion/local/dung: 1d20 + 14 ⇒ (7) + 14 = 211d20 + 13 ⇒ (9) + 13 = 221d20 + 11 ⇒ (1) + 11 = 12
"The slums of Maer Varzha are here, aren't they Vasaro. With the Stirge and Hammer here we can run through the sewers to get there. Only question is, do we go now or wait for the morning?"
Wand CLW at 49 charges

Naraj Drost |

Naraj opens his eyes with a groan, "I was too... "
He takes a breath and draws upon his faith, asking the Dawnflower to mend his wounds.
LayOnHands: 1d6 ⇒ 6
He takes a second breath, this one less painful, and stands, taking up his sword, his grimace fading to a wry smile, "Well, that was less impressive than usual.... See what happens when I lack adoring damsels to rescue ?"

Miraji Haelmar |

Miraji comes back in:
That evil b!tch went into the sewers. We know she has used a fair amount of her magic. I think trying to catch her is a wise choice before she has a chance to recover.

Katie 'The Sage' Dogrider |

I see our oracle is loaded with CLWs :-)
Swinging onto her dog, she shouts to the innkeeper.
"Bar all the doors. We will try to return on the surface streets. We will bang two long and two short when we return so you know to open for us. The b!tch that infected us is loose, and we need to find what sick magic see used on us!!"

GM Horror |

What's your plan of action? It sounds like you're leaving through the sewers right away (it's currently around midnight). Miraji, when in the basement you observed that the door to the sewers had been forced in and will need to be repaired before it locks again.
Is there anything else you'd like to do before you leave?

Miraji Haelmar |

Unless someone can cure the disease, we need to follow this cleric and stop if from happening to anyone else.

GM Horror |

Katie, upon reflection of the name 'Maramaga', you recall tenets of an old and once-thought destroyed diety.
For all of the party, Vasaro shares additional information on Maerh Varza before you leave.
Note that I will be removing these links in a day or two, when I get the time to more properly summarize them (and avoid potential copyright violations).

GM Horror |

As soon as the Tanglefoot Bag affecting Rulgha has lost its potency, the party is ready to depart. Making their way down into the cellar, they help Vasaro stock up his supplies by the compromised door in anticipation of the innkeeper blocking the passage behind them until their return.
"Papa!" you hear Basila scream from up above. Rushing upstairs again, you find Basila clutching her father's crossbow none-too-steadily - and a crossbow bolt buried up to to quills in the skull of a goblin.
"It... it, started moving again, and then it got up!" she manages to stammer.
Leaving Vasaro to comfort his daughter, you carry the other bodies of the cult members out to the stables - and make sure they won't rise again.
Satisfied at last that you'll have a home base to return to, you set out into the sewers. It is one of these primary passages that you've been following on the map.
Doing your best to follow the map, you observe that there are three types of tunnels ranging from barely passable to massive, 15-feet-wide tunnels with accompanying, 5-foot-wide walkways.
Please determine a single-file marching order; when you've done so, whoever is in front needs to roll a Perception check.

GM Horror |

As long as I don't get left behind with my 15' move rate I'm ok with that too
Maybe Vasaro can lend you his manure cart for Naraj to haul you around in; it'd be faster! More seriously though, that speed could reflect everyone else keeping an eye out for trouble and checking the map against landmarks in the sewers, etc - so it would certainly be reasonable for you to keep up with everyone else.

GM Horror |

Going with Katie--Miraji--Naraj--Rulgha,
After navigating the foul smelling sewer-ways of the Maerh-Varzan underworld for the better part of an hour, the reek of the sewers suddenly becomes almost overpowering. Your eyes water and your throats clench in protest as you look about for the source of the dreadful odor.
Initiative (bad guys): 1d20 ⇒ 2
Initiative (Naraj): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Miraji): 1d20 + 3 ⇒ (12) + 3 = 15
Initiative (Katie): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Rulgha): 1d20 + 2 ⇒ (12) + 2 = 14
Surprise Round
Perhaps because the little rat-woman was more accustomed to the odors that inherently occur in sewers than the others, Katie missed seeing a large mass of vile-smelling sewage waste and walks right into it. This mass suddenly springs to hideous life, striking with a disgusting offal-caked pseudopod.
Katie is auto-hit because she failed her opposed Perception check and walked right into it.
Katie needs to make two Fortitude saves, one at DC 12 and another at DC 19.
The entire party also needs to make a Fortitude Save DC 19 or be Sickened due to this creature's revolting smell.
Initiative Order Party, Monster
Monster AC 10
Party up! Map is updated.

Rulgha Ghawn |

Fortitude Save: 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (dungeoneering): 1d20 + 4 ⇒ (19) + 4 = 23
All speech in Ignan
"Watch out for that thing its an ooze called Effluvium Jelly! I have seen them before in my home land, it can paralyze you then drain your blood!"
He calls out to Katie, "If you want to withdraw, I'll move up and block it!"
Rulgha will delay until after Katie. If she backs up out of melee then Rulgha will move up and attack. If she instead fights it he will probably move to the bow

Miraji Haelmar |

Suddenly seeing the strange revolting grabs her bow and begins firing.
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Attack-bow: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12
Damage: 1d8 + 1 + 1 - 2 ⇒ (8) + 1 + 1 - 2 = 8
Miraji does not manage to do much of anything due to the revolting smell.

Rulgha Ghawn |

As Katie moves back, Rhulgha moves up and rages!
Rage&PA&FD mw Nine Section Whip (2 Hand): 1d20 + 2 + 4 + 1 + 1 - 1 - 2 + 2 ⇒ (5) + 2 + 4 + 1 + 1 - 1 - 2 + 2 = 12
Bludgeoning Damage: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20
Status Round 1
HP 30/30
AC 24 (FF 19 T 15)
Swift Action Crane Style
Move Action Move
Standard Action Attack Defensively with Nine Section Whip
Effects:
Controlled Rage +4 to Str (increase to 22)
Fighting Defensively in Crane Style -2 to Hit for +3 Dodge Bonus (and +1 Shield Bonus with Nine Section Whip)

Miraji Haelmar |

Rulga - something I recently discovered.
Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
Gotta remember this for my man-frog in the demon campaign.

Naraj Drost |

Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23
Naraj watches Katie retreat and takes that opportunity to throw a dagger at the nasty ooze, infusing it with his own magic, before the Barbarian engages it in melee.
Dagger (Thrown): 1d20 + 3 ⇒ (15) + 3 = 18 for 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5 {Arcane Strike}
HP:16/20 AC:17, 11 touch, 16 flat
Swift: Arcane Strike
Move: Draw Dagger
Standard: Throw Dagger
Remaining: Lay on Hands: 0 of 4; Level 1 Spells: 2 of 3, Performance Rounds: 6 of 9; Smite Evil: 1 of 1