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When the trolls charge, Jasariel reflexively stabs at the one directly in front of her with her trident.
+1 striking trident @Purple: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d8 + 5 ⇒ (5, 2) + 5 = 12
Hearing Hannah's cry, she then looks back over her shoulder and calls down a blast of thunder on the three trolls to the north of the group.
3rd level sound burst: 3d10 ⇒ (9, 3, 10) = 22 with a DC 21 basic Fort save.

RePete Pregen |

Acrobatics (Expert): 1d20 + 11 ⇒ (13) + 11 = 24
Oh, I do hope that's enough...
Leaping over the closest troll, the elven woman draws her rapier and tries to skewer it through the leg. (Ankle?)
+1 Rapier vs flat footed: 1d20 + 10 ⇒ (9) + 10 = 19 for Piercing: 1d6 + 4 ⇒ (6) + 4 = 10 and Sneak Attack: 1d6 ⇒ 4 (Deadly 1d8, disarm, finesse)

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Farryn backs off, then immolates the tougher-looking troll, who barely seems to notice.
Red, however, looks like it didn't enjoy that.
Merisiel tumbles between Purple's legs, then skewers it.
Hannah delivers a solid blow to the tougher-looking troll, who still doesn't look particularly injured...
Dranald slowly, but carefully, backs away.
2d8 + 5 ⇒ (2, 1) + 5 = 8
Jasariel skewers Purple, then tries to cast a spell...
Hatchet: 1d20 + 13 ⇒ (15) + 13 = 28, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
Hatchet: 1d20 + 13 ⇒ (4) + 13 = 17, for 2d6 + 7 ⇒ (5, 4) + 7 = 16 damage.
Hatchet: 1d20 + 13 ⇒ (7) + 13 = 20, for 2d6 + 7 ⇒ (6, 6) + 7 = 19 damage.
Hatchet: 1d20 + 13 ⇒ (4) + 13 = 17, for 2d6 + 7 ⇒ (2, 6) + 7 = 15 damage.
...provoking four AoOs. Fortunately, only one hits, but it causes her to lose the spell.
Ukh then throws a bomb at the tougher troll, which is starting to look a little scorched...
The big troll Steps forward, and tries to hack Dranald apart...
Hatchet: 1d20 + 15 ⇒ (1) + 15 = 16, for 2d6 + 9 ⇒ (2, 2) + 9 = 13 damage.
Hatchet: 1d20 + 11 ⇒ (6) + 11 = 17, for 2d6 + 9 ⇒ (5, 5) + 9 = 19 damage.
...but misses.
The other four trolls focus upon Jasariel...
Hatchet: 1d20 + 13 ⇒ (13) + 13 = 26, for 2d6 + 7 ⇒ (4, 4) + 7 = 15 damage.
Hatchet: 1d20 + 9 ⇒ (16) + 9 = 25, for 2d6 + 7 ⇒ (4, 4) + 7 = 15 damage.
Hatchet: 1d20 + 5 ⇒ (3) + 5 = 8, for 2d6 + 7 ⇒ (6, 5) + 7 = 18 damage.
Hatchet: 1d20 + 13 ⇒ (11) + 13 = 24, for 2d6 + 7 ⇒ (6, 2) + 7 = 15 damage.
Hatchet: 1d20 + 9 ⇒ (16) + 9 = 25, for 2d6 + 7 ⇒ (3, 4) + 7 = 14 damage.
Hatchet: 1d20 + 5 ⇒ (6) + 5 = 11, for 2d6 + 7 ⇒ (1, 1) + 7 = 9 damage.
Red and Yellow hack her up pretty badly...
Hatchet: 1d20 + 13 ⇒ (14) + 13 = 27, for 2d6 + 7 ⇒ (6, 5) + 7 = 18 damage.
Hatchet: 1d20 + 9 ⇒ (9) + 9 = 18, for 2d6 + 7 ⇒ (2, 6) + 7 = 15 damage.
Hatchet: 1d20 + 5 ⇒ (15) + 5 = 20, for 2d6 + 7 ⇒ (2, 4) + 7 = 13 damage.
Purple then drops Merisiel with a pair of well-placed hits...
Hatchet: 1d20 + 13 ⇒ (6) + 13 = 19, for 2d6 + 7 ⇒ (1, 2) + 7 = 10 damage.
Hatchet: 1d20 + 9 ⇒ (18) + 9 = 27, for 2d6 + 7 ⇒ (2, 6) + 7 = 15 damage.
...then Cyan strides forward, taking a hit from Hannah, and buries a hatchet in Dranald, dropping him.
1d20 ⇒ 16
Meanwhile, the big troll (much to its relief) stops burning.
The Linnorn King Passes Into Myth And Legend, Round 2:
FTH (-87)
FT (-14, -, -19, -17)
Farryn (-15)
Hannah (-)
Ukh (-)
Jasariel (-58; Unconscious; Dying 1)
Merisiel (-33; Unconscious; Dying 1)
Dranald (-64; Unconscious; Dying 1)
Party is up!

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Ugh, spacing is horrid for Farryn, no two downed allies are near enough for him to heal two at the same time. :(
Trying to do his best to get an ally up and somehow also do damage, Farryn moves over near a downed ally. He quickly bandages Jasariel before lobbing another explosive flask towards a couple trolls.
Stride, Battle Medicine with Assurance on Jasariel for 2d8 ⇒ (3, 7) = 10 Healing, Flask at Black (Splashing Red).
Moderate Alchemist’s Fire: 1d20 + 10 ⇒ (13) + 10 = 23 for Fire + Splash: 2d8 + 4 ⇒ (3, 1) + 4 = 8 on a hit and adds 2 Persistent Fire. A miss does 4 Fire Splash. Red also takes 4 Fire Splash on a hit or miss.

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Hannah attempts to incapacitate the black-skinned troll...
+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (4) + 17 = 21
Slashing: 2d10 + 4 ⇒ (6, 8) + 4 = 18
... before taking a Guarded Step next to Dranald and touching him with her gloves:
Healer's Gloves : 2d6 + 7 ⇒ (6, 3) + 7 = 16
◈ Strike
◈ Step
◈ Interact
And if an AoO presents itself:
+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (8) + 17 = 25
Slashing: 2d10 + 4 ⇒ (3, 10) + 4 = 17

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@Hannah: Even if the unbordered one crit-failed, and took double damage, it wouldn't drop. It has a *lot* more hit points than the 'regular' trolls. You started working on the one that was a lot tougher to take down, unfortunately... :-/
Also, it would appear that I was conflating the rules for interrupting Sustain a Spell actions, and AoO on spellcasting (the former just requires damage, whilst the latter requires a crit success, for some reason). However, that has worked in your favor, since it has, in the past, meant that I have simply allowed you to disrupt all NPC spellcasting.
Fort: 1d20 + 16 ⇒ (18) + 16 = 34.
Fort: 1d20 + 13 ⇒ (2) + 13 = 15.
Fort: 1d20 + 13 ⇒ (2) + 13 = 15.
(The tougher-looking troll completely ignores the sound-burst, whilst the other two in the blast take full damage.)
Farryn Strides over to assist Jasariel, provoking AoOs from half the trolls...
Hatchet(Black): 1d20 + 15 ⇒ (10) + 15 = 25, for 2d6 + 9 ⇒ (1, 5) + 9 = 15 damage.
Hatchet(Cyan): 1d20 + 13 ⇒ (19) + 13 = 32, for 4d6 + 14 ⇒ (3, 4, 5, 6) + 14 = 32 damage.
Hatchet(Purple): 1d20 + 13 ⇒ (16) + 13 = 29, for 2d6 + 7 ⇒ (3, 6) + 7 = 16 damage.
...and is promptly dropped.
Hannah takes a weak swing at the tougher-looking troll (missing), then Steps across, and pumps healing energy into Dranald, who is then able to retreat.
The Linnorn King Passes Into Myth And Legend, Round 2:
FTH (-87)
FT (-36, -7, -19, -17)
Hannah (-)
Ukh (-)
Jasariel (-58; Unconscious; Dying 1)
Merisiel (-33; Unconscious; Dying 1)
Dranald (-48; Wounded 1)
Farryn (-42; Unconscious; Dying 2)

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Wow. The lack of AoOs on most enemies in 2E really lulls you into a false sense of security.
DC 11 flat check: 1d20 ⇒ 11

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Well we are done this time I think. I regret I liked well this character.
You will perhaps kill us but I will burn you before!
And he throws three bombs toward the black one with splash on the red.
Pay attention grenades
Alchemist's fire, moderate: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d8 + 1 ⇒ (4, 6) + 1 = 11
+3 persistent and 2 splash
Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (5) + 13 - 5 = 13
Damage: 2d8 + 1 ⇒ (8, 3) + 1 = 12
+3 persistent and 2 splash
Alchemist's fire, moderate: 1d20 + 13 - 10 ⇒ (6) + 13 - 10 = 9
Damage: 2d8 + 1 ⇒ (3, 3) + 1 = 7
+3 persistent and 2 splash
And all in all at least splash damage on a miss

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Ukh throws a flurry of bombs, hitting the tougher troll once, and splashing it once.
@Ukh: You only get splash if you don't crit-fail, so your third throw misses entirely, unfortunately.
Consequently, both the unbordered troll, and Red, and starting to look beaten-up.
Jasariel stabilises.
Merisiel - BOT:
1d20 ⇒ 6
Merisiel slips closer to death.
The Unbordered troll, starting to get a little desperate, goes to town on Hannah...
Hatchet: 1d20 + 15 ⇒ (9) + 15 = 24, for 2d6 + 9 ⇒ (4, 3) + 9 = 16 damage.
Hatchet: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d6 + 9 ⇒ (1, 2) + 9 = 12 damage.
Hatchet: 1d20 + 7 ⇒ (12) + 7 = 19, for 2d6 + 9 ⇒ (4, 3) + 9 = 16 damage.
...hitting once.
The others then swarm forward (Yellow taking a hit from Hannah in the process, although its wounds continue to heal)...
Hatchet: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
Hatchet: 1d20 + 9 ⇒ (20) + 9 = 29, for 4d6 + 14 ⇒ (3, 2, 3, 1) + 14 = 23 damage.
Hatchet: 1d20 + 13 ⇒ (9) + 13 = 22, for 2d6 + 7 ⇒ (5, 1) + 7 = 13 damage.
Hatchet: 1d20 + 9 ⇒ (20) + 9 = 29, for 4d6 + 14 ⇒ (4, 3, 2, 2) + 14 = 25 damage.
Red and Yellow each get in an extremely painful-looking hit...
Hatchet: 1d20 + 13 ⇒ (15) + 13 = 28, for 2d6 + 7 ⇒ (3, 5) + 7 = 15 damage.
Hatchet: 1d20 + 9 ⇒ (15) + 9 = 24, for 2d6 + 7 ⇒ (3, 5) + 7 = 15 damage.
Purple, capitalising upon its flank, then slices and dices her, leaving her barely conscious...
Hatchet: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d6 + 7 ⇒ (3, 6) + 7 = 16 damage.
Hatchet: 1d20 + 9 ⇒ (4) + 9 = 13, for 2d6 + 7 ⇒ (2, 3) + 7 = 12 damage.
...and then Cyan drops her, but is unable to follow-up with a hit upon Ukh.
1d20 ⇒ 19
Meanwhile, once again, the Unbordered troll's flames go out.
The Linnorn King Passes Into Myth And Legend, Round 3:
FTH (-122)
FT (-60, -17, -4, -2)
Ukh (-)
Jasariel (-58; Unconscious; Wounded 1)
Merisiel (-33; Unconscious; Dying 2)
Dranald (-48; Wounded 1)
Farryn (-42; Unconscious; Dying 2)
Hannah (-92; Unconscious; Dying 1)
Party is up!

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With the energy of the despair the goblin throws the three next bombs toward the black one with splash on the red and yellow.
Pay attention grenades
Alchemist's fire, moderate: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d8 + 1 ⇒ (1, 3) + 1 = 5
+3 persistent and 2 splash
Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14
Damage: 2d8 + 1 ⇒ (6, 3) + 1 = 10
+3 persistent and 2 splash
Alchemist's fire, moderate: 1d20 + 13 - 10 ⇒ (16) + 13 - 10 = 19
Damage: 2d8 + 1 ⇒ (6, 5) + 1 = 12
+3 persistent and 2 splash
And all in all at least splash damage on a miss (not a crit miss)

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The cleric steps and casts an healing spell towards Hannah.
Heal, 2 actions, healing hands:3d10 + 24 ⇒ (4, 5, 9) + 24 = 42

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Hatchet: 1d20 + 15 ⇒ (17) + 15 = 32, for 4d6 + 18 ⇒ (2, 1, 2, 4) + 18 = 27 damage.
Hatchet(Yellow): 1d20 + 13 ⇒ (14) + 13 = 27, for 2d6 + 7 ⇒ (5, 4) + 7 = 16 damage.
Hatchet(Purple): 1d20 + 13 ⇒ (12) + 13 = 25, for 2d6 + 7 ⇒ (6, 4) + 7 = 17 damage.
Hatchet(Cyan): 1d20 + 13 ⇒ (9) + 13 = 22, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
When Ukh starts throwing bombs, he is slashed by four coordinated hatchet attacks, dropping him (thanks to flanks).
Dranald frantically pours healing energy into Hannah, waking her up.
The Linnorn King Passes Into Myth And Legend, Round 3:
FTH (-122)
FT (-60, -17, -4, -2)
Jasariel (-58; Unconscious; Wounded 1)
Merisiel (-33; Unconscious; Dying 2)
Dranald (-48; Wounded 1)
Farryn (-42; Unconscious; Dying 2)
Hannah (-50; Wounded 1)
Ukh (-65; Unconscious; Dying 1)

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Hannah clutches her head, her halo of flame still flickering with life. That halo begins to glow, and then erupts into a 30-foot burst of light!
◈◈◈ Heal: 1d8 ⇒ 2
As all of her companions gain consciousness, she glares upward at the trolls in defiance.
"Everyone, RUN! I will hold them off!"

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Hannah sends out a healing burst, waking her companions.
The Linnorn King Passes Into Myth And Legend, Round 3:
FTH (-120)
FT (-58, -15, -2, -)
Jasariel (-56; Prone; Wounded 1)
Merisiel (-31; Prone; Wounded 1)
Dranald (-46; Wounded 1)
Farryn (-40; Prone; Wounded 1)
Hannah (-48; Wounded 1)
Ukh (-63; Prone; Wounded 1)
Jasariel, Merisiel, and Farryn are up!

RePete Pregen |

Yeah, the lack of AoOs really made me stop worrying about them as much...
Shakily climbing to her feet, Merisiel tugs out a potion and downs it.
Lesser Healing Potion: 2d8 + 5 ⇒ (7, 8) + 5 = 20
Stand, Interact to draw potion, interact to drink

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Hannah's words filter slowly into Jasariel's brain as she regains consciousness, until a sudden realization of her predicament firmly restores her awareness. After a moment's hesitation she decides to follow Hannah's command, at least until she's out of the trolls' reach.
Raising her shield against a potential strike from the troll who didn't contribute to Ukh's fall, Jasariel staggers to her feet and then retreats.
Will Shield Block if hit.

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Farryn lays there looking up at the towering form above him, ”Frack they hit hard. So... you want us to stand up and run, letting them hit us again? Yeah no thanks commander, I’m going out in a blaze of glory not running away.”
He focuses his mind and zaps two of the Ogres, if reprisal doesn’t come, he staggers to his feet, ”Bring It!”
Cast Electric Arc on Red and Black for 2d4 + 4 ⇒ (4, 1) + 4 = 9 electricity, basic reflex DC 20

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Jasariel raises her shield, then tries to stand and stagger away...
Hatchet: 1d20 + 13 ⇒ (17) + 13 = 30, for 2d6 + 7 ⇒ (2, 5) + 7 = 14 damage.
...but is immediately dropped by the AoO from Red, after it carves through her shield.
Merisiel stands, draws a potion, and hurriedly downs it; she feels much better afterwards.
Farryn zaps Unbordered and Red, then stands...
Reflex: 1d20 + 13 ⇒ (19) + 13 = 32.
Reflex: 1d20 + 10 ⇒ (12) + 10 = 22.
Seeing that the fire-thrower is conscious again, the tougher-looking troll goes to town on Ukh...
Hatchet: 1d20 + 15 ⇒ (2) + 15 = 17, for 2d6 + 9 ⇒ (2, 6) + 9 = 17 damage.
Hatchet: 1d20 + 11 ⇒ (8) + 11 = 19, for 2d6 + 9 ⇒ (3, 1) + 9 = 13 damage.
Hatchet: 1d20 + 7 ⇒ (15) + 7 = 22, for 2d6 + 9 ⇒ (2, 4) + 9 = 15 damage.
...who manages to dodge all but the last swing.
Hatchet: 1d20 + 13 ⇒ (15) + 13 = 28, for 2d6 + 7 ⇒ (1, 3) + 7 = 11 damage.
Hatchet: 1d20 + 9 ⇒ (8) + 9 = 17, for 2d6 + 7 ⇒ (1, 6) + 7 = 14 damage.
Hatchet: 1d20 + 5 ⇒ (19) + 5 = 24, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
Red drops Farryn again, then turns its attention to Hannah, but she manages to dodge both swings.
Hatchet: 1d20 + 13 ⇒ (17) + 13 = 30, for 2d6 + 7 ⇒ (1, 3) + 7 = 11 damage.
Hatchet: 1d20 + 9 ⇒ (13) + 9 = 22, for 2d6 + 7 ⇒ (3, 1) + 7 = 11 damage.
Hatchet: 1d20 + 5 ⇒ (2) + 5 = 7, for 2d6 + 7 ⇒ (2, 5) + 7 = 14 damage.
Yellow only manages to get in a single hit...
Hatchet: 1d20 + 13 ⇒ (15) + 13 = 28, for 2d6 + 7 ⇒ (5, 4) + 7 = 16 damage.
Hatchet: 1d20 + 9 ⇒ (2) + 9 = 11, for 2d6 + 7 ⇒ (1, 3) + 7 = 11 damage.
Hatchet: 1d20 + 5 ⇒ (18) + 5 = 23, for 2d6 + 7 ⇒ (3, 6) + 7 = 16 damage.
Thanks to the flank from the tougher troll, Purple gets in two strikes on Hannah, leaving her barely conscious...
Hatchet: 1d20 + 13 ⇒ (19) + 13 = 32, for 2d6 + 7 ⇒ (2, 5) + 7 = 14 damage.
Hatchet: 1d20 + 9 ⇒ (20) + 9 = 29, for 4d6 + 14 ⇒ (3, 2, 3, 5) + 14 = 27 damage.
Cyan the viciously hacks away at her with a hatchet, dropping her in a bloody heap, before Striding over, and nearly eviscerating Dranald.
The Linnorn King Passes Into Myth And Legend, Round 4:
FTH (-105)
FT (-47, -, -, -)
Merisiel (-11; Wounded 1)
Jasariel (-58; Unconscious; Dying 2; Wounded 1; Shield -6)
Dranald (-46; Unconscious; Dying 3; Wounded 1)
Farryn (-42; Unconscious; Dying 2; Wounded 1)
Hannah (-92; Unconscious; Dying 2; Wounded 1)
Ukh (-65; Unconscious; Dying 2; Wounded 1)
Party is up. *cough* Everyone has a spare RP now...

RePete Pregen |

Nodding to Farryn, the woman prepares to charge in...but seeing her companions each drop, she changes tactics.
Pulling another lesser healing vial from her pack, she moves to Jasariel's side and feeds it to her.
Lesser Healing Potion: 2d8 + 5 ⇒ (4, 4) + 5 = 13

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Recovery Check, Toughness, DC 11: 1d20 ⇒ 4
Will wait to use my Hero Point for now..

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Recovery Check DC 12: 1d20 ⇒ 15
Farryn bleeds a little less.
Did you mean we each get a bonus Hero Point to use? You said RP which I’m guessing is just a mix up with starfinder.

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Hero point to stabilize. Please do NOT heal me before these creatures are dead or fled.

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Recovery, Toughness: 1d20 ⇒ 14
Same as Dranald. It's useless and dangerous to heal people now.

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When Merisiel's potion wakes her up again, she mutters, "Just run, we can't win this," and then pretends to be unconscious rather than risking more blows from the trolls.
Stealth (T) if necessary: 1d20 + 8 ⇒ (15) + 8 = 23

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Unfortunately, although Jasariel's attempt to play possum fools the 'regular' trolls, the tougher-looking one sees right through her.
It then moves over, and starts swinging...
Hatchet: 1d20 + 15 ⇒ (1) + 15 = 16, for 2d6 + 9 ⇒ (3, 2) + 9 = 14 damage.
Hatchet: 1d20 + 11 ⇒ (9) + 11 = 20, for 2d6 + 9 ⇒ (5, 4) + 9 = 18 damage.
...incredibly, she dodges its first swing, but the second drops her back into unconsciousness.
Red and Yellow Step to threaten Merisiel, whilst Purple strides twice in order to do the same.
Hatchet: 1d20 + 13 ⇒ (17) + 13 = 30, for 4d6 + 14 ⇒ (4, 1, 3, 6) + 14 = 28 damage.
Hatchet: 1d20 + 9 ⇒ (6) + 9 = 15, for 2d6 + 7 ⇒ (6, 5) + 7 = 18 damage.
Hatchet: 1d20 + 13 ⇒ (9) + 13 = 22, for 2d6 + 7 ⇒ (4, 2) + 7 = 13 damage.
Hatchet: 1d20 + 9 ⇒ (5) + 9 = 14, for 2d6 + 7 ⇒ (6, 5) + 7 = 18 damage.
Hatchet: 1d20 + 13 ⇒ (13) + 13 = 26, for 2d6 + 7 ⇒ (5, 4) + 7 = 16 damage.
...however, the first swing is enough to drop her, leaving her severely wounded.
With all of their current targets down, the trolls move on, looking for fresh meat in the giant swirling melee that is going on within the town.
Assuming everyone uses their hero points to stabilise...
The party is woken up be medics after the battle is over; you have, apparently, been amid the lucky ones; the death toll has been catastrophic. Nevertheless, the people of Port Valen have ultimately emerged victorious!
You catch a glimpse of Sveinn Blood-Eagle and his men charging toward the forested horizon. A lumbering frost giant swings it’s massive hammer at Sveinn, and the former Linnorm King of Kalsgard interposes his shield. The steel-shod timber cracks with a sound that rolls across the battlefield, and without missing a beat, the century-old Ulfen casts the shards aside, hurls his axe at the giant’s groin, and whips the mighty hand-and-a-half sword strapped to his back free of its scabbard just in time to deflect a claw slash from a vicious frost troll. As the mighty king disappears from sight, the echoes of his song, a funeral dirge for himself and his men sung in ancient Skald, the echoes drowning out the last feeble gasps of the monsters he and his men have slain.
Rahahksenwe and Mayor Bloodfang approach you. Though they each show the signs of battle with their broken weapons and blood-stained clothes, the pair thank you for your assistance, noting that the death-toll would undoubtedly have been even higher without your self-sacrifice.
That's a wrap!

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Commencing - 2-05: Balancing the Scales (1-4)
Ambrus Valsin leans forward, carefully placing his elbows between papers piled atop the desk. “For an organization as far-reaching as the Pathfinder Society, alliances are common, but true allies are rare. Venture-Captain Drandle Dreng asserts that a kobold tribe known as the Sewer Dragons are among our greatest allies. He inducted a number of them into the Lodge as Pathfinders and sponsored the training of a great deal more.
A few weeks ago, a clockwork drill dug its way deep underground from the city streets, passing right through the Sewer Dragons’ territory and releasing beasts from below. There were casualties, but with our help, the Sewer Dragons survived intact. Their home didn’t.
Dreng’s been helping the Sewer Dragons relocate. He was scheduled to meet with them this morning, but he never showed. While the Sewer Dragons were waiting, they witnessed a battle between two figures. Apparently, the combatants were so powerful, the kobolds just stared in shock. The fight ended with the figures merging into one cloaked being with a gleaming red eye. Then the merged figure vanished.
Dreng hasn’t turned up, the kobolds are spooked, and this merged figure makes me nervous. I’m sending you to meet with the Sewer Dragons. They’ll guide you to the meeting site where the figures fought. Investigate the site and follow up on any leads you uncover. Find out everything you can about this merged figure—and speaking of leads, the figure dropped this bag as they fled. What do you make of its contents?”
Ambrus shoves aside a pile of papers he was sifting through and passes a small leather bag containing a coin and a badge. The coin is heavy and unevenly minted. One side depicts a lightning bolt piercing a storm cloud, while the other depicts an angular rune. The badge is easily recognizable as a badge of Absalom’s city guard, with the words Sleepless Suns engraved in the side.
I'll take Religion checks, as well as Society or Absalom Lore checks, to learn more about the two items.

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Religion (T): 1d20 + 7 ⇒ (14) + 7 = 21
Society (T): 1d20 + 3 ⇒ (7) + 3 = 10
The gnome idly weaves a new string of colorful beads into his fantastic beard.
"A clockwork drill, you say? Sounds like a gnomish invention. And this one admits, kobolds are usually no friends to gnomes. Still. If this Dreng trusts them, they must be trustworthy. What do we know about this Dreng? Where does he want to relocate the ugly little lizards?"
Next person to post gets a bonus Hero Point!

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Papa recognises the storm cloud and rune as symbols of Urxehl, demon lord of catastrophe and natural disasters and creator of the first trolls.
He doesn't know anything about the badge.
Regarding the badge, Ambrus fills in some details:
“The Sleepless Suns are the guard force of the Foreign Quarter, led by Shristi Melipdra. They embrace cultural diversity and personal individuality and number among the most respected and prestigious precincts in Absalom. Many members compete in the Irorium, a famous combat arena in the Foreign Quarter.
When you’re done in the sewers, come back to the Foreign Quarter and visit Shristi Melipdra of the Sleepless Suns. See if he can offer you some insight. Understood?”
Ambrus then nods to Papa.
“Drandle is the liaison between the Sewer Dragons and the Society, so I doubt he’d intentionally cause them trouble. That said, it’s not unheard of for him to vanish for a time or get lost in an investigation.” Ambrus gestures at the papers he’d earlier shoved aside. “I’m combing through his office for any signs that what he was digging into might be dangerous, and other Pathfinders are checking places he might turn up. We’re not sure a rescue mission’s a necessity, but if it is, it’ll be a job for more experienced agents. You’re not ready to face the kind of threats that could take down Drandle Dreng.”
To reach the Sewer Dragons, you descend into Absalom’s sewers through a well-used sewer grate outside the Grand Lodge. From here, it’s a 15-minute journey to Sewer Dragons territory.
The sewers are crisscrossed by abandoned catacombs, handmade tunnels, and smuggler’s caches, making Absalom’s underground a twisting maze. Navigating this complex network typically requires great skill or an experienced guide, but the route from the Grand Lodge to the Sewer Dragons is well-labeled and free of danger.
The entire area is dark, illuminated by only rare slivers of light creeping in via sewer grates and drainage channels. Most tunnels are 10 feet tall, with 5-footwide walkways on both sides of the 5-foot-wide central sewage channel, though the path is interspersed with narrow, rough-hewn passages cut through the walls. The stench of sewage is overwhelming.
As you enter Sewer Dragon territory, a drill-bored tunnel pierces the ceiling and floor, funneling sewage deep underground. Heaps of rubble from recent collapses partially block the path, and newly erected wooden supports in weakened sections prevent further cave-ins. Despite the mess, it’s obvious the kobolds have worked to clear a path through the rubble. From here, it takes only a few minutes to reach the Sewer Dragons’ base of operations.
Kobolds bustle by, clearing away rocks and hauling debris and broken belongings into a pile. Some kobolds pick through this refuse, repurposing and repairing what they can, while others erect wooden supports and scaffolding. A blue-scaled kobold, Dragon-Speaker Engashez, stands onstage, surrounded by kobold youths. Engashez beats a drum and regales the children with tales of the hardships the Sewer Dragons have faced and their triumphs over such adversity.
As you enter the Sewer Dragons’ home, kobolds point and chatter. A moment later, the blue-scaled kobold pounds their drum, proclaiming in draconic “Pathfinders! Alert Chief Yiddlepode!” Drawn by the commotion, a trio of kobolds arrive from a side tunnel. These kobolds are Chief Yiddlepode, a green-scaled kobold with a fine blue cloak; Trapmaster Tok, a copper-scaled alchemist and brother of Chief Yiddlepode; and Pethjun, a white-scaled kobold with a gem-encrusted metal circlet, gleaming rapier, and bombastic attitude. As the trio approach you, the surrounding kobolds return to their duties.
“Greetings, Pathfinders,” Chief Yiddlepode remarks with an incline of her head and a flourish of her fine cloak. “You see our sorrow? The glorious lair of the Sewer Dragons is no more.”
Trapmaster Tok nods. “We could rebuild, but that cursed drill rendered this entire region unstable. We must start fresh elsewhere.”
“Plans are already in motion, brother. One of many reasons why Drandle’s disappearance is so disheartening,” Chief Yiddlepode replies, before turning to you. “But you’ve come to see the meeting site, yes? Ambrus said he would send a team to investigate. I’ll guide you to the place we were to meet Drandle Dreng. Perhaps you’ll find clues that we missed.”
Turning to the assembled kobolds, Chief Yiddlepode announces, “Pethjun, with me—bring a platoon of your warriors. Trapmaster Tok, you’re in charge until I return. Be safe, brother.”
A dozen kobold warriors eagerly gather behind Pethjun, regarding her with awe. At her command, the kobolds lead the way through the sewer. It’s a 10-minute walk from here to the meeting site, through dark, stinky tunnels. Halfway through the journey, the destruction wreaked by the clockwork drill subsides and signs of collapse and instability grow rarer.
On the way...
Chief Yiddlepode asks Papa:
“I suspect Ambrus is more worried over a new enemy than the disappearance of our mutual friend. Tell me, what is your mission?”
A little later, Pethjun has her own question:
“Many of our tribe’s young ones have joined the Pathfinder Society. It’s Chief Yiddlepode’s hope that they’ll benefit from a surface education, as she and her brother have done. Have you seen my kin in your Lodge? Have you worked with them? How do they fare in the field?”

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A half-orc stands quietly in the corner of the room as the briefing starts. They stare daggers at each pathfinder that enters, but don't speak other than with a simple neutral introduction of themselves, "Fairmount is my name."
They activate a wayfinder when entering the darkness of the sewers, bringing forth a light source to navigate the path. A simple 'this way' at each intersection is about all you get.
Answering the second question, "I trained with two kobolds, though I do not know how they have done on the job."

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"Have you worked with them? How do they fare in the field?”
"This one has worked with a chatty kobold. Always strategizing. As though the world were a completed puzzle that needed to be dismantled. Very useful in dismantling a creature with a bounty on its head."
"Tell me, what is your mission?”
Papa Svirf grumbles a bit, but answers directly, "Your tribe is our ally, and this one has no reason to lie. We are to see your new home, since the Dreng is not to be found. And we are curious about a recent fight you observed. Tell us about it. The one between shapeshifters."
Shield and Pick in hand; Exploration Activity will be to Defend (+2 AC)

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To be clear: They don't have a new home yet. Dreng was helping them find one.
Upon hearing that you aren't here to find Dreng, Yiddlepode grimaces.
“As I suspected.”
“I wondered when you’d ask about that,” Chief Yiddlepode replies to Papa's question.
“Drandle Dreng is helping us relocate to a new territory in the sewers. We waited at the appointed meeting place, as scheduled, but he never arrived. Drandle wouldn’t miss a meeting. And yet....” She lets out a low hiss. “While we waited—Pethjun, Trapmaster Tok, and I—we witnessed a strange pinpoint of black energy. It lasted a moment, then flared with an eldritch pulse that cast a pair of battling figures into the room. The figures fought furiously; had we interfered, we would’ve been killed. Of this I have no doubt.
The figures grappled, then merged. They became one form—a form with a hooded cloak and a gleaming red eye visible within. They retreated in another swirl of black energy, but as they fled, they dropped a small bag. We gave that bag over to Ambrus Valsin.”

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Society(Trained): 1d20 + 8 ⇒ (6) + 8 = 14
"Pleasure." replies Gedrim to the half-orc. "I am called Gedrim."
As they travel the sewers, he glances towards the newcomer a few times. 'Talkative one he is...curious. Curious indeed. I do hope he proves useful in a fight.'
"The bag was supplied to us at the briefing." states the half-elf dismissively. "Any inkling as to what type of creatures you saw doing battle."

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Gedrim doesn't know any more, either.
Yiddlepode shrugs.
“I wish I could tell you. The encounter lasted a few seconds and none of us got a clear view of the combatants or the merged figure. All three were humanoid and cloaked. One of the combatants and the merged figure were the size of a human. The second combatant was the size of an otyugh. The merged figure had a single glowing red eye in the center of its head and a powerful presence that made it feel.... more, somehow. The combatants brought with them the scent of fire and flesh. More, I can’t say.”

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Upon hearing that you aren't here to find Dreng, Yiddlepode grimaces.“As I suspected.”
The gnome grumbles dourly again, "This one has never met the Dreng. We are told he is capable, in case these inky figures accosted him. We are to proceed helping our allies, as the matter of your new home is the imperative."

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The dwarf strokes his beard. A lot was already said when he begins to think about the new mission. The good point was that they are going underground in his favorite terrain. But the mystery about what happened stay almost intact for now.
Once they reach the meeting point where Dreng was supposed to come he tries to find out some clues.

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The human sorcerer in studded leather armor follows the party to the sewers. Sometimes he talks a bit with the kobolds. So he can show them that he can speak their language.
And what can you say about what happened before the scene you described? Is there something what occurred? And what did you do right after the scene? You simply took the bag and left?

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"As I said - we were simply waiting for Dreng. Until that happened, nothing unusual occurred. Once they disappeared, we waited a little longer, then left."
When the conversation winds down, Pethjun announces the group’s arrival at the meeting site. The kobolds wait in the sewer tunnel, which is 15 feet wide, roughly hewn, and flooded with one foot of sewage. Three passages branch off this tunnel, but the kobolds direct the party to its end, where a large hole in the wall set two feet above the sewage acts as an entrance into a raised stone chamber.
The chamber is dark and dry, with coarse masonry walls, a 15-foot-tall ceiling and a filthy fitted stone floor. Two wide and two narrow hallways exit this chamber, one of each in both the southeast and southwest corners of the room. A few crumbling stone pillars carved to depict flames still stand in the northern corners. Whatever the ancient room’s original purpose, it’s long fallen to disuse.
As you eter the chamber...
“Undead!” Pethjun yips from the sewer tunnels. “Weapons up, Sewer Dragons!” The daring kobold brandishes her rapier and dashes down a side tunnel.
“Follow her,” Chief Yiddlepode commands her kobold warriors. As she speaks, two charred humanoid corpses nearly ten feet tall shambles into the meeting site from the southwest hall. Their large central eyes are completely aflame, casting flickering red light and the sizzling sound of burning flesh throughout the chamber. The corpses lurches forward, large spiked clubs clutched in their hands.
“We’ve enemies of our own out here, Pathfinders!” Chief Yiddlepode exclaims. “You handle those brutes and we’ll tackle the creatures out here. Be safe.”
FCZ: 1d20 + 5 ⇒ (20) + 5 = 25.
Dran'Thil: 1d20 + 8 ⇒ (10) + 8 = 18.
Fairmount: 1d20 + 7 ⇒ (1) + 7 = 8.
Garad: 1d20 + 4 ⇒ (4) + 4 = 8.
Gedrim: 1d20 + 7 ⇒ (8) + 7 = 15.
Papa Svirf: 1d20 + 7 ⇒ (5) + 7 = 12.
Both undead lurch forward slowly, moving to engage the party's front rank!
Double move.
The Meeting Site, Round 1:
FCZ (-, -)
Dran'Thil (-)
Gedrim (-)
Papa (-)
Garad (-)
Fairmount (-)
Slide 2.
Party is up!

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Taking in the foes, Gedrim pauses to consider their weaknesses. After a moment, he sends a ray of energy at both opponents.
Religion(Trained): 1d20 + 7 ⇒ (13) + 7 = 20
◈ Recall Knowledge
◈◈ Cast Electric Arc DC 18

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Fairmounts looks at the creatures, "Undead? I have a flask for that." Pulling out a flask and lobbing it at the nearest target, making sure it splashes both of them.
"That should take care of that!"
But in case it doesn't, they move out into the room to work on flanking eventually.
Interact, Strike with Holy Water, Stride.
Holy Water at Cyan: 1d20 + 7 ⇒ (14) + 7 = 21 for Good Damage + Splash: 1d6 + 1 ⇒ (2) + 1 = 3 (plus 1 good damage splash on red)
Fairmount gets +2 AC to the first incoming attack from Nimble Dodge.

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Oops...forgot damage rolls
Electric Cyan: 1d4 + 4 ⇒ (3) + 4 = 7
electric red: 1d4 + 4 ⇒ (4) + 4 = 8

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The human reserves a cold welcome to the incomers as he casts a spell upon the red cyan.
Ray of frost:1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Then he casts another spell to get Dragon claws.

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The dwarf draws his sword and stays ready to slice the first one to come.
+1 bastard sword: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d12 + 4 ⇒ (10) + 4 = 14
First come, first served!

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Dran'Thil draws his bastard sword, and delivers a solid hit to Red, discovering that his slashing weapon is remarkably effective.
Gedrim isn't sure precisely what these undead are, but suspects that they are some variant of zombie (Rare, unfortunately, so 20 isn't quite enough).
Nevertheless, he still tries to electrocute them...
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23.
Reflex: 1d20 + 4 ⇒ (6) + 4 = 10.
...and is rewarded with the smell of sizzling flesh.
Papa prepares to be hit.
Garad fires off a blast of cold, flash-freezing Red.
Fairmount then moves around, and tosses a flask of holy water, which damages both undead, as expected, although they are clearly not weak to it.
1d2 ⇒ 1
Red starts swinging at Papa...
Spiked Club: 1d20 + 12 ⇒ (7) + 12 = 19, for 1d8 + 7 ⇒ (1) + 7 = 8 damage.
Spiked Club: 1d20 + 7 ⇒ (2) + 7 = 9, for 1d8 + 7 ⇒ (5) + 7 = 12 damage.
...but misses.
1d4 ⇒ 1
Spiked Club: 1d20 + 12 ⇒ (1) + 12 = 13, for 1d8 + 7 ⇒ (1) + 7 = 8 damage.
Cyan then takes a clumsy swipe at Garad, which is easily dodged.
The Meeting Site, Round 2:
FCZ (-35, -10)
Dran'Thil (-)
Gedrim (-)
Papa (-)
Garad (-)
Fairmount (-)
Party is up!

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Happy with his discovery, the dwarf continues to strike.
+1 bastard sword:1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d12 + 4 ⇒ (9) + 4 = 13
+1 bastard sword: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
Damage: 1d12 + 4 ⇒ (4) + 4 = 8
Hey guys, cut them, they like it!
Finally he casts a Shield.