Brandlemore "Brand" DelFey
|
And just for a moment, the gambler was distracted. [I]After loaves? Loaves? Not lives? Did he misspeak? Should I correct him? Might be some religious thing or something, so I guess it might offend him. Mmm, loaves. Bread does sound really good right now,[/b]" and then, snapping back to reality, "Well, if the Half-Orc wants to be sneaky and scout ahead, having the light cast on your amulet sounds like a good strategy, Terval."
| GM Rutseg |
After a bit of discussion the group forms up a line and slowly starts to advance through the walkway.
A couple of minutes of walk later, you spot a light at the end of the passage. Carefully Terval conceals the light on his amulet and Hrothman moves forward to scout ahead.
The smell of waste and rot is strong in this large chamber where filthy water flows in a series of cascades between tiered stone tanks. A raised platform along the east wall is connected to the passage’s walkways by several thick wooden planks creating a makeshift bridge. On that platform is what looks to be a makeshift alchemy lab on a rough-hewn table—beakers, glass vials, dirty bottles, and moldy buckets cover the entire surface of the table.
Hrothman is able to see a man covered with a dark patched coat bent over several beakers and distracted as he slowly pours two mixtures together. Meanwhile, while he cannot spot them because there is a pillar in the middle blocking his sight, the half-orc is able to hear another two men talking "...and then I punched his donkey face and took all his money, you should have seen his sheep looking face, hahahaha!"
"That is nothing. You should see how those beggars are scared. This Almsman is going to give up everything, the boss is going to force him steel the temple" there is a silence before the other man changes topic "I have also heard a new cargo of midnight milk is arriving next week from Magnimar" then the voice changes again "Good business. Those civil servants are totally addicted. They will not even check the ships"
You also hear the sound of metal grinding, like if they were playing with a set of chains.
Hrothman stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Green Perception-distance: 1d20 + 0 - 4 ⇒ (13) + 0 - 4 = 9
Blue Perception-distance: 1d20 + 0 - 4 ⇒ (19) + 0 - 4 = 15
Orange Perception-distance-distracted: 1d20 + 0 - 4 - 5 ⇒ (3) + 0 - 4 - 5 = -6
Hrothman is pretty confident the thugs have not noticed his presence.
New map available!
The inner yellow circle is bright light, while the outer yellow circle is dim light. The light source seems to be a crystal pot over the workbench.
Each square of stairs is difficult terrain (when going upstairs)
Brandlemore "Brand" DelFey
|
Perception: 1d20 + 0 ⇒ (14) + 0 = 14
"Sounds like chins rattling," Brand whispers to his comrades, "I think we've found our Steel Wyverns. I say we try to sneak a little closer and go for a sneak attack to see if we can take them out as quickly and quietly as possible. Thoughts?"
Strom Highbash
|
After wading through the sewer waters and it taking more effort than he hoped it would, Strom appreciates Hrothman going ahead to scout up the room in front of them. The wet clothes on his body fortunatly have no effect on his mobility, however it does all feel heavier. He also feels a little ill.
Fortitude save: 1d20 + 5 ⇒ (5) + 5 = 10
"Hmm, I wouldn't mind going in flail swinging however we might want to question one or two of them, right? So let's not go in too rough lads and lasses." With that, Strom draws his shield and flail and waits to see what his companions think.
In the meantime, Strom tries to see into the light to try and see what's happening.
Perception roll: 1d20 + 1 ⇒ (19) + 1 = 20
Terval
|
"I like the plan. I could sneak closer too, but I think my missle will reach the fight from here too."
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
| GM Rutseg |
Strom also hears the chains rattling. Both him and Terval are a bit too far away to discern any details, but Storm clearly sees the figure under the light is working in a workbench of some type like
Green Perception-distance: 1d20 + 0 - 2 ⇒ (4) + 0 - 2 = 2
Blue Perception-distance: 1d20 + 0 - 3 ⇒ (1) + 0 - 3 = -2
Orange Perception-distance-distracted: 1d20 + 0 - 4 - 5 ⇒ (8) + 0 - 4 - 5 = -1
Meanwhile Hrothman sneaks in around the corner, stepping the stairs while concealed by the shadows of the dim light and the constant roaring of the waste waterfall. No one seems to notice him in this advance as the men keep talking about drugs dealing.
If the others are moving, please move your token in the map to the position you want to occupy, and roll a Stealth check for every double movement you make (or move action if you use your standard for other thing than moving). Remember while doing Stealth you move at half speed unless you apply a -10 to the check.
Brandlemore "Brand" DelFey
|
Brand goes quietly sneaking forward as his cards don't have quite the range of a magic missile, "And besides," he says in a hushed voice, "Gotta be ready to cover my favorite Half-Orc."
Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
He feels particularly quiet as he begins his movement, but accidentally kicks some loose rubble on his way up the stairway.
"Oops," he says in a hushed and rather disappointed voice.
Leena Ridalla
|
Leena cast Light on a rock and leaves the rock at her position. The light from her katana fades away. Leena will attempt to sneakily advance 15 feet. but does so with the grace of a bull.
Stealth: 1d20 ⇒ 1
Leena will draw a chakram then half move again.
stealth: 1d20 ⇒ 2
Leena,s chakram clatters against her others while she draws it and hopes no one heard it.
Leena has a chakram in left hand with her katana in her right.
Strom Highbash
|
"It seems like the one o'er there is workin' on something.", Strom squeezes his eyes while trying to sneak closer to the room.
Stealth check: 1d20 + 1 ⇒ (18) + 1 = 19
As Strom moves a bit closer, he hears a metallic sound behind him. As if something got knocked together. He swiftly looked forward, hoping they were still unseen. Unlikely however, he thought to himself.
| GM Rutseg |
Brand 23
Green Perception-distance: 1d20 + 0 - 7 ⇒ (20) + 0 - 7 = 13
Blue Perception-distance: 1d20 + 0 - 7 ⇒ (2) + 0 - 7 = -5
Orange Perception-distance-distracted: 1d20 + 0 - 6 - 5 ⇒ (19) + 0 - 6 - 5 = 8
Brand 14
Green Perception-distance: 1d20 + 0 - 3 ⇒ (7) + 0 - 3 = 4
Blue Perception-distance: 1d20 + 0 - 3 ⇒ (10) + 0 - 3 = 7
Orange Perception-distance-distracted: 1d20 + 0 - 3 - 5 ⇒ (11) + 0 - 3 - 5 = 3
Leena 1
Green Perception-distance: 1d20 + 0 - 7 ⇒ (9) + 0 - 7 = 2
Blue Perception-distance: 1d20 + 0 - 7 ⇒ (4) + 0 - 7 = -3
Orange Perception-distance-distracted: 1d20 + 0 - 6 - 5 ⇒ (16) + 0 - 6 - 5 = 5
Leena 2
Green Perception-distance: 1d20 + 0 - 6 ⇒ (18) + 0 - 6 = 12
Blue Perception-distance: 1d20 + 0 - 6 ⇒ (1) + 0 - 6 = -5
Orange Perception-distance: 1d20 + 0 - 5 ⇒ (9) + 0 - 5 = 4
Strom 19
Green Perception-distance: 1d20 + 0 - 7 ⇒ (6) + 0 - 7 = -1
Blue Perception-distance: 1d20 + 0 - 7 ⇒ (13) + 0 - 7 = 6
Orange Perception-distance: 1d20 + 0 - 6 ⇒ (7) + 0 - 6 = 1
"You heard that?" says one of the thugs, while the other answers "Heard what?"
The man in the workbench stops mixing elements and looks back "I saw a reflection, a light flash on one of my tubes. But it is dark now... wait... you heard that?"
The first thug moves to the edge of the platform "Yest, that was a metallic sound against the wall" he readies his chains while the other thug next to him seems confused "I heard nothing. It is probably just a rat"
As you are in the darkness, it seems they are not seeing you yet, while Brand and Hrothman seem well concealed in the dim of the light shadows.
The thugs are alert now, but you have not yet been spotted. What will the pathfinders do next?
Follow up with one more round of actions. Terval, you can still post a couple of rounds of actions in addition. And Strom, you can take 1 additional round as you only made a single round before.
Please, remember to update your position in the map and include Stealth checks (if you try to keep stealthy).
Terval
|
"I wonder how long the others will take."
Terval readies a magic missile to fire at the orange one as soon as battle breaks out.
If I misread the situation here are a few steakth rolls.
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Strom Highbash
|
Stopping in his steps when he notices the thugs on alert, Strom waits until their minds are calmed again. He continues on carefully, hoping his flail doesn't make any ringing noises..
Stealth check for additional round that I had forgotten: 1d20 + 1 ⇒ (15) + 1 = 16
He carefully moves on some more, hoping to get ever closer to the thugs.
Stealth check for actual round: 1d20 + 1 ⇒ (3) + 1 = 4
| GM Rutseg |
Hrothman 10
Green Perception-distance: 1d20 + 0 - 3 ⇒ (1) + 0 - 3 = -2
Blue Perception-distance: 1d20 + 0 - 3 ⇒ (1) + 0 - 3 = -2
Orange Perception-distance: 1d20 + 0 - 4 ⇒ (4) + 0 - 4 = 0
Terval 23
Green Perception-distance: 1d20 + 0 - 8 ⇒ (1) + 0 - 8 = -7
Blue Perception-distance: 1d20 + 0 - 8 ⇒ (11) + 0 - 8 = 3
Orange Perception-distance: 1d20 + 0 - 8 ⇒ (19) + 0 - 8 = 11
Strom 16
Green Perception-distance: 1d20 + 0 - 7 ⇒ (2) + 0 - 7 = -5
Blue Perception-distance: 1d20 + 0 - 7 ⇒ (16) + 0 - 7 = 9
Orange Perception-distance: 1d20 + 0 - 6 ⇒ (4) + 0 - 6 = -2
Strom 4
Green Perception-distance: 1d20 + 0 - 6 ⇒ (20) + 0 - 6 = 14
Blue Perception-distance: 1d20 + 0 - 6 ⇒ (16) + 0 - 6 = 10
Orange Perception-distance: 1d20 + 0 - 5 ⇒ (20) + 0 - 5 = 15
Leena 16
Green Perception-distance: 1d20 + 0 - 5 ⇒ (17) + 0 - 5 = 12
Blue Perception-distance: 1d20 + 0 - 4 ⇒ (15) + 0 - 4 = 11
Orange Perception-distance: 1d20 + 0 - 4 ⇒ (6) + 0 - 4 = 2
"There! In the walkway! An armored person!" points one of the thugs hearing but not seeing Strom.
The one that was working in the workbench speaks up "Who are you? Show yourself. Now!"
All the three thugs draw their spiked chains.
Meanwhile, the rest of the party advances in the shadows, slowly covering themselves to avoid being seen. Hrothman finds himself particularly close, but still in the dim light. The wooden bridge would be more difficult to cross silently, but he is already very close anyway.
-5 to Stealth while crossing the wood bridge
You can go with another round of actions. As they do not see you, I will forgo initiative and consider them delaying.
Brandlemore "Brand" DelFey
|
"I think it may be time to drop subtlety and take 'em down,"Dart says, a card held ready and a glance behind him to see if the others agree.
Dart is the literal kid brother of another one of my characters and I tend to play him as a bit more of a follower for anything other than starting a game of cards.
Hrothman von Fizlandin
|
Stealth: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Moving slowly, but less silently than he'd managed to do up till this point, Hrothman tries to creep across the bridge, then reaching the far side but worried he has been heard, he brings the head of his greataxe down on the hopefully still confused foe.
Greataxe Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage + Sneak Attack: 1d12 + 6 + 1d6 ⇒ (2) + 6 + (1) = 9
Apparently I cannot roll
Leena Ridalla
|
chakram: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Leena moves forward swiftly ignoring any attempts to be stealthy at this point. She lets loose chakram at one of the wyverns but releases too early. Kathunk then the followed shortly after kersplash echo as the chakram bounces off a pillar and lands in the sewage.
Terval
|
"Lets get that party started!"
Magic Fire shoots out of Tervals finger tips and races toward the Alchemist (orange Thug) hitting him straight in the back.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Strom Highbash
|
Hearing the thugs being altered to their presence, Strom runs forward as fast as he can, which isn't that fast, raising his shield and swinging his flail. Uttering a dwarven battle cry, he hopes to strike fear into his opponents. Sadly the way is blocked by Brand, but he attempts to shield him nonetheless.
"Stay behind my shield if you can!", he says to Brand.
Brandlemore "Brand" DelFey
|
"Guess we're doin' this," Brand says with a smile and unleashes both spell and card.
Targeting green if he's still standing, blue if green is already down
Harrow Card: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (4) + 2 = 6
Ray of Frost: 1d20 + 4 ⇒ (1) + 4 = 51d3 + 1 ⇒ (2) + 1 = 3
Strom could move through Brand's square if your desire was to move further forward. You're freely able to move through friendly squares, you just can't stop in the same square as an ally.
| GM Rutseg |
The tables in the improvised bridge shake as Hrothman crosses, the thugs turn too look at the incoming half-orc, but he stumbles with just the last log and nearly falls, striking with his axe at the ground. The Steel Wyverns look breathless "What the!?"
Leena's chakram is pushed by the current but fortunately is stopped by one of the settling pools walls, leaving it within reach.
The burst of force energy from Terval explodes on the alchemist's with a thud. The man shouts in pain.
Strom rushes forward. The dwarven short legs run as fast they can behind his oversized shield.
Brand has to step forward to see his target because the large pillar in the middle extends from the water to the ceiling covering the sight. From his new position he throws a magic powered card, but he is a bit far and the air currents made by the sewage waterfalls deflect the card.
-2 because of distance (darts have 20' range) and +1 from Point Blank Shot
"Oh f@!*! Who are you?! Did Tonny sent you?!" the thugs step back and start swirling their chains trying to trip and disarm Hrotman.
It seems these spiked chains version has 10' reach (which also helps avoid the AoO unless you also have reach)
Trip: 1d20 + 1 ⇒ (1) + 1 = 2
Disarm: 1d20 + 1 ⇒ (20) + 1 = 21
The first one just coils his spikes one to each other failing utterly, but the second one coils around the greataxe which falls out of Hrothman's hands into the ground when the thug pulls.
Remember picking up an item from the floor generates AoOs (attacks of opportunity)
"A... card dealer?!" not seeing the caster that hurt him, the alchemist takes an alchemist's flask from the workbench and throws it over the water!
Throw flask towards Brand (touch): 1d20 + 0 - 4 ⇒ (15) + 0 - 4 = 11
Miss direction: 1d8 ⇒ 1
But it hits in the pillar crashing there and dropping all its burning content over the waters!
Firedrake: 5 damage, badly injured
Round 2: Hrothman, Leena, Terval, Strom, Brand, Foes
Terval
|
Terval feels a morbid hoy as he feels the magic course through his tiny hands. he is barely able to conatin himself before blasting off all his magic on a single foe.
He switches to his sling and shoots it at the alchemist.
Sling: 1d20 + 4 ⇒ (19) + 4 = 23
Dam: 1d4 - 1 ⇒ (3) - 1 = 2
Brandlemore "Brand" DelFey
|
Brand takes a step back to put the alchemist more clearly in his sights and then mutters, "Lets try this again," and he throws a card followed by casting ray of frost.
Harrow Card: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 151d4 + 2 ⇒ (2) + 2 = 4
Ray of Frost vs. touch AC: 1d20 + 4 ⇒ (3) + 4 = 71d3 + 1 ⇒ (2) + 1 = 3
Yeah, I forgot to take off for the range increment that first time, though that doesn't matter as much when you roll a 4 ;=)
| GM Rutseg |
Loading her sling, Terval swats the air with it, a tiny stone bullet flying over the channel and striking the alchemist's face "Ouch!"
Leena rushes over the wooden bridge, that crackles under her weight.
Eyeing his greataxe in the floor, Hrothman hands up his longspear and attacks at one of the thugs, that easily dodges the not precise attack.
Brand combines card throwing and a ray of frost from his hands, and while Firedrake manages to avoid the ray, the card strikes at his chest. Breathless and battered by magic, stone and card, it falls to the ground unconscious.
Strom follows up the team, climbing up the stairs and reaching the northern walkway.
I have moved you 20' more in the map, as double moving (consuming both your standard and your move action to move) grants you 40' of movement
"You better drop all your gear and hand your money, or else..." the two thugs swirl their chains unleashing a hell of lashes on Hrothman.
Spiked chain: 1d20 + 1 ⇒ (1) + 1 = 22d4 ⇒ (4, 2) = 6
Spiked chain: 1d20 + 1 ⇒ (18) + 1 = 192d4 ⇒ (4, 4) = 8
The first one fails, but the thug in blue clothing makes an ugly cut on the half-orc's face!
Firedrake: 11 damage, unconscious, dying
Hrothman: 1/10 hp
Round 3: Hrothman, Leena, Terval, Strom, Brand, Foes
The Pathfinders turn!
Terval
|
Seeing his friends under heavy attack, Terval decides that the "heavy" guns are called for.
Firing a Magic Missile at blue
Damage Magic Missiles: 1d4 + 1 ⇒ (3) + 1 = 4
Leena Ridalla
|
Leena passes by her teammates, hops over the corner by the bridge over water and swings her katana at blue channeling some magic into her blade
Katana: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Move action 15 feet moving diagonally from Hrothman in front of green. Swift action arcane strike
Brandlemore "Brand" DelFey
|
Brand sees the alchemist fall and turns his attention towards the thugs harassing Hrothman.
Targeting Green
Harrow Card: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 151d4 + 2 ⇒ (1) + 2 = 3
Ray of Frost: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 221d3 + 1 ⇒ (3) + 1 = 4
| GM Rutseg |
Passing by the pillar in the center, Terval's magic missile burst unerringly on the blue dressed goon who shouts in pain.
Strom finally reaches the front line rushing over the precarious bridge made of wood.
Leena stumbles with the same log Hrothman did a moment before, and her katana hits the moldy and humid ground of the sewer.
Hrothman's longspear reaches the thug armor, but the point is stuck on a leather patch without touching skin.
Brand's card hits the pillar (cover) but his freezing ray strikes on target, the man's left arm left covered with a dangerous frost.
Seeing the half-orc badly injured, they spin their chains once more against him!
Spiked chain: 1d20 + 1 ⇒ (11) + 1 = 122d4 ⇒ (1, 2) = 3
Spiked chain: 1d20 + 1 ⇒ (2) + 1 = 32d4 ⇒ (2, 4) = 6
But this time Hrothman is ready and dodges one chain while deflecting the other with his spear.
Blue: 4 damage, considerably damaged
Green: 4 damage, considerably damaged
Hrothman: 1/10 hp
Round 4: Hrothman, Leena, Terval, Strom, Brand, Foes
Hrothman von Fizlandin
|
Longspear: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
"I will get you, fiend!" Hrothman shouted as he stabbed again.
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
After stabbing Hrothman carefully avoided provoked attacks to move, landing in the muck, and wincing, "My launderer will not be happy about this! First muck, then blood, then muck again!"
Terval
|
Delaying until the Melee fighters had their turn. If there is still somebody standing by that time:
Seing the blood running down Hrothmans arm, Terval wants to make sure, that the battle is over soon. The Magic fire races once more along his finger tips and strike the remaining foe in the back.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Brandlemore "Brand" DelFey
|
"These fellas don't want to go down too easily," brand says, surprised that their foes are still standing. And with that, he launches card and spell at his foes.
It's on green if he's still up, blue if not.
Harrow Card: 1d20 + 7 - 2 - 2 ⇒ (9) + 7 - 2 - 2 = 121d4 + 2 ⇒ (2) + 2 = 4
Ray of Frost: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 191d3 + 1 ⇒ (1) + 1 = 2
| GM Rutseg |
Hrothman stabs his spear on one of the thugs sending him to the ground, then tumbles through the now free space to reach a better position.
Terval, observing the situation, Terval readies some magic to finish the remaining thug if necessary.
Brand's card falls short but his frost ray hits on the remaining goon, again freezing his arm to the bone!
Strom reaches the fray, but again, he also stumbles with the bridge lose lodge and hits the wall with his flail.
With a second swing of her katana Leena opens a wide gasp on the thug's belly who looks unbelieving at what happened before falling to the ground also unconscious.
Combat is over!
Blue: 12 damage, unconscious, dying
Green: 14 damage, unconscious, dying
Hrothman: 1/10 hp
2x spiked chains
1x dagger
3x lether armor
30 gold pieces
With the goons down, the sewers return to their usual quite rumbling of water flowing. Beside the workbench is a rack of alchemical substances containing 2 acid flasks, 3 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 thunderstones, and 4 vials of filth fever tonic.
For those new to Pathfinder Society, remember you are free to use the equipment found during the adventure, but you lose it all at the end of the scenario, receiving instead an amount of gold for your purchases.
Terval
|
Seeing the goons finally going down Terval calls: "Everybody allright up there?" and carefully starts moving over to the group.
When the division of spoils is later discussed, Terval asks "Can I get to get some of the bombs in case his magic runs dry?"
Hrothman von Fizlandin
|
"I feel . . . less than hale. Any of you who have curative magics would be appreciated."
Hrothman retrieves his greataxe and restores his weapons to their original scabbards, taking the dagger and tucking it into his belt.
Leena Ridalla
|
"I am well enough" Leena turns to her half-orc companion. "I am sorry, I do not know any healing magicks."
Leena searches for her chakram, sighs and casts mage hand to retrieve it from the sewage.
Leena take a look at their loot. "Go ahead, i have no immediate need or use for anything here"
Brandlemore "Brand" DelFey
|
"I gotcha covered," brand says, walking up to Hrothman. And as he utters some arcane words and extends his hand toward the Half-Orc he says, "This might make you feel...odd...for a bit, but it'll get the job done."
Terval
|
"Hmm So what now? Looks like we nee to take the stairs over there to get further onward. Does aanybody need a to finish something here or should we press on?"
Strom Highbash
|
Feeling a little dissapointed thatbhe couldn't contribute anything to the fight, Strom slowly makes his way to the workbench.
Hold on, maybe there's something here we can use.
Strom looks through the workbench for any additional clues. Perhaps something linking the alchemist to the assassins.
| GM Rutseg |
Leena's chakram shakes in the water and finally responds to her power flying back to her hands.
Brand retrieves a small vial full of a dense red liquid from his spellcasting pouch. He applies a drop of this dense liquid over Hrothman's wound. A stench to devil arises while black rivulets appear on the half-orc skin at the same time the wound becomes smaller with thick layers of meat overgrowing over it leaving a black tumor behind, but restoring him to full health.
Strom examines the workbench further. Aside from the alchemicals, he finds out there is a formulae book with the name Toxins and Countermeasures written within, but no trace of criminal orders or other hints on The Steel Wyverns' plans.
You think this tome might be valuable for the right hands.
The alchemist was attempting to produce a solution for the filth fever.
Terval inspection of the stairs reveals they walk up back to the street. According to the map shown by the Venture Captain, the Almsman’s Sanctuary must be somewhere deeper to the east.