
![]() |

Thyste circles around from behind; if she can get on the other side... maybe? It's hard to say whether it might be possible to sneak attack a big ol' pile of trash and tentacles, but she's happy to try-- if she doesn't shred it, first.
Dory Stab+ST: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Piercing: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Meanwhile, the tip of her tail slips into her quiver and wraps around an arrow.

![]() |

As Ruinor looks up from the grate to see how far up a head the next one is, Garsita's flailing arms catch his attention. Watching her almost end up in the sludge supports his decision to move carefully.
"If you rush a head of everyone, you never know what you're going to get yourself into and then the rest of us have to come bail you out," he thinks to himself as he moves up to the next grate and peers down hoping he can reach the group in time to help.

Engashez. |
1 person marked this as a favorite. |

Engashez skips forward and hops over the channel to end up peering down the hole.
"The pathfinder Society is strong and alright. It's enemies are stupid and gonna die," she begins yapping once more.
A dragon yapper can use performance to annoy those that hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear effects and charm effects as long as the dragon yapper continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Yapping song is a mind-affecting ability that uses audible components, but is not language-dependent. This performance replaces fascinate.

GM TOP |

Doesn't a spell-like also require enough concentration to cast to break rage?
Thyste trudges through the sludge and gives a good stab at the tentacle monster. It howls in pain, but doesn't drop the prize in its grasp.
From above a demoralizing chatter descends. The opponents just don't know what to make of it right now.
Garsita Acrobatics Bot DC 10: 1d20 - 2 ⇒ (18) - 2 = 16
The cleric moves up much closer to the fray.
Round 6: Split Party is always fun!
Thyste (-9 HP, Studied Target = Trash Pile)
Engashez
Garsita
Voices (-29 HP, Fatigued 1 rd or raging?, Grappled)
Ruinor
Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL, Yapping Penalty)
Walking Trash Pile (-7 HP, Grappled, Dungeoneering to ID, Yapping Penalty)
Bold are up. Please pay attention to environmental details. SO MANY DETAILS!
Environmental Details top area: DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.
Environmental Details how to get down: Standard Action to remove a grate, Free Action to Fall Down a shaft, DC 15 Acrobatics to negate the falling damage and prone condition. Grate with Rope requires Grate Removal (Standard) OR Escape Artist Check OR being Small Sized to avoid scraping yourself up on the jagged metal. Double Move after that to get down the rope safely.
Environmental Details bottom area: Difficult terrain. Both gates at each end are closed.

![]() |

Rd 6 I moved up to the first grate. Rd 7 I moved or will move to the second grate.

![]() |

I did not have time to look it up and see, but you are probably correct. I really messed up everything in that round. So I am not raging and fatigued.
Though out of breath from chasing the kobold, Voices take a shot at the 'thing' holding him. fatigue and power attack
boarding axe att: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23, if hits, axe damage: 1d6 + 8 ⇒ (1) + 8 = 9
Talky Enssshagezesss, kobold you want isss getting away!

GM TOP |

My bad Ruinor, I forgot to update the rounds. This was actually round 7. I moved you up 30 ft. You see/hear the same things you did at the last grate.
Voices manages to squirm his arm free and in it holds a wicked looking small axe. He brings it back in a powerful swing and with a sickening THUNK, buries it into the beast. It's hard to say how much damage it did, but the creature is not happy with him. It redoubles it's attempt at crushing bones and puncturing organs.
Keep Grapple - Yapping: 1d20 + 13 + 5 - 1 ⇒ (20) + 13 + 5 - 1 = 37 for Damage + Constrict - Yapping: 1d6 + 2 + 1d6 + 2 - 1 ⇒ (2) + 2 + (2) + 2 - 1 = 7
The last remaining kobold slips through into the tunnel and the bars slam down behind them.
The bars provide cover both ways for any attacks going through, but both melee and ranged attacks can pass through.
Round 8: Split Party is always fun!
Thyste (-9 HP, Studied Target = Trash Pile)
Engashez
Garsita
Voices (-36 HP, Grappled)
Ruinor
Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL, Yapping Penalty)
Walking Trash Pile (-16 HP, Grappled, Dungeoneering to ID, Yapping Penalty)
Bold are up. Please pay attention to environmental details. SO MANY DETAILS!
Environmental Details top area: DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.
Environmental Details how to get down: Standard Action to remove a grate, Free Action to Fall Down a shaft, DC 15 Acrobatics to negate the falling damage and prone condition. Grate with Rope requires Grate Removal (Standard) OR Escape Artist Check OR being Small Sized to avoid scraping yourself up on the jagged metal. Double Move after that to get down the rope safely.
Environmental Details bottom area: Difficult terrain. Both gates at each end are closed.

![]() |

Heeeeere we go!
Thyste hustles around the trash pile, working on getting "behind" it. Another poke, this one hopefully more deadly:
Dory: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Sneak Attack: 2d6 ⇒ (4, 1) = 5

![]() |

"Nice of you to join us! Everyone else gettin' some sewer tea up there?" growls the demon fox from... uh, somewhere on the other side of the enormous fangly trash pile.

![]() |

Frustrated he can't see what is goong on below, Ruinor moves up ro the last grate. Peering downn, he cringes at the legth of the drop. Looking across the sludge, he can't quite tell if he can safely squeeze through the the hole then Eng did. "I really need to learn how to levitate. This whole process would have been easier," he thinks as he steps up to the edge and jumps.
Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7

GM TOP |

Thyste moves into flanking with Voices and stabs, hard and deep into the creature. She isn't super sure where to strike, but a pulsating sack of fluid seems to be a good option, probably important.
The creature screeches in pain but does not collapse into a pile of goo yet.
Thyste and Voices hear the yapping getting louder and see Engashez finally emerge from one of the chutes, carefully climbing down a rope.
Then they hear an 'aaaaaaaahhhhhh' followed by a splashing *thunk* as Ruinor falls down the opposite chute.
Fall Damage: 1d6 ⇒ 2
Garsita pulls off the jagged metal grate and starts climbing down the same rope Engashez used. She makes it halfway.
Round 8: The Split Party is almost reunited!
Thyste (-9 HP, Studied Target = Trash Pile)
Engashez
Garsita (Halfway Down)
Ruinor (-2 HP, Prone)
Voices (-36 HP, Grappled)
Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL, Yapping Penalty)
Walking Trash Pile (-31 HP, Grappled, Dungeoneering to ID, Yapping Penalty)
Bold are up. Please pay attention to environmental details. SO MANY DETAILS!
Environmental Details how to get down: Standard Action to remove a grate, Free Action to Fall Down a shaft, DC 15 Acrobatics to negate the falling damage and prone condition. Grate with Rope requires Grate Removal (Standard) OR Escape Artist Check OR being Small Sized to avoid scraping yourself up on the jagged metal. Double Move after that to get down the rope safely. The room down below is ALL Difficult Terrain.

GM TOP |

Botting per request in Discussion.
The big tough Nagaji tries to hack away again at the creature holding him tight.
boarding axe att: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
boarding axe att Crit Confirm?: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Crit: 2d6 + 16 ⇒ (1, 2) + 16 = 19
With a vicious slash down and through, Voices almost splits the creature in two. It collapses to the ground twitching. The last Kobold takes one look at it and bolts.
Round 9: The Split Party is almost reunited!
Thyste (-9 HP)
Engashez
Garsita (Halfway Down)
Ruinor (-2 HP, Prone)
Voices (-36 HP)
Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL, Yapping Penalty)
Walking Trash Pile (-50 HP & Dead, Dungeoneering to ID)
Bold are up. Please pay attention to environmental details. SO MANY DETAILS!
Environmental Details: All areas in the main room down below is difficult terrain. As you quickly notice from the fleeing Kobold, the areas beyond the gates are not. The kobold is now 60 feet away down the hall. The gate is closed. Ruinor is prone. Garsita has another move action to get down the rope.

![]() |

Thyste barks in impressed laughter, then whirls around and tries to yoink open the door!
If there's any resistance...
STR?: 1d20 + 3 ⇒ (4) + 3 = 7
She's too distracted, apparently, by staring down the retreating kobold.
Studied Target: Retreating Coward Lizard

GM TOP |

The solid metal gate easily resists the weak tug against it.

GM TOP |

We are more or less out of combat here, but I wanted to give a small window if someone had something that could stop the Kobold before they got out of sight or get the gate open so you all could give chase.
So I'll leave us in combat until tomorrow morning (14-16 hrs from now) and then drop us out and we can move on.
The gate itself is very sturdy, but could be broken or destroyed. There is also a hidden lever that would require a move action high DC perception check to find to activate. Other than that it depends on what is brought to the table that I'm not aware of.

![]() |

Yeahhh, I considered having Thyste pull her bow and try to snag them, but with that roll it wouldn't have mattered, even!

![]() |

Enssshagezesss can talksss to that one (pointing at the unconscious kobold on the floor), Ssself sssorry other runned away too fassst.
If there is time before something happens. Voices will use his wand of infernal healing on himself 3 times to get back to full.
Cat eventually climbs down to join the others. Complaining stridently at Voices the whole time.
I probably could have summoned something on the other side of the grate to stop it getting away. However I was assuming we didn't want to kill any just yet.

![]() |

Yeah, as far as I can tell we're still hoping for a diplomatic resolution here. Dunno if it'll help us if we make it all the way there with a bunch of KO'd kobolds in a bag and a bunch of trap ammo embedded in our shields and armor, looking like it was nothing but a breeze, but that's the angle Thyste is currently shooting for ;P

![]() |

Ruinor stands up from the ground, now soaked from landing in the sewer water. "I'm going to need to get all of this fumigated. Or burned. Yeah, maybe burned will be a better idea," he thinks to himself looking down at his clothing.
Voices speaking gets the wizard's attention back to what is going on. He looks over at the pile of something and then looks over at Thyste standing by a door as he tries to figure out what all the noise was he heard.
Knowledge(Dungeoneering): 1d20 + 8 ⇒ (9) + 8 = 17 Identify creature

GM TOP |

The Kobold disappears into the gloom. The odds of tracking them down is very unlikely if they don't want to be found.
Cat rides down on Garsita's shoulder.
Current Status
Thyste (-9 HP)
Ruinor (-2 HP)
Voices (-6 HP)
Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Both gates seem to be locked securely. But you saw the Kobold hit a lever or switch somewhere, perhaps there is a hidden latch?
Perception Check Required on either gate to find the release or a Disable Device check or try to break them down. A Survival Check could also be useful to see which gate gets the most foot traffic, which would probably indicate a route to the Kobold Lair. Also, there is healing to be done (if you want) and you all are welcome to search the room or do whatever with the unconscious Kobold.

![]() |

Thyste shrugs.
"One more try," she says. "Voices, you look like you've got an arm on you-- lend me a hand."
STR: 1d20 + 3 ⇒ (20) + 3 = 23
Oooooh, with an Assist that'll be a clean 25. I know GM is hinting that we should try other possibilities, but... Eyes Emoji?
Also, someone should... probably check up on Cat.

![]() |

Sssure. Voices tries to help Thyste move the grate. str assist: 1d20 + 4 ⇒ (12) + 4 = 16
While the wand does it's work, Voices tries and fails to clean up himself and Cat. I'm assuming a water elemental summoned here would only be able to drench us in sewer water. If it could produce clean water, he would summon one to clean off the filth.
Then he picks the kobold up by the scruff of the neck (do reptiles really have a 'scruff of the neck'?) and presents it to Engashez. Here for talking.
Cat carefully picks his way over to see which way has the most traffic and if a lever is visible.
Cat perception: 1d20 + 16 ⇒ (10) + 16 = 26 has scent

GM TOP |

Thyste and Voices each grab at the bars, pulling hard in different directions. It seems at first as though they won't budge, but then a creaking snapping noise is heard. Emboldened by this, their muscles bulge even bigger and slowly the bars are bent.
Enough space for a creature to slip through, but not quickly.
Cat rolls their eyes and meows, pointing out the obvious latch on the other gate.
The cleric moves into the room and channels her refreshing energy. Everyone feels better and the Kobold wakes up, screeching in Draconic!
I'm assuming Thyste is ok with being -1 HP. Survival to determine which gate is used more. Perception to search the room.

![]() |

"-1 HP never killed anybody" is a lie but it'll do.
Thyste sighs, eyeing the gate they've opened and the screeching kobold.
"That doesn't sound cooperative, but I'm hardly an expert on... uh. Kobold... language." She shrugs. "If he gives us any trouble let's just knock him out, stuff him in a bag, and move on."
"...Or she. Or they, or it, or xe, or fae, or..."

GM TOP |

She snorts derisively.
It does not seem like the spell was effective.

![]() |

Thyste, still not entirely following but fairly certain that wasn't cooperative, helpfully holds out an empty, kobold-sized sack.

![]() |

Thyste grins. ”In you go!” she barks, and proceeds to try to make it happen.
Don’t suppose the GM will be kind enough to let me just have this? :D If not, go ahead and roll me. CMB+7 vs a Small opponent shouldn’t be too bad!

GM TOP |

There is enough incentive here for the Kobold to not risk death. There are, after all, several very heavily armed pathfinders in the room glaring at her. She climbs into the sack.
Where too next? Survival to determine which gate is used more. Perception to search the room or you can just pick a direction. Once we move on, do we wish to resume using the Thyste's take 20 Perception tactic every 15 feet from before?

![]() |

I figure, Perceive the room, then go through the bars and use the Take 20 Tactic:tm: until/unless something comes up.
Thyste ties the bag tight at the top-- juuuuuust open enough to let a bit of air through.
She looks around at her companions. "I guess I'm carrying this?" she asks.
Unless we've got any suitably-beefy 1-handed wielders, Thyste is probably the best candidate. Just gotta decide whether I want to put away my shield or my spear... the classic 'attack or defense?' question.

GM TOP |

The kobold in the bag is approximately forty pounds, I'll assume whoever carries her can adjust for any carrying capacity issues. The sack can be slung over a shoulder for hands-free carrying.
Thyste takes a deep stinky breath of the foul garbage pit and looks around carefully.
Take 20 for 26 in the room.
Her eyes seem to pick out a very familiar item, a hand sticking up from the trash pile. She counts out her allies, their hands and then concludes that the hand is probably not theirs.
Upon closer inspection the hand belongs to a human body that is clearly dead. It has several large chunks removed from it and has obviously been here more than a week, judging by the maggots and stage of decomposition.
There is a wayfinder around his neck with the name 'Gil Flemish' and a magical ring.
Heal Check to do an Autopsy for the cause of death. The usual methods for ID'ing the ring.

![]() |

Thyste grimaces. "Well, that's gonna put a damper on diplomacy," she states.
Heal: 1d20 + 5 ⇒ (5) + 5 = 10

![]() |

The ever curious Cat checks out the room for anything interesting.
perception: 1d20 + 16 ⇒ (16) + 16 = 32 has scent
Then tries to determine which exit is used the most.
survival: 1d20 + 1 ⇒ (8) + 1 = 9 has scent
Ssself carry sssack if want. str 18

![]() |

Ruinor sighs at the discovery of the dead Pathfinder. "At least his family will have some closure," he says as he looks more closely at the ring Thyste hands him. Unfortunately he doesn't have any clean clothing to wipe the dried blood and muck off of it to read the etchings clearly.
Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

GM TOP |

Thyste doesn’t know what killed the pathfinder.
Cat doesn’t find anything more interesting or figure out which path is more traveled.
The kobold hisses angrily at Garsita when she looks in.
Ruinor definitely knows it is a magic ring, but isn’t sure what it will do. Probably cursed, considering the state of its previous owner.

![]() |

Thyste shrugs. If no one else takes the ring, she'll jam it onto her finger; it's SOP to borrow from the dead in this line of work, anyway.
They'd have to come back to retrieve the body later. She passes through the bent bars and lets her friends file in behind her before she moves on.

![]() |

Voices follows Thyste. Since the slime has already occurred, Cat slinks forward to scout ahead and maybe keep Voices from doing any dumb stuff again.
Since already dirty from falling in the sewer, Cat will sneak 30' in front of the group.
perception: 1d20 + 16 ⇒ (17) + 16 = 33
perception: 1d20 + 21 ⇒ (8) + 21 = 29

GM TOP |

The group searches fruitlessly through the sewers for a good half hour before considering that maybe there isn't a kobold lair this direction. They carefully backtrack to the garbage room and open the other gate. A very short distance around the corner they find some interesting things.
New Map is up. I rotated the orientation so that up is North, but you all should be able to figure out where you came from and where you are heading.
The tunnels here are even more cramped than above in the sewers. They are rough cut but well maintained and, like the stair steps, are short, as if they were constructed for small creatures. From the top of the stairs a small sliver of light is visible underneath the door at the end of the hallway.
As soon as cat steps up the stairs a voice booms out from... the walls?
"YOU ARE ENTERING THE DRAGON'S TERRITORY AND ARE NOT WELCOME. LEAVE NOW AND LIVE; YOU WILL NOT BE WARNED AGAIN."

![]() |

"See, this is where it gets complicated. We just ran into a dead Pathfinder next to one of your pets, so all of a sudden we know you're trying to kill us. We've got one of yours in a bag, here," she says, indicating the sack over her shoulders, "so if you attack us, this one's a goner for sure. Now, we were sent here on a diplomatic mission, but if you want it to turn ugly..."
She lets it hang for a moment, then shrugs. "I'm real good at ugly."

![]() |

Thyste shrugs.
"On we go. Shields up, anyone that's got 'em."
She takes a quick glance around; does anyone besides her have a shield?
Eh.

![]() |

buffs:
Barkskin - dur 40 min
Shield - dur 40 rounds
Protection from Evil - dur 10 rounds
AC=24
Voices shrugs, OK Thyssste and puts up the protections he has.
Cast barkskin and shield, then use wand of protection from evil