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The walls and handholds of the ten foot vertical tunnel are slippery with drained rainwater. The recent storms and influx of fresh water seems to have damped the smell considerably, with the strong odor of mold and rot far more prevalent than any obvious odors. After ten feet, the shaft opens on a 25-foot-by-35-foot room with ten foot high ceilings (from the water line) into which flow three gushing storm drains that partially fill the room with muddy brown water and send it rushing quickly westward into the greater sewer system. The handholds then turn to solid metal rungs that descend down beneath the tumult below. A rusted and shoddily constructed grate separates this room from the western sewer tunnel.
This room functions as a large catch basin for the sewer system beneath the school and is flooded to a depth of 5 feet.
Water spills quickly from three storm drains in the north, east, and south walls and turns this room into a churning maelstrom of water and small storm debris.
Perception checks please.

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Roland looks around the flooded space.
I really don't like the looks of this.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

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Big thank you GM! A pleasure to have you as our GM! ;-) A question: is there a map?
Khorshid casts detect magic and also looks around with disgust.
perception: 1d20 + 5 ⇒ (9) + 5 = 14
He looks at Roland, "You are strong. Can you go forward and protect me please! I mean if this was not a personal favor for a venture captain then I would leave ..." the gnome says while shaking his head.

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The Armenian Man looks at the water with concern. "Water gross; The Armenian Man doesn't care about that. Sometimes things hide in gross water, though, and The Armenian Man wonders about that. Is it Magdh's plan that The Armenian Man dies to a surprise attack from a hidden crocodile today? Maybe so, maybe so..." he ponders aloud, though with more curiousity than concern.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18

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Perception: 1d20 + 8 ⇒ (13) + 8 = 21
”Well, this isn’t so bad. I could always sing us up an ice bridge, if we need!”

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There indeed will be a map. :P. It is posted below.
The group makes it down into the muck where Kyra is able to ignite the darkness with a bit of light. It takes several moments for you to clear your eyes before Zinta begins her descent. Baldo shakes a bit, looking around, hoping not to look like a tasty treat for a crocodile as Roland carries Baldo down the ladder.
Roland and the Armenian Man notice two things of interest right off the bat. First in the northwest corner of the room, 2 feet above the water line, is a hidden metal box recessed in some broken masonry. Box is on the map.
Second is the awful stench doesn't just seem to be coming from the muck you are standing in as flies buzz all around you. Crouched low to the west, hidden well in the shadows lies a humanoid with scaly hide that is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back. It holds a slender bit of rope connected to the box. The water begins to gush from the pipes as it spills roughly into the small chamber.
This room is difficult terrain for medium creatures. Small creatures will need swim checks against rough water.
Keep in mind that so far only Roland, Armenian Man and now Z'hor'll have seen the creature. The rest of you would need a DC 18 Perception to notice it if you have not rolled already.
Roland's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Aatish's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Zinta's Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Z'hor'll's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Kyra's Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Armenian Man's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Monster: 1d20 - 1 ⇒ (6) - 1 = 5
Crate Monster: 1d20 + 6 ⇒ (20) + 6 = 26
★★★
Sink or ?? Round 1
Terrain: Churning Water - Medium Creatures this is difficult terrain, Small creatures need swim checks for rough water
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Z'hor'll B'bblebr'x (33/33 HP)
➤ Zinta (27/27 HP)
➤ Kyra (35/35 HP)
➤ Roland Huntmaster (36/36 HP)
⠀⠀➤ Baldo II (37/37 HP)
➤ Aatish e (34/34 HP)
⠀⠀➤ Ghermez (13/13 HP)
➤ The Armenian Man (27/27 HP)
Cave Lizard? (-0 HP)
──────────
RECALL KNOWLEDGE:
──────────

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Local: 1d20 + 3 ⇒ (20) + 3 = 23
”Ah, a troglodyte. Smelliest of the humanoid lizards. It’s stench could gag a maggot, and based on flies here, it already is. Would have though all this water would have helped. ”
Inspire courage.
He then draws his wand of magic missile.

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GM, my gnome character is riding on a medium sized riding dog. Does he still need to make swim checks?
“What? Oh no!!“ the gnome says concerned.
Delaying.

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The map shows bars between us and the troglodyte, but the room description doesn't mention them. Is the trog behind bars?

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@Aatish- That should be fine
@Armenian Man- That is a shoddily constructed grate separating the rooms. It will need broken through before you can move past.

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"The Armenian Man and friends should take care of the troglodyte first; it has some rope attached to that box. Seems iffy to The Armenian Man." He begins a series of dramatic motions that bring a ghostly scimitar into being in front of the troglodyte. The scimitar swings at their foe of its own accord!
Standard: cast spiritual weapon
spiritual weapon: 1d20 + 6 ⇒ (19) + 6 = 25
damage, force: 1d8 + 1 ⇒ (2) + 1 = 3

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Z'hor'll knows that Troglodytes have an awful stench if anyone gets close to them. Those within 30' need a DC 13 Fort Save or sickened for 10 rounds. Troglodytes are extremely stealthy and well hidden as they set traps.
The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race’s fecundity and sprawl, as a whole they represent only a minor threat. At times, great leaders can draw legions of troglodytes to their command to create vast and deadly armies, but left to their own devices, troglodyte tribes are content to keep each other under control with numerous feuds, cannibalistic raids, and bitter civil wars.
The troglodyte is one of the oldest of intelligent races, and ruins found in some remote caverns testify to the fact that their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races—while those races hid in caves and worshiped fire, the troglodytes raised vast cities of stone ziggurats and twisting canals, kept other races as slaves, and worshiped ancient and inhuman gods and demons. Yet as the other races evolved and grew increasingly civilized, they outstripped their onetime troglodyte oppressors. Today, the roles have changed—now it is the troglodyte that hides in caves and lives the life of a feral savage.
Religion is strong among troglodyte tribes, and their shamans and priests are universally the highest regarded members of a clan. A troglodyte chieftain is not always a cleric or druid, but those who do not have divine power are usually mere mouthpieces and puppet lords that answer to the beck and call of the local seer or shaman. Troglodytes generally worship one of the countless demon lords, particularly those of a reptilian or primeval shape and form or those whose Abyssal domains most closely resemble the tangled caverns troglodytes prefer. Troglodyte druids are usually neutral evil if they dwell with their own kind (and are universally feared and respected for the eerie command they have over beasts).
A typical troglodyte stands about 5 feet tall and weighs 150 pounds.
Zinta not wanting to deal with the creature in the slightest sends a wave of magical missiles through the grate. The missiles arc right through the gaps as they slam into the Troglodytes side causing a severe yelp of pain as numerous ribs break.
Aatish holds back as Ghermez paddles around happily in the dark water.
A magical scimitar appears in the air just above the troglodyes head as it slashes down into the creatures shoulder blades. This seems to stagger it as the troglodyte looks quite wounded.
★★★
Sink or ?? Round 1
Party Conditions: Inspire Courage
Terrain: Churning Water - Medium Creatures this is difficult terrain, Small creatures need swim checks for rough water
Battlemap
──────────
BOLD IS UP!:
──────────
Z'hor'll B'bblebr'x (33/33 HP)
Zinta (27/27 HP)
➤ Kyra (35/35 HP)
➤ Roland Huntmaster (36/36 HP)
⠀⠀➤ Baldo II (37/37 HP)
Aatish e (34/34 HP)
⠀⠀Ghermez (13/13 HP)
The Armenian Man (27/27 HP)
Cave Lizard? (-13 HP) │ Staggered

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I don't really want to approach this thing unless I have to. Perhaps he will come to us.
Roland moves toward the center of the channel, pulling out his bec de corbin as he moves, then he will ready and action to strike the Troglodyte if it approaches.
I assume Baldo needs a swim check to stay afloat in the water.
Swim check: 1d20 + 6 ⇒ (9) + 6 = 15
Baldo will swim up next to Roland (one square.)
Fortitude Save for Roland: 1d20 + 7 ⇒ (7) + 7 = 14
Fortitude Save for Baldo: 1d20 + 7 ⇒ (13) + 7 = 20
Roland can barely handle the stench from the Troglodyte. Baldo thinks it doesn't smell as bad as that dead rat he found as a snack a couple of days ago.

Yours is mined |

Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Not seeing any reason to advance, Kyra takes a leaf from the holy text of Magdh and ✨casts spiritual weapon, hoping to deal the Trog a minor wound.
“Sarenrae let Your Light into this complex of mortal filth, which permits purity in the places the Sun touches above.”
spiritual weapon: 1d20 + 7 ⇒ (15) + 7 = 22
force damage: 1d8 + 1 ⇒ (3) + 1 = 4

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Baldo splashes and swims around along with Ghermez as the small dogs yip playfully together. Kyra takes advantage of the opportunity as her own spiritual scimitar cleaves through the troglodyte's spine, killing it.
Out of Combat.

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"Well, that wasn't so bad." says the Undine, quite at home in the water here. He makes his way over to the box, and tries to determine if it is safe to open, and then opens if he thinks it is.
perception: 1d20 + 8 ⇒ (14) + 8 = 22

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That thing did stink to high heaven. What is it doing down here?
Roland will move over the check the Troglodyte's body before it floats away.
Perception if needed: 1d20 + 11 ⇒ (18) + 11 = 29

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Khorshid moves forward with his riding dog and looks disgusted.
“It is horrible here!!“
He casts detect magic and looks around.
He then also inspects the chest.
perception : 1d20 + 5 ⇒ (20) + 5 = 25
If he thinks that it is safe then he will open the chest.

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Fuln peeks his head down as he nervously stammers. "Everything alright? I heard a noise down there?" Khorshid scans the sewer for magic and senses none in the dark waters. Listening closely Khorshid and Roland hear the faint sounds of light clawing inside of the crate, as if something is frantically trying to get out before it runs out of air.

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Khorshid opens the crate!

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Z’Horr’ll waits impatiently for the lid to open.

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"The Armenian Man approves!" The half-orc looks on with glee as Khorshid accepts his fate openly and with abandon.

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Roland's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Aatish's Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Zinta's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Z'hor'll's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Kyra's Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Armenian Man's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Rat Swarm: 1d20 + 6 ⇒ (5) + 6 = 11
Z'Horr'll and Khorshid open the crate as a squirming, roiling mass of squeaking rats spills forth into the water. Their sharp teeth and claws bite and gnash at everything nearby.
★★★
Sink or Swarm! Round 1
Terrain: Churning Water - Medium Creatures this is difficult terrain, Small creatures need swim checks for rough water
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Z'hor'll B'bblebr'x (33/33 HP)
➤ The Armenian Man (27/27 HP)
➤ Aatish e (34/34 HP)
⠀⠀➤ Ghermez (13/13 HP)
➤ Kyra (35/35 HP)
➤ Roland Huntmaster (36/36 HP)
⠀⠀➤ Baldo II (37/37 HP)
Rat Swarm (Red) (-0 HP)
Rat Swarm (Green) (-0 HP)
Zinta (27/27 HP)

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Do splash weapons (acid, alchemist's fire) work thrown at a swarm that's in the water?
The Armenian Man steps forward behind Roland and touches his shoulder lightly, granting the huntmaster some of Magdh's luck for the moment. He retrieves a flask from his pouch, and tosses it lightly in his hand, feeling its weight as he decides if it's worth trying to throw it at the rats right now.
Roland:
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

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Khorshi suddenly concentrates and shoots strange acid from his mouth on the rats!!!
Phantasmagorical Breath hitting both swarms, DC 16 Will save negates: 2d6 ⇒ (1, 6) = 7
He then moves away!

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@Armenian Man- I would think they would work normally in shallow water like this. Underwater Combat would likely be a bit different.

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"Of course. Why am I not surprised. It was like the time when we were in the ...<SPOILERS REDACTED>"
Inspire Courage +1/+1
Z'hor'll takes advantage of his swim speed, and retreats!

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Z'hor'll rapidly swims away from the rats as the Armenian Man begins to fumble around for a flask to use against the swarms.
Red DC 16 Will: 1d20 + 2 ⇒ (17) + 2 = 19
Green DC 16 Will: 1d20 + 2 ⇒ (18) + 2 = 20
Khorshi breathes a strange acid over the group of rats but doesn't seem to have any effect on this many rats, at least not a visible one.
Don't forget about this being difficult terrain and swimming checks for small creatures.
★★★
Sink or Swarm! Round 1
Party Conditions: Inspire Courage +1
Terrain: Churning Water - Medium Creatures this is difficult terrain, Small creatures need swim checks for rough water
Battlemap
──────────
BOLD IS UP!:
──────────
Z'hor'll B'bblebr'x (33/33 HP)
The Armenian Man (27/27 HP)
Aatish e (34/34 HP)
⠀⠀Ghermez (13/13 HP)
➤ Kyra (35/35 HP)
➤ Roland Huntmaster (36/36 HP)
⠀⠀➤ Baldo II (37/37 HP)
Rat Swarm (Red) (-0 HP)
Rat Swarm (Green) (-0 HP)
Zinta (27/27 HP)

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Haven't you learned not to open strange boxes when we are adventuring?
Roland pulls out an Alkali Flask to throw at the Swarms.
Using the Lucky Presence from the Armenian Man
Thrown attack with Alkali Flask versus Green: 1d20 + 6 ⇒ (20) + 6 = 26
Thrown attack with Alkali Flask versus Green: 1d20 + 6 ⇒ (6) + 6 = 12
Acid Damage: 1d6 ⇒ 2 plus 1 splash to adjacent creatures
Baldo, stay back
Baldo swim check: 1d20 + 6 ⇒ (1) + 6 = 7
And Baldo goes Underwater.

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”Nope!” giggles Z’Horr’ll in response to Roland.

Yours is mined |

Clearly vexed that her mosque has failed to supply her with adventuring basics like anti-swarm weapons, Kyra sighs and makes the best of it, providing the Armenian Man with some guidance.
She then takes a 5' step to the NE.

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Roland pulls out an Alkali Flask to throw at the Swarms.
Using the Lucky Presence from the Armenian Man[dice=Thrown attack with Alkali Flask versus Green]1d20+6
[dice=Thrown attack with Alkali Flask versus Green]1d20+6[dice=Acid Damage]1d6 plus 1 splash to adjacent creatures
See discussion: Roland adds the splash damage to the primary target in addition to adjacent creatures (i.e. 3 to the targeted swarm, and 1 to the adjacent swarm)

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Kyra offers a bit of useful guidance as Roland tosses an alkali flask into the swarm of rats. The acid coats the top of the water causing them to screech into a maddening frenzy as their fur melts.
The rats quickly swim through the churning waters as they swarm and climb all over Balto, Roland, and Armenian Man.
Red Swarm Damage: 1d6 ⇒ 1
DC 12 Fort save vs Disease
DC 12 Fort save vs Distraction
★★★
Sink or Swarm! Round 1 / 2
Party Conditions: Inspire Courage +1
Terrain: Churning Water - Medium Creatures this is difficult terrain, Small creatures need swim checks for rough water
Battlemap
──────────
BEFORE YOUR TURN:
──────────
The Armenian Man: DC 12 Fort vs Disease; DC 12 Fort vs Distraction
Roland Huntmaster: DC 12 Fort vs Disease; DC 12 Fort vs Distraction
Baldo II: DC 12 Fort vs Disease; DC 12 Fort vs Distraction
──────────
BOLD IS UP!:
──────────
➤ Z'hor'll B'bblebr'x (33/33 HP)
➤ The Armenian Man (26/27 HP)
➤ Aatish e (34/34 HP)
⠀⠀➤ Ghermez (13/13 HP)
➤ Kyra (35/35 HP)
➤ Roland Huntmaster (35/36 HP)
⠀⠀➤ Baldo II (36/37 HP) │ Underwater
Rat Swarm (Red) (-4 HP)
Rat Swarm (Green) (-1 HP)
➤ Zinta (27/27 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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GM, was the swim check directed towards Khorshid? As he’s right fung a medium sized riding dog I hope he can stay over water and still ride? If yes:
”Too crowded here!!“ he says and rides fast through the swarm to the other side!
Khorshid concentrates again and shoots strange acid from his mouth on the rats in green!!!
Phantasmagorical Breath hitting green swarm, DC 16 Will save negates: 2d6 ⇒ (3, 4) = 7

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"Roland, Move! I need a 15 foot cone area cleared!"
Once Roland moves
"QUIT FOLLOWING ME!" screams out Z'hor'll, as his spell amplifies his voice into a cone of sound belches out of his mouth.
sonic scream DC16 reflex for half: 4d4 ⇒ (1, 2, 3, 4) = 10 sonic.
has 2 more screams left, for 2d4, and 1d4, respectively
By casting the spell, this turn does not cost him any performance rounds
Z'hor'll starts acting out like he cannot hear!
performance comedy to sustain his peformance.

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Baldo Swim Check: 1d20 + 6 ⇒ (4) + 6 = 10
Baldo's head doesn't break the water again this round. The way I read the Swim Skill he can stay under water for a number of rounds equal to twice his constitution score. His constitution score is 17, so that means 34 rounds as long as he only takes move or free actions. He will try to swim out of the swarm when he can, but I think the failed swim check is his move action this round.
Roland moves to the side of the tunnel, out of Z'hor'll's way.
Whatever you so, don't hit Baldo. He is having a lot of trouble swimming.
Then he attacks with the Bec de Corbin he had pulled out earlier.
Attack with Bec de Corbin: 1d20 + 8 ⇒ (20) + 8 = 28
Bludgeoning Damage: 1d10 + 4 ⇒ (3) + 4 = 7
Additional Crit damage
Bludgeoning Damage: 1d10 + 4 ⇒ (7) + 4 = 11

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@Khorshid- Nope it was just a generalized reminder.
@Roland- Don't forget your saves for disease and Distraction as you may become nauseated.

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Oops, missed those
Roland Fort Save for Disease, DC 12: 1d20 + 7 ⇒ (17) + 7 = 24
Roland Fort Save for Distraction, DC 12: 1d20 + 7 ⇒ (6) + 7 = 13
Baldo Fort Save for Disease, DC 12: 1d20 + 7 ⇒ (1) + 7 = 8
Baldo Fort Save for Distraction, DC 12: 1d20 + 7 ⇒ (18) + 7 = 25
Looks like I have a diseased dog

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I think that I need to 5' step or move. Have a swim speed, so should be able to do either. Either way, I only used my standard, so I'll move to the spot I need to be in.
Sorry, was posting quickly.... while pretending to work

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Fortitude (disease) DC 12: 1d20 + 8 ⇒ (20) + 8 = 28
Fortitude (distraction) DC 12: 1d20 + 8 ⇒ (18) + 8 = 26
The Armenian Man moves out of the swarm, the multitude of tiny bites being more than adequate as motivation. He wheels as soon as he's out of frothing rat-filled water and tosses his flask at the center of the swarm, careful to target a spot that won't splash any of his allies.
Move: 10' through difficult terrain (20' cost)
Standard: attack green with acid flask
Ranged touch, acid flask: 1d20 + 5 ⇒ (20) + 5 = 25
Damage, acid: 1d6 ⇒ 1 +1 splash damage to adjacent squares

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Z'hor'll waits for Roland to get out of dodge as he releases a loud sonic burst into the mass of rats.
Red DC 16 Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Green DC 16 Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
The vast majority of the rats keel over in the water as the vibration and loud sound bursts several of their brains. Armenian Man tosses his flask into the remaining swarm as it splashes into himself and Baldo. Had to readjust target due to the one you were aiming for is dead.
Will DC 16: 1d20 + 2 ⇒ (3) + 2 = 5
Khorshid breaths acidic breath all over the rats. What few rats remain quickly disperse and floate out the western tunnel along with the numerous bodies of their kin.
Out of Combat.
The cobbled together rusted grate to the west is shoddy at best and doesn't look like it will take much effort to break through the rusted grate.

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Khorshid shuddders.
”You can be glad that I’ve got the blood of dragons flowing through my veins!! Now let’s see if anything else is in the chest!“ he says and again detects magic and investigates the open chest.

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Roland helps Baldo get back to the surface.
Baldo swim check with Roland assist: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
And quietly glares at the two people who recklessly opened the box.
Baldo surfaces and looks for a place to shake

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The Armenian Man joins Kyra at the rusted gate, giving it a cursory examination before putting his shoulder into wrenching it free.
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Strength: 1d20 + 4 ⇒ (16) + 4 = 20