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Shenendril and Ilarien heal Ryoskovich back to consciousness. Zeta's blast goes wide as does an attack from Zeta. Vellestir connects.
Green closes with Sakura and attacks. Its felling bite misses, as does its first claw attack, but the second one lands.
1d20 + 7 ⇒ (2) + 7 = 9
1d6 + 4 ⇒ (3) + 4 = 7
1d20 + 7 ⇒ (9) + 7 = 16
1d4 + 4 ⇒ (2) + 4 = 6
1d20 + 7 ⇒ (19) + 7 = 26
1d4 + 4 ⇒ (3) + 4 = 7
~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -28
Zandu heroism
Zeta
Ilarien
Shenendril
Green Wolf -21
Sakura -20
Pink Wolf -30

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“Go down!!“ the Aphorite shouts.
Sakura attacks the wolf with red hair.
Adamantine Greatsword +9 (2d6+6; 19-20/×2) To hit: BAB +4, MW +1, Str +4; Damage 2H +6: Str +4 +2 : 1d20 + 9 ⇒ (14) + 9 = 232d6 + 6 ⇒ (3, 4) + 6 = 13

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Sakura lands a vicious hit against Red Wolf, but it stays up!
Pink lashes out against Vellestir. Vellestir, correct me if you're using a spear with reach and I'll choose a new target (Ryskovich).
bite: 1d20 + 7 ⇒ (8) + 7 = 15
1d6 + 4 ⇒ (5) + 4 = 9
claw: 1d20 + 7 ⇒ (20) + 7 = 27
1d4 + 4 ⇒ (1) + 4 = 5
confirming: 1d20 + 7 ⇒ (6) + 7 = 13
bite: 1d20 + 7 ⇒ (9) + 7 = 16
1d6 + 4 ⇒ (1) + 4 = 5
~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -21
Sakura -20
Pink Wolf -30

Vellestir the Wise |

Oh! The dragon is clearly surprised that one bite still got him, but clearly is not going to stop fighting.
The weapon certainly has a reach, but this raises the dragon's reach from 0 to 5. That is, everything is correct, Vellestir can be attacked.

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falcata, PA, AC 18 versus Pink: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 292d6 + 7 + 3 ⇒ (4, 1) + 7 + 3 = 15
crit: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 294d6 + 14 + 6 ⇒ (2, 2, 1, 5) + 14 + 6 = 30
I swear if 45 damage doesn’t drop it I quit this table lol
Air fills Ryskovich’s lungs as he’s brought back from bleeding out as his wounds get magically mended. He looks around, and sees a wolf bite and claw at the valiant dragon doing its best to help him. Ryskovich lashes out while on his back, with his razor sharp blade. The blade cuts the wolf deep in the side, as he connects with what he presumed are the wolf’s vital organs.

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Ryskovich vents his quite understandable frustration and splits the Pink Wolf in half! Viscera spill out onto the floor. It lies there smoking, wafting eerie shadowy vapors, which, while creepy seem entirely harmless.
The Red Wolf, smelling blood, snaps at Sakura, but only manages to scratch her.
bite: 1d20 + 7 ⇒ (10) + 7 = 17
1d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 7 ⇒ (13) + 7 = 20
1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 7 ⇒ (4) + 7 = 11
1d4 + 4 ⇒ (4) + 4 = 8
~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -21
Sakura -24

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Glaring at the green wolf, Ilarien calls forth a curse of ill luck on the unnatural creature.
Misfortune hex, DC 18 Will save or unlucky. If it fails its save, Ilarien will cackle to maintain the hex.

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"Really guys, it would be great if you could stop getting hit. I can't do this all day," Shenendril says, reaching out a hand to give Sakura some healing.
Flesh Mend: 1d8 + 3 ⇒ (6) + 3 = 9

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Botting Zandu
The sorcerer gathers power and fires at Green. He lands a hit, but doesn't repel the wolf.
Attack, Heroism, PBS: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20
Damage, PBS: 2d6 + 8 + 1 ⇒ (1, 5) + 8 + 1 = 15
Bull rush, heroism: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Green continues attacking Sakura...
bite: 1d20 + 7 ⇒ (7) + 7 = 14
1d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 7 ⇒ (17) + 7 = 24
1d4 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 7 ⇒ (13) + 7 = 20
1d4 + 4 ⇒ (2) + 4 = 6
...landing two claw strikes.
~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -36
Sakura -35

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“Only forward!!“ the Aphorite shouts.
Sakura attacks the wolf with red hair.
Adamantine Greatsword +9 (2d6+6; 19-20/×2) To hit: BAB +4, MW +1, Str +4; Damage 2H +6: Str +4 +2 : 1d20 + 9 ⇒ (10) + 9 = 192d6 + 6 ⇒ (2, 5) + 6 = 13

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Ryskovich seeing that there aren’t any immediate threats chomping at the bit to rip his flesh to pieces, takes this moment to stand up so he can better defend himself. He then decides to move forward to in attempt to aid his comrades in battle.
marked my movement with a red line. Movement speed is 30’. If I cannot make it then move me to the blue dot and call it good

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The last wolf wobbles on his feet, then topples over.
Will: 1d20 + 4 ⇒ (1) + 4 = 5
Assuming you guys quickly coup de grace the thing, that's us out of intiative.
Judge Pradowca shouts a thank you and says, "Venk went that way!" pointing to a row of holding cells behind the courtroom.
Inside one of the cells is a torn-open sewer grate. It looks like Venk is running from you.
You have a short amount of time to heal up, but don't spend too much time on it as you are in hot pursuit.
As you depart, the judge tosses a ceremonial sword to you, with the following statistics:
This ornate sword and belt impart uncanny confidence
and insight while worn, granting a +2 competence bonus
on Sense Motive checks. Three times per day, the wearer
may draw the sword and deliver a single-word command,
as per the spell. Lesser versions of swords of station exist
that allow the wearer to cast command only once per day,
and that lack the confidence-boosting enhancements. For
greater swords of station, the competence bonus on Sense
Motive checks increases to +5. A sword of station is blunted
and poorly balanced, intended as a showpiece rather than a
weapon. If used in combat, treat it as an improvised club.

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"Thank you!" Shenendril says, catching the sword and draping the belt over her head and shoulder so that it hangs on her back.
She uses two more points of her focus on Ryskovich and Sakura.
Flesh Mend Ryskovich: 1d8 + 3 ⇒ (4) + 3 = 7
Flesh Mend Sakura: 1d8 + 3 ⇒ (7) + 3 = 10
Do we want to linger for more healing or keep up the pursuit?

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Once inside the tunnels...
The tight confines of the courthouse sewers eventually open into
wider tunnels collecting effluence from the neighboring buildings.
The putrid stink of human refuse mingles with a more natural
stink of decomposition. Bubbles and ripples occasionally break the
water’s surface, filling the chamber with a constant gurgle.
The green areas on the map are sewer water. They are 2 feet deep, count as difficult terrain, and reek from here to the Boneyard. The gray lining portions of the wall are raised above the water.
Venk's trail definitely came this way...
Feel free to move up to the shadowed areas and to rearrange the party as you see fit.

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Shenendril does her best to pick her way through the foul water, her nose wrinkling in distaste at the smell.
She gets back on drier land as soon as possible, keeping her bow and arrow ready as she looks down the side passages.

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Ugh…I didn’t think the sewer was gonna be in my future. Cleaning the muck and feces off my armor is going to be a nightmare Ryskovich quietly mutter under his breath as he sloshed through the waste into the raised ledge.

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Noses full of the wretched air, Ryskovich and Shenendril edge their way deeper into the sewer. From their vantage, they can see into side channels, both of which end abruptly at a grated pipe. A steady trickle of greasy fluid drips from them, adding to the chorus of plinks and plops echoing in the dark.
Ryskovich notes a clawed bipedal footprint in the slime covering the stone floor beside him.
BTW, what are you guys doing for light?

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Moving us along...
Just outside the ambit of Ilarien's light, there is movement in the tunnels to north and the south. Dim light beyond 20' from Ilarien's position. Sakura's keen darkvision reveals a thick swarm of insects roiling the icky waters to the north, and a massive blob of some fetid goo to the south.
Ilarien: 1d20 + 4 ⇒ (10) + 4 = 14
Zandu: 1d20 + 5 ⇒ (13) + 5 = 18
Ryskovich: 1d20 + 9 ⇒ (10) + 9 = 19
Zeta: 1d20 + 4 ⇒ (3) + 4 = 7
Shenendril: 1d20 + 3 ⇒ (19) + 3 = 22
Sakura: 1d20 ⇒ 20
bad1: 1d20 ⇒ 13
bad1: 1d20 ⇒ 6
~~+~~Initiative~~+~~
Shenendril
Sakura
Zandu
Ryskovich
Zandu
Swarm
Ilarien
Zeta
Ooze

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I will assume that one of you has used the infernal healing wand on Vellestir.
Zeta passes to the south and looks at the ooze. What is this abomination? Can you tell me what to expect from this? And immediately takes the halberd at the ready, preparing to strike.
READY ACTION: Mwk Halberd (PA): 1d20 + 6 ⇒ (6) + 6 = 121d10 + 10 ⇒ (1) + 10 = 11

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Ryskovich moves forward and too takes up a position to strike when confronted. He readies his blade and swings based on enemy information.
falcata: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 7 ⇒ (6) + 7 = 13 buckler is 30 to hit with damage: 1d2 + 4 ⇒ (1) + 4 = 5
crit?: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 14 ⇒ (1, 5) + 14 = 20
if weapon type matters or immunities to certain things matters and my falcata is useless then I use my buckler instead. If oozes can be dealt non-lethal damage I would turn my falcata on the side and use the flat of the blade for bludgeon damage if allowed. I’m pretty sure a -4 to attack would still hit with a 24. NL damage would then stay 13

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Meanwhile, Vellestir flies to the nort and exhales fire on a cluster of insects (?), after which it begins to fly away hastily.
[dice=Fire, 10-ft cone]1d4 Ref DC10
[dice=Reload]1d4
Does Vellestir have the action economy to flight, attack, and fly away?
I'll process the readied actions once we get input from the other players and I can move the enemies.

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Sakura moves forward to the strange creature.
double move.

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Shenendril has the sinking suspicion that her bow isn't going to be very useful against either of these foes, but she moves up and fires at the one that is more likely to be affected by it.
longbow vs. the blob: 1d20 + 5 ⇒ (17) + 5 = 22
piercing: 1d8 ⇒ 8

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Just as Shenendril expected, her arrow seems to have had no effect. It hisses through the jelly with a sploosh
swarm reflex: 1d20 + 7 ⇒ (20) + 7 = 27
The bugs plunge below the icky water just as Vellestir heaves his fire at them. Then they swarm forth, churning up the water as they swim toward the humanoids sloshing around in the sewage.
As they draw close, Ryskovich and Zeta attack. The rondolero looks might good swinging his sword, but it slashes harmlessly through the centipede swarm.
They sting and bite Shenendril and Zeta.
2d6 ⇒ (2, 2) = 4
I need two Fort saves from each of you: The first for poison and the second for distraction
~~+~~Initiative~~+~~
Shenendril -4
Sakura
Zandu delayed
Ryskovich
Swarm
Ilarien
Zeta -4
Ooze

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I have backsie a little something. When Shenendril's arrow hit the ooze, it split in two. Sakura, as we're in block initiative, you can choose whether you'd move to be adjacent to them, knowing what you know. The oozes will act when you've decided. My apologies for the mix-up. I didn't think piercing damage could cause Split but it apparently can.
~~+~~Initiative~~+~~
Shenendril -4, 2 Fort saves needed
Sakura
Zandu botting in 5, 4, 3...
Ryskovich
Swarm
Ilarien
Zeta -4
Ooze

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Zandu sloshes his way forward and unleashes a kinetic blast at the swarm.
1d20 + 10 ⇒ (5) + 10 = 15
2d6 + 9 ⇒ (6, 2) + 9 = 17
The two jellies attack Sakura.
1d20 + 5 ⇒ (2) + 5 = 7
2d4 + 3 + 1d4 ⇒ (2, 4) + 3 + (1) = 10
1d20 + 5 ⇒ (19) + 5 = 24
2d4 + 3 + 1d4 ⇒ (3, 4) + 3 + (4) = 14
Grab: 1d20 + 11 ⇒ (6) + 11 = 17
~~+~~Initiative~~+~~
Shenendril -4, 2 Fort saves needed
Sakura -14
Zandu
Ryskovich
Swarm -17
Ilarien
Zeta -4
Ooze