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Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
Sahess observes the exchange, barely able to comprehend what is said. "We should expect their aid to clear their name, and to lay to rest the spirit. As well to save the noble, as is their duty."

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"I'm not exactly sure what they are saying, but if we need to pay to get what we need and get out of this place, then I'm all for it." The elf starts digging in her purse for the required amount of coins.
Thoriel can pay her share as needed. Do we have any items we've collected so far this game we could trade in instead of all or some of the cost?

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Sense Motive: 1d20 + 13 ⇒ (20) + 13 = 33
Seldiliel looks the man with the boars suspiciously and then whispers to him. "Something tells me I shouldn't trust you."
"Fine, we will meet you half way. Here, take what you need for my fair share.
Seldiliel opens up her bag and pulls out fistfuls of coins, semi precious gems, and even a couple bottles of wine and unceremoniously dumps the items on the ground until she's managed to assemble enough of her wealth to pay her fair share of the augur's fee.
She's just paying for it out of gold, but I like to assume some of her wealth is in the form of art objects and gems.

Grandmaster TOZ |

Seldiliel looks the man with the boars suspiciously and then whispers to him. "Something tells me I shouldn't trust you."
Under the paint a smirk creeps across his face. "Trus' ha' non to d' wit' i'. Th' swamp a'ways claim i's toll'n time, e'en wen somet'ing seem t'be free."
The man collects the offered gold with a nod and whispered, "Thank yeh." Then he retreats to the shadows behind the hut. The woman pulls a reed from the nearby swamp, and squats on her haunches in front of the hut, clearly a practiced storyteller.
"Thank yeh. Awr fam'ly's fed by teh deals struck here inna swamp." With the reed, she begins to draw a crude map of interlocking tunnels and sewers, finally circling a single intersection in the dirt.
”Awr scavengahs spotted several swams o’ strangahs, dressed up faw det’.” She pauses, searching for a word. ”Yoo’d call ‘em mawners. Dey be movin’ ‘bout teh sewahs an’ tunnels a’neath teh city. Dey got der plumes on. Gems an’ such. Carryin’ bundles wrapped li’a spider’s dinnah in grey clawt." She mimics the elaborate costumes and stiff walk of Karcau's upper class. "Mos’ time we see ‘em on the wes’ end. Thinkun’ dey use awr sewahs t’ reach Eylusia. Teh great stone det’, ya knaw’it? We’b knawn a hiddeh passage ‘at leads der some time. Use be folk went der ‘lone oar paired up. Now’day, as much a pack as be goin’ dat way-fihteen a’mos’. We try an’ stawp dem an’ dey mel’. Intah deh gloom an’ dark o’ teh tunnels, dey gone." She gestures to the surrounding shadows. In an ominous, low voice she continues. "Any who an’ try t’fawlah? If we see ‘em ag’in, dey be dead.”
She waits only a beat before rising to her feet. With a curt nod, she turns to follow her companion from the site. As she is just about to leave the small circle of light, she looks back and raises a warning finger. ”Dat buil’in’s lock' up tigh'. Tightah dan a rat’s pehtootah. Mor’n any good man ought t’ have, I reck’n. Keeps teh mice owt wit’ a few mean nasties, dat one does.”
"Our scavengers spotted several swarms [large groups] of strangers, dressed up for death. You would call them mourners. They be moving about the sewers and tunnels beneath the city. They got their plumes on [fancy dress]. Gems and such. Carrying bundles wrapped like a spider’s dinner in grey cloth [similar to a funeral shroud]. Most [of the] time we see them on the west end [of the city]. Thinking [I think] they use our sewers to reach Eylusia. The great stone death, you know it? We’ve known a hidden passage that leads there some time. Use be [It used to be that] folk went there alone or paired up. Nowaday, as much a pack as be [large groups are] going that way-fifteen almost. We try and stop them and they melt. Into the gloom and dark of the tunnels, they gone. Any who and try follow? If we see them again, they be dead.
That building is locked up tight. Tighter than a rat's patootie. More tahn any good man ought to have, I reckon. Keeps the mice out with a few mean nasties, that one does. [anti-intrusion devices]

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"Back to the sewers, then? Money well spent!" Thoriel sighs, as she readies with the rest of the group to head back down into the stinking and filthy tunnels again.

Grandmaster TOZ |

You may remember seeing it on the way in. If you wish to take the time once you are back in town, you can gather information in place of Knowledge Local.

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As we are travelling, Tak pulls out an ioun stone casts heighten awareness into it from a wand.
"I'm going to see what Nail knows."
Nail uses the ioun stone to cast the spell on himself.
Then Tak and Nail set out to gather some information.
"Let's hit the streets, old friend."
Knowledge Local: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Tak tries a different approach and begins speaking with people. Using what he gained from Nail.
Diplomacy: 1d20 + 17 ⇒ (20) + 17 = 37
After gathering information Tak refills the ioun stone with bless from his wand and gives it to Nail.
"You know when to use it."

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"Hmm, he sounds like about a 1000 men I've known over the years...insatiable desires, indeed! Yet to see that in a man, though. They always seem to be sated just when things start to get fun!" Thoriel chuckles. "So off to the funeral parlour, then? Definitely a step up in excitement from where we've spent most of the night!"

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"Insatiable indeed! With their brief lives, I can understand why short lived races are always rushing to get things done. But I'm not sure what excuse our men have!"
"Yes, let's clean up and put on our finest garb again. It sounds like this is the kind of place where the guests wear masks; and sometimes little else. We should probably bring masks also."

Grandmaster TOZ |

The walk back into town is another hour long slog, bringing the time to quite late. Even at this hour, there are still parties traveling the streets, mostly well dressed nobles moving to and from extravagent parties. Tak is able to find a few knowledgeable patrons with loose lips to learn a bit more about the owner of Eylusia before the party approaches, but not before it is the dead of the night.
Gather Information Hours: 1d4 ⇒ 4
Any last minute preparations? And are you using the tunnels the swampers told you about?

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I suppose we do not dare wait for morning when we could restore all of our daily powers. It has to be quite late now, right? It is still the same day as all this started, correct?

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Happy with tunnels. No last minute preps from Thoriel, although she would be OK if we decided to get some rest first.

Grandmaster TOZ |

Navigating the sewer tunnels via the path shown to you by the swamper woman is rough, but manageable. The underground entrance to the Eylusia Building lies past a vertical sewer grate that easily swings open, and the tunnel’s dank brink walls lead to an arched entryway with a strong wooden door and secured with a sturdy lock. The left half of the door is painted black, the right half white, and both are in need of a fresh coat thanks to the discoloration from years of exposure to moist air.

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"This seems familiar. Seems like Nethys worship."
Knowledge Religion Tak: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge Religion Nail: 1d20 + 13 ⇒ (18) + 13 = 31
The group's heads are filled with images of the evil acts of the Jester Prince of the Cage.
"I see the aeons have seen this before, troubling."

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If we could pause for an hour on the way then Grey could have his mutagen back... Not sure if he will need it or not of course.
Knowledge (Religion: 1d20 + 6 ⇒ (11) + 6 = 17

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Seldiliel whispers to the group, "A locked door. Perhaps we should trying knocking before sundering the door into splinters? But first, let's check and see who might be waiting for us on the other side."
Seldiliel casts detect thoughts
What dirty secrets are you hiding back there?

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"I don't sense the presence of any thinking beings behind the door. Perhaps it would be prudent to enter quietly? Greyveil, I've seen you tinkering with strange devices and apparatuses during our journey. Are you skilled in the mechanical arts as well?"

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I have studies such Lady Sharondaerl. Shall I take a look? Greyveil drinks an elixir of Heightened awareness before proceeding to try to unlock the door.
Perception to look for traps himself: 1d20 + 16 ⇒ (18) + 16 = 34
Disable Devise: 1d20 + 16 ⇒ (18) + 16 = 34

Grandmaster TOZ |

Greyveil finds the lock a simple challenge for his skills, allowing him to stow his tools, then slowly open the two doors, revealing the room beyond.
The low-ceilinged chamber features two pairs of manacles bolted to the floor in the center of the room. The stone floor beneath them is stained rust-brown and edged with decorative grilles. Hundreds of half-melted candles populate the floor, along with several ritual ingredients, such as jars of tallow, salt, ash, and small bones. Fifteen alcoves line the room, each concealed with a heavy curtain.
Map updated!

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Seldiliel draws her wand and rod and holds them at the ready as if she was wielding a pair of daggers. She cautiously steps into the room, hoping to be followed by her companions.

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Taking a moment to check she is fully prepared for any trouble, Thoriel joins Seldiliel as she enters the room. She waits for everyone to enter with them, takes out her wand of shield, applies it to herself and then moves forward to whip back the curtain!
Assuming everyone is in the room by this point?
Oh, and I can't remember if I indicated it at the time, but Thoriel will have used her Pearl of Power 1 to recall Shocking Grasp and her Pearl of Power 2 to recall Intensified Shocking Grasp.

Grandmaster TOZ |

Chusynd init: 1d20 + 9 ⇒ (15) + 9 = 24
Greyveil init: 1d20 + 9 ⇒ (17) + 9 = 26
Tak init: 1d20 + 6 ⇒ (10) + 6 = 16
Thoriel init: 1d20 + 8 ⇒ (10) + 8 = 18
Seldiliel init: 1d20 + 10 ⇒ (2) + 10 = 12
Sahess init: 1d20 + 5 ⇒ (19) + 5 = 24
Red init: 1d20 + 6 ⇒ (6) + 6 = 12
Yellow init: 1d20 + 6 ⇒ (8) + 6 = 14
Blue init: 1d20 + 6 ⇒ (2) + 6 = 8
The entire party notices movement behind some of the curtains, the glint of metal obvious at the edges of the curtains. Metal hands throw back the heavy cloth, halberds at the ready!
26 Greyveil
24 Chusynd
24 Sahess
18 Thoriel
16 Tak
14 Yellow
12 Seldiliel
12 Red
8 Blue
And everyone but Seldiliel wins initiative! This should be simple!

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Kn. Arcana: 1d20 + 6 ⇒ (13) + 6 = 19
"Clockwork soldiers!" Thoriel shouts as she steps forward to give the nearest one a nasty shock. "Ista!", she calls out a lone word in elven. Her blade starts to sizzle with electricity as she steps forward and slashes at the machine again and again.
Spell Combat. Cast Shocking Grasp. 5' step. Attack.
Shocking Grasp Spellstrike: 1d20 + 14 - 2 + 3 ⇒ (17) + 14 - 2 + 3 = 32 Damage: 1d6 + 7 + 5d6 ⇒ (4) + 7 + (6, 3, 1, 1, 6) = 28
Crit?: 1d20 + 14 - 2 + 3 ⇒ (13) + 14 - 2 + 3 = 28 Crit Damage: 1d6 + 7 + 5d6 ⇒ (5) + 7 + (1, 5, 6, 4, 5) = 33
Keen Scimitar +1: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18 Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Iterative Attack: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13 Damage: 1d6 + 7 ⇒ (2) + 7 = 9

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Knowledge (Arcana): 1d20 + 15 ⇒ (17) + 15 = 32 3 Questions: 1) DR?, 2) Special Attacks, 3) Energy resistances?
Cursing slightly that all the creatures are so far from each other Greyveil flies into the room up near the ceiling and throws a bomb at the creature hopefully wounded by Thoriel.
Range Touch: 1d20 + 14 ⇒ (12) + 14 = 264d6 + 6 ⇒ (2, 2, 1, 1) + 6 = 12 Damage will be cold unless his knowledge check reveals they have resistance to that, then it will be fire. Thoriel's square will be avoided.

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Recalling details about these constructs Greyveil intones We need adamantine to bypass their damage resistance and beware the grasps. These things can disarm and grapple you.
Pretty sure they are immune to the fort save to be staggered, but if not its a DC 18 Fort from the cold bomb.

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Tak sees that though strong, Chusynd's is not particularly well armoured.
He will misfortune the clockwork creature. DC=19 will.
If it lands, he starts to chant "let the stars in the night sky protect us" repeatedly.

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Sahess taps into the draconic blood within her, using it to fuel her power far above and beyond most mortals. As she strides almost gracefully in her armor across the distance between her and the farthest construct, she draws her adamantine blade then swings at it with truly impressive force.
Attack: 1d20 + 18 ⇒ (15) + 18 = 33
Vital Strike: 4d6 + 22 ⇒ (1, 2, 3, 1) + 22 = 29

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As the machines begin to move, Chusynd reacts quickly, moving toward the center of the room and drawing out a wand, even as a string of non-common words tumbles from him!
Taitneamh a bhaint as bronntanas Aróden ar!
Chusynd casts bless from the wand, +1 morale bonus to hit and to saves vs. fear.

Grandmaster TOZ |

Will Save: 1d20 + 2 ⇒ (15) + 2 = 17
Halberd on Chusynd: 2d20 + 18 ⇒ (5, 9) + 18 = 32
Halberd on Chusynd: 2d20 + 13 ⇒ (15, 19) + 13 = 47
Damage on Chusynd: 1d10 + 13 ⇒ (5) + 13 = 18
Damage on Chusynd: 1d10 + 13 ⇒ (8) + 13 = 21
Greyveil's bomb strikes before the construct can react, and as the frost settles on its limbs, Thoriel pierces it with a single strike, electricity arcing over it's form before it topples over, stiff and motionless as if frozen.
Chusynd's blessing bolsters the party as Sahess leaps across the room to cut a deep gash into her opponent. The construct remaining steps forward, twitching and jerking strangely, but its halberd strikes true against the faithful of Aroden.
As it exits the alcove, there is a mechanical clunk near the floor. From the decorated grilles, purple mist billows, filling the room with a haze. It does not obscure the battle, but the sickly sweetness hints at danger. Fort Saves from everyone not protected from inhaled poisons.
26 Greyveil
24 Chusynd (Damage: 39)
24 Sahess
18 Thoriel
16 Tak
14 Yellow
12 Seldiliel
12 Red (Damage: 29)
Seldiliel, please make your Fort save and consult the spoiler when you are ready to accept the result.

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Fort vs Poison: 1d20 + 15 ⇒ (13) + 15 = 28
Sahess, being blood of the dragon, is immune to poisons and their like! (or nearly) She stands strong against the soldier.