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Dexter takes a breath, then starts to heal up his piggy friend, "Everyone okay?"
Wand CLW on Sal for 3d8 + 3 ⇒ (1, 1, 8) + 3 = 13, 3 charges used, 28/50 remain.

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Giovanni wipes his face with a kerchief. No worse for the wear, but I'm feeling rather weak. Some assistance please, Dexter. Giovanni offers his healing wand.
clw assuming assistance: 1d8 + 1 ⇒ (6) + 1 = 7
HP -1

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Dexter assists, then pokes through the fungi piles looking for anything to make it worth having destroyed the little micro-ecosystem, "Well that was unpleasant. Shall we move on?"

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Ne'erduwyl stretches after her long nap. "I have to say. I'm getting less and less enthusiastic about your little nature project, Dexter."
Ready to move on. I don't suppose anyone has lesser restoration in the party...

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Ne'erduwyl
Giovanni -1hp | 5 Con Dmg
Endir -1hp
Peregryne
Dexter & Sal Sal 3 Con Dmg
Finding nothing of note among the fungal patch, the group continues on following Sascha's instructions. Following the sewers for another ~650 feet, descending gently to follow the water flow.
A natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odor.
Edit: Now on Slide #6

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Dexter steps in more... stuff. "Ugh, that's why I didn't bother cleaning up after the fungi deal. There's always more crap in the next room."
He points over to the side passage with the heaps of garbage, "Where does the map go again? If not there, let's go the other way." He moves slightly down the tunnel to try to get a better look into the passage. Sal mirrors him on the other side of the channel. Both pathfinder and porcine companion have ioun torches slowly orbiting around them.

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Giovanni shakes his head as he delves deeper into dirtier environs. What is this disgusting nonsense.
kn nature: 1d20 + 2 ⇒ (20) + 2 = 22

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Map/directions have you coming in from the bottom of the map, turning right (east), then left (north), then left again (west).

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Dexter hocks a loogy and spits... but the stench remains in his mouth. "It's just a thing that happens with cities and sewers, all the decomposing stuff has to go somewhere. But let's keep moving, this way."
He carefully walks down the tunnel looking for the next turn and keeping an eye out for traps or enemies. He doesn't go out of his way to be sneaky though, it didn't help earlier.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31

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West would run you outside the coverage of the scenario. I have placed Red Arrows on the map indicating the directions given to you by Sascha. X marks the spot.

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Peregryne follows the group to the east, heeding the directions they've been given.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17

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The group heads east, then looks north...
Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

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Dexter looks the doorway over for traps then quickly activates a cantrip, scanning for magical auras. He then asks if anyone can read what it says.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

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Peregryne examines the writing / pictures and shrugs his shoulders before turning to look at the others with a raised eyebrow...

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Know, History: 1d20 + 4 ⇒ (3) + 4 = 7
Ne'erduwyl waits at the bottom of the stairs, hoping to avoid a dangerous slip.
"Odd to find decorative doors in a sewer. They would certainly look nice in a museum if we could get them to the surface," says Ne'erduwyl thoughtfully.
"Hey Gio, maybe check the etching for traps and then open it?"

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Giovanni dons his glasses and looks over the portal. Let's have a look then. Keep an eye out for malicious mushrooms, too.
perception: 1d20 + 8 ⇒ (4) + 8 = 12

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Moving up to the door, Dexter and Giovanni give it a once over.
The rest of the group admires the pictures of the horseman tribes fighting demons or the like. There are no words or languages on the door.

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Dexter jumps back, "Woah! Watch out, don't open it yet. See those holes in the wall/ceiling surrounding the door? It appears they would allow something to be shot out of them if the door was opened. And it probably isn't cake, more likely something painful. Can anyone try to disable it?"
He pulls Sal back about twenty feet to uh... give the disabler some room, yeah, that's it. He pulls out his curative wand in case things go poorly.

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Giovanni was about to reach for the ruby in the door but surmises that arrows are meant for potential thieves. Good catch. Let me see what I can do. Giovanni takes out a set of well-worn tools and tinkers with whatever exposed mechanism is available.
disable device: 1d20 + 10 ⇒ (18) + 10 = 28

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With Dexter pointing out the mechanisms that Giovanni may have overlooked, Dexter sets to work disabling the trap.
Rounds: 2d4 ⇒ (3, 2) = 5
After about 30 seconds there is a hollow *click* as Giovanni finishes his work.
to keep the momentum...
Feeling confident that he has surpassed the trap Giovanni opens the door...
Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

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Dexter nods at Giovanni, "Well done. And since it can't hurt to have more eyes looking out for dangers, I'll stick around up here."
He moves forward alongside the roguish human, watching for further dangers and stopping at the next intersection to peek around the corner. Sal dutifully follows behind, sniffing the mildewed air.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24

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Doors line both sides of this hallway, as well as the one heading to the west. Stairs at the west end of the second hallway descend, and it is impossible to see where they lead to.

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Ah, I see those now.
Dexter points to each door, "Check em one at a time?" He takes a look at the first door for dangers.
13 more perceptions, one for each door. If seems safe, open it to see inside. Order starts at where he is now and follows the line.
Perception 2: 1d20 + 12 ⇒ (8) + 12 = 20
Perception 3: 1d20 + 12 ⇒ (18) + 12 = 30
Perception 4: 1d20 + 12 ⇒ (10) + 12 = 22
Perception 5: 1d20 + 12 ⇒ (15) + 12 = 27
Perception 6: 1d20 + 12 ⇒ (8) + 12 = 20
Perception 7: 1d20 + 12 ⇒ (6) + 12 = 18
Perception 8: 1d20 + 12 ⇒ (3) + 12 = 15
Perception 9: 1d20 + 12 ⇒ (16) + 12 = 28
Perception 10: 1d20 + 12 ⇒ (3) + 12 = 15
Perception 11: 1d20 + 12 ⇒ (16) + 12 = 28
Perception 12: 1d20 + 12 ⇒ (1) + 12 = 13
Perception 12: 1d20 + 12 ⇒ (1) + 12 = 13

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None of them appear trapped. 4 of them appear locked.
3 locks: 3d13 ⇒ (6, 4, 13) = 23
another lock: 1d13 ⇒ 7
Doors # 4, 6, 7, and 13 (by your order) appear to be locked.
something else: 1d13 ⇒ 7

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Giovanni strides side-by-side with Dexter and looks over the doors as well. Yes, we should be thorough. Let me get us in these doors.
disable device: 1d20 + 10 ⇒ (5) + 10 = 15
disable device: 1d20 + 10 ⇒ (10) + 10 = 20
disable device: 1d20 + 10 ⇒ (9) + 10 = 19

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Dexter stands near Gio, placing Sal right next to him in case the rogue opens a door with some sort of enemy inside.
Moves us up next to door #4. Moved group up to the start of the hallway if that is okay with all.

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Ne'erduwyl stands back from the others, and casts detect magic to be sure there isn't anything odd with the doors.

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Giovanni is unable to unlock any of the three doors he attempted. The first and third lock he attempts are now jammed.

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"Huh. Well we can come back and knock those doors down later if need be. Let's try the first open one."
He waves the frontliners forward with a swish of his hand.

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Dexter shrugs and heads back to the first door, "Agreed."
He looks at Neerduwyl, "Step back please so Sal can stand there in case something jumps us."
If she does, he has Sal move in front of the door and pulls/pushes it open.

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Each unlocked door opens into a cramped cell. Most of the rooms have musty blankets.
If investigating the blankets: they are just old musty blankets. Nothing of importance.

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Dexter shrugs, "Good deal, empty and free of enemies. Onto the last few before our destination. We don't want anything jumping out from behind us."
Moved Dexter (and the group) up to the end of the hall by the last locked side room. Giovanni want to give a go at unlocking #13? Can anyone see into the next area yet?
Perception into big room when we get there: 1d20 + 12 ⇒ (13) + 12 = 25

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Giovanni tries to make a thorough examination of the doors and locks before attempting any unlocking but wants to get everything open that we can.
perception: 1d20 + 8 ⇒ (5) + 8 = 13
disable device: 1d20 + 10 ⇒ (6) + 10 = 16
awful.

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moving the group up til they enter the room. the stairs slope downward, so everyone in the hallway to the east of the stairs cannot see into the room.
Those entering the room can see:
The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.
D: 1d20 + 10 ⇒ (4) + 10 = 14
Dexter: 1d20 + 11 ⇒ (14) + 11 = 25
Salazar: 1d20 + 5 ⇒ (19) + 5 = 24
Peregryne: 1d20 + 10 ⇒ (15) + 10 = 25
Endir: 1d20 + 7 ⇒ (2) + 7 = 9
Ne’erduwyl: 1d20 + 10 ⇒ (8) + 10 = 18
Giovanni: 1d20 + 8 ⇒ (4) + 8 = 12
Some of you almost catch sight of a a small, dark colored gremlin on the far-side of the room, before some movement on the ceiling takes most of you by surprise!
Dexter & Sal: 1d20 + 3 ⇒ (13) + 3 = 16
Peregryne: 1d20 + 5 ⇒ (9) + 5 = 14
Endir: 1d20 + 4 ⇒ (18) + 4 = 22
Ne’erduwyl: 1d20 + 8 ⇒ (14) + 8 = 22
Giovanni: 1d20 + 3 ⇒ (18) + 3 = 21
GM-M: 1d20 + 6 ⇒ (11) + 6 = 17
GM-R: 1d20 + 6 ⇒ (5) + 6 = 11
GM-X: 1d20 + 6 ⇒ (20) + 6 = 26
Some of you catch a glimpse of a creature that looks like a bunch of tentacles joined together by flesh, before a large area of the room goes dark!
Surprise Round! 1 action
Initiatives - Bold may act:
GM-X
Ne'erduwyl
xEndir
xGiovanni
GM-M
Dexter & Sal
Peregryne
GM-R

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Ne'erduwyl scratches her head trying to figure out what these things might be:
Know, Nature, Arcana, Planes: 1d20 + 8 ⇒ (11) + 8 = 19
Then twists a lock of her hair and tries to put a slumber hex on one of the creatures blue

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Oh, there's a mechanic ongoing with this fight. Please show me your character's path through the room with an arrow or line. I will delete after I compare it to what I need to.
Also, note that all of the area in the black outlined area is dark, as per magical darkness, in an underground area. Will need darkvision to see appropriately. Otherwise your characters are considered blinded.
Blue, Will: 1d20 + 0 ⇒ (16) + 0 = 16
Which I believe makes it?
From the far side of the room you hear some guttural, almost arcane sounding, vocalizations.
Surprise Round! 1 action
Initiatives - Bold may act:
GM-X
Ne'erduwyl
Endir
Giovanni
GM-M
Dexter & Sal
Peregryne
GM-R

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Also, note that all of the area in the black outlined area is dark, as per magical darkness, in an underground area. Will need darkvision to see appropriately. Otherwise your characters are considered blinded.
[dice=Blue, Will]1d20+0
Which I believe makes it?
Yep, DC16 for Ne'erduwyl's sleep. Note that Ne'er has the alternative racial trait darkvision

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Was that magical darkness created this round or prior to entry? If prior Dexter would likely attempt a knowledge check. Let me know, thanks!
Dexter and Salazar orient towards the noises, but don't see anything in the darkness. Being cautious and noticing that Ne'erduwyl is trying something, Dexter orders Sal to defend himself if attacked.
"Sal's light stone isn't working in this darkness, anyone got a stronger spell?"
Free to use Handle Animal Defend Trick, can't fail DC 10.

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It was just after the first of the group moved into the room. Giovanni and Endir failed to see them at all. It would be a Knowledge (Arcana) check to identify the things on the ceiling, Knowledge (Local) for the creature that cast a spell.

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Okay, that doesn't match any of his known skills. I will throw out a Spellcraft to (attempt to) ID the spell though. Thanks!
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18

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Ne'erduwyl shouts out to her companions. "Watch your step in there. There's a pit in the floor in the middle of the room." pointing a finger where she sees it. the dark gray outline that the GM posted on the map.