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OK, Tarquin and Lymwin should take the splash weapons. If Hawk and Nivik have good dexterity, the could take also a tanglefoot. If everyone agrees, I'll take just one thunderstone (they are easy enough to throw for me), a smokestick and a vial.
BTW, whats the effect of the filth fever tonics? I couldn't find them on the SRDs.

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Nivik would use one of the tonics as he assumes that if these guys have them there must be a good reason. I can take a tanglefoot bag also unless someone else can better use it.

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Think I found it - here
That's not something you drink before you get the sickness. Save them for later if you start feeling the effects.
To use a tanglefoot bag it would be 2 standard actions for Hawk (due to his curse) - other people can use them.

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I can use Light if needed. If someone wants it cast on their weapon/shield/helmet/torch/rock/whatever just say so and it'll be done. I have low-light vision, not darkvision.
Nivik would like to take a vial of the tonic in any case.

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Low light Vision, but I have a lamp and enough oil for 18 hours, and tinderwigs of course.
Lymwin lights her lamp and takes it in her off hand, a bomb in her main hand.

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K, placed Tarquin up front since he drank his mutagen and wants to tear stuff up
Hawk: 1d20 + 3 ⇒ (2) + 3 = 5
Seinto: 1d20 + 0 ⇒ (20) + 0 = 20
Nivik: 1d20 + 10 ⇒ (7) + 10 = 17
Lymwin: 1d20 + 1 ⇒ (4) + 1 = 5
Tarquin: 1d20 + 3 ⇒ (11) + 3 = 14
Swarm: 1d20 + 2 ⇒ (9) + 2 = 11
init
Seinto, Nivik, Tarquin
Beetles
You guys again

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Tarquin throws one frost bomb at the intersection the beetles are at.
touch attack intersection: 1d20 + 8 ⇒ (3) + 8 = 11
frost dmg: 8 = 8
"Bah beetles, I want something bigger then that!"

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The water is 5ft deep - standard for this type of sewer, you can move through as if difficult terrain..or you can try swimming..if you end your turn in water you get moved 20ft in the direction of the flow (back to where you came from since you are following it upstream).
The individual creatures are fine, so no half damage from using a spear
I'm not entirely sure how frost bombs works, I think it's just a normal bomb that has a chance to stagger things and does cold damage...but I'm sure they don't do a fixed amount of damage..I think you missed some dice in there..also you missed so it's going to scatter
Scatter: 1d8 ⇒ 8
Tarquin throws a bomb..but it misses the swarm as they skitter out of the way and it lands at Tarquin;s own feet splashing some cold stuff all over him (Reflex save for half damage - DC and damage need to be provided by Tarquin) freezing his toes off. As well as doing some damage to a few of the beetles
Reflex save swarm: 1d20 + 3 ⇒ (6) + 3 = 9
init
Seinto, Nivik
Beetles
You guys again

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actually I wanted to throw it at the intersection on the floor which is an ac5 to hit. And the splash dmg would be 8 if they fail reflexes , dc15. Didn't want the scatter :p.
-Posted with Wayfinder

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Looked up Frost Bomb and posted for reference. Splash damage doesn't cause staggered. It doesn't look like there is any real benefit if you are specifically targeting a intersection, but then again there is no harm either :) (unless of course there is energy resistance involved).

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actually I wanted to throw it at the intersection on the floor which is an ac5 to hit. And the splash dmg would be 8 if they fail reflexes , dc15. Didn't want the scatter :p.
-Posted with Wayfinder
Oh, yeah..sorry overlooked that

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Slight retcon
Tarquin throws a frostbomb on the floor and it freezes of a bunch of the small beetles
Nivik then summons a ball of flame in front of the party and as soon as it appears you can almost see the air ignite, a HUGE sheet of flames rushes down the entire corridor as a not yet detected pocket of gas which was accumulating in the ceiling ignites.
Fire damage for everyone: 5d6 ⇒ (3, 1, 6, 5, 5) = 20 Reflex save DC 14 for half
Reflex save beetles: 1d20 + 3 ⇒ (1) + 3 = 4
It instantly burns the remaining beetles to a crisp
Combat over, just need reflex saves (and most likely healing) from everyone

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reflex: 1d20 + 8 ⇒ (20) + 8 = 28
"Ugh what was that? It singed me."
only take 5 dmg due to Tiefling superiority ;)
-Posted with Wayfinder

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As soon as the burst of fire hits Hawk immediately ends the lifelink, not wanting to commit possible sucide by absorbing more wounds then he can handle. He will re-establish the link once the dust (and fire) has settled.
Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Well, that was... unexpected. Hawk says after he ducks some of the flames, feeling his flesh singed.
Just a moment
Hawk then concentrates and sends a couple pulses of healing through the area.
Channel Energy: 2d6 ⇒ (5, 4) = 9
Channel Energy: 2d6 ⇒ (5, 5) = 10

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Well nice time for some good rolls anyway, but yeah. One more save to be made I think, and if everyone saves then Hawk will only use the one channel.
After the channel(s), which Hawk feels especially proud of, he reestablishes the lifelink with the group.

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Seinto said he would be unavailable for a few days, starting now I think so I'll just roll for him, just needs Nivik's roll then I think
Reflex Seinto: 1d20 + 1 ⇒ (15) + 1 = 16
While we wait for the last save..moving on with some interlude
(Direct quote from the scenario;)
It should be obvious that the prince came from the intact tunnel when he floated by this point.
(Seems they don't expect anyone to float downstream through a blocked tunnel)
When you travel east from the sewer junction, you soon reach another intersection where a minor sewer line flows into the main line from the south. Graffiti covers much of the walls here, most of it simple drawings. Prominent among them is a large stylized drawing of a wyvern in shiny gray paint (signifying that the Steel Wyvern’s claim this territory). Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west (a warning about the dangerous insects at the previous junction), and a representation of a beggar’s bowl holding a coin and a key with an arrow pointing to the south. Underneath the picture of the bowl is the word “Almsman.”
What it comes down to is that you can choose to follow the markings, or try to find something on your own

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perception: 1d20 + 10 ⇒ (15) + 10 = 25
*yoink*
"Let's go to the Almsman then, unless you guys are up for a fight?"

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Well, at least the beetles were taken care of. Too bad there is no picture of an explosion.... but if these pictures warn of danger then whomever made them may be friendly. Seeing this Almsman Seems prudent.

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Reflex: 1d20 + 5 ⇒ (14) + 5 = 19 And with my resistance to fire I only take 5 damage, which is healed by the first channel.
Nivik's eyes widen as he is surprised by the effect his sphere has on the environment. My apologies, I did not detect such a hazard in the area. At least the nasty swarms have been eliminated. Nivik will agree with the rest of the party on their course of action.
Also, I'll use my Pearl of Power to regain my Burning Hands spell before I forget.

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It's easy to find and follow these markings. Similar markings are visible at every intersection throughout the sewers beyond this point, making it easy to navigate to the sanctuary.
Ahead a faint light glimmers in the dark. Slowly it resolves into a crude lantern held by a toothless old beggar who holds a chair leg in his other hand. Beside him stands a scrawny youth, similarly armed but obviously terrified. Behind the two derelicts is an open door bearing the symbol of the beggar’s bowl, coin, and key.
The old man eyes you warily as you approach. He says, “If yer intentions be peaceful, Abadar makes you welcome.”

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"Yarr, they be matey!" Tarquin says in a mock pirate accent.

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I don't think he wants you to literally meet a god. Hawk chuckles and approaches greetings the man.
We are searching for something that was rumored to be down here. A portal of sorts and are hoping that this will turn out to be more then a fools errand. You seem to know the tunnels down here and have made markings of some of the dangers. Do you know of what I speak?
Diplomacy: 1d20 + 11 ⇒ (11) + 11 = 22

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The old man scratches his head
"I ain't go a clue about whom you speak..maybe the Almsman knows."
The old man and the kid step aside so you can enter through the open door.
Beyond the door, a short flight of steps leads up into what appears to be the basement crypt of a church of Abadar.
Perhaps two dozen beggars huddle among sarcophagi, some sleeping, some haggling over bits of junk or scraps of food laid out on blankets.
A tall man in clean robes wearing a plain copper mask walks among them. As you enter he regards you coolly and says, “If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!”

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Hawk repeats his speech. Remaining calm and looking around at the wounded.
We are searching for something that was rumored to be down here. A portal of sorts and are hoping that this will turn out to be more then a fools errand. You seem to know the tunnels down here and have made markings of some of the dangers. Do you know of what I speak?
If you have sick or wounded that need attending to I would be happy to assist.

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"A portal you say?"
He seems to think
"Can't say that I have. I'd appreciate any help you can provide for the wounded though..I'd like to get them out of here within the next hour or 2 ..I don't want them around when the trouble starts"

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Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14
It was a story told to us by a man who goes by the name of Gandros who claims he is royalty. Have you heard of him? And what trouble are you referring to?

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"Trouble? In two hours? How do you know that so exactly? Are you a seer?" Lymwin asks. She gets more interested in the guy with the copper mask.

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" A gang of local thugs will show up in roughly 2 hours to extort some racketeering money out of me, which I do not intend to pay. I do know a little about the man named Gandros....You lot look you can handle yourself in a fight..maybe we can make a deal here. You get those thugs of my back..for good. and I will tell you what I know about Gandros."
If you accept, you'll have 2 hours to prepare for a fight

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Feel free to come up with preparations you might want to do, and put yourself on the map where you want to start
The Sarcophagi are fixed to the floor and can't be moved. The beggars are all going to leave - those able to move on their own helping those who can't. The doors to the north are locked and the Alsman doesn't want to unlock them. The doors to the south (which exit to the sewers) can be closed and barricade - if you can find something to barricade it with.

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If anyone is physically injured Hawk will channel healing Also topping off the party
If they have food, Hawk will make sure it's at least clean and healthily, even if it won't do much for the taste. Purify Food and Drink
Taking 10 on all heal checks for a 18
Hawk will also mundanely treat wounds, poisons and diseases. If Hawk notes that anyone is infected with filth fever he will provide a tonic that was picked up earlier (effectively giving a +9 bonus to the save).
I figure that Hawk should be able to treat roughly up to 6 diseased patients (10 minutes per, as the heal description) leaving an additional hour for the rest of the work.
Is anyone willing to help fight for what they believe in? Hawk asks. He will loan his morningstar to anyone willing. He also has a scroll of sanctuary he will hand over if there is any cleric willing to help if they wish to participate in combat in a non-offensive roll.

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"I never turn away from the opportunity to bash a couple of thugs." Tarquin says.
Tarquin will pull out his lab and concoct another mutagen.
-Posted with Wayfinder

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"Let me help you, Lifebinder, I was also trained as a healer."
Also taking a 10 to heal for a total of 17 to attend more people
"I can extend Iomedae blessings among us to strengthen our resolve. Our enemies will surely feel it"
Which means: I can use Touch of glory on anyone who is going to use Intimidate some time before the arrival (it lasts one hour), and Enhance Diplomacy as soon as we start to hear noises (lasts one minute), for a bonus od +3/+5, depending on how timely the castings are