GM kuey |
After taking note of what you can from the cavern walls, the party progresses deeper into the cave system via the wide tunnel on the opposite side. The tunnel is short and your party stops cautiously just before it ends.
The soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling 20 feet overhead, some measuring 10 feet long from base to tip. Two other tunnels branch off from this area, leading to the east and west.
Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. Something appears to be carved on top of this column of rock but you can't make out the details from this distance.
What catches your eye, however, is the lone figure kneeling at the edge of the pool. His back is facing you and he does not appear to have noticed you. You can see distinctively gill slits down the sides of his neck.
Faeria, the Mad |
Faeria attempts first contact in Azlanti.
"'sሀp ծሀծΣ! sረip ወΣ sፀወΣ skiռ, jለርk!"
GM kuey |
Whether he had no skin to slip, his name not being Jack, or otherwise, the gillman does not react to Faeria's greeting. :)
Yen Jinsa Taishin |
Jinsa noticing no reaction from the person in the water, decides to approach. He finds a stone on the ground and tosses it in the water to attempt to get his attention.
If the man turns around, "Greetings, I did not wish to startle you. We are explorers here and would appreciate any input you have on this shrine that we have stumbled upon"
Tere di Montefeltro |
Tere follows the sorcerer into the cave, surreptitiously loosening the long blade slung over one shoulder in its sheath but not drawing it yet. While his eyes are on the gillman, he keeps glancing over at the carving.
GM kuey |
Tere, by the way, what did you do with the cloak you found? I'll assume you stashed it in a backpack, unless you let me know otherwise.
As Yen approaches, he can see that the gillman has his eyes closed, and seems to be mumbling some words under his breath, deep in meditation. When the rock splashes into the water, some of the water splashes onto him and he looks up in alarm. He looks around to see Yen just behind him, Faeria and a blue-glowing spirit beside her, Tere just behind, and the remaining three members near the entrance.
He instinctively reaches down for the staff beside him, but he stops before picking it up, noticing that none of you have your weapons drawn. He leaves the staff lying on the ground and holds his hands up to signal his non-hostile intentions. He turns his attention back to Yen. He does not say anything, however, apparently waiting for him to speak first.
He is dressed rather simply in travelling robes, and a well-tailored cloak thrown over his shoulders.
For the below check, remember to take -1 for every 10 feet you are away from the gillman.
If you speak with him, please make the relevant social skill checks, diplomacy, intimidate or bluff, depending on what you intend.
GM kuey |
From their position nearer the pool, Yen, Tere and Faeria (and anyone else that approaches) can now see the carving on the top of the column of rock rising from the middle of the pool. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. Along the edge of the pool, the smooth cavern floor is covered in gravel and pebbles, and several foot-long centipedes prowl among the gravel in their search for prey.
Once you get within 30 feet of the carving
Gary "The Gray" Silgrin |
Gary walk up towards the being in the water, "Hail friend! I hope all is well. This seems like a nice place for a stay, but I must ask if you are here alone." As he is talking, the half orc walks forward and touches the shoulder of the person.
GM kuey |
Yen and Gary, and anyone else speaking with the gillman, please make diplomacy checks. Please indicate if you are aiding or making your own separate attempt. Hmm, shouldn't it be gillperson?
Yen Jinsa Taishin |
perception: 1d20 + 1 ⇒ (6) + 1 = 7
perception: 1d20 + 1 ⇒ (5) + 1 = 6
hmm. maybe a mute
"Sir, do you know anything about these caves"
diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Shelby Salano |
Rolling my own diplo check.
"While I had some... speculations about why the Gillman were coming to this cave it seems that I was wrong. Could you tell us why you are at a location devoted to a Human god?"
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
Tere di Montefeltro |
Tere hangs back and lets the more well-spoken party members deal with the gillman. In the absence of hostilities he turns his attention to the carving.
Untrained Knowledge check: 1d20 + 1 ⇒ (17) + 1 = 18
Interesting...first carvings honoring Aroden, and then a model of his city? He glances over at Faeria, pauses for a moment, then clears his throat. "Um, the carving there? It's a model of Absalom. Look, you can see the Starstone Cathedral."
Capone~ |
Capone watches the humorous flurry of activity unfold and begins writing for his journal for Janira about it.
Faeria, the Mad |
Rolling my own diplo check.
"While I had some... speculations about why the Gillman were coming to this cave it seems that I was wrong. Could you tell us why you are at a location devoted to a Human god?"
Faeria slaps her forehead.
She whispers to Shelby "*koff* I think because they themselves are decended from human's changed by the benevolent sea gods into gill-folk to save them from Earthfall- Ia ia! .... Excuse me. It's a nervous tick."
She makes a little rolling motion with her hand urging Shelby to continue.
diplomacy (aid Shelby): 1d20 + 1 ⇒ (3) + 1 = 4
GM kuey |
The gillman initially stares suspiciously at the group. However, as the party approaches non-threateningly, more curious than hostile, he gradually smiles warmly back in return.
He places both hands across his chest, bows to you, before he speaks, first to Gary and Yen. His voice is stilted, and almost gurgling in nature. In addition, the intonation is unusual, but he is still understandable. "Greetings. My name is Uori. Yes, I am here alone. You seem to be fascinated by these caves. Just as our prophet Gorem was when he discovered this abandoned cave about more than fifty years ago. This spring produces the purest of water and that is rare and sacred. Despite the distance and dangers, we the gillmen have been coming here to meditate and listen to the holy waters. We do this during the full moons when its pull brings the waters alive."
Uori then turns to Shelby. He frowns somewhat. "Yes, I believe these caves were once a sacred site of the dead god of humanity. My people do not have much love for Aroden. We come here not for him. I believe that it has been abandoned after his disappearance more than a century ago. I believe you have seen the carvings in the previous chamber? They are fading, as if being eroded by water" He pauses here and looks around the entire cavern slowly. "There are still some remnants of his divinity that remain, especially in this room, but in time, even that would fade completely."
By this time, you notice that Uori is staring at your lips as he is talking. "I apologise that I am staring at your lips. I know it can be disconcerting. I depend on reading your lips to understand you. You see, the gods have seen fit to deny me the gift of hearing. But in return, they have given me so much more, so much more ways to see, and hear the world."
He turns back to address Tere. "Yes, that is Absalom. I sense the source of divinity centred on this stone column, and from the items left on it, I believe that it had once been used as an altar for prayers to Aroden. Aroden founded Absalom so it is natural that whomever dedicated these caves placed an altar here of that city. I suspect the rituals for the prayers are related to the carvings in the previous chamber."
Any of you wish to attempt a ritual or two?
Faeria, the Mad |
Faeria seems a bit uncomfortable at the prospect, remembering the last time she witnessed something of the kind.
GM kuey |
Since there's not much interest for the rituals, let's move on. East or west?
Gary "The Gray" Silgrin |
Gary is all up for the rule of left, and west is the lefter direction!
Bowing slightly at the gillman, Gary looks towards the others. "I believe heading west would be more beneficial. What say everyone else?"
Capone~ |
"I say one direction is as good as any, as long as we are orderly and thorough."
GM kuey |
"I apologise. Our pilgrimage is to this pool and my path took me over the pit and through the cave of Aroden's inscriptions. I am not aware of what might be in the side passages. I believe there are inhabitants there - in my meditation today, I thought I occasionally heard faint scratching noises from both passages." He pauses here briefly. "Also, some of the past pilgrims did not return. Whether they fell to dangers in these caves or during their journeys to and from the caves, we are uncertain."
As the party starts to head down the western passage, Uori retrieves a wand from his side and hands it over to Shelby. "Here, please take this. That the gods have deemed it worthy that we made acquaintance must be an omen. I would be leaving soon, and you might have better use of this. It can grant you divine protection for a short time. If you are able to find out what happened to my fallen brethren and sisters, I would be grateful if you could inter their bodies in a body of running water that their souls might find their way home."
The passage leading from the gillmen’s holy site varies from 3 to 6 feet wide and is coated with the omnipresent bioluminescent fungi. Though you encounter several points where the tunnel branches off in different directions, all of those paths either narrow beyond your abilities to traverse, lead back to the main trail, or are blocked by a cave-ins. You trek through the twisting passages for approximately 20 minutes when the tunnel opens up to a large cavern.
The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.
Within the cavern, the dim light fades into darkness to the north and the south. The cavern stretches nearly 100 feet in each direction, but is otherwise unremarkable save for the inlet and outlet of the ancient river responsible for creating this chamber and most of the surrounding tunnels over the centuries. The river through this part of the cavern ranges from 10 to 15 feet wide but is only 1 foot deep, and it flows languidly at an almost imperceptibly slow speed.
The area is in dim light but with the light spells on Shelby and Capone, and the ever-present blue apparitions beside Faeria, the radii is large enough to bath the area in normal light.
Squares with water are difficult terrain.
What grabs your attention as you exit from the tunnel, however, is a group of 3 small humanoids and a giant creepy crawly on the other side of the river. They do not look pleased to see you and make ready to attack!
init, Shelby: 1d20 + 9 ⇒ (15) + 9 = 24
init, Capone: 1d20 + 2 ⇒ (7) + 2 = 9
init, Gary: 1d20 + 0 ⇒ (10) + 0 = 10
init, Tere: 1d20 + 4 ⇒ (2) + 4 = 6
init, Faeria: 1d20 + 2 ⇒ (3) + 2 = 5
init, Yen: 1d20 + 2 ⇒ (10) + 2 = 12
init, red, orange, yellow: 1d20 + 1 ⇒ (4) + 1 = 5
init, green: 1d20 + 2 ⇒ (16) + 2 = 18
combat map
Round 1: bold may act
Knowledge(Nature) for humanoids (red, orange & yellow). Separate Knowledge(Nature) for creepy crawly (green).
Status:Nil
Shelby
green creepy crawly
Yen
Gary
Capone
Tere
Faeria
red humanoid
orange humanoid
yellow humanoid
Shelby Salano |
Kn Nature Humanoids: 1d20 + 3 ⇒ (15) + 3 = 18
Kn Nature creepy crawly: 1d20 + 3 ⇒ (4) + 3 = 7
Shelby takes a moment to share some of the History of Aroden.
Inspire Courage +1 to hit and damage.
Also pull my bow.
GM kuey |
Shelby recognises the humanoids as mites, small fey creatures. They have some innate resistances against weapons unless they are made with cold iron. At the top of his voice, he shares the history of Aroden's battle against the demon lord Ibdurengian to inspire his comrades in the battle.
The green critter scrambles across the river in his seemingly hundreds of legs and rears up in front of Tere. It attempts to bite him with his giant maws but they bounce off against his chainshirt.
bite: 1d20 + 2 ⇒ (11) + 2 = 13
combat map
Round 1: bold may act
Knowledge(Nature) for humanoids (red, orange & yellow). Separate Knowledge(Nature) for creepy crawly (green).
Status:Inspire Courage +1 to hit and damag
Shelby
green creepy crawly
Yen
Gary
Capone
Tere
Faeria
red humanoid
orange humanoid
yellow humanoid
Capone~ |
"Harumph. Cave dwellers attacking us? Burn in the fires of Asmodeus!"
Move Action
Capone stomps forward violently.
Standard Action
He fires a Fire Bolt at the Mite in Red Garments.
Fire Bolt Attack (Touch, Inspire Courage): 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Fire Bolt Damage (Inspire Courage): 1d6 + 1 ⇒ (1) + 1 = 2
That Mite miss. Mite try a little harder next time.
Faeria, the Mad |
knowledge (nature): 1d20 + 9 ⇒ (7) + 9 = 16
blinding ray v centipede (range touch): 1d20 + 3 ⇒ (6) + 3 = 9 blinded for 1 round or dazzed if target has more than 2 HD.
As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Yen Jinsa Taishin |
Yen cast shocking grasp and then moves towards the green creature to deliver the spell.
touch: 1d20 + 2 ⇒ (10) + 2 = 12
electricity damage: 1d6 + 1 ⇒ (2) + 1 = 3
AC 16
Tere di Montefeltro |
If the green critter is still up, Tere draws his sword in a flashing arc and slices down at it. The agile creature easily dodges the blow, though, as the blade catches on the draw. Tere frowns.
Attack the Arthropod: 1d20 + 5 ⇒ (3) + 5 = 8
GM kuey |
Faeria recognises the critter as a giant centipede, a vermin. Its bite is poisonous, which slows down your reflexes.
Yen's hands crackle with electricity, which he lays on the centipede, giving it a nasty shock. Faeria's own scintillating bolt flies just overhead of the centipede, striking the wall in the distance. Tere swings at it with his sword, but it smashes into the ground instead.
Capone fires a bolt of fire at one of the mites, but it jumps out of the way easily.
combat map
Round 1: bold may act
Knowledge(Nature) for mites (red, orange & yellow). Separate Knowledge(Nature) for giant centipede (green).
Status:Inspire Courage +1 to hit and damag
Shelby
green creepy crawly (-3)
Yen
Gary
Capone
Tere
Faeria
red humanoid
orange humanoid
yellow humanoid
Gary "The Gray" Silgrin |
Gary moves forward while drawing his axe. "Don't know what these are, but they don't seem too friendly!" he shouts as his axe swings at the critters.
Inspired Attack: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Inspired Damage: 1d12 + 1 + 1 ⇒ (10) + 1 + 1 = 12
GM kuey |
With a mighty swing of his axe, Gary chops the centipede in two! One of the mites on the opposite shore shout out angrily in an unfmailiar language.
The three mites spread out and fall back against the opposite cavern wall. Then in unison, they start chanting and waving their hands, culminating at a crescendo as they point their tiny fingers at Gary, Tere and Yen!
Gary, Tere and Yen, make will save DC10 or shakened.
combat map
Round 1: bold may act
Knowledge(Nature) for mites (red, orange & yellow).
Status:Inspire Courage +1 to hit and damag
Shelby
green creepy crawly
Yen (will save DC10 or shaken)
Gary (will save DC10 or shaken)
Capone
Tere (will save DC10 or shaken)
Faeria
red humanoid
orange humanoid
yellow humanoid
Shelby Salano |
While some of his allies don't find it very inspiring Shelby will continue sharing stories about Aroden as he moves to the river bank and take a shot at yellow.
cold iron arrow: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Capone~ |
"Take this then!"
Standard Action
He fires a Fire Bolt at the Mite in Yellow Garments.
Fire Bolt Attack (Touch, Inspire Courage): 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Fire Bolt Damage (Inspire Courage): 1d6 + 1 ⇒ (6) + 1 = 7
That one Mite not hit either.
Move Action
Capone creates a Copy Cat. He has a one Mirror Image for one round, so that they Mite not hit.
For those making the will save, remember +1 bonus against fear from Inspire Courage.
Tere di Montefeltro |
DC 10 Will save, incl. inspire courage: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
The mites' magic takes hold of Tere's mind, weakening his resolve. Nevertheless, he steels himself and advances slowly across the stream, preparing to attack the unnatural creatures when he can. Holding an attack if they come within reach.
Held attack, incl. shaken penalty and inspire courage: 1d20 + 5 - 2 + 1 ⇒ (3) + 5 - 2 + 1 = 7
Gary "The Gray" Silgrin |
Will: 1d20 + 4 ⇒ (10) + 4 = 14
"Waggle your fingers all you want, I'm still gonna get you!" Gary calls out as the creatures powers attempt to scare the half orc. He then steps a few feet towards the tunnel and smiles. "Gonna need my jumping room everyone. Best be prepared!"
Yen Jinsa Taishin |
will save: 1d20 + 3 ⇒ (8) + 3 = 11
Jinsa will double move closer to yellow.Assuming the water is difficult terrain
GM kuey |
Yes, river is difficult terrain.
Moving things along. Faeria you may take two actions next round.
Gary & Yen shakes of the effect of the magic of the mites, but Tere succumbs to it, shakened by the sight of the pint-sized creatures.
Shelby moves to the river edge and lets loose an arrow with great accuracy at the nearest mite. The arrow pierces through its magical resistance effortlessly, felling the creature. Capone attempts to to incinerate one of the remaining mites, but once again, the mite dodges easily. He then creates an illusory dopppelganger. Yen, Gary and Tere reposition themselves.
Seeing Yen on the near shore, both mites pull out small darts from their pouches and throws them at him. The throws were weak, however, and both darts fall harmlessly clattering onto the floor.
dart: 1d20 + 2 ⇒ (3) + 2 = 5
dart: 1d20 + 2 ⇒ (4) + 2 = 6
combat map
Round 3: bold may act
Knowledge(Nature) for mites (red, orange & yellow).
Status:Inspire Courage +1 to hit and damag
Shelby
green creepy crawly
Yen
Gary
Capone
Tere (shaken)
Faeria x2 actions
red humanoid
orange humanoid
yellow humanoid
Capone~ |
Move Action
Capone moves into a better position.
Standard Action
He fires a Fire Bolt at the Mite in Red Garments.
Fire Bolt Attack (Touch, Inspire Courage): 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Fire Bolt Damage (Inspire Courage): 1d6 + 1 ⇒ (6) + 1 = 7
That one Mite hurt.
Shelby Salano |
Arrow wasn't magical btw if that matters.
Shelby continues to Inspire Courage.
And take a shot at red.
cold iron arrow: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 for dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Tere di Montefeltro |
Shaken slash, inspired: 1d20 + 5 - 2 + 1 ⇒ (4) + 5 - 2 + 1 = 8
Tere wades ashore and goes after the northern of the two remaining mites, but still can't hit it.
The dice module does not love me.
Faeria, the Mad |
Faeria attempts to hop to the far side. Double move
acrobatics (hop): 1d20 + 2 ⇒ (10) + 2 = 12
acrobatics (hop): 1d20 + 2 ⇒ (20) + 2 = 22
If she doesn't make it she stands up and sloshes across.
GM kuey |
Shelby, cold iron is enough.
Shelby fires another arrow at the mites, but this one was able to dodge out of the way. It is not so fortunate with Capone, however, as the fire bolt smashes into it head-on, incinerating it completely. Tere, still stirred up by the magical doom brought on it, misses the remaining mite.
Faeria, like a bouncing rabbit, hops across to the other side. Faeria, you may take another action.
combat map
Round 3: bold may act
Knowledge(Nature) for mites (red, orange & yellow).
Status:Inspire Courage +1 to hit and damag
Shelby
green creepy crawly
Yen
Gary
Capone
Tere (shaken)
Faeria
red humanoid
orange humanoid
yellow humanoid
Gary "The Gray" Silgrin |
Gary, axe still in hand smiles at the group before bounding towards the edge of the river and leaps!
Jump with running start: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
if I land in the water, I'll use the rest of my 40' to get close to the mite.
Faeria, the Mad |
Faeria draws a knife from her too large sleeve, and recklessly tosses it at the mite in melee with Tere!
cold iron dagger (long range, into melee): 1d20 + 3 - 2 - 4 ⇒ (17) + 3 - 2 - 4 = 14 damage: 1d4 ⇒ 2
Yen Jinsa Taishin |
Yen will cast shocking grasp again and then moved to the might and releases the spell.
touch: 1d20 + 2 ⇒ (10) + 2 = 12
electricity damage: 1d6 + 1 ⇒ (2) + 1 = 3
GM kuey |
Gary leaps across the river successfully, just in time to see Faeria dagger plunge into the chest of the mite, burning its way through its magical defences. The creature sways on its feet, just as Yen steps in with his hands crackling with electricity. He reaches out and shocks the remaining mite into a coma.
Combat over!
As the sounds of the combat finally ceases, you begin to hear the faint sounds of combat and a familiar woman’s voice coming from the tunnel behind the mites. Half-shouting and half-reciting, the voice cries out, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!” It seems that Janira is still engaging the minotaur in combat on the surface! And the tunnel seems to lead up there!
Gary "The Gray" Silgrin |
"I seems she is still fighting the beast! We must hurry and help her!" Gary shouts as he starts running, keeping his axe out.