
Paxs |

Paxs makes sure to cast heroism and summons a couple earth elementals to follow the progress. At the last second Paxs puts haste on his companions anyway.
heroism on Slumper and Ruperta 90 minutes each, 1d3 + 1 ⇒ (1) + 1 = 2 medium earth elementals, haste 9 rounds each

Our Mysterious Benefactor |

Slumper, you can cut your way free with a light slashing or piercing weapon. Or you can attack and deal damage to the worm from inside. Which would you like to do?

Slumper |

cut my way out please, in that case I can only attack with my shield as rapier isn't light, that means take away the rapier attacks and just the 2 shield attacks and 2 higher attack + 1 from the heroism if Paxz cast it before we got swallowed.

Our Mysterious Benefactor |

Inside the gullet of the great worm Slumper seeks to cut a way out! His shield managed to wound the gullet, but not enough to cut free.
Cindermaw turns toward the watchers floating in mid air. The great worm dives beneath the soil and the humping mounds of dirt it forces up in its passage shows it is heading straight toward the watchers!
ROUND TWO:
26 Ruperta
27 Paxs
24 Pai
19 Corbyn
14 Cindermaw
11 Slumper
Ruperta, Paxs, Pai and Corbyn are up!
Ruperta and Slumper take 4d8 + 13 ⇒ (3, 6, 7, 8) + 13 = 37 physical damage as well as 1d6 ⇒ 2 fire damage on their turns!

Ruperta of Hetzau |

While grabbing Slumper for dear life, Ruperta prays in her mind for Desna to help Slumper get them out of Cyndermaw, while Channeling Energy to heal them both.
5d6 ⇒ (1, 5, 6, 4, 1) = 17
HP: 44 / 83
Fire protection: 100/108
Preparing plan B, just in case. Can Ruperta cast a spell? Does she needs to make any rolls to cast?

Our Mysterious Benefactor |

Because you are considered grappled in the worm's belly, you must succeed on a Concentration check to cast. The DC is pretty crazy high. DC = 10+ Cindermaw's CMB (+37) + the spell level. So basically DC 47 + spell level.

Our Mysterious Benefactor |

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
Doh!

Slumper |

this is a little out of turn but since I'm last the only thing that may change is if I get knocked unconscious
Slumper continues to try and cut Ruperta and himself out of the gullet
1d20 + 16 + 1 + 1 ⇒ (13) + 16 + 1 + 1 = 31shield
1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11
1d20 + 16 + 1 + 1 ⇒ (1) + 16 + 1 + 1 = 19shield haste
1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12
1d20 + 11 + 1 + 1 ⇒ (1) + 11 + 1 + 1 = 14shield
1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9
I missed my haste last round, didn't see that Paxz had cast it.. If okay to use it
1d20 + 16 + 1 + 1 ⇒ (20) + 16 + 1 + 1 = 38shield
1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11
1d20 + 16 + 1 + 1 ⇒ (4) + 16 + 1 + 1 = 22shield crit confirm
1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Our Mysterious Benefactor |

Ruperta and Slumper feel the worm's great body heave and twist as its begins to burrow and dig. Slumper's shield cuts deeply into the muscles and viscera in the dark stomach and suddenly a hole appears. As the worm surfaces, surging up to snap at the far-flying others, Slumper and Ruperta tumble free of the worm, landing in a heap on the scorched ground next to the great worm!
Cindermaw twists and a great stream of fire erupts to burn at the escaped pair! Ruperta Reflex: 1d20 + 5 ⇒ (12) + 5 = 17 and Slumper Reflex: 1d20 + 9 ⇒ (4) + 9 = 13 Both take the full blast of fire as the beast spits its fury at the pair! Fire!: 8d6 ⇒ (5, 5, 2, 1, 2, 1, 1, 1) = 18 damage! Having done so, Cindermaw dives back into the ground and disappears from sight!
Slumper staggers to his feet with Ruperta behind him, his weapons held ready for the worm's next onslaught, but none comes. It seems Cindermaw has decided to seek less cutting prey...
Feel free to make the scene memorable!

Slumper |

Slumper gathers up Ruperta in his arms, twirling her around briefly and tossing her into the air. Catching her all in one motion and laying a big kiss on her. "Nothing to it! The heat wasn't so bad but th smell... yesh"

Pai Kromnite |

Pai flies down and gives the others a high five as she zooms by. "You made it! I thought you all were done for...I was afraid to damage it, for fear I'd be blasting you instead of it. I'm so happy you two are okay," Pai says as she runs over and hugs the two after landing.

Ruperta of Hetzau |

Ruperta screams and laughs and cries while Slumper throws her up. (good thing she is not wearing her heavy armor)
She let him carry her like a baby (she looks much more smaller and fragile than him) while she cries.
After some moments she looks at him lovingly, and says:
"I knew you were going to save me, my love. I am forever yours."

Our Mysterious Benefactor |

Akram, the truthspeaker, looks pale as he joins you. "I truly thought you were lost forever there, when the worm went underground. I will be honored to speak this tale for you."
Eager to leave the hunting grounds, he leads you back, taking a turn at one point toward the Sklar-Quah lands. As you approach, two burn-scarred warriors on painted horses gallop up to meet you. Akram announces himself and your intention to speak to the Burnspeakers, the priests of the Sklar-Quah. They look suspicious but nod in deference to the Truthspeaker and escort you into camp.
The camp of Flameford is in a very defensible spot, nestled in the middle of a field of razor-sharp slash rock at the edge of an 80-foot-high cliff. The campsite consists of 17 yurts, two larger tents, and a stable for the tribe’s horses. You are lead through the slash rocks (tangled and jagged outcroppings of stone that litter the ground and cut any who do not know the prescribed path) and into camp, where the entirety of the Sklar-Quah camp turns out to gawk at you. You are brought to a fire in the center of the camp, around which sit several stones. Your guides bid you stay here and leaves, returning several minutes later with two elders, a man who proclaims himself Chief Ready-Klar and a white-haired man who calls himself the Sun-Shaman.
The Chief sits with you and asks, "Why have outlanders come to the Sklar-Quah? What brings you here?" As he asks, another man joins the fire: Krojun.

Ruperta of Hetzau |

Ruperta greets the elders and Krojun (which she doesn't remember very fondly as he almost ripped Slumper's ears off) and then she goes to the business at hand.
"We came to ask the great and courageous Shoanti people not to attack Korvosa. We fear you see our problems as an opportunity to get revenge from deeds done many years ago, by people whose bones are dust now. There is a great evil in Korvosa, and the good people of the city is fighting to get rid of it. We would like your help to let us defeat it, first by leaving the poor and good people of the city alone, and then by telling us whatever you know of the ancient evils deep beneath the city, so we are more prepared to defeat them. Krojun and the Truthspeaker, as well as Thousand Bones can tell you about us, who we are, what abilities we have, but most importantly, what we are willing to sacrifice in order defend the innocent. So we are here to ask for your help, as we know the Shoanti as a good people. "
Diplomacy check with Guidance : 1d20 + 12 ⇒ (11) + 12 = 23

Pai Kromnite |

Diplomacy Aid Another 1d20 + 3 ⇒ (19) + 3 = 22
Pai nods as Ruperta tells the tale. "Please, neither side will prosper from war between our two people. We want peace. That's why we took such a chance to complete the trials, so the Truthspeaker will attest to."

Our Mysterious Benefactor |

The Chief nods slowly and turns to Akram. "What do you say, honored Truthspeaker?" Akram stands slowly and in a voice full of wonder, tells the tale of the lovers and Cindermaw. When he gets to the part about Slumper cutting them free, Krojun lets out a guffaw and begins to protest about lies. The Sun-Shaman moves so fast you almost miss him, delivering a quick rap with his walking stick to Krojun's thick head and hissing "Quiet!" before bowing his head to the Truthspeaker.
Akram finishes his story and the Chief and Sun-Shaman thank him for his words, and offer to grant him an escort back to the Lyrune Quah. He takes the offer, turns to you and wishes you well, then leaves. The Chief and Sun-Shaman exchange looks, then the Chief says, "We must discuss this further. We will return." Together they head off toward one of the larger yurts.
An hour passes. You are offered water and some dried fruit by shy-looking young Shoanti women.
When the Chief returns with the Sun-Shaman, he makes a motion for the Quah to gather close.
He asks each of you to stand and say your name. He repeats the name after you until he has it correct. When you have all spoken, he turns to the Quah. "These are outlanders no more. Now they are Quah, of the People, free to come among the Shoanti as long as they abide by our laws and customs." There is a lot of gasps and Krojun and a few of the other warriors look as if they're torn between violence and sickness. But the Sun-Shaman nods and his nod quiets the crowd, who disperse slowly. Soon only the Chief and Sun-Shaman remain. They lead you to a yurt, which they say you can use while you stay with the Sklar-Quah. Then the Sun-Shaman invites you to join him for a meal.
The meal is simple, but filling. While you eat, there is no conversation, but once everyone is full, the Sun-Shaman smiles. "You have endured much. Tell me why you have come. Is it only to prevent this war? Something in your eyes tells me there is more. Long have we seen madness among the tshamek of Korvosa, but this new madness is different. Now there is something worse at work here."

Pai Kromnite |

"We think the Queen is infected by something. She has started performing evil actions, including bringing a plague onto her own people, as far as we can tell."
I forget how much we know about the Queen without metagaming. Have we found out spoiler

Ruperta of Hetzau |

Ruperta, as truthfully as possible, tells the whole history to the Shoanti. She shares with him her fears, hopes and suspicions...
"So please, if you know something about the ancient evils in beneath Korvosa, anything that can help us save the good people there, please share it with us, I beg you. "
Diplomacy check with Guidance : 1d20 + 12 ⇒ (5) + 12 = 17

Slumper |

"There are people worth saving there... I'm from the streets as common born as they come.. yet now I'm a Quah. I have taken every challenge place in front of me yet I'm still here. Think of all of the people."

Our Mysterious Benefactor |

The Shaman listens closely, but when you begin to speak of dragon teeth, he leans forward and his face gains an impassive look. He asks a few questions about the crown, about the queen's behavior, then sighs heavily, suddenly seeming older than he did before.
"The Fangs of Kazavon. I fear for your city." He refuses to say any more, saying that while they are no longer tshamek, they are not members of the Sklar-Quah either.
Then he smiles, a wicked mischievous smile. "Of course, now that you are of the Quah, there is nothing that says you could not take the test to become an honorary member of the Sklar-Quah, is there?"
Assuming you ask, he explains the test. Atop Bolt Rock stand several fired-clay pylons known as sun totems. Each totem is 10 feet tall, and the sides are decorated with numerous sigils sacred to the Sklar-Quah. The lower portion of each totem is rounded. When not in use, they are stored in an upright position in square stone pods at the base of Bolt Rock.
The Sun Shaman explains that during the Trial of the Totems, each prospective clan member is represented by a specific sun totem. He directs the PCs to each select one totem as their own, then explains that, as a group, they must carry these totems up to the lower tier of Bolt Rock, where they must be balanced in circular depressions and kept upright for a day. He explains further that the PCs have until the shadow of the upper tier is no longer cast upon the lower tier to erect the totems. At the next sunrise, the PCs must then move all of their totems up to the highest mesa (again, before the lower tier is in full sunlight) and keep them upright in another set of depressions found there for an additional day. When the sun rises on that second day, any totem still standing grants its PC equivalent Sklar-Quah citizenship.
The Sun Shaman goes on to explain that while no food or water are brought to the PCs for the 2 days they must remain atop Bolt Rock, they are welcome to provide their own. Likewise, they are welcome to use magic or whatever means they have at their disposal to aid in keeping their sun totems upright for the 2 days, as long as the magic does not change or damage the totems themselves or the structure of Bolt Rock in any way. Bolt Rock is clearly visible from Flameford, and the Sun Shaman explains that many eyes will be turned eastward for the next 2
days. At night, the totems glow with their own radiance, an effect of minor magical enhancements placed on the totems that allows those in Flameford to see even on darkest nights if the totems still stand.
"If you wish to take this test, it will be a scandalous thing. Some scandal is good for a Quah." he finishes with a grin.

Slumper |

"When has that ever stopped us. I'm in.. 10 ft tall huh at least it's clay and not stone, they must weight two hundred pounds. What if we just go ahead and go up to the top in one night?"
To the group
"I'll be an ogre if Pai, Paxz, and Ruperta, can't magic us up a solution."

Our Mysterious Benefactor |

The Shaman nods. "The Test must take two nights and yes, you can begin tomorrow." The Sun-Shaman stands. "I must inform the Chief and the Quah. There will be much talk around the fire tonight."
He heads out, leaving you alone.
Any preparations before the test?

Ruperta of Hetzau |

Question to the DM: To cast Nap Stack she needs a little silk pillow of 100 gp. Can she get it there? That is my great problem with my plan.
Ruperta thinks it for a while, and then she tells his friends:
"If Thrak helps us share the load, I think we can manage it..."
She then explains her plan. She will prepare:
Level 0 (4)
Create Water
Guidance: +1 on one attack roll, saving throw, or skill check. 1 minute
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resistance: Subject gains +1 on saving throws. 1 minute
Level 1 (5+1)
Ant Haul (5 times): Triples carrying capacity of a creature.
Expeditious Retreat (Domain): +30' speed
Level 2 (4+1)
Endure Elements, Communal (3 times)
Ant Haul (Level 1)
Locate Object (Domain)
Level 3 (4+1)
Create Food and Water: 24 hours, for 27 people.
Elemental Speech: Can talk to elemental.
Nap Stack: People only need 2 hours to regain spells.
Prayer
Fly (Domain)
Level 4 (3+1)
Blessing of Fervor
Repeal Vermin
Summon Monster IV
Holy Smite (Domain)
Level 5 (1+1)
Air Walk, communal: 90 minutes between all
Teleport (Domain)
Then at the start she starts casting in this order.
Air Walk, Communal, so Slumper have 10 minutes of Air Walk, and the others 20 minutes.
0) Blessing of Fervor 9 rounds
1) Extended Ant Haul (36 hours)
2) Extended Ant Haul (36 hours)
3) Extended Endure Elements, Communal (48 hours / 2 = 24 hours each)
* Two of them leave, 6 rounds of +30'
4) Extended Ant Haul (36 hours)
5) Extended Ant Haul (36 hours)
6) Extended Endure Elements, Communal (48 hours / 2 = 24 hours each)
* Other two leave, 3 rounds of +30'
7) Extended Ant Haul (36 hours)
8) Extended Ant Haul (36 hours)
9) Extended Endure Elements, Communal (48 hours / 2 = 24 hours each)
She is considering Thrak in the plans, even if he doesn't carry a totem (at the start), so everyone has Ant Haul and Endure Elements for at least 24 hours, some of them have increased speed. Or Paxs and Pai can cast haste so the have better speed.
Then when they want to eat or do other things Thrak can take over and carry the totem for a while.
- Ruperta can cast Create Food and water to feed them.
- In the night she can cast Nap Stack so they only need 2 hour sleep, and they all can rest and regain spells.
The next day is the same drill, the other way around.
Sounds good?

Our Mysterious Benefactor |

The next morning dawns earlier than you would like. You are taken to the base of Bolt Rock where the totems lay. Each totem is made of clay and is hollow and weighs about 500 lbs. Each of you must select a totem, and take it to the first tier of Bolt Rock. With a 10 Strength you can drag the totem; with a 17 Strength you can pick it up and move 5 feet per round with it.
Once you make it to the first tier, you discover bowl-shaped impressions in the ground. You can manhandle the totem into one of these impressions; every six hours you will need to make a DC 12 Strength check to keep the totem upright. You may take 10 on these. Please make 4 Strength checks for each character/totem.

Our Mysterious Benefactor |

I have no problem with Ruperta having a silk pillow around for such events. Magic users carry a lot weirder stuff. Bat guano anyone?

Paxs |

Thrak will do my heavy lifting and could probably help Pai as well, str 27 with the following light/med/heavy - 1,038 lbs. or less /1,041–2,079 lbs. /2,082–3,120 lbs / his movement is quite good too would he still have to move the low amount even carrying two?
Thrak strength check taking 10=17

Slumper |

18 str
100 lbs. or less light
101–200 lbs. medium
201–300 lbs. heavy w/triple from Ant Haul it's 300 light 303-600 medium and 603-900 heavy With Medium Encumberance I should be able to handle as well
Slumper will choose the Totem most likely to reflect his scarred up beaten apperance. After finishing his own totem he will either assist keeping those at the top upright before going back to help Ruperta and Corbyn.

Ruperta of Hetzau |

With ant haul if you have STR 14 or higher you can carry the totem as High Encumbrance (that is Ruperta's case). If someone has STR 10 to 13 I can cast Bull's Strength so you can make the cut. If less than 10... Ugh!