
Gimble, The Storyteller |

Sarsczek is still on the ground protecting himself trying to get his bearings.
August swings at the lizardfolk, but fails to connect.
The lizardfolk look around at each other and stand in a defensive position, but with their master no longer in sight, they are no longer on the offensive.
2d8 + 3 ⇒ (7, 7) + 3 = 17
Clandelve, Elaqis, Unnvar, and Owyn are up.

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Listening to Owyn and watching the lizardfolks posture, Unnvar also ceases to attack. Instead, also holding a defensive stance.
Total Defense.
Owyn, Sarsczek, Elaqis, See what we need to do to find the eggs; what can they tell us about what happened here?

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As the water elemental backs away from the pit's edge, Elaqis calls out in common. "It's over Gerban! Just let us know where the eggs are and we can get you safe passage back to the Prime. Probably. So stand down and toss your weapons up. There's no better way out of this situation for you."
He then switches to Draconic, but much quieter, hoping the distance and depth will prevent the Aspis agent from hearing. {Draconic}"So, I can't imagine just one smooth-skin was able to take the precious eggs from your mighty tribe himself. Did he have friends? More smooth-skins with a serpent badge? Or does he have another fort-house in here? And what is your tribe's name by the way. We are "Pathfinders"."

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Same group up again? -- stay in total defense

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August will simply stay ready in order to be sure that none of the enemies try to continue the fight. If someone tells August to perform a task he'll do so without question.

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LOL -- funny we all sort of just ignored him down there.
With the lizardfolk standing down, Unnvar moves over to the pit and takes a look at what the Aspis man is doing. Then he steps off the edge. In an instant, Unnvar's talisman of greater beneficial winds activates and he floats down to the bottom of the hole. Feather Fall
Surrender! He says as he descends, a statement really, not a question.
If he surrenders, Unnvar ties him up and waits for the pit to end. If not I guess we fight down there, let me know.

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Know Nature: 1d20 + 6 ⇒ (2) + 6 = 8
Do I think he's a werejackel?
Either way the answer is still yes, Unnvar jumps in!

Gimble, The Storyteller |

The animal seems to be cowering in the corner somewhat unaware of you until (unless) you speak at it.
I still need actions from Clandelve and Elaqis as you see Unnvar jump into the pit.

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Unnvar quickly examines the small animal. Not sure what to think.
Aspis man, have you turned yourself into an animal? Well you'll need to surrender nonetheless, I can whack off a dog's head as easy as a man's; and I don't mind doing it. In fact, I kinda like it, if I'm truthful. Roll over on your back or change yourself back, and let me tie you up. Give up and I'll let you live.
Unnvar is not very patient at times so if it doesn't comply pretty quickly, or takes an aggressive action Unnvar will attack.

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Elaqis' eyes go wide as Unnvar leaps into the pit, seemingly intentionally. "I think he could hear you from up here!"
The gnome eyes the water separating him from the mainland nervously. He yells to the water elemental {Aquan} Well, go after and help him! Make sure not to hit the half-orc, but follow his lead!"
Elemental acrobatics to jump down gracefully: 1d20 + 6 ⇒ (2) + 6 = 8
As I can't see what's down in the pit from my vantage point, I bequeath control of the elemental to either the GM or Unnvar. He hits (+5, 1d8+2), but is dumb.

Gimble, The Storyteller |

The Elemental jumps in, not as gracefully as he would have liked.
Fall Damage: 3d6 ⇒ (5, 2, 5) = 12
The dog faces toward you and hesitates, but turns himself back into Gerban, still blinded by the glitterdust. He drops his sword and hits his knees.
You have 6 1/2 minutes down there with him as create pit is not dismissable. He'll no longer be blinded in a few rounds.
You see the water elemental jump fall into the pit, and land with a splat. From the pit you also hear Unnvar say something about an animal and whacking a dog's head off, then you hear Gerban speak, "If it wasn't for that damn gnome, I would have killed all of you!"
Out of Initiative
Let me know if you have anything specific to ask Gerban or the lizardfolk. I'll get wrap-up written up and chronicle sheets to everyone by tomorrow.
In the Discussion Thread, everyone roll a d20.

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Unnvar! Did ya need help cuttin' off the dog's head?

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Hollering up to August,
I got it, August!
After grabbing the sword, Unnvar ties Gerban up, with tight knots, arms behind the back and feet. Unnvar has plenty of time to ask some questions. Of course, since he seems to be able to shape shift, the knots might not be enough, Unnvar makes sure to keep his eye on him in case he tries some funny business.
How did you Aspis scum getting into the tapestry?
What the heck are you some shapeshifter?
Where are the eggs you took?
What did you pull out of that tomb and where is it?
Any other Aspis around?
Unnvar makes sure to keep it intimidating.
Intimidate: 1d20 + 11 ⇒ (3) + 11 = 14
Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10
Not so intimidating or insightful...ooh well.

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I didn't realize that Gerban was related to Old Man Jenkins :)
Elaqis smiles as he hears Gerban's surrender. "Well of course. A man such as you could never hope to overcome our might!" In somewhat quieter tones, to the party. So, for the hero of the hour...how about a lift?
Also, Create Pit should last 8 rounds for me, not minutes.

Gimble, The Storyteller |

Lanier doesn't tell you much, other than they came into the tapestry through a portal in Varisia.
The lizardfolk tell that the other smooth-skins have their eggs and the treasure at their home land, the Muckmouth.
A search of Gerban Lanier reveals the follow equipment including an unsigned letter instructing him to loot the Dog Pharaoh’s Tomb before the “reptiles revolt against our influence” and a map to the tomb from what appears to be a cave network several miles to the north labeled “Muckmouth.” There's also a bronze and onxy amulet in the shape of a jackal's head around his neck.
Pearl of Power (1st Level)
+2 studded leather
+2 short sword
masterwork shortbow with 20 arrows
belt of incredible dexterity +2
Canid Carcanet (see below)
Cloak of resistance +1
ring of protection +1
lens of detection
The lizardfolk confirm that a group of “smooth-skins” invaded their tribe’s hatchery—in a cave network they call the Muckmouth—and took a generation of slowly incubating eggs hostage, demanding their cooperation in exchange for the eggs’ eventual return.
Two hundred yards east of your confrontation with Lanier, you discover a series of flat-bottomed skiffs loaded with sacks of gold, gems, and art objects, all taken from the Dog Pharaoh’s Tomb, ready to be pushed or otherwise moved back to the Aspis Consortium base at the Muckmouth. The lizardfolk offer the wealth—which means nothing to them—to the Pathfinders and their Society if they offer to help free their eggs from the clutches of the vile smooth-skins who hold them hostage. . .
To Be Continued . . .
Clandelve, I still need a Boon roll from you: 1d20

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Unnvar nods agreement to the lizardfolk, but it's not for some altruist longing to aid the lizardfolk, no, it's for the chance to get his hands on the intruding Aspis scum.
Is it assumed we leave the tapestry and report in, and then come back in to finish the job or do we go straight to the Muckmouth?

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Unnvar, we did good, huh? We gonna help them get them eggs since they done gave us all the loot, right? Only seems fair!

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Yes, we'll get the eggs back, plus maybe a chance to get back at the Aspis for all they've done against the Society, August. Everybody wins Except the Aspis Consortium.

Gimble, The Storyteller |

Winning the Hao Jin Tapestry at the Ruby Phoenix Tournament was supposed to grant the Pathfinder Society exclusive access to a museum demiplane where the Tian sorceress Hao Jin stored her most valuable and dangerous acquisitions. At first, the Pathfinder Society believed that the five-by-seven foot tapestry was the only entrance into a demiplane filled with countless ruins drawn from numerous cultures and regions of the world that would be theirs alone to explore. But they soon discovered evidence to the contrary.
The Decemvirate knows now that Aspis Consortium agents have found or forced their way into the allegedly secure demiplane, and they now where the interlopers’ base is. A tribe of lizardfolk native to the plane—called the Muckmouth tribe—are being coerced into serving as guides, porters, and laborers in the Aspis’s plundering, not for any love of Consortium, but because the Consortium is holding a
generation of the tribe’s eggs hostage.
The Decemvirate is not interested in sharing its new prize with the Aspis Consortium, and wishes to drive it out and discover how the organization gained access to Hao Jin’s demiplane. The only lead so far is the Aspis base in the lizardfolk tribe’s ancestral breeding grounds within a cave called the Muckmouth, from which the tribe derives its name. Were agents able to infiltrate the caves and dispatch the Aspis agents there, perhaps the lizardfolk would even provide assistance to the Society in its efforts to explore the new realm. Regardless of this possibility, the primary goal is investigating how the Aspis Consortium gained access to the demiplane and determining the extent of their operations here.
Previously obtained details provide a trail through the wide, unmapped marshland from the Society’s point of entry into the demiplane to the Muckmouth, which now lies two hundred yards to the north—a twenty-foot wide cave mired with mud and swamp water. Inside are the Muckmouth tribe’s eggs and the Aspis agents holding them hostage—the only lead to a greater plot from the Society’s greatest rival.
This one pretty much starts right where the last one left off. We'll start no later than Wednesday, but can get going as soon as everyone checks back in. I know Owyn is gone until tomorrow.

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Sarsczek rejoins the group the next morning, looking a big groggy. "Morming... My head still hurts. So.. uh.. Whats the plan? We gonna go find the eggs right? I like snakeyfolk when they aren't hitting me on the head."

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Frowning like normal and almost looking queasy at the thought of heading back into the tapestry. Unnvar nods at Clandelve. As he tightens down his various straps and buckles on his equipment.

Gimble, The Storyteller |

A wall constructed of logs lashed together with rope and vines and further strengthened with mud blocks off the cavern entrance. A number of the logs at its center serve as a rudimentary gate, and are attached to a post by several layers of rope that act as hinges.
The map is up. Feel free to rearrange the marching order if you'd like.

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August will try to be near Unnvar whenever possible. You guys want me ta see about movin' them logs?

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As the group approaches Muchmouth, Unnvar taps himself with his wand of longstrider, then pulls out a scroll of barkskin and casts it on himself. His face resembling a falcon.
DC 4 caster level check to cast Barkskin: 1d20 + 1 ⇒ (10) + 1 = 11
Do you suppose we should knock? Unnvar says jest-fully as he examines the gate for traps.
Perception w/ Trapfinding: 1d20 + 21 ⇒ (17) + 21 = 38
Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29
Yeah go ahead August move the logs.

Gimble, The Storyteller |

The wall and gate are sturdier than their crude construction suggests and the gate is held fast by cunningly tied knots. In addition, a rope device inside the caverns is tied to the gate. The rope connects to an iron hook pounded into the ceiling roughly 5 feet back from the gate, and supports a turtle shell filled with rocks and a number of bronze tiger bells pilfered form other parts of the demiplane 5 feet off the ground. After careful inspection Unnvar is able to cut the rope and ease the turtle shell to the ground without alerting the rest of the cave complex of your arrival. The ropes can then be cut to open the gate without breaking it down.

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After the door is down, Unnvar scouts ahead to were the path seems to narrow considerably keeping eyes open for traps and foes alike.
Regular Preception: 1d20 + 17 ⇒ (20) + 17 = 37 +4 for traps

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Sarsczek slinks foward with Unnvar, sticking side by side with him, searching when he searches, moving when he moves.
Not like I can beat Unnvar's check, but rolling anyways.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24 +3 for traps
He quietly whispers to Unnvar. "Big turtlyshell... could make lotsa noise. We should be sneakylike."
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30

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Oh, yeah stealth: 1d20 + 14 ⇒ (20) + 14 = 34

Amar N'Ugnuna |

The eidolon stands fast as he looks straight ahead to the tunnels the two scouts disappeared into.
"They are sneaking ahead, and are good at it. If you hear noise, then we know that has failed."

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Sarsczek will study the 2 guards (Studied combat bonuses on both of them) and then try to determine if they are also being manipulated.
Sense Motive + Study: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Once he's able to ascertain their... disposition towards this work, he'll signal to Unnvar to begin a swift takedown. If they seem to be manipulated he'll opt for nonlethal methods.

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Unnvar watches as Sarsczek listens in, looking for indications from the tiefling what might be the most appropriate action. When he sees him getting ready, Unnvar gives him the hand signal for 'let's go', then looks back and signals the others to follow once we are out of sight.
He studies the one on his right. And waits for Sarsczek queue to move in.

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Sarsczek whispers to Unnvar. "Serious guards. Don't like smooth skins. Take down, but keep alive."
He looks back towards the party, raises his left hand with 3 fingers extended. At one second intervals he lowers one of the fingers. Once the last finger is lowered, he rushes in, hoping to land a solid nonlethal blow on one of the guards before he can react.

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