Lyran Dorval |
Lyran heads nearer to Janira once he sees her with a slask of alchemists fire.
"Do you have any more of those flasks young miss? If so i will gladly take one to hurl at these swarming bugs."
Felli Tokor |
Fort Save (vs Poison): 1d20 ⇒ 7
Fort Save (vs Distraction): 1d20 ⇒ 6
Again, not able to fight the swarm, Felli bends over and unleashes his last meal on the critters surrounding him.
GM Granta |
@Lyran: You get the last of her alchemist's fires, there is one acid flask left.
Damage (green): 1d6 ⇒ 2 Strength Damage: 1d2 ⇒ 2
Round 2
Effects inspire courage +1
- Red - 4 damage
- Green - 7 damage
- Janira - 5 damage
- Kim -
- Felli - 3 Strength damage (2/?), nauseated
- Lyran - 2 damage, -1 Strength
- Delric - 6 damage, -2 Strength (1/?), nauseated?
- Tera -
Felli continues to struggle with the critters crawling up under his clothing, across his eyeballs and into his eardrums. Lyran runs over to their guide and grabs a flask off her backpack. Tera bravely puts herself in danger to keep Felli from dying.
Kim and Delric are up. If they haven't posted in 8-10 hours, somebody please bot them.
GM Granta |
Damage (red): 1d6 ⇒ 5 Strength Damage: 1d2 ⇒ 1
Damage (green): 1d6 ⇒ 3 Strength Damage: 1d2 ⇒ 2
Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Fort: 1d20 + 3 ⇒ (2) + 3 = 5
Round 3
Effects inspire courage +1
- Red - 5 damage
- Green - 7 damage
- Janira - 10 damage, nauseated
- Felli - 6 Strength damage, 2? Strength damage (1/?), nauseated?
- Lyran - 7 damage, 1 (2?) Strength damage (1/?), nauseated?
- Delric - 6 damage
- Kim - 5 damage, 1? Strength damage (1/?), nauseated?
- Tera - 3 Strength damage, 2? Strength damage (1/?), nauseated?
Delric retreats to safety, and Kim lobs a flask of fire at the swarm on cue. As the spiders rush over everybody's bodies, Janira stumbles over to Delric, vomits on the ground, then points to one of the wands tucked in her belt.
Everybody is up. And everybody except Delric needs to roll Fort vs. Poison, then DC 11 Fort vs. distraction.
Lyran Dorval |
fortitude (poison): 1d20 + 3 ⇒ (20) + 3 = 23
fortitude (distraction): 1d20 + 3 ⇒ (14) + 3 = 17
By shear force of will Lyran resists the toxins flowing through his veins and resists the nausea caused by the many tiny insect bites. He backs away from the swarm and gets ready to throw the alchemical weapon as soon as his allies are clear.
alchemist's fire attack, point blank, inspire: 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21
alchemist's fire damage, point blank: 1d6 + 1 ⇒ (4) + 1 = 5
Felli Tokor |
Fortitude (Poison): 1d20 ⇒ 16
Fortitude (Distraction): 1d20 ⇒ 10
Felli seems to have gotten better at resisting the swarm and starts to move out of the fray but stumbles just before he can make it.
Delric Proudmane |
Seeing Janira point to one of her wands, Delric takes the wand creasing his brow as he examines it looking for clue as to it's function or command word, "Delightful, What am I to do with this wand. It would have been ever so helpful if when you inspected our gear you had demonstrated your own for us. I think our best course is the retreat away from these swarms."
Delric shifts away from Janira and cast Dancing lights {link} causing one faintly glowing, vaguely humanoid shape to appear between the two swarms, hoping it will draw their attention.
Tera Fosham |
Fort Save Poison: 1d20 + 1 ⇒ (11) + 1 = 12
Fort Save Distraction: 1d20 + 1 ⇒ (12) + 1 = 13
I can't find the DC for the poison save.
Tera manages to avoid the distraction, and moves toward Delric who has the wand from Janira. "May I take a look? I have some skill with making wands work."
Delric Proudmane |
Knowing that it would take time to identify the item's use, Delric shrugs at Teraa's request "Sure, but without knowing wether it shoots fire balls or heals wounds. Is it really worth tying to activate blindly?".
GM Granta |
@Tera: That's because I didn't say what it was :-P
Round 4
Effects inspire courage +1
- Green - 7 damage
- Janira - 10 damage
- Felli - 8 damage, 1 Strength damage? (1/?), nauseated?
- Delric - 6 damage
- Kim - 5 damage, 1 Strength damage (2/?)
- Lyran - 7 damage, 1 Strength damage
- Tera - 3 damage
Delric grabs Janira's wand, then tries to distract the swarms with a vaguely humanoid ball of light, while Felli and Kim struggle horribly. Lyran finally disperses the first swarm though, and Tera resists the worst of the bites.
Janira finally gets control of her stomach and shouts, "It shoots a cone of fire. The command word is Flammarae!" Then she hands an acid flask to Delric.
Everybody is up.
@Felli: Fort vs. poison, DC 12 Fort vs. distraction.
@Kim: Second Fort vs. poison.
Delric Proudmane |
Delric grins, "That's more like it." Moving into position, the magus points the wand and cone so as not to hit Felli and activates it "Flammarae!"
Not sure what damage to role.
Lyran Dorval |
"One swarm dispersed and one still remaining. I hope that wand has plenty of charge in it."
Lyran spreads out from his allies so the swarm cannot spread across multiple people at once.
GM Granta |
- Delric - 6 damage
- Felli - 8 damage
- Kim - 5 damage, 1 Strength damage
- Lyran - 7 damage, 1 Strength damage
- Tera - 3 damage
Felli finally escapes the swarm, and just in time, as huge flames erupt from Delric's wand, dispersing the remaining spiders with a sickening stench of burning toxic venom.
"Oh my! Oh no!" Janira rushes around healing wounds. "That was a tough fight, but you all showed amazing courage!"
Several hours pass uneventfully, but then you start running into problems: first a recent landslide that blocks the trail, then a shortcut overgrown since a month ago. ”I’m afraid we’ll need to find a different path. If we don’t get there by dusk, we may have to wait a whole month for another chance! Is anybody well trained at tracking or navigating the wilderness?”
You’ll have to perform a forced march unless someone successfully rolls Survival.
Delric, Felli, Kim, and Lyran each get healed for 1d8+4 from Janira.
Delric Proudmane |
healing from Janira: 1d8 + 4 ⇒ (1) + 4 = 5 (Delric is healed of all but 1 point.)
Delric returns the wand to Janira, "Thank you for it's use and the healing, both were mostly timely."
Coming to the landslide after hours of marching, Delric grumbles, "Delightful, first spiders and now the rocks are actively trying to delay us. Well it can't be too hard to get around, let's try this way." choosing a direction mostly at random, the half-elf uses his Kukri to cut a path through the undergrowth.
Survival: 1d20 + 2 ⇒ (20) + 2 = 22
Lyran Dorval |
healing from Janira: 1d8 + 4 ⇒ (5) + 4 = 9
"Thank you for your aid miss Janira. It is clear that you have learnt a lot in your time with the Pathfinder Society. I only hope i can learn as much as you and apply this knowledge in further missions."
Lyran follows silently behind Delric trusting in his confidence while silently cursing himself for spending more time on bow practice than working on his spellbook training.
Felli Tokor |
Healing from Janira: 1d8 + 4 ⇒ (7) + 4 = 11
"That was embarrassing, but thank you for the healing. I wonder if anything caused those natural blockades or was it just nature being difficult."
Kim Reth |
Healing from Janira: 1d8 + 4 ⇒ (2) + 4 = 6
"Thanks for the healing and help against the swarm. I think delric can get us through the wilderness"
kim will follow delric
GM Granta |
- Delric - 1 damage
- Kim - 1 Strength damage
- Lyran - 1 Strength damage
- Tera - 3 damage
Delric finds an old, dried out stream bed that quickly takes you higher into the mounts, and from there it is an easy task to backtrack downhill.
----------
If you roll 24 or higher, you may ask for more information.
The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead. “Here! The cave entrance is behind those vines,” Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.”
As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth. The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots you.
Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.
The minotaur is far enough away that everybody has 1 round to flee or buff up.
Tera Fosham |
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Janira is going to be moving faster than the creature. She just cast Expeditious Retreat. We should do what she says and finish our mission to explore the cavern. I for one don't want to wait a month to finish this." Janira before you go just in case." Tera channels Positive Energy before Janira gets too far away, and then she slips into the cave.
Channel Positive Energy: 1d6 ⇒ 1
Everybody within 30 feet get 1 whole point of healing.
Lyran Dorval |
spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Distracted by the minotaur, Lyran misses some key gestures and doesn't know what the spell is. Luckily Tera seems to know what spell Janira used.
"Speed is good when facing a larger lumbering foe. Good luck brave halfling!" he says as he follows Tera inside the cave.
Delric Proudmane |
k(nature): 1d20 + 6 ⇒ (11) + 6 = 17
"A Minotaur, I here they gore their foes with the horns. Particularly nasty when they charge. Hope Janira keeps out of his range. Thanks for the healing Tera."
Delric grabs the tossed backpack as he heads deeper into the caves.
Felli Tokor |
Felli looks at the minotaur, "Oh great. One bad event after another. Good luck in losing that beast."
With that said, Felli grabs the sack Janira tossed into the cave and moved further end.
"Let's get a move on, so Janira can get a head start."
GM Granta |
- potion of barkskin
- potion of cure light wounds (2)
- potion of feather step
- potion of vanish
- scroll of entangle
- scroll of gust of wind
- scroll of identify
- scroll of mage armor (CL 6)
- scroll of obscuring mist
- wand of burning hands (CL 3, 3 charges)
- wand of cure light wounds (CL 3, 8 charges)
- holy water
- smokestick
- tanglefoot bag
- thunderstone
- antitoxin
- sunrod (2)
The caves are damp and slippery, and usually about 7 feet wide and high. Some tunnels are tighter or more spacious though. The walls are covered with patches of blue-green luminescent fungi that provide dim light.
Petroglyphs periodically decorate the walls, mostly with marine animals and spiraling shapes. The deeper you travel, the more of these wall paintings that you find.
Once you divide up Janira's items, I'll put a list in the campaign tab for reference.
Delric Proudmane |
Taking a breather, Delric looks in Janira’s Backpack giving out a whistle, ”Take a look at this stuff. Janira is well prepared. To save time, I would suggest the following division, based on who can use what and where their abilities lie.”
The Magus divides the items out into five piles one in front of each person, "If you have any objections or suggested changes then express them, if you are in favor of the division then say Aye!”
Delric: melee magus
potion of barkskin
scroll of gust of wind
scroll of identify
wand of burning hands (CL 3, 3 charges)
Lyran: Range fighter
potion of cure light wound
tanglefoot bag
Tera: Oracle & best UMD
potion of feather step
scroll of entangle
scroll of mage armor (CL 6)
wand of cure light wounds (CL 3, 8 charges)
holy water
antitoxin
Felli: range rouge
potion of vanish
potion of cure light wound
smokestick
thunderstone
A sunrod
Kim: Mesmerist magic
scroll of obscuring mist
A sunrod
GM Granta |
A copy of Janira's backpack is on the campaign tab, including who is currently carrying each item. Please let me know if any changes need to be made to the list.
The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth, floating in dirty water. The corners of the pit are rounded, and the tunnel walls don’t look easy to climb either.
How does everyone cross the pit?
Delric Proudmane |
Survival: 1d20 + 2 ⇒ (10) + 2 = 12
Delric comments on the pit "This isn't a natural pit, it was created. I have a coil of rope, but we still need to get across, maybe also check below the water to see if there are any tunnel down there."
Tera Fosham |
I'm sorry I don't have any rope. I don't climb well either." she looks into the pit.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
No issue on the division.
Lyran Dorval |
"I am not an expert at climbing though i do have a silk rope to help resolve the situation."
Lyran takes his silk rope out of his pack while everyone is talking.
Equipment split is fine by me.
Delric Proudmane |
Delric looks at the 10 ft gap in the tunnel , then turns to Lyran and Felli "You two look nimble enough to jump the pit without too much difficulty. Want to give it a try?"
GM Granta |
Parables: 6d12 ⇒ (11, 5, 5, 6, 5, 12) = 44
- Kim - 5 nonlethal damage, 1 Strength damage
- Lyran - 5 nonlethal damage, 1 Strength damage
- Tera - 5 nonlethal damage, 2 damage
- Fell - 5 nonlethal damage
- Delric - 5 nonlethal damage
These parables are slightly different than those that appear in the known version of the History and Future of Humanity, suggesting that these might represent an earlier version of the work.
Even though Aroden disappeared over a century ago, these caves store a hint of his divine magic (like a wand with a single charge left) that can impart a minor blessing to those who perform a short series of rituals based on the parables.
The ground suddenly begins to shake, throwing people into the walls and down to the ground. After a few seconds of stillness, everyone starts to stand up and brush off the debris, thinking the quake is over--then the ceiling collapses.
About 50 ft. after the pit, the tunnel curves and you find a plank big enough to span the pit. The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.
The carvings here are different in style from the petroglyphs found elsewhere. It seems like there might have been a dozen carvings at some point, but only four are still decipherable. As best you can tell, they are images from the History and Future of Humanity, the principle holy text of Aroden.
If you speak Aquan or Azlanti, you get a cumulative +2 bonus on the above checks.
Everybody takes 5 nonlethal damage from falling rock. DC 10 Reflex to jump across the pit in time, negating the damage.
Kim Reth |
jump: 1d20 + 2 ⇒ (10) + 2 = 12
jumping out of the way kim yells the cave is collapsing
perception to identify: 1d20 + 8 ⇒ (14) + 8 = 22
he uses comprehend languages spell like ability to read it
I already added it to the dice roll
kim identifies some of the pictures
Delric Proudmane |
Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Delric quick reflexes enable him to jump across the pit in time.
Later at the dozen carvings, Delric sees some similarities to Azlanti language which he speaks. "These are depictions of the Tailor, Fisherman, Hunter, and thief. They seem to hint that these caves store a bit of his divine magic (like a wand with a single charge left) that can impart a minor blessing to those who perform a short series of rituals based on the parables." Delric explains in more detail the carvings.
K(History) w/+2 Azlanti: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Lyran Dorval |
reflex: 1d20 + 4 ⇒ (20) + 4 = 24
"This place does not seem stable at all. Is everyone OK?"
linguistics: 1d20 + 7 ⇒ (14) + 7 = 21
"I recognize the Tailor and Fisherman, but i did not know about the other ones. Clearly you are a well read person, Delric"
GM Granta |
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 overhead. 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. 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. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.
This cavern is not unoccupied though. A lone gillmen kneels in the water, seeming thoughtful and unaware of your presence.
The carvings are in the room with your tokens. This description is for the next room.
Tera Fosham |
Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Tera amazes herself by making the jump. "It's amazing how fast one can move when a ceiling is about to come down on you." she mummers to herself. "I guess we're not going back that way. I hope there's another exit."
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
"The tailor. Very interesting. It's a cloth wrapping around the city like a moat of protection. What a lovely sentiment."
Delric Proudmane |
Delric moves up quietly and watches to see what the Gilman does, as he motions for Kim to talk to him.
stealth: 1d20 + 2 ⇒ (5) + 2 = 7
perception: 1d20 + 3 ⇒ (20) + 3 = 23
Kim Reth |
Kim will walk up to the gillman and say " Greeting we mean you no harm we just wish to find out what the gillmen are coming here for?" I say it in common
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Felli Tokor |
Felli scans the drawings on the walls and takes notes of them, but doesn't comprehend much. Archeology not really is strong point.
Upon entering the larger chamber, he marvels at the center of the room but keeps a weary eye on the gillman. But doesn't think a lone gillman poses much threat. He lets Kim approach and begin parley.