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" I'm good without the light but not the most stealthy of individuals. I can carry the extra pack"
Targrim moves into the cave. He'll gladly take the lead in the main group but is probably not the best scout.

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Pierre follows the party reluctantly saying:
"But... We can't let her... She's alone!"

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"Easy friend sometimes one can achieve things a group cannot do. We must trust her to know her skills. This she does so we can finish the mission set before us."

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"I guess you're right, at least about the part about her skills. Let's go on, then."

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Having moved a short distance inside the cave, Targrim looks around prior to rummaging through the pack.
"Does anyone know where we are heading from here other than deeper in? Also what has Janira left us in the pack to help us out?"
Looking to some of the smaller members of the group.
"Anyone have experience as a scout?"

cuatroespada |

The cave entrance is 5 feet wide and extends 20 feet into the rock before widening into a broader tunnel. All of the tunnels in this area are between 3 and 10 feet wide and vary equally in height, though most are a comfortable 7 or more feet wide in each dimension. The caves are damp, and you can hear water dripping from stalactites and the distant rushing of underground streams. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light. Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent as you descend deeper into the cave system. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.
Janira's backpack contains a potion of barkskin, potions of cure light wounds (2), a potion of feather step, a potion of vanish, a scroll of entangle, a scroll of gust of wind, a scroll of identify, a scroll of mage armor (CL 6), a scroll of obscuring mist, a wand of burning hands (CL 3rd, 4 charges), a wand of cure light wounds (CL 3rd, 8 charges), flasks of acid, alchemist’s fire (2), and holy water, a smokestick, a tanglefoot bag, a thunderstone, an antitoxin, and sunrods (2).
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.

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perception: 1d20 + 3 ⇒ (9) + 3 = 12 to see if I can tell anything about the bundle or the pit prior to climbing down into it
"Can you tell if this is truly a pit or is there more here than meets the eye?"

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"Oswald, can you use the rope and check the bundle out? I will cover you with the my bow."
@DM, how deep is the hole? looks like it is 10' across from the description and as wide as the path. Wasn't sure about depth.
"Looks like we are going to have to jump across this hole, depending on what Oswald finds at the bottom."

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"Does anyone have some spikes? Maybe we can put one in on this side, tie a rope to it and someone jump across and put one on the other side to have a rope across just in case. I could probably make it, but someone would have to throw the end over to me. We could even use it to drop a rope from the other side too, make it easier if we have to climb down and back up."

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"Sorry Ther'al, I have rope only, no pitons"
Targrim would have cast guidance on Oswald before he climbed down. +1 to basically any 1 d20 check. GM permitting

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Pierre waits patiently on the side of the hole, casting light on his shield.

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"Ok fellows, let's go ahead!" says Pierre.

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"Looks like we're jumping, Oswald hang tight a minute and we'll pull you back up on the other side. Ghost, you mentioned having some extra pitons to set the rope up for a safety on the jump. I'll belay for you and The'ral and then it might take the two of you to stop me if I miss this jump." Targrim is a small fellow at 6'8" and 300lbs
when it is his turn he will take his jump....
acrobatics: 1d20 - 1 ⇒ (8) - 1 = 7 DC10? for 10' chasm - adjust for rope belay and 2 assist I hope. big man can't jump

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Do we truly need to go through the hole to go forward?

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"I've got also a rope if we need it. But nevermind, that seems a good deal, even if it'll be a little problematic for me. You see, I'm not that athletic and have quite a big armor."

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Is it possible to take 10?

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Pierre will climb down and up once the second rope is set. taking 10 on climb makes 5, which reaches the DC

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Targrim already showed he can't jump but will still belay on of the other if they choose to jump across. That can then set up the ropes for the others ascent from the pit. He'll go last as he is the biggest.
taking 10 gives him a 9 on both portions.

cuatroespada |

At least one of you can make the jump easily by taking 10 so we'll assume that you can get the rope set up and all get across if everyone else can make the DC 5 climb.
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 in the caves, and they date back to long before the gillmen explored this area, and only four are still decipherable.

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"Hey over here is a plank, looks like it should be used to cross over the pit we just crawled in and out of. Seems we're coming in the back way."

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Perception: 1d20 + 3 ⇒ (19) + 3 = 22
"Indeed, my dear!"

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Before moving on Targrim cast Detect Magic scanning the area ahead of them.
If nothing unusual is detected he will move towards the lighted tunnel after losing his sword in its scabbard.
stealth: 1d20 - 1 ⇒ (17) - 1 = 16
perception: 1d20 + 3 ⇒ (1) + 3 = 4 what's down the tunnel, is there anything special about the blue torches guess not from my look anyways

cuatroespada |

What did you guys do with the cloak by the way? Did someone try it on? Is someone carrying it? Did it get stuffed in a bag? Did you leave it behind?

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Let's say I took it in my bag.
"Interesting! And about that cloak I took, anyone knows what it is?"

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Before moving on and while detecting magic Targrim will turn his attention to the cloak. And he is loosening his sword in its scabbard not losing it in his scabbard.

cuatroespada |

Also, each of the four decipherable sections requires a DC 15 Knowledge (history or religion), Linguistics, Appraise, or Perception check but the Appraise and Perception checks are at a -2. The writing combines Aquan and Azlanti; you get a +2 on the checks for each of those languages you understand. For every 3 points over the DC you decipher an extra section.

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"Hmm, something special about that cloak as well but I can't tell what it is. I really should have spent more time in class, but never seemed interesting at the time. The training yard was always more my style."
Targrim leaves the interpretation of the magical auras to someone better versed in the arts, and focuses on the tunnel ahead.

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As others are looking at the cloak, Pierre takes a look at the petroglyphs.