Sir Christoff
|
Pulling out my silk rope, I'll start to tie others off, leaving enough room for someone to be able to catch it on the other side. "If we can get Sara across, she and I are the strongest, and will be able to help everyone get over safely, or pull them up before they fall. I'll stay behind until everyone's across."
Take 10 to Aid Another for a 13 if I can for everyone. Let me know and I'll roll to Aid Another.
GM Tyranius
|
So are you guys climbing down into a spiked pit?
GM Tyranius
|
Krysmuth and Sara reach the other side of the pit. Upon clearing the pitas they reach the other side they can both see that there is a 3 foot wide board propped up against the wall around the corner out of sight from the other side of the pit.
GM Tyranius
|
As the party crosses the board they turn the corner of the cave. 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.
Sir Christoff
|
I'll try to make quick drawings and notes of the reliefs before moving along.
"I've never seen a torch burn blue quite like that before. Are they magic?"
Detect Magic I'm guessing either Everburning Torches/Continual Flame, or the oxygen is getting a bit thin and they are not burning very hot (relatively).
GM Tyranius
|
Sir Christoff not only senses a magical effect from the torches but he also senses a magical effect from the inscriptions on the wall before him.
Sir Christoff
|
Without Know Arcana, Spellcraft, or Read Magic, I'm not off much use.
"The garment is magic, but more importantly," walking back to inspect the wall that is glowing more closely, "these inscription radiate to my god-sight."
Sir Christoff
|
Know Religion: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Know Arcana UNTRAINED: 1d20 + 0 ⇒ (16) + 0 = 16 <max DC 10>
Know History UNTRAINED: 1d20 + 0 ⇒ (1) + 0 = 1 <Max DC 10>
Linguistics UNTRAINED: 1d20 + 0 ⇒ (20) + 0 = 20
GM Tyranius
|
Sir Christoff recognizes the inscriptions to be inscriptions from the History and future of humanity, the principle holy text of Aroden. The carvings focus on parables that feature Aroden's 12 guises, meaning to illustrate his hopes for humanity; the artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor and thief, but only a few are still decipherable.
Sir Christoff is able to decipher all four of the remaining inscriptions as he has a little trouble with the last inscription he still is able to manage to decipher it after a few minutes of research.
Sir Christoff realizes that these inscriptions are slightly different than those that appear in the known version of the History and Future of Humanity, suggesting that this may in fact be an earlier version of work.
Sir Christoff
|
"Interesting", noting down the differences in his journal from what he can recall of the modern parables. "These are four, of the twelve as far as I can recall, parables of the guises of Aroden, the lost deity of innovation and humanity. Here, " pointing them out as I explain, "we have the Begger, (to remind us of humility), the Farmer, (to remind us plant and work for our rewards), the Hunter (to make places safe for all), and the Soldier (to spread light in the darkness and to remain aware of threats). But these seem to be, again, as far as I can recall, different from the common writing you can still find in markets today." <Insert point out the differences>
"I have the feeling that these might be important, and we should keep an eye out for more. "
Kenri Halid Brookmere
|
Casting detect magic upon entering the room.
"I agree we should watch for more, but I wonder why they radiate magic..."He asks as he inspects them.
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Kenri will examine the torches and take one if they are removable.
" Also if I may examine the cloak?"
Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
GM Tyranius
|
Kenri realizes that the inscriptions are fading over time like the other inscriptions that used to be on the wall but are unreadable at this point. Upon further examination of the cloak Kenri comes to realize that it is in act a cloak of resistance +1.
Krysmuth Irepike
|
"Sounds like good ideals to live by, Sir Christoff." Krysmuth scribbles the images in her journal real quick. She looks back they way they've come adding, "Janira should have lost that minotaur by now..."
Kenri Halid Brookmere
|
"Hmm. Not sure about these inscriptions, the magic is fading. I wonder if we need to do something to activate them somehow..."
Shrugging he looks closer at the cloak.
"This would make one more resistant to magics and poisons and such. Very handy." He says as he hands it back to Sara.
are the torches removable?
GM Tyranius
|
Yes the torches are removable.
Kenri takes one of the torches from its sconce on the wall as the party heads deeper into the cave.
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.
Kneeling in the water before the city is a lone gillman.
Map is above. The party entered from the north; Area b2; and is currently in Area B3 so the other routes are Area B4 and B5.
Kenri Halid Brookmere
|
Passing the blue torch to his left hand, Kenri again draws his warhammer, then imbues it with power.
Arcane pool, +1 to warhammer for 1 minute.
" So, what now? Do we capture him?"
He whispers to the others.
Sir Christoff
|
"There is no need for violence just yet, but be ready just in case." Advancing a bit more, unarmed and my holy symbol promonent, "We have no wish to fight, sir. We are members of the Pathfinder Society, here to explore and learn. Do you speak the common tongue?"
GM Tyranius
|
The gillman does not react to Sir Christoff's proclamation of peace.
Sara Mars
|
Sara figures that if words cannot reach the man, it may be time to inspect whether he's alive.
Sara approaches to 10 feet of the Gillman, hand not quite resting near her longsword hilt, so as to appear nonthreatening.
Excuse us, Sir?
GM Tyranius
|
Did not notice you Sir Christoff.
Upon Sara getting within 10 feet of the gillman, he turns around at looks at Sara with his head cocked as he stares at her.
Sir Christoff
|
Checking out the diorama as I advance, (still unarmed), I'll repeat myself, "Do you speak the common tongue? My name is Christoff, a humble servant to honor and justice. We are scholars with the Pathfinder Society. We mean you no harm, we simply seek wisdom and knowledge." Hoping to have his attention, "Why do your people only come here near the full moon? Do you revere Aroden, whose teachings we have found? What are you doing here, my friend?"
GM Tyranius
|
The gillman does not respond as Sir Christoff questions him but Sir Christoff notices that the gillman is watching his mouth carefully as he speaks. The gillman returns his attention back to Sara.
Krysmuth Irepike
|
Krysmuth stands with her longpike stretched across her shoulders and both arms drooped over it.
"Let's try something else."
Krysmuth shouts over, "そこにこんにちは!"
if no response
After a moment she tries, "ಹಾಯ್!"
GM Tyranius
|
The gillman turns towards Krysmuth's movements as he stares at her mouth as she speaks to him. The gillman the refocuses his attention back to Sara. The gillman begins to shift on his feet.
Kenri Halid Brookmere
|
Looks like he might be deaf. Tryin' to lip read us. But what language does he understand the words to?
Holding the blue torch up high and the hammer low, behind his leg, Kenri approaches behind the others.
"Hey. That little city is pretty cool. Woulda loved to play with somethin' like that as a kid. Maybe he worships them ancient Atlani...Aztlany, alieny... I dunno, those ancient people."
GM Tyranius
|
As Kenri approaches the gillman with the torch the gillman smiles and begins nodding his head up and down as he points towards the replica of the city.
Krysmuth Irepike
|
Krysmuth nods, "Azlanti. There's a lot of Taldan nobles that claim to be the great-great-great-somethingth of one of them. Heck, I think I'm supposed to be one according to someone's claim in my family. I just feel like a Taldan... which is awfully special in its own right."
Kenri Halid Brookmere
|
" Heh. I think he wants me to do somethin' with the torch... But I have no idea what?"
Keeping his guard up, Kenri will approach closer to the water and thwe little city.
Total defense and moving up nearer the water ( at least 5' away from the water itself tho.)
GM Tyranius
|
As Kenri approaches the water and the city with the torch a glimmer erupts from the miniature model throughout the cavern as the party feels as if a blessing has taken ahold of them.
grant each PC a +1 insight bonus to AC if she has
taken damage since the start of her last turn. lasts 24 hours
The gillman claps his hands together as he smiles and holds his hands in reverence to his chest staring at the marvel.
Sir Christoff
|
"Ah, I think I understand. The writing earlier said "The soldier is depicted bearing a lantern through the streets of the city, following the dead god's prophecy that the vigilant shall carry light to the darkest corners of the world to banish the shadows". I guess you have performed some sort of ritual, mimicking bringing the light to the darkened city."
GM Tyranius
|
Quick Recap
Sir Christoff
|
Perception: 1d20 + 2 ⇒ (15) + 2 = 17 trying to find others nearby, or other possible rituals that can be completed in respect.
Kenri Halid Brookmere
|
" Hmm. That's a bit worrisome. I don't know anythin' 'bout plowin' and the thought of a giant serpent makes me nervous."
Gripping his hammer and the torch he looks around anxiously.
perception: 1d20 ⇒ 15
GM Tyranius
|
Description of the area. try not to think too much into it.
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.
Kenri Halid Brookmere
|
" Well... I guess we could run furrows in the gravel here to represent the plowin', and maybe lop of the head of one o' those bugs over there...."
Shrugging he looks at the others.
" I dunno, I'm not so good at riddlin' things."
Mollok
|
Very interesting, very interesting indeed. Mollok mumbles to himself comparing his previous notes to the miniature city. Its a good idea Kenri.
The tiefling kneels down and plows four small lines in the gravel with his dagger, away from the centipedes.
GM Tyranius
|
Krysmuth pulls her spear to her side. After a moment of careful aim she is able to pierce one of the large centipedes on the end of her sharp spear.
As soon as Mollow draws the fourth furrow a spark erupts in the chamber as soon as it started it was gone. It seems that the magic is fading.
all of the PCs a +1 luck bonus on Fortitude saves against poison for 24 hours.