Jiggo Maelerant
|
Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22 Jiggo wonders if they upset the man, or if the man took a vow of silence.
Jiggo waves again to the gillman. "Apologies. My friends and I are investigating the significance of this shrine to Aroden. Do you know anything about it?" Jiggo speaks a bit slowly.
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
Callan Domhnall
|
"He must be a deaf mute..." Callan says, devoid of feeling.
Jiggo Maelerant
|
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
"Oh! How rude of me." Jiggo rifles through his bag and gathers some of the pages Janira gave him to write with.
"We found this cloak at the bottom of a pit. I see it matches yours. Did you drop this?" Jiggo scribbles the question down in Common and hands the page and a pen to the gillman. He also holds out the cloak so he can see it.
Amarandlon Svethaniel
|
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Knowledge (History): 1d20 + 8 ⇒ (6) + 8 = 14
"Bah! Not the important question right now!" Amarandlon snaps, shouldering forward. "The question is: what is that?" He points at the miniature city. "It looks familiar, but for the life of me I cannot place it!"
Sorry for the delay, weekend got unexpectedly nuts.
Io Hammerhand
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Io, not one for negotiations, folds his arms across his chest and waits for the others. His roc lands next to him and the dwarf feeds it a piece of jerky.
Jiggo Maelerant
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"Bah! Not the important question right now!" Amarandlon snaps, shouldering forward.
"Of course it's important. How can he help us if we're withholding anything from him? That would be quite rude." He hands the cloak over to the Gillman, and points to the miniature city.
"Now we ask for his help."
Callan Domhnall
|
The barbarian lowers his short bow from the Gillman in an attempt to aid in pursuaiding the humanoid to help them.
Diplomacy, aid another: 1d20 - 2 ⇒ (12) - 2 = 10
-Posted with Wayfinder
Jiggo Maelerant
|
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8 pfft, now the dice poorly
Jiggo tries to offer it again, but the multiple attempts are clearly wearing his patience down.
Amarandlon Svethaniel
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Diplomacy, aid another: 1d20 - 1 ⇒ (4) - 1 = 3
Amarandlon throws up his hands and steps away from the negotiations, muttering elven imprecations under his breath.
Hasshin Sshok
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Hasshin attempt to ease the annoyance his companions are causing
diplo: 1d20 + 2 ⇒ (6) + 2 = 8 wow sucks for everyone right now lol
Isaac Jansen
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"That's a beautiful cloak. Lucky we found it for you. We are all friends now yes?" Issac grins at the Gillman as if uneasy due to lack of knowledge with his kind.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Io Hammerhand
|
Io's obvious reverence for the natural beauty of this cave makes it clear he intends no harm. The dwarf seems in awe of the place.
diplomacy aid: 1d20 - 2 ⇒ (16) - 2 = 14
Jiggo Maelerant
|
"Oh. You can speak. This will make communication much faster." Jiggo scratches his head as he hands the cloak over. "Apologies for my rudeness- I guess you were just being cautious."
"I hope you don't mind if we take a look around- especially this replica of a town. Do you recognize its significance?"
Amarandlon Svethaniel
|
"Ah! Now we're getting somewhere!" Amarandlon returns eagerly to the discussion. "Yes, what is the significance of this structure? And why would the Low Azlanti consider this place sacred if it was, in fact, the sanctum of the so-called God of Humanity?"
GM Zinou
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The Gillman looks at the miniature city and shrugs. "What it represents is not relevant. It was once an altar, though."
Turning to read Amarandlon's lips, he answer with a sad face "My people consider this a holy site due to the purity of the waters. Indeed, they whisper of the fading power of your dead god, Aroden, and a corruption spreading through the caves."
Jiggo Maelerant
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"Corruption? That's terrible. I will certainly pray and hope Erastil helps preserve the sanctity of these waters." Jiggo gets on one knee and does a quick prayer.
"Is there anything we can do to help you? It would need to be brief, though. One of our friends is distracting a minotaur. Perhaps he is corrupted..."
Isaac Jansen
|
"Fading power you say. Let us see." Issac begins to concentrate on the city are room around him.
Casts Detect Psychic Significance concentrating 3 rounds
Casts Detect Magic concentrating 3 rounds
Amarandlon Svethaniel
|
Oh good, the cloak is gone and we have someone else to detect magic! :D :P
"Hmmmm...that may or may not be what he refers to, Jiggo." Amarandlon peers at the city. "Let us see here...it's allowed to enter the water, I'm guessing, from your meditation earlier." Barely paying attention to whether the gillman says yes or no, the elf hikes up his robes and wades into the pool, getting as close as he can to the miniature city to examine it more closely.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
EDIT: Amarandlon slips on a patch of algae and nearly dashes his brains in, but scrambles back up, dripping and irritated.
GM Zinou
|
Isaac doesn't detect anything psychic or magic on the miniature city. However, when he looks at the gillman, he sees that the cloak is magic indeed :)
The gillman bows his head in a respectful way while Jiggo prays Erastil but can't help to smile when he sees the scene with Amarandlon.
He answers Jiggo's question with a sad face. "Some of my fallen brethren have been... defiled to the east, while living—but no less unfriendly—creatures have been encroaching on this sacred site from the west of the cave."
Callan Domhnall
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"To the west we shall go then, can you show us the way?"
The deep baratone of the Halforc's voice echoes off of the cavern walls.
-Posted with Wayfinder
Io Hammerhand
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Io stops examining the cavern as he hears word of potential enemies.
"Aye...we can check it out," he nods. "West first," he agrees with Callan.
Callan Domhnall
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Sense motive: 1d20 + 1 ⇒ (4) + 1 = 5
He could tell me that its Santa and the Easter Bunny desicrating the place!
"Can you tell us what sort of creatures are responsible for this encroachment?"
Jiggo Maelerant
|
Jiggo stands back up. "Defilers, how terrible! I guess we should repel the intruders from the west, though." Jiggo goes along with the majority of the group. "You should stay here where it's safe. We'll come back, I promise."
Amarandlon Svethaniel
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Amarandlon rolls his eyes, but nods. "Oh, if we must. I suppose since we've come crashing into your holy site it would be courteous. Speaking of which..." He leans over and peers at the city.
GM Zinou, is there anything Amarandlon can notice just from being near/looking at the city, or nothing new? If applicable, taking 10 gives him an 11.
Amarandlon Svethaniel
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I think I already tried that and failed? But the DC was 15. I'll add a roll here in case, but otherwise ready to move on.
Amarandlon squints at the city as he sloshes his way out of the pool. I'd swear I almost had it before...
Knowledge (History): 1d20 + 8 ⇒ (9) + 8 = 17
GM Zinou
|
You're right on both points. However the DC is indeed 10, my bad. So you succeeded the first time.
Amarandlon recalls a model he saw once in a book speaking about the history of the Isle of Kortos and Absalom. The city represented here is indeed Absalom, but an older version of the City at the Center of the World, probably dating back to the times Aroden was still present on Golarion.
You decided to go West, right? I'll post what happens there tomorrow morning.
GM Zinou
|
Sorry, folks. Didn't take time to do that this morning.
1d6 ⇒ 3
Isaac: 1d20 + 5 ⇒ (15) + 5 = 20
Hasshin: 1d20 + 2 ⇒ (14) + 2 = 16
Jiggo: 1d20 + 2 ⇒ (20) + 2 = 22
Callan: 1d20 + 2 ⇒ (8) + 2 = 10
Amarandlon: 1d20 + 2 ⇒ (19) + 2 = 21
Io: 1d20 + 2 ⇒ (6) + 2 = 8
K: 1d20 + 1 ⇒ (4) + 1 = 5
Isaac: 1d20 + 5 ⇒ (2) + 5 = 7
Hasshin: 1d20 + 5 ⇒ (10) + 5 = 15
Jiggo: 1d20 + 2 ⇒ (2) + 2 = 4
Callan: 1d20 + 5 ⇒ (18) + 5 = 23
Amarandlon: 1d20 + 1 ⇒ (16) + 1 = 17
Io: 1d20 + 6 ⇒ (13) + 6 = 19
The passage leading from the gillmen’s holy site is coated with the omnipresent bioluminescent fungi. Though you encounter several points where the tunnel branches off in different directions, all of those paths either narrow beyond your abilities to traverse, lead back to this main trail, or are blocked by a cave-ins. Trekking through the twisting passages to a large cavern takes you approximately 20 minutes by foot.
The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline. As Callan gets closer to the river, two scaly creatures emerge from the rocks to attack you. DC 10 Knowledge Local to identify.
At the same time, Callan shouts a warning and points an area where there's a trap set up. Green area.
Round 1 - Bold may act!
Party
K
Jiggo Maelerant
|
Jiggo casts bless upon him and his allies. He then takes a running leap across the river.
Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16
Don't forget the +1 to attacks, folks.
Callan Domhnall
|
Short Bow atk vs ??: 1d20 + 1 + 2 + 1 + 1 ⇒ (17) + 1 + 2 + 1 + 1 = 22
Damage?: 1d6 + 4 + 1 + 1 + 1 ⇒ (3) + 4 + 1 + 1 + 1 = 10
Callan shoots an arrow at the closest scaly creature as he tries to recall what it is that is attacking his party...
Survival: 1d20 + 1 ⇒ (6) + 1 = 7
Amarandlon Svethaniel
|
Knowledge (Local) untrained: 1d20 + 4 ⇒ (12) + 4 = 16
Amarandlon scoffs as he moves forward, drawing his boy. "Now, dwarf, you'll see how useful elven archery can be when not trying to fight off a horde of vermin." So saying, he looses an arrow at the northernmost creature.
Attack vs. flat-footed: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 ⇒ 5
GM Zinou
|
Jiggo blesses the party, Callan and Amarandlon fire an arrow each and Isaac throws a dart. Between the three of them, they easily take down the two kobolds.
Out of combat. Wow, that was fast!
As you recover from this brief skirmish with the local cave dwellers, you begin to hear the faint sounds of combat and a familiar woman’s voice half-shouting and half-reciting, "As the legendary family Starnon who joined their strength to successfully annihilate the vampire Ilnerik Sivanshin, so shall I defeat you, foul servant of Lamashtu!" The voice appears to come from a narrow tunnel opening from the eastern wall of the cave you're in.
Assuming you follow the way leading to the voice. Feel free to heal up in your next post. I'll skip the uninteresting optional encounter.
The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. You can now all hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and their heroic deeds.
There's no time if you wish to save your halfling mentor! Once you reach the eastern end of the area you're going through, you notice a faint light at the end of the tunnel—reflected moonlight. In addition, the sound of Janira’s oration is close and clear. After running through a long slick tunnel, you manage to emerge from the cave. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. The full moon above casts provides dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees. Nearly a hundred feet from the cave’s entrance, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream.
Note #1 - You reap the benefits of Janira's Inspire Courage Ability, granting you +1 to attack, weapon damage and saves against fear and charm.
Note #2 - The underbrush (green area on map) is treated as difficult terrain. The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at great speed (DC 15 Swim to navigate).
Isaac: 1d20 + 5 ⇒ (14) + 5 = 19
Hasshin: 1d20 + 2 ⇒ (17) + 2 = 19
Jiggo: 1d20 + 2 ⇒ (11) + 2 = 13
Callan: 1d20 + 2 ⇒ (19) + 2 = 21
Amarandlon: 1d20 + 2 ⇒ (14) + 2 = 16
Io: 1d20 + 2 ⇒ (19) + 2 = 21
Janira: 1d20 + 6 ⇒ (9) + 6 = 15
Minotaur: 1d20 + 0 ⇒ (19) + 0 = 19
Save Janira! - Round 1 - Bold may act!
Io, Callan, Isaac, Hasshin
Minotaur
Amarandlon
Janira
Jiggo
Jiggo Maelerant
|
"Wow, that was fast!" Jiggo pants as he leaps across the river. "Erastil wanted it to end quickly, good."
As Jiggo hears Janira voice, he shouts. "We're coming Janira! Hold fast!" He draws his wand of Cure Light Wounds and hurries.
"Hmm, who or what is Lamashtu...that sounds familiar."
Knowledge(Religion): 1d20 + 4 ⇒ (14) + 4 = 18
Amarandlon Svethaniel
|
If it's at all possible for Amarandlon to cast gravity bow as he reaches the mouth of the tunnel (so as not to waste a round casting it), he does so. If not, no worries, that's just the first turn. :)
Jiggo Maelerant
|
"Wait. Mother of Monsters. Oh. That's bad. We gotta help Janira. If that thing gets its hands on her..."
Jiggo is so stuck in contemplation, everyone else jumps to action before him.
Io Hammerhand
|
"Ye've a debt to repay, beastie!" Io yells from the cave's exit as they charge forward. "We've come ta collect!"
He rushes forward, his legs carrying him faster than any dwaft could run. travel domain
He calls for his animal companion, Kradvid, to assist their mentor.
handle animal: 1d20 + 6 ⇒ (13) + 6 = 19
Hasshin Sshok
|
hasshin moves up attempting to get to Janira Gavix
Callan Domhnall
|
Callan double-moves towards the "bridge," axe in hand yelling at the horned beast: "You rooting, rank pond stain! Pick on someone your own size!" He secretly hopes that his companions are close behind and he attempts to cross the bridge in stride.
Intimidate: 1d20 + 4 ⇒ (3) + 4 = 7