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"Aurus...we should get into the cave." Seebonickk jogs behind the paladin with his short legs.
"Yeah, I got it, Short Stack - heard the boss when she said it too," the paladin snaps at Seebonickk. "Doesn't mean I have to like it," he darkly mutters as he draws his greatsword and stalks to the front of the group.

Terevalis Unctio of House Mysti |

Janira's backpack
Janira's Pack
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, 4 charges)
wand of cure light wounds (CL 3, 8 charges)
acid flask
alchemist’s fire (2)
holy water
smokestick
tanglefoot bag
thunderstone
antitoxin
sunrod (2)

Terevalis Unctio of House Mysti |

The party decides that discretion is the better part of valor and runs into the cave.
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. 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. The corners of the pit are rounded, and the tunnel walls don’t look easy to climb either.

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Claudia looks over the items in the backpack.
"Mao, you should probably use this (referring to the scroll of Mage Armor). I heard in training the monks benefit greatly from the mage armor spell. I can cast it on you. I can use this wand of burning hands. Anyone else think they could use it better? I could also use some of the throwable items, but there are plenty of us that can do that."
That reminds Cloudia that she should cast her own Mage Armor on herself and does so.

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Shall I hold on to the wand of CLW? My combat abilities aren't that impressive, so keeping the real fighters up and running seems like a job for me!
Assuming nobody objects Uldar takes the wand of CLW.

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No objection here. Anyone mind if Cloudia takes the wand of burning hands, scroll of identify, and one of the alchemist fires?
"Since we are in caves, we should use one of those sunrods, right? I can carry it."

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The paladin should be able to use the wand of CLW's just in case, correct?
Indeed, unless the paladin has an archetype that gets rid of the later level caster abilities, it's on his/her spell list, so he/she could activate it (same goes for ranger). In core this will be very hard ;-)

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Travail looks deeper into the pit...
Knowledge, Dungeoneering: 1d20 + 4 ⇒ (9) + 4 = 13
..and tells the group that it is 20' deep and full of spikes.
"I shouldn't have any problem getting across," Travail says. "I just hope I can get the rest of you across when I get there."
Before jumping, Travail takes the following items that are useful to rogues out of the pack, and stores them in his own backpack, leaving the rest of the items for the rest of the party to sort through.
potion of vanish
potion of barkskin
potion of feather step
holy water
tanglefoot bag
Travail takes a deep breath, gets a running start, and takes a jump across the pit.
Acrobatics vs DC10 (long jump 10' feet): 1d20 + 8 ⇒ (7) + 8 = 15

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Aurus watches in bemusement as Travail (presumably) leaps across. "Man, bet that just slays with the ladies when you do that back in Absalom," Aurus yells across the gap.

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No way I'm going to make that jump!
"Couldn't we just use some rope and climb down? Please tell me someone brought some rope."

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Cloudia watches as the rope snakes across the pit to the distracted Travail on the other side, wondering if she will be expected to crawl across hanging on to it. If Travail even picks it up as he shows no signs of doing so in the immediate future.

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Cloudia watches as the rope snakes across the pit to the distracted Travail on the other side, wondering if she will be expected to crawl across hanging on to it. If Travail even picks it up as he shows no signs of doing so in the immediate future.
"You know that if you aren't distracted by things like combat, and unarmored, and have average strength, you can just jump it easily"
Take 10

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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. The corners of the pit are rounded, and the tunnel walls don’t look easy to climb either.
I can understand spikes, but what's a bundle of cloth doing down there?

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I don't think you can take 10 on a jump
Yes, you can. And you should.
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

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"Uldar's right! There's a bundle of cloth down their. Might give us a clue of what we're about to face. Let me see if I can clumb down using the rope as aid after everyone is safely across."
Climb: 1d20 + 6 ⇒ (10) + 6 = 16

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Cloudia holds back, biting her nails as she waits.

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Aurus watches, discomfort clear on his face as he tries to figure out who to be most concerned about. He flinches as Uldar goes to take the leap, breathing a sigh of relief when the bard lands. He turns resignedly to Cloudia and Seebonickk.
"Look, do you want me down on the rope so I can catch one of you if you fall? Or do you want me up here in case somethin' jumps outta that pit with Mao in it's mouth?" He sighs again. "There really ain't any good choices here. I hate this rogue sh**," he says tiredly.

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"I'd rather climb down and up a rope than jump. I don't think I can make it."
She will use the rope and climb down. Then get the rope transferred to the other side and climb up - or be pulled up.
Climb: 1d20 ⇒ 11
Climb: 1d20 ⇒ 14

Terevalis Unctio of House Mysti |

The monk goes down and finds the bundle of cloth. It looks like a fine quality if a little tattered and dirty.

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The party continues on through the caves. Travail stays a little ahead, proceeding with stealth and keeping a look out for traps.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Terevalis Unctio of House Mysti |

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.

Terevalis Unctio of House Mysti |

DC 15+ Knowledge (history or religion) or Linguistics OR DC 17+ Appraise or Perception:
The Tailor is depicted sewing together a long cloth of featuring many patterns that wraps around a city like a moat, referencing Aroden’s proclamation that when the fate of all peoples is woven together, it shall be humanity’s greatest strength.
DC 18+ Knowledge (history or religion) or Linguistics OR DC 20+ Appraise or Perception:
The Hunter is depicted slaying a giant serpentine creature and then parading a trophy through the city streets—a sign to all humanity that the wilds are safe to inhabit once the monsters are slain.
DC 21+ Knowledge (history or religion) or Linguistics OR DC 23+ Appraise or Perception:
Spoiler: Hide
The Soldier is depicted bearing a lantern through the streets of a city, following the dead god’s prophecy that
the vigilant shall carry light to the darkest corners of the world to banish the shadows. To complete the Soldier’s ritual, a PC must place a torch or other light source in the city.
DC 24+ Knowledge (history or religion) or Linguistics OR DC 26+ Appraise or Perception:
The Merchant is depicted weighing and trading coins of different sizes, a reference to the holy text’s proverb that peace brings trade and prosperity to all people.
Not the prettiest but I want to make sure that I have the info out before I go home, my mouse at home sometimes doesnt copy and paste this easily

Terevalis Unctio of House Mysti |

If you speak Aquan or Azlanti, you get a cumulative +2 bonus on the above checks.
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.

Terevalis Unctio of House Mysti |

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.

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Perception: 1d20 ⇒ 4
"Uh, interesting pictures. I guess we should copy them and bring pictures back? That's what they told me in the classes at least..."
She pauses with embarrassment.
"Anyone have a pencil and paper I could borrow?"

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Seebonickk looks at some of the carvings.
Linguistics: 1d20 + 6 ⇒ (9) + 6 = 15
- - - -
Upon seeing the gillman, he calls out. "Hello there...what kinda of creature are you? I'm a gnome. We're Pathfinders. What are you up to? How's the water?"
knowledge local: 1d20 + 6 ⇒ (4) + 6 = 10
diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25

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Mao holds up the fine cloth for all to see. "Anyone knows what this is? It's in the bundle I got out of the pit." He searches around the cavern and tries to identify the carvings.
Knowledge (Religion): 1d20 + 6 ⇒ (15) + 6 = 21
"Some of these markings are familiar. I remember one of my masters telling me about a parable that coincides with the carvings on the walls. It tells of four professions - the soldier, the tailor, the hunter and...uh...I forgot the other one"
He motions to one of the carvings and explains, "This is the soldier. Look as he tries to complete a ritual. Lighting this will depict that the ritual is completed. Can anyone cast a light spell on this one?"
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
He takes down notes so he could report their findings later on. As he is writing something, he hears Seebonickk call out to someone. "What is it Seebonickk? Who's out there?"

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Knowledge(religion): 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge(religion): 1d20 + 7 ⇒ (20) + 7 = 27
Knowledge(religion): 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge(religion): 1d20 + 7 ⇒ (10) + 7 = 17
The second one is indeed hunter, the others I'm not sure about.

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Cloudia looks at the dirty cloth and wonders why the man is so into fashion.
"Uh, OK. I guess I could take a look at it."
She shakes it out and declares, "it's a ..." GM inserts article of clothing type here.
Then she hears the Gnome ans gasps.
"Oh dear. I do hope he's not upset with us. You think maybe that minotaur is is guard pet?"

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Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Aurus gazes half-heartedly at the carvings before the others notice the gillman. He immediately steps between the gillman and the rest of the party, and approaches slowly, hands held high in a symbol of peace.
"Hey, old man!" yells the paladin. "What's goin' on in here?"

Terevalis Unctio of House Mysti |

Those who are close to the gillman make a DC 15 Perception check.
The man appears to be deaf. He also appears to be praying.

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Mao thanks Cloudia in helping identify the cloth. Just a follow up on what it is GM. He then sets the cloth aside and steps cautiously closer towards the gillman. He surveys the area around them.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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Note that Claudia did not understand that you wanted her to identify any magical qualities. She's kind of clueless and would not expect a dirty old piece of clothing to be magical.

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Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Aurus sees the man's lack of reaction and apparent piety, and the tension drains out of the half-elf's shoulders. He does, however, Detect Evil... just in case.

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Cloudia trails along behind the others, still on the lookout for a Minotaur.
perception: 1d20 ⇒ 3