Kyra - Cleric
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”We are here to establish first contact. So let us be nice!“ she says smiling.
| GM Deadly Secret |
The gillmen puts his webbed hands up and claps a little. He then speaks but it sounds like he can't hear himself so it's distorted. "Greetings! I can read this." He smiles then gestures to the cloak. "It is same as mine."
Everyone may roll a diplomacy for any future interactions with him; if you prefer to intimidate, you may but it may not get the results you want.
Qiroyo Darudo
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"Well done. Words are words."
Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13 had such a great roll on the last page :(
Qiroyo was still interested in finding out more about the art from the Gillman.
Kyra - Cleric
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Kyra looks at Umbaraki and if he allows takes Umbaraki's tablet to write something to the Gillman.
"Hello, it is great to finally be able to communicate with you. We are Pathfinders and here to understand why you are returning to this place at specific times. We mean no harm ... so what did you want with the cloak?" she asks via the tablet.
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
Kyra - Cleric
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[ooo]GM, Does he speak? Or is he also writing? [/ooc]
"The Pathfinder Society is a group of researchers that tries to uncover the secrets of old civilizations, mystical realms or other interesting phenomena. We are here to understand this place's significance for you or to others that created this structure! Please tell us everything that you know about this place and if you know of any dangers!" Kyra says in a calm voice.
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
Kyra - Cleric
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"Thank you!" Kyra says and bows.
"We need to continue and check the rest and will return afterwards." she says to the group.
She packs and with Scimitar in hand starts walking into path 3.
Qiroyo Darudo
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"We need indeed."
| GM Deadly Secret |
The passage leading from the gillmen’s holy site varies from 3 to 6 feet wide and 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 the abilities of the PCs to traverse, lead back to this main trail, or are blocked by a cave-ins. Trekking through the twisting passages to this large cavern takes approximately 20 minutes by foot for creatures with a 30-foot move speed.
After walking for a bit, 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.
Within the cavern, the dim light fades into darkness to the north and the south.
Perception
Qiroyo Darudo 1d20 + 7 ⇒ (5) + 7 = 12
Kyra 1d20 + 4 ⇒ (11) + 4 = 15
Alric the Slow 1d20 + 6 ⇒ (16) + 6 = 22
Rita Revalo 1d20 + 3 ⇒ (8) + 3 = 11
Umbaraki 1d20 + 3 ⇒ (1) + 3 = 4
Ramachandra 1d20 + 10 ⇒ (5) + 10 = 15
Kyra, Alric & Ramachandra Think they hear some strange voices talking in an unfamiliar language on the other side of the river. You have not exposed yourselves yet and you halt in the tunnel. What would you like to do?
Slide 1; the dark circle is just an area that's too dark to see until you get closer with any kind of light source.
Kyra - Cleric
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Kyra nods.
She shouts... ”Hello!? We are here to talk to you! We are Pathfinders! If you allow we will approach so that we can see each other and talk with each other!“
Diplomacy : 1d20 + 6 ⇒ (5) + 6 = 11
Rita Revalo
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"Last time I tried talking to people, it didn't go so well."
Rita would have drawn a torch from her pack and lit it as the tunnels got darker. After all, she has no other way to see.
As Kyra announces herself so plainly, Rita winces and tenses, expecting a fight to break out at any moment. She says quietly to the group around, jokingly, "Guess it's a good thing I can kick 'em!"
She then addresses the people beyond the shadows: "Come calmly and there will be no harm! We are merely tasked with observing and reporting on the contents of this cave." Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26
Qiroyo Darudo
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If nobody was responding, Qiroyo takes a silent step forward. "Maybe we need more information. Sometimes one is his own guide."
casting Guidance on myself, then trying to move forward unnoticed, to get a better look
Stealth: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
| GM Deadly Secret |
Slide 1
Your party moves forward after hearing voices and introduce yourself. However, the moment you step out of the tunnel you see a few little blue creatures and a giant centipede. They all point at you and it appears they are going to fire darts as they speak in a language none of you know. No surprise round
Initiative
Qiroyo Darudo 1d20 + 4 ⇒ (4) + 4 = 8
Kyra 1d20 + 0 ⇒ (5) + 0 = 5
Alric the Slow 1d20 + 6 ⇒ (20) + 6 = 26
Rita Revalo 1d20 + 1 ⇒ (6) + 1 = 7
Umbaraki 1d20 + 6 ⇒ (19) + 6 = 25
Ramachandra 1d20 + 3 ⇒ (18) + 3 = 21
Creatures (red), (orange) & (yellow) 1d20 + 1 ⇒ (5) + 1 = 6
Centipede 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge (nature) to know more about the creatures. Knowledge (nature) to know more about the centipede.
═══════════════
Up next, Alric, Umbaraki, Ramachandra, Qiroyo & Rita!
Round 1
Bold may act
═══════════════
26.03 - Alric
25.06 - Umbaraki
21.03 - Ramachandra
08.04 - Qiroyo
07.01 - Rita
06.01 - Creatures
05.02 - Centipede
05.00 - Kyra
-------- Round End --------
| GM Deadly Secret |
Mites Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider’s back.
Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.
Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.
A mite is 3 feet tall and weighs 40 pounds.
You know cold iron is best to get past their DR.
Centipede Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges. You know they can poison creatures they bite.
Qiroyo Darudo
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Qiroyo was sneaking ahead, but it appeard someone was expecting them. And they seem to be ready to shoot something. "You need to fight fire with fire."
He stepped out of the way for his allies to get a good view, too. someone please move me 5ft north
Then he took a very good look at the closest beast (move Action study target) and released an arrow.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 ⇒ 6
K Nat blue guys: 1d20 + 5 ⇒ (6) + 5 = 11
K Nat centipedes: 1d20 + 5 ⇒ (6) + 5 = 11
| GM Deadly Secret |
Alric moves and casts a spell. Two of the blue creatures fall to the ground. It appears the centipede is also having a hard time.
Umbaraki double moves.
Ramachandra double moves.
Qiroyo fires an arrow and hits (red) and the creature falls unconscious.
Rita moves and readies an action.
Creature (orange) & (yellow) stand up and move out of the grease. I roll these in the GM roll, just in case you're asking about the acrobatics part.
The centipede tries to stand up but slips and fails.
═══════════════
Up next, Kyra & everyone else after!
Round 1
Bold may act
═══════════════
26.03 - Alric
25.06 - Umbaraki
21.03 - Ramachandra
08.04 - Qiroyo
07.01 - Rita
05.02 - Centipede
05.00 - Kyra
-------- Round End --------
Umbaraki Kulgursson
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Acrobatics: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16
Umbaraki bulls forward, leaping over the stream to come crashing down on the other side, a maul of frozen air appearing in his grasp.
Kyra - Cleric
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Kyra casts BLESS including all allies.
+1 to hit for all. Umbaraki acted after Kyra and was included in the spell.