
GM Valen |

Nahko steps up. "We are Pathfinders. One of our company had noticed activity in these caves from you or your tribe, always around the full moon. We came to learn what it is you do here."
"The pure waters of the sacred spring that feeds this pool offers signs to our people." Uori explains to Nahko. "We have been coming to these caves for generations. Our spiritual leaders often find enlightenment here, noting our visions and revelations in he stone." Uori points in the direction of petroglphys the party had spotted earlier, those some distance from the eroded reliefs associated with the guises of Aroden.
"When our time here is done, we draw the water our bodies need from this pool before returning through the dry wilderness to the sea." Uorir notes.
"That looks like the city we have traveled from, may we examine it?"
"Why, yes. Of course." Uori responds. "If it is sacred to you, then by all means do so. They say the city carving depicts the one-time home of the failed god of your kind, the land-dwelling humans. Take a good look at it now, for each year, more and more of it gradually fades away, like the waves of the sea grind stone to sand. Just take care not to disturb the works of my ancestors."
"Indeed, all of the carvings that appear to have been dedicated to the dead god have been wearing away over the past century. The carvings appear to be growing more weathered and to be melting away. Soon, I suspect, the dead one's influence will have faded from this place completely."

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sm: 1d20 + 6 ⇒ (3) + 6 = 9
"So this is some kind of patronage for your people." Roran ask with interest.
He then wades into the water towards the raised dias of Absalom. "This almost looks like a religious altar. Many religions use these as foci for rituals."

GM Valen |

"So this is some kind of patronage for your people." Roran ask with interest.
He then wades into the water towards the raised dias of Absalom. "This almost looks like a religious altar. Many religions use these as foci for rituals."
As Roran wades into the water, a small school of blind cave fish dart away from his feet. Uori makes no effort to stop the paladin. Instead, he exists the water, to retrieve his own cloak, folded and lying on the gravel that lines the banks of the pool.
"I believe this 'altar', you call it, is connected to the weathered carvings elsewhere in the caves, as if they are part of the same story." the gillman devotee opines aloud.
"You are more polite that those creatures that I have seen lurking amongst these caves in the past." remarks the gillman. "From that direction," he notes, pointing toward a passage to the west, "have come thieves and trap makers from deep within the earth."
Looking toward the other, western passage, he warns, "And that way lies the stench of death and decay. Those of my kind who have wandered in that direction have not returned."

GM Valen |

Any more questions for Uori or things you would like to do/attempt in this chamber? Otherwise, there are three exits: the western passage (referenced by now a very friendly Uori), the eastern passage (also referenced by the gillman), or the the north passage (from which you entered). Where to?

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"We will visit the western passage and try to find your missing brethren" says Sarzuket, bowing to the kind gillman.

GM Valen |

"We will visit the western passage and try to find your missing brethren" says Sarzuket, bowing to the kind gillman.
"I would be most... appreciative." Uori responds with genuine gratitude. He reaches into his belongings and produces a wand. "I do not know if you can use this, but it belonged to Nuolo and, since you have returned his cloak to his family, I would very much like for you to have it." He presents the wand to Sarzuket.

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Cast Detect Magic, Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
"Thank you kindly. What is the purpose of the wand, and do you know the command word?"

GM Valen |

Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22
Uori casts detect magic and examines it. "Oh, yes. I remember now. It is a wand of shield of faith. The command word is 'swoosh'."

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"Thank you Sir!"
The gnome bows and heads for the west tunnel. He asks anyone in the party if they're good at scouting, and says to that person, "We'll be a hundred feet behind ya; report if you see something we need to fight, and I'll buff ya all with that wand before we go!"

GM Valen |

Heading down the western tunnel, you notice that the cave’s damp air is becoming increasingly stale. The further you approach, the presence of a thick stench of decay grows increasingly evident.
The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir (marked on map in purple) lies facedown toward the back of the cavern.
Lumbering near the body are two undead creatures. A second pair shamble about near the other wall of the cave.
Map now revealed
As the creatures sense your presence, they begin to move toward you.
Ada, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Barcleive, Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Korum, Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Nahko, Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Roran, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Sarzuket, Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Undead 1, Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Undead 2, Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Ada, Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Barcleive, Perception:: 1d20 + 7 ⇒ (7) + 7 = 14
Nahko, Perception:: 1d20 + 5 ⇒ (3) + 5 = 8
Kuti, Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Korum, Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Roran, Perception: 1d20 ⇒ 16
Sarzuket, Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Undead 1, Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Undead 2, Perception:: 1d20 + 8 ⇒ (11) + 8 = 19
Combat Initiative Surprise Round
PCS in bold may act (standard or move action)
Korum
Barcleive
Undead
Nahko
Ada
Sarzuket
Roran

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Bacleive double-moves into the cavern.
I don't think the square to my current South is usable. If it is, my turn ends there instead.
Ignore the OOC above. I will instead end where I am, provoking an attack from Blue as I do.

GM Valen |

The undead swings an arm at the living fighter.
Melee (slam): 1d20 + 4 ⇒ (3) + 4 = 7
Damage(b): 1d6 + 4 ⇒ (5) + 4 = 9
But fails to connect.
Combat Initiative Surprise Round Cont'd
PCS in bold may act (standard or move action)
Korum
Barcleive
Undead
Nahko
Ada
Sarzuket
Roran

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So, I figured as I was before Baclelve in initiative order that I would actually be able to charge before he moved forward.
The rogue dashes passed the warrior, swinging his blade with extra heft.
CHARGE vs BLUE, Greatax: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 271d12 + 6 ⇒ (11) + 6 = 17
If BLUE is flat footed, sneak damage: 1d6 ⇒ 5
"C'mon, quit screwing around."

GM Valen |

The half-orc instantly fells one of the undead, whose tattered flesh barely still bore the indications of the life of a gillman. (Blue)
The remaining undead approach the living, undaunted.
Combat Initiative Surprise Round Cont'd
PCs in bold below may act (standard or move action)
Korum
Barcleive
Undead
Nahko
Ada
Sarzuket
Roran
Combat Initiative First Full Round Begins
PCs in bold below may take a full round of actions
Korum
Barcleive
Undead

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Sarzuket moves into the cave entrance.

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Two questions: Are the black marks on the map rock formations we can't go through? Does anyone have a Knowledge skill to Identify these things, officially?

GM Valen |

Black marks - These appear to me to be columns of rock and I have been treating them as such. They are impassable terrain and provide cover.
Knowledge skill for monsters - The skill is Knowledge (religion), but I believe these types of monsters are sufficiently common to allow for identification even if untrained (i.e, DC 5+ CR).

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Forum spins on the undead that staggered up. He brings his ax across, burying the blade deep in its chest.
ax vs YELLOW: 1d20 + 6 ⇒ (14) + 6 = 201d12 + 6 ⇒ (4) + 6 = 10
"Seriously man, are you just gonna stand there?"
Assuming to zombie is down, I will 5' step north. Can anyone move me please?

GM Valen |

The half-orc's axe slashes deep, but the undead (yellow) continues to seriously stand.
Combat Initiative Surprise Round Cont'd
PCs in bold below may act (standard or move action)
Korum
Barcleive
Undead
Nahko
Ada
Sarzuket
Roran
Combat Initiative First Full Round Cont'd
PCs in bold below may take a full round of actions
Korum
Barcleive
Undead (yellow) -10 HP
Undead (others)

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Bacleive drops his longsword, draws his moringstar as he takes a 5' step and swings at one of the skeletons...
melee vs. Red: 1d20 + 6 ⇒ (11) + 6 = 17
possible Blunt/Piercing damage vs. Red: 1d8 + 4 ⇒ (7) + 4 = 11

GM Valen |

The gnome's gnife gnotably does gnot gnick the ugndead.
The fighter flattens his foe. Bystanders are battered by bits of broken bones.
Combat Initiative Surprise Round Cont'd
PCs in bold below may act (standard or move action)
Korum
Barcleive
Undead
Nahko
Ada
Sarzuket
Roran
Combat Initiative First Full Round Cont'd
PCs in bold below may take a full round of actions
Korum
BarcleiveUndead (yellow) -10 HP
Undead (green)

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Roran advances. Single move

GM Valen |

Faced with three potential foes, the mindless undead (yellow) strikes out one at random.
1 Barcleive, 2 Korum, 3 Roran: 1d3 ⇒ 1
Melee (slam) v. Barcleive: 1d20 + 4 ⇒ (4) + 4 = 8
Damage (slam)(B): 1d64 ⇒ 12
But the undead's swing goes unconnected.
The more boney undead (green), perhaps even more mindless, likewise strikes at random with its claws
1 Barcleive, 2 Roran: 1d2 ⇒ 1
Melee (claw) v. Barcleive: 1d20 + 2 ⇒ (1) + 2 = 3
Damage (claw)(S): 1d4 + 2 ⇒ (1) + 2 = 3
Melee (claw) v. Barcleive: 1d20 + 2 ⇒ (16) + 2 = 18
Damage (claw)(S): 1d4 + 2 ⇒ (4) + 2 = 6
One claw bashes into the stone column while the simply scratches the fighter's armor.
Combat Initiative First Full Round Cont'd/Second Begins
PCs in bold may act
Korum
Barcleive
Undead (yellow) -10 HP
Undead (green)
Nahko and Kuti
Ada
Sarzuket
Roran
Round Two
Korum
Barcleive

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Sarzuket moves next to Korum; triggering an AoO from each undead (cover against green); assuming this doesn't kill him: Sarzuket then channels positive energy to harm undead.
Channel Positive to harm undead: 1d6 ⇒ 2 pts. of positive energy dmg. (Will Save DC 14 for 1/2 dmg)

GM Valen |

As he approaches, the undead each lash out at the gnome cleric.
Yellow, Melee (slam) v. Sarzuket: 1d20 + 4 ⇒ (19) + 4 = 23
Damage (slam)(B): 1d6 + 4 ⇒ (4) + 4 = 8
Green, Melee (claw) v. Sarzuket: 1d20 + 2 ⇒ (9) + 2 = 11
Damage (claw)(S): 1d4 + 2 ⇒ (1) + 2 = 3
The one undead (yellow) strikes a hard blow on the cleric, before the energy emanating from the gnome nearly ends his unexistence.
Yellow, Will save: 1d20 + 3 ⇒ (17) + 3 = 20
The other (green) fails to connect and is unprepared for the positive energy that now chars its boney remains.
Green, Will save: 1d20 + 2 ⇒ (3) + 2 = 5
Combat Initiative First Full Round Cont'd/Second Begins
PCs in bold may act
Nahko and Kuti
Ada
Sarzuket -8 HP
Roran
Round Two
Korum
Barcleive
Undead (yellow) -11 HP
Undead (green)-2 HP

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Roran swings at green.
attack, longsword: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 2 ⇒ (7) + 2 = 9

GM Valen |

Though the sharp of the blade seems to do little to damage the bones of the skeletal undead, the force of the blow causes the bones to shatter and the piece of the skeleton now join the other remains that litter the ground.
Combat Initiative First Full Round Cont'd/Second Begins
PCs in bold may act
Nahko and Kuti
Ada
Sarzuket -8 HP
Roran
Round Two
Korum
Barcleive
Undead (yellow) -11 HP

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"Now we're cookin'!" Korum takes a step, pinning the undead between himself and the others and brings his ax straight down.
Greatax {Flank}: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 181d12 + 6 + 1d6 ⇒ (8) + 6 + (2) = 16

GM Valen |

With a flash of the half-orc's ax, the last zombie falls. Though parts of its severed limbs continue to twitch, quite unnaturally, it no longer poses any threat to the party.
COMBAT OVER
Within the chamber lie a number of bodies in various states of decay, including that of the dhampir.

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Perception: 1d20 + 4 ⇒ (13) + 4 = 17
"..gah!!!... this... really hurt!"
in the name of Gozreh, The Green and Everything Nice! heal this curious gnome so that he can keep travelin' the seas to other distant shores!
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"Ahhhh... that's better! we should bring back Uori's dead back to him. I'm sure his people would like to give these poor sods a decent funeral..."
Sarzuket begins preparing the bodies for transport.

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Bacleive puts away his moringstar, picks up his longsword and helps to search the bodies and the room...
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
I went to add to my post and it got ate so I re-posted. Not trying to cheat.

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The rogue rifles through the pockets of the dhampir and finds a note. A quick read of it leads to a wrinkled brow. "Why would you need an undead army of fish men? They already don't need to breath. With a plan like that, no wonder he died."
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

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Perception DC 20: 1d20 + 5 ⇒ (11) + 5 = 16
Nahko helps examine the bodies. "I'm not sure that they'll still be meaningful to the gillmen with this undead putrefaction," Nahko says to Sarzuket, "but I'll help transport them anyway, and let Uori make that decision." Nahko assists in preparing the bodies for transport.

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Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Ada begins to examine the area as well. She pulls out her paper and pen and jots down notes as she discovers or if she hears her allies mention things she will also document their thoughts.
"Hey everyone, there's a tunnel over here. It's concealed." She moves up to it to point it out.

GM Valen |

Where to next? Back to Uori? Or into the formerly concealed tunnel?

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Yes please; making sure to bring back the gillmen remains respectfully.

GM Valen |

When you return to the room containing the model shrine resembling the city of Absalom, you find Uori donning his cloak and preparing to depart. ”You’ve returned…” his face seemed pleased. Then, noting the remains that you bring with you, his look turns solemn and mournful.
“You have found my kinsmen.” he says, more statement than question. He inspects the remains. A close of the eyes and a bowing of the head confirms the identities of the dead. “Thank you.” he says. “I will see that they complete their journey to the sea.”
“It is time for me to depart. I have found what I came to seek and more.” Bowing courteously, he turns to depart. But then he stops, looks back, and says, ”Tell me, travelers. Have you found what you were seeking here?”

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"we have, thanks to you. Have a safe journey back home" Roran says.
Yes we should definitely check out the concealed tunnel.

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"We still seek more--Pathfinders are always seeking--but you have answered much for us. Thanks for that; go in peace. We will do what we can to make this place more safe for you and yours."
Yes, let's go to the secret passage

GM Valen |

The secret passage is cramped and slippery. route towards the surface seems to weave through a maze of tight passages that include steep ascents and short climbs as they wind from west to east.
As you make your way through the passage you begin to hear the faint, muffled noises. You quickly recognize them as sound of combat—the result of some distant battle echoing through the caves. Venturing further, you can make out the voice of a woman—one familiar to you. Though faint, the words you can decipher are litanies of heroic deeds, intermixed with inspirational tales of famous Pathfinders.
The passage seems to be ascending, as evidenced both by the slope of the floor and increased growth around you, for recesses within the damp walls and pools on the floor provide ample opportunity for fungi and mildew to take hold. The fact that you are ascending seems further confirmed by the volume of the voice from the surface, which you can now make out the voice more clearly. It cries out, half shouting and half-reciting, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”
It is the voice of Janira Gavix! She is obviously still engaging the minotaur in combat on the surface, apparently having failed to lose the unrelenting creature in the wilderness. She must be fighting for her life, but at least she still has one to fight for!
A soft glow of light suggests that surface will soon be within reach. All you need to do is make your way through the final stretch of damp cave.
Map now revealed!
Barcleive, Perception:: 1d20 + 7 ⇒ (15) + 7 = 22
Nahko, Perception:: 1d20 + 5 ⇒ (8) + 5 = 13
Kuti, Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Korum, Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Roran, Perception: 1d20 ⇒ 16
As the party progresses, both the human fighter and the half-orc spot fluid movement coming from a stretch of fungi and mushrooms ahead, which seems to carpet the cavern floor.
Ada, Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Barcleive, Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Korum, Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Nahko, Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Roran, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Sarzuket, Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
carpet, Initiative: 1d20 - 1 ⇒ (9) - 1 = 8
Combat Initiative Round One
All PCs may act!

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Sarzuket moves forward and lets loose his crossbow!
light crossbow: 1d20 + 3 ⇒ (19) + 3 = 22 for 1d6 ⇒ 1 piercing dmg.
*****-----*****-----*****
CONFIRM CRIT!: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d6 ⇒ 2 piercing dmg.
LOL!!!

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"I need to know if ice or lightning can hurt this!"
I'm not sure if Janira is inspiring courage or not, so I didn't include the bonus to attack and dmg in my rolls above.