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"The gillmen appear to be visiting the caves ceremonially. There are ancient inscriptions to Aroden, and a carving of an older version of Absalom, though that is not the gillmen's purpose there."
He nods at Bacleive, confirming the man's assessment. "Indeed, we were able to destroy some undead that seemed to be targetting the gillmen... there was a dead dhampir that had a note talking about raising an army from their corpses! But, there is more to see there; we heard the sounds of your combat out here and came as soon as we could."

GM Valen |

"Solved a mystery, discovered sites of archeological significance, thwarted the beginnings of an undead army...," Janira enumerates. "And still you would like to return to see what else you have yet to explore?"
The halfling smiles. "You truly are Pathfinder agents, then!" she declares. "I will remain here." she says as she removes a portion of her armor to examine some scars that remain even after the administering of healing magic. "You all cooperatively go forth and explore. Then, come back to me and report. It is, after all, your Confirmation!"
Back to the last part of the caves it is then!
You return to where you had last seen Uori, but the gillman has now gone. You head down the east passage. This passage leading from the gillmen’s holy site varies from three to six feet wide. It, too, is coated with the omnipresent bioluminescent fungi. At several points the tunnel branches off in different directions. However, you soon find that all of those paths either narrow beyond your abilities to traverse them, blocked by cave-ins, or else lead back to the main trail.
Trekking through the twisting passages to this large cavern takes a bit over twenty minutes by foot, though the members of the party with shorter strides keep up admirably with the taller among you.
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. The cavern stretches nearly one hundred feet in each direction, but is otherwise unremarkable save for the inlet and outlet of the ancient river responsible for creating this chamber and most of the surrounding tunnels over the centuries. The river through this part of the cavern ranges from ten to fifteen feet wide but is fairly shallow It flows languidly at an almost imperceptibly slow speed.
Map is now revealed!
Water Squares: Cost 2 squares of movement to move into and DC of Acrobatics and Stealth checks in those squares are increased by 2.
Ada, Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Barcleive, Perception:: 1d20 + 7 ⇒ (13) + 7 = 20
Nahko, Perception:: 1d20 + 5 ⇒ (17) + 5 = 22
Kuti, Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Korum, Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Roran, Perception: 1d20 ⇒ 18
Sarzuket, Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Fey, Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Centipede, Perception:: 1d20 + 4 ⇒ (11) + 4 = 15
Ada, Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Barcleive, Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Korum, Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Nahko, Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Roran, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Sarzuket, Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Fey, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Centipede, Intiative:: 1d20 + 2 ⇒ (1) + 2 = 3
Combat Initiative Surprise Round
PCs in bold may take a standard or move action
Ada
Nahko & Kuti
Bacleive
Korum
Roran
Fey
Sarzuket
Centipede

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Nahko begins an incantation, reaching out to forces of nature to turn one of his memorized spells into that which would summon aid.
Using a standard action begin casting summon monster i, which is a full round action (he'll burn shillelagh to do this). I've seen this done on the boards before where, when starting a full round action in the surprise round, full round = standard+standard (i.e. it consumes this standard action and then also the standard action from next round). If that's not okay with you, let me know and I'll retcon a different action.

GM Valen |

"Well now, what are you guys, besides ugly all day?"
Combat Initiative Surprise Round
PCs in bold may take a standard or move action
Ada
Nahko & Kuti
Bacleive
Korum
Roran
Fey
Sarzuket
Centipede

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Roran moves into the stream drawing his longsword. Double move to get there. Draw weapon as part of move

GM Valen |

@ Roran - We are still in the Surprise Round, so I moved your pawn back to a single move action.
As the armored humans approach, two of the three-foot blue creatures (blue and green) each stare at one of the humans, their eyes bulging.
Bacleive, Will save (DC 10) v fear: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Roran, Will save (DC 10) v fear: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
A brief feeling of dread sweeps over the humans, but they remain steadfast and unshaken.
The third blue creature (red) retrieves a dart and gives a meaningful glance to the centipede and appears to utter a request.
Vermin Empathy: 1d20 - 1 + 4 ⇒ (17) - 1 + 4 = 20
The large centipede scrambles through the water to get within striking distance of the fighter!
First Full Round of Combat Initiative
PCs in bold may act
Ada
Nahko & Kuti
Bacleive
Korum
Roran
Fey
Sarzuket
Centipede

GM Valen |

The blade of the Varisian fighter slices clean through the exoskeleton of the immense vermin, cutting it in twain. Dozens of legs twitch amidst the throes of death.
First Full Round of Combat Initiative Cont'd
PCs in bold may act
Ada
Nahko & Kuti
Bacleive
Korum
Roran
Fey
Sarzuket
Centipede

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Knowledge (nature) DC 11 (blue fey): 1d20 + 6 ⇒ (10) + 6 = 16 Defenses
Knowledge (nature) DC 11 (centipede): 1d20 + 6 ⇒ (15) + 6 = 21 It's dead already, so no further questions :)
Nahko completes his casting, summoning a celestial eagle to help them in their fight. The eagle appears just inside the cavern opening and begins flying across the river towards the mites.
"Mites!" Nahko calls as he follows in the eagle's wake, letting the others know a little bit about the creatures' defenses.
"Kuti, stay with me; let's see if we can draw them to us!"
Standard: complete casting of summon nature's ally I using Master of Pentacles to increase duration
Move: 20'
Free: Handle Animal (heel), companion, DC 10: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the spell’s duration.

Summoned Monster: Nahko |

The eagle burst forth from a shimmering portal that opens in space, and flies across the river to engage one of the mites.
Move: 50'
Standard: attack green
Bite: 1d20 + 3 ⇒ (9) + 3 = 12
Damage, P, smite evil: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Duration: 2 of 3 rounds remaining

GM Valen |

"Mites!" Nahko calls as he follows in the eagle's wake, letting the others know a little bit about the creatures' defenses.
The druid notes that mites are resistant to injury from most forms of weapons, but not those forged by cold iron. He further warns that mites have a long-standing hatred of dwarves and gnomes, often training in particular techniques to combat such foes.
Knowledge roll high enough to net two "factoids". No special defenses, but mites have DR 2/cold iron and Hatred (Ex) - Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtypes due to special training against these hated foes.The eagle flies forth swiftly. The mite (green)] ducks in an effort to avoid the oncoming raptor, but it cannot move its oversized head quickly enough. The bird pierces the fey's flesh and the creature falls, leaving the party a mite less of foes with which to contend!
First Full Round of Combat Initiative Cont'd
PCs in bold may act
Ada
Nahko & Kuti
Bacleive
Korum
Roran
Mite (x2)
Sarzuket
Centipede

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Roran finishes crossing the stream. Double move

GM Valen |

Alarmed by the deadly eagle having appeared and laying low their comrade, the mites focus their attention on the creature.
The eyes of (red) bulge hideously open at the summoned bird of prey, before it seeks protection behind a protruding rock.
Eagle, Will save (DC 10): 1d20 + 2 ⇒ (13) + 2 = 15
However, the celestial creature is not overcome with fear.
The other mite (blue) draws a dart and fires it at the bird.
Ranged (dart): 1d20 + 2 ⇒ (10) + 2 = 12
Damage (P): 1d3 - 1 ⇒ (1) - 1 = 0
The dart misses the agile bird.
First Full Round of Combat Initiative Cont'd/Second Round Begins
PCs in bold may act
Sarzuket
Round 2
Ada
Nahko & Kuti & Eagle
Bacleive
Korum
Roran
Mite (x2)

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Coming from the rear, Sarzuket tries to peer over the druid's shoulder, to no avail, and settles for the alcove, his little legs unable to make it to the river in time to assist his friends.
double move

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Roran moves out of the stream and approaches blue.
He swings at the creature.
attack: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 2 ⇒ (6) + 2 = 8
crit confirm: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 2 ⇒ (6) + 2 = 8

Summoned Monster: Nahko |

The eagle swoops over to the mite near Roran, and takes advantage of the distraction of the fighter to try to get a powerful bite in.
Move: 15'
Standard: attack blue
Bite, flank: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Damage, P: 1d4 + 2 ⇒ (4) + 2 = 6
Duration: 1 of 3 rounds remaining

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Nahko moves into the chamber in full, Kuti at his side, and he draws his sling. "They're nothing; look how quickly they fall Kuti!"
Move: 20'
Standard (move equivalent): draw sling
Kuti continues to heel

GM Valen |

By beak and by blade, the two remaining mites quickly join the ranks of the dead.
COMBAT OVER
Those who understand Aklo may read the following spoiler:

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Sarzuket checks everyone for wounds, lice, and other nastiness.
"I'm about ready to head back to Absalom for a tumbler or two of spiced rum. And a shank of lamb, I think. With mint sauce... are we all done here?"

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"Same, lets head home." Roran says wiping the blade once more, removing the blood.

GM Valen |

You follow the tunnels and the sound of her voice back to find Janira packing up what remains of her gear. A bright smile comes across her face when she sees you.
Noting the traces of fresh fey blood and centipede gore still adorning the attire of some members of the party, Janira remarks, "I trust you have now completed your exploration, though apparently not without dealing with yet another threat."
“And it was Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, which taught us that nothing is truly impossible and every situation can end in victory.” she recites. "Well done."
"Come," she says as she heads toward the path away from the cave and back down toward the base of the Kortos Mounts, "It is time that we be heading back to Absalom. I look forward to hearing your reports and reading of your exploits upon our return!"
With the exploration of the cave finished, Janira leads the expedition back to Absalom without further incident. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you have found and asks to see your notes, providing complements and approval with regard to your insights. "You did well in being ertain to write down ideas and observations while the thoughts remained fresh in your minds." Shaine declares. "It’s difficult enough to remember what one had for breakfast the day before as it is to recall exactly what one was thinking while studying an inscription."
"You all did a fine job." Shaine continues. "As did you, Janira, in your provision of guidance and assistance."
Janira says nothing, but her delight in the master's words are quite evident.
The Master of Scrolls climbs atop a nearby desk, as if about to make some grand proclamation, "You all now appear to be the foremost authorities on the cave herein described in your notes and what it contains. Surely, the right to name this find falls up the lot of you! Any suggests of what we should name this site?"

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Great game! thanks for running this!
"How about, 'The Place of First Steps,' symbolic of our Confirmation ceremony and the emergence of humankind out of their early barbarism through the guidance of Aroden?"

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"Personally I was thinkin' 'bout 'Cowfell Cavern', in recognition of our battle, but I think the little guy has a better idea. Plus he kinda saved my life, so I owe him. I guess that makes up even 'botter my man!"

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"That is a fitting name" Roran chimes in, as he finalizes his notes on the wall of Aroden's personas. "I hope some one will be able to restore the carvings. Possibly some one with a decent grasp of magics."

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"I would rather the Society leave this place to the gillmen. A single, focused expedition could document everything that we couldn't, and then there'd be no reason to return. It's their sacred place now."

GM Valen |

Three days later, you each receive a visit from one of the Masters from the Society, who confirms that you are now a full Pathfinder field agent. As part of the ceremony, your mentor also gifts you with a personalized wayfinder, reminding you that the object is not only the symbol of the Pathfinder’s trade but also a reminder of the three principle duties: explore, report, and cooperate!
FIN!
Great game all! Game has been reported and chronicles will be up shortly!