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Spellcraft DC 20, elven magic: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Nonalwe studies the cloak, and reveals its secrets. "This is a nicely enchanted cloak; it will help someone to resist any number of effects, both mundane and magical."
She then, further down the hall, studies the carvings that can still be seen. She notes down what she sees on some of the paper Janira provided, and even makes a rubbing on one sheet to show what it looked like for further study.
Knowledge (religion): 1d20 + 8 ⇒ (17) + 8 = 25

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Not having any real knowledge of what the carvings might depict, Dolora still takes the time to painstakingly copy the more interesting ones while taking notes on her thoughts, the phantom looking over her shoulder and pointing out where she missed parts.

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Belmir when he's through with studying the carvings comes back to the party, If I'm not mistaken, The writing in this passage in an Aquan-Azlanti mixture describing one of the twelve guises of Aroden. The passage itself, seems to focus on the Craftsman a persona representing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials. Belmir pauses and directs Dolora to correct a minor error in her transcription. He clears his throat and continues, Ut um..as I was saying, A rough translation of the engravings proves that these passages have considerable changes from the most common versions of the History and Future of Humanity, Aroden's holy text, more than could be accounted for by my translation anyway! Belmir pauses to let that last part sink in. When he sees that some of his companions fail to grasp the importance of the engravings he says, What I'm trying to say is this stuff is important! Dolora, please continue to copy what you find. The Pathfinder Society will certainly thank us for discovering such an important piece of history.
Turning to Nonalwe, Yes yes I deduced it was a cloak of resistance too..Since we are in a dangerous and unknown place I suggest you make use of it and put it on. We can turn it into the Society Quarter Master upon completion of our mission.
When everyone is through with copying the engravings, Belmir pipes up, O.K. time to move on scouts lead the way please!
The party moves forward Kardas and Januus are the 2 forward scouts Belmir will be 15' behind them bringing up 3rd

GM Sedoriku |

Nonalwe after the hint about what the carvings depict is able to immediately pick out the details from other areas of the cavern. She points to one depicting a man carrying a scroll in one hand and writing on it with the other. At the same time he seems to be reading from the document to a passerby. She then gives a fairly basic translation of the passage below Endeavor thee to be like the Scholar, a facet of Aroden showing his love of those who record history and knowledge to share with others. Always strive to learn more about the world around you so that you may pass that knowledge…
She then traces out the form of a man standing at the edge of town guiding a flock of sheep into a pasture in the background. If you are to rule, then pray that Aroden grant you the foresight and skill needed to lead people, like the Shepherd leads his flock of sheep. Patience is a virtue when….
A third picture shows a man in armor carrying a lantern through a city at night. The passage reads, ”Much like a Soldier on guard in the night, so you too should strive to carry light to even the darkest corners of the world… The rest of the inscriptions and carvings seem to have been worn away by water over the years or gently covered with limestone.
Finding little else here, Belmir then soon ushers everyone into more organized marching ranks and then pushes the group along.
The group passes out of the smaller half of the cavern into another large room, crossing through a tall and somewhat narrow passageway. 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.
In the center of the pool, though is another creature, one almost the same size as a full grown man, kneeling in the water and intent on something. His back is turned and he has yet to notice you. Even from the back, though it becomes apparent that this man has gills.
What do you want to do?

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Belmir looks at Januus a bit surprised, we’re Pathfinder’s let’s introduce ourselves before moving along shall we? You know explore, co-operate, report, and all that?... Let’s see if our friend with the gills is in a mood for chat , perhaps he’ll have something interesting to say? GM is Belmir in danger of being attacked by the centipedes if he approaches the pool? Belmir cups his mouth and shouts just a little but keeping his distance he directs to the person with the gills in the pool, Hello do you speak common?!

GM Sedoriku |

Januus remembers just about how wide the cave opening was, and then a few of the time later that the tunnel narrowed to a point it was a squeeze got him much less a giant cow-man, but he feels he could sneak past the man in pool if he so wished.
Belmir instead warns the manager for trying to sneak away. He moves closer to the water and calls out in common, though the figure in the water doesn't move or even react. One of the relatively large centipedes starts trying to climb his foot, but a quick shake sends it flying away. The centipedes are very deadly... if you are less than a foot tall. They really don't care about you to much.
It's not until Arnie rushes into the pond that the man gives any reaction at all. But as soon as the ripples from the little one reach the man, he quickly turns and starts readying a weapon, before realizing you aren't attacking him, he immediately calms down and watches you placidly from the water. He patiently listens to Arnie, but doesn't respond.
DC 15 Sense motive and Perception checks please. Also you can try improving the man's attitude with diplomacy.

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Kardas, fearing for the safety of the little one, sends Mantis buzzing ahead but pulls back slightly when he sees the strange man not reaching for his weapon. Instead, he quietly studies him.
perception: 1d20 + 7 ⇒ (2) + 7 = 9
sense motive: 1d20 + 1 ⇒ (9) + 1 = 10
Will leave diplo to others more capable, unless an aid is needed later.

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Dolora slowly approaches the man, trying to figure out what he is up to.
perception: 1d20 + 6 ⇒ (9) + 6 = 15
sense motive: 1d20 + 5 ⇒ (2) + 5 = 7

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sense motive: 1d20 + 1 ⇒ (15) + 1 = 16
('take 10' perception='18')
Belmir approaches cautiously, We're not here to harm you...We'd just like to talk for a moment if that's alright? I am Belmir...Who are you and what brought you here? diplomacy+inspiration: 1d20 + 4 + 1d6 ⇒ (15) + 4 + (5) = 24

GM Sedoriku |

the man with the gills watches mantis approaching with a slightly anxiously look on his face, clearly not entirely sure what to make of the large bug, but settles down again when the thing only moves to cover the little one. Kardas however, is too distracted by Arnie trying to move past him and Mantis that her can't really focus on the gillman.
Januus, moving like a silent ghost in the shadows is able to get to the pool unnoticed, but the moment he makes any large ripples in it, the man's attention rivets onto the manager, a curious and slightly bemused look on his face.
Dolora happens to notice a clothed folded neatly by the water's edge, a close look proves it to be the same or very similar to the one that Nonalwe has on currently.
Belmir is able to verify that as well and even recognizes that the man in the water seems to watch Nonalwe very closely when no one else is talking or approaching.
Belmir cautiously extends an olive branch, being unfailingly polite and speaking slowly. It ultimately proves effective as after about a minute of gentle questioning, the gillman finally opens his mouth. He starts in common, though the accent is hard to place and listening to it takes a few moments to process what he said. Ai eam Uori. Dis place eis sacred to us Anwaea, Gillmen. Weh worship de clear waters here, their tranquility is said to help one find answers. It is a pleasure to meet ones so polite as you. Recently others not as polite have snuck into the caves here, and they've been problematic. Now would you mind if Ai ask you the same? What brought you here to this old temple of Aroden?"

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Belmir looks irritated at the Arnie's interruption but quickly lets the frown form into mirth as he chuckles, Forgive my young companion's exuberance...youth has a way of..pushing forward shall we say ..Hmmm?..However, the young man is correct. We were sent here by an exploratory society called the "Pathfinders," do you know it? Belmir pauses for a moment to allow the gilled person to answer. Our mission is to explore these caves and record anything unusual. That includes the ancient Azlanti inscriptions as well as any beings who may still visit the caves. Belmir raises an eyebrow looking bemused at the person with the gills. We are not here to bother you, only here to explore and report. We consider it an honor to talk with you and are willing to share anything you'd like to know about our society.
Belmir looks around to his companions and cast his hand across the whole group while stating, We come from every corner of Golarion. All for a chance, at a moment like this...to meet with persons that have had little contact with the world and to study the events of the past... Belmir points to some of the reliefs engraved on the walls depicting ancient Azlanti motifs. Belmir's brow furrows, If you don't mind me asking, are you from the race that we refer to in common as "gillmen?" If so what is your interest in this place?

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While Belmiir is speaking with the man, Dolora walks over to the cloth at the side of the pool. She looks up at the gillman and during a break in the conversation she asks "Excuse me sir, is this yours? It looks similar to a cloak that we found farther back in the cave."

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Seeing the gillman not a threat, Kardas directs Mantis to land to keep it from tiring. He keeps them close to Arnie though. The little human seems not to have a sense of caution, and danger can strike from anywhere. He keeps his guard while leaving his team to speak to the strange humanoid.

GM Sedoriku |

"We're on an important mission!" Arnie blurts out excitedly.
Uori gives a smile at Arnie, clearly chrmed by the little man's antics. "A mission? Fhat kind of mission." He then relizes that Belmir was also talking, and refocuses his sight on the dwarf.
Belmir looks irritated at the Arnie's interruption but quickly lets the frown form into mirth as he chuckles, Forgive my young companion's exuberance...youth has a way of..pushing forward shall we say
Uori gives a flat gesture with his slightly webbed hands, as if to say, no offense was taken and he'd already forgotten the problem.
However, the young man is correct. We were sent here by an exploratory society called the "Pathfinders," do you know it?
Uori gives a small shake of his head. "No, Ai 'aven't 'eard of 'Pathfinders'..."
Our mission is to explore these caves and record anything unusual. That includes the ancient Azlanti inscriptions as well as any beings who may still visit the caves. Belmir raises an eyebrow looking bemused at the person with the gills. We are not here to bother you, only here to explore and report. We consider it an honor to talk with you and are willing to share anything you'd like to know about our society.
"You are certainly not a bother! This place is not Anwaea’s territory, so anyone is free to come or go, assuming they are respectful. And you are certianly more respectful than many of the other visitors to these caves.”
Belmir looks around to his companions and cast his hand across the whole group while stating, We come from every corner of Golarion. All for a chance, at a moment like this...to meet with persons that have had little contact with the world and to study the events of the past... Belmir points to some of the reliefs engraved on the walls depicting ancient Azlanti motifs. Belmir's brow furrows, If you don't mind me asking, are you from the race that we refer to in common as "gillmen?" If so what is your interest in this place?
“My kind does tend to keep to the waves, but it is a pleasure to meet you. Yes, Ai am what you call, ‘a gillman’. Though I’d consider most of you gill-less Anwaea.” He smiles a little at his joke before continuing. “We consider these pure, still waters sacred. They are supposed to help calm the heart and clear the mind.”
While Belmiir is speaking with the man, Dolora walks over to the cloth at the side of the pool. She looks up at the gillman and during a break in the conversation she asks "Excuse me sir, is this yours? It looks similar to a cloak that we found farther back in the cave."
Uori comes closer to the shore and reaches out a hand for the cloak, before giving it a calm look over. “Mmmmm, it’s not mine, but it is certainly Anwaea. Some of those who have gone before me haven’t come home. Where did you find this? It might explain what’s happened to them. But as they have lost or dropped the item it’s their loss, keep it and hope you never lose it.”
"Yeah, why were you just standing in the water?"
Uori gives the little one another rare smile. “Ai live in the water. But here Ai was meditating, trying to clear my mind.”
After the last of the questions have been asked and answered, he gives everyone a last look before commenting. “You are explorers, no? If you are going to explore the rest of the caves be careful. The waters have told me there are undead to the east and small evil beings to the west. I need to go back to my meditating, however.”
Map Updated!
3d6 ⇒ (1, 1, 4) = 6
Which way do you want to go or feel free to ask more questions if you want.

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With the gillman clearly not a threat, and the little human not likely to stumble into any other immediate danger while pretending to live underwater, Kardas directs Mantis to skitter towards the column of rock protruding from the pool of water as he studies it curiously.
"What is this?" he asks rather brusquely.

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Belmir clears his throart and says, Thank er...umm...what poor manners I have I forgot to ask your name. [ooc] (GM know you already provided the name so we can skip him introducing it I'll assume he introduces himself as "Uori'..[/b] Thank you again Uori, I'm Belmir and these are my fellow Pathfinder companions. If we come this way again we hope to speak with you further.[/b] Belmir walks away and says (to his fellow Pathfinders), What say you we go rid these ancient caves of some undead? What say you fellow Pathinders?

GM Sedoriku |

Uori gives Arnie one more smile over his antics, but soon is distracted by Kardas moving oin closer and asking about the miniature sculpture. ”It’s been here as long as we’ve known. Probably had something to do with Aroden or Aroden worship. Some say it represents Aroden’s favorite city, but I wouldn’t know.” He looks poised to continue talking but cuts it short as everyone else seems to focus on the fact that undead had infested the caves.
He points off to the east. “The stench of decay has been wafting out since I got here, and the water has warned me that there are truly undead over that way.”
As the blue glow from the torches in the large cavern fades, the tunnels slowly start to take on the sickly sweet smell of decaying flesh as the air becomes still and stale. The narrow tunnel opens into a small area littered with broken glass and decaying bits of paper and other detritus before turning off to the left. As you round the corner though, you see the gleaming white of exposed bones on a group of skeletons with unusual bony growths just beneath their jaws. They turn towards you and the light and their jaws start chattering as they slowly advance on you.
------ Combat Start! ------
Dolora: 1d20 + 1 ⇒ (3) + 1 = 4
Arnie: 1d20 + 4 ⇒ (4) + 4 = 8
Belmiir: 1d20 + 2 ⇒ (17) + 2 = 19
Kardas: 1d20 + 4 ⇒ (15) + 4 = 19
Nonalwe: 1d20 + 5 ⇒ (9) + 5 = 14
Januus: 1d20 + 8 ⇒ (6) + 8 = 14
Janira: 1d20 + 6 ⇒ (10) + 6 = 16
Clatter Clatter: 1d20 + 6 ⇒ (13) + 6 = 19
++++++++++++++++
Round: 1
Active conditions: None
Belmiir
Kardas
Mantis
Clatter clatter clatter
Januus
Nonalwe
Dolora
Arnie
Belmiir, Kardas and Mantis are up!
++++++++++++++++
Current Map

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With a subtle nudge of his knees, he sends Mantis buzzing straight through the passage, charging towards the undead slightly to his right.
vs purple: lance, charge: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 dmg: 2d6 + 8 ⇒ (5, 2) + 8 = 15
The weapon, however, snags on an overhanging rock and twists out of his hand. He quickly drops it and pulls out his greatsword.

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Mantis lands right in front of the walking skeleton and lashes out with its right claw and snapping on air instead.
vs purple: claw, charge: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 dmg: 1d4 + 1 ⇒ (2) + 1 = 3 grab: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

GM Sedoriku |

Kardas and Mantis fly forward and in an attempt to attack the purple glwoign skeleton, but a low hanging stalagtite nearly takes the lance from the halfling’s hands causing him to drop it and pul his longsword instead. Mantis also has similar luck catching rocks instead of bone.
Belmir prepares to fight off the skeletons with his bow and a blunt arrow, but none of the skeletons present themselves for him to try targetting, instead taking the shortest route to converge on the large bug and small rider.
The skeletons with the yellow and purple glow both try to target the flying bug, but the blue and red glowing ones instead focus on the rider. All of the claws and broken scimitars slowly flail about but Mantis is able to dodge all of them, until red's scimitar just barely happens to be right where Kardas dodged to, slicing a jagged line down the halfling's arm. 4 damage to Kardas
Broken scimitar, Yellow: 1d20 + 0 ⇒ (1) + 0 = 1
Claw, Yellow: 1d20 - 3 ⇒ (13) - 3 = 10
Broken scimitar, Purple: 1d20 + 0 ⇒ (13) + 0 = 13
Claw, Purple: 1d20 - 3 ⇒ (8) - 3 = 5
Broken scimitar, Blue: 1d20 + 0 ⇒ (10) + 0 = 10
Claw, Blue: 1d20 - 3 ⇒ (1) - 3 = -2
Broken scimitar, Red: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d6 ⇒ 4
Claw, Red: 1d20 - 3 ⇒ (16) - 3 = 13
++++++++++++++++
Round: 1
Active conditions: None
Januus
Nonalwe
Dolora
Arnie
Round: 2
Belmiir
Kardas -4
Mantis
Clatter clatter clatter
Everyone is up!
++++++++++++++++
Current Map

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Kardas grunts as the rusty scimitar slices across his shoulder. He swings his greatsword back at one the skeleton, while urging Mantis to step back.
vs blue: mw greatsword: 1d20 + 5 ⇒ (5) + 5 = 10 dmg: 1d10 + 4 ⇒ (5) + 4 = 9
If Mantis is hit, Kardas will attempt to negate it.
ride: 1d20 + 4 ⇒ (10) + 4 = 14 Nope!

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At his rider's urging, Mantis switches target, swinging its grasping claws at the skeleton standing beside the below, while stepping against the wall for protection.
vs blue: claw 1: 1d20 + 2 ⇒ (20) + 2 = 22 dmg: 1d4 + 1 ⇒ (4) + 1 = 5 grab: 1d20 + 6 ⇒ (14) + 6 = 20
crit?: 1d20 + 2 ⇒ (19) + 2 = 21 dmg: 1d4 + 1 ⇒ (1) + 1 = 2
vs blue: claw 2: 1d20 + 2 ⇒ (6) + 2 = 8 dmg: 1d4 + 1 ⇒ (2) + 1 = 3 grab: 1d20 + 6 ⇒ (6) + 6 = 12

Dolora's Despair |

The phantom charges towards the skeleton with the yellow glow and slams into it with her fists
Attack (Slam): 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Crit Confirm: 1d20 + 5 ⇒ (18) + 5 = 23
Crit Damage: 1d6 + 2 ⇒ (4) + 2 = 6
If for some reason it still lives...
Miserable Strike: A hit with slam attack causes -2 atk/dam penalty to target for 1 round (DC14 Will negates)

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Dolora runs in right behind her phantom and swings her scythe at Kardas's target...
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
...but the swing goes wide.

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"Mr Bugman! Your lance!" Arnie yells as he gestures to the lance and t begins rising into the air. A second after raising it shoots off, but not at Kardas, it flies toward a skeleton in the back (the red one).
blast: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
B damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
"Oh! I'm sorry mister bugman!"

GM Sedoriku |

Well that was a series of very deadly rolls... Or should I say undeadly?
Kardas wisely backs Mantis out of the center of the undead pack, he takes a swing but slides right through he ribs of the undead with the blue glow. Mantis, however, has no problems with catching the ribcage of the skeleton and crushing the bones in its pincers. The magic holding the undead together soon fails and the bones clatter to the ground.
Dolora and her less colorful twin, Dolora, both move in closer to engage. Colorful Dolora fails to hit anything, including the barn door painted on one side of the cave, but colorless Dolora slams one of the skeletons into bone powder.
Arnie tries to pick up the Lance that Kardas dropped, but the boy miss judges the strength required and sends it hurtling over Dolors's blessedly short head, only taking a few stray hairs, and then slamming into the red skeleton. The skeleton didn't know what hit it, but the spell certainly did, failing and causing an immediate loss of integrity with a nice clattering.
All but purple is down and out!
++++++++++++++++
Round: 1
Active conditions: None
Januus
Nonalwe
Dolora
Arnie
Round: 2
Belmir
Kardas
Mantis
Clatter clatter clatter
Bold are up!
++++++++++++++++
Current Map

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Nonalwe rushes into the room, stepping over one of the piles of crumbled remains, and throws her sword at the last remaining skeleton, using both hands to put as much power behind it as she can.
The sword flies straight and true, returning to Nonalwe's hands almost instantly!
Move: 30'
Standard: use sword of the mage to attack purple
Hand of the apprentice, elven curve blade: 1d20 + 4 ⇒ (15) + 4 = 19
Damage, S: 1d10 + 3 ⇒ (7) + 3 = 10
A sword binder can send his bound sword to strike his foes. He gains the hand of the apprentice ability of the universalist school, but can use that ability only with his bound sword. His range with the ability is close (25 feet + 5 feet per 2 wizard levels he possesses), and he can use it a number of times per day equal to 3 + his Intelligence modifier + 1/2 his level.
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weaponat a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

GM Sedoriku |

Nonalwe inspired by her companion's actions, rushes in and thrusts her sword out with all the magic might she can muster. It proves to be more than enough, crashing into the skeleton and cleaving the magic binding and animating it. The bones clatter to a stop and the slow dripping of water is soon the only sound left.
-------End of Combat--------
Kardas: 7/11
Poor skeletons, only getting one hit.
Without the undead crowding in, it's easy to see the downed form of a place skinned man in one corner. A touch is enough to prove he'd been unmoving for a while, possibly the cause of the sickly sweet smell through the place. The man however does have a diary detailing his plans to use the 'fishmen' coming into the caves to build an undead army. It also proves just how insane he was.
The man also has a set of black fabric bracers that seem to pick up any and all light sources and shimmer in them slightly. He also has a gold amulet with a green gem or glass in the center.
The fabric on these bracers has been enchanted with an abjuration spell to provide some extra armor. Bracers of armor +1
The gem seems to be the focus for a small Barskin like effect.
Amulet of natural armor +1
Perception checks please!

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Dokora takes a good look at the body and around the rest of the room
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
While looking, she casts detect magic on the two suspicious objects
Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
"These items both have an aura, but I'm unsure exactly what they are"

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Nonalwe casts detect magic and begins investigating the items found on the dead body.
"Murdered by his own creation, it seems. Sad, but not really. If only that happened to more necromancers this early in their career."
Spellcraft DC 17, bracers, elven magic: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Spellcraft DC 18, amulet, elven magic: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
"Hmmm. I'm not sure about these bracers, but the amulet will toughen the wearer's skin like one of the stronger beasts, or even an elemental."
amulet of natural armor +1
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

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Kardas urges Mantis forward to where his lance has fallen and picks it up. "Young man, this is not a toy!" He checks that it is not badly damaged by the unceremonious use Arnie put it through.
Only then does he pull out a wand to treat his wounds, while unconsciously patting Mantis' head for the good job.
wand of clw: 1d8 + 1 ⇒ (3) + 1 = 4
Leaving the rest of the team to figure out what the items are, he leads Mantis astride across the walls and ceiling to search the place.
perception: 1d20 + 7 ⇒ (6) + 7 = 13

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perception: 1d20 + 1 ⇒ (3) + 1 = 4
Mantis swivels its head around to look for whatever its master is trying to find, but its vermin brain understands little.

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Kardas merely grunts but looks away.