
GM Valen |

As you battle on, another group of Pathfinders can be seen in the distance.
Aid token has arrived. Please see Discussion thread

![]() |

Aldran swings his waraxe at the undead (purple).
Power Attack Waraxe: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Slashing Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8
"Ye fowl beasties, back to the grave fur ye."
If purple drops
Aldran cleaves through to the other undead (black)
Power Attack Waraxe: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Slashing Damage: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Possable Crit Power Attack Waraxe: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Slashing Damage: 2d10 ⇒ (3, 9) = 12
And His AC is now 17

GM Valen |

What remains of the undead corpses (purple & black) are ripped apart by the onslaught of the two Pathfinders. Their acattered remains being sown to the earth.
Second Round Cont'd
Each PC in bold may take a full round of actions
Xusius
Flaith
Undead (black, purple)
Nahko
Kuti
Undead (yellow) -2 HP
Sarzuket
Aldran
Seebonickk

GM Valen |

BOTTING Nahko & Kuti: No post in 24+ hours
The druid and his companion consider the remaining undead.
Delay
Seeing an opportunity, the remaining skeletal creature strikes the druid!
Melee (broken scimitar): 1d20 ⇒ 7
Damage (S): 1d6 ⇒ 1
Claw: 1d20 - 3 ⇒ (19) - 3 = 16
Damage (S): 1d4 + 1 ⇒ (3) + 1 = 4
But, it fails to connect with any living flesh.
Second Round Cont'd/Third Round Begins
Each PC in bold may take a full round of actions
Sarzuket
Aldran
Seebonickk
Round 3 Begins
Xusius
Flaith
Nahko
Kuti
Undead (yellow) -2 HP
Sarzuket
Aldran
Seebonickk

![]() |

Nahko swings his enchanted club at the undead creature in front of him again.
5' step
Standard: attack
Club, shillelagh: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage, B, shillelagh: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15

Kuti |

Kuti continues her assault, trying to shred the creature into bits with her claws and bite.
Full round: full attack
Bite: 1d20 + 8 ⇒ (13) + 8 = 21
Damage, P: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 8 ⇒ (16) + 8 = 24
Damage, S: 1d2 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 8 ⇒ (20) + 8 = 28
Damage, S: 1d2 + 1 ⇒ (1) + 1 = 2
Crit?: 1d20 + 8 ⇒ (20) + 8 = 28
Crit damage: 1d2 + 1 ⇒ (2) + 1 = 3

GM Valen |

The druid's enchanted club smashes the remaining, animated skeleton--the bone fragments lying like tatters on the ground.
COMBAT OVER!
Before you stands a prominent ziggurat. The southwest corner of the structure has collapsed, revealing an interior stone door covered in runes. Several lizardfolk bodies lie nearby. Your lizardfolk guides cry out, proclaiming, "These were our kin, sent by Oosthic to retrieve that which lies beyond the door!"
"Oosthic must be told. You remain, try to get through door. We go find Oosthic and return here." the serpentine guides suggest before departing into the caves.
The door itself is covered with three sets of runes of differing colors: one all red, another all white, and the third set is all green.
The red runes read, “warm blood feeds the cold god.”
The white runes read, “pure minds speak in silence.”
The green runes read, “false skin emboldens the true.”
Only by deactivating all three wards could you expect to enter the door safely.
You know that serpentfolk often sacrificed “lesser” creatures to their cruel gods.
Please describe what your PCs do.

![]() |

Seebonickk looks at the door. He turns to the party. "Hmmm...I wonder if it's trapped."
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
He tries to remember if he knows about the runes.
"These are a type of wards" He explains what he knows to the others.
Knowledge (arcana): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (local): 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge (arcana): 1d20 + 8 ⇒ (9) + 8 = 17

![]() |

Heal DC 18: 1d20 + 1 ⇒ (6) + 1 = 7
Knowledge (nature) DC 12: 1d20 + 7 ⇒ (19) + 7 = 26
"You know... serpentfolk are masters of disguise; they even ritualize it to change their appearance permanently." His gaze follows the retreating serpentfolk with curiousity. I wonder if we'll see them again now... or who they'll be if we do?

![]() |

"...nah! I think these were lizardfolk, not serpentfolk..." answers Sarzuket.
Heal, Guidance: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Knowledge Nature, Guidance: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Sarzuket listens to the translations and sees if he can help with the door.

![]() |

Xusius considers the runes and what the party has learned so far.
"I zink we could use zome warm blood, and maybe disguise one of us weeth ze warm blood or even all of us, zen enter it being quiet zo possibly fool ze wards."
He shrugs his shoulders as the wards are odd.

GM Valen |

CORRECTION of prior uncovered spoiler
You suspect that the runes compose three magical wards meant to protect the ziggurat from intrusion by outsiders not of the lizardfolk serpentfolk tribe and that the runes on the door give clues as to the nature of the wards.
Sorry for the confusion.
The Muckmouth is a lizardfolk tribe. The ruins, including the ziggurat and the rune covered door, are serpentfolk.
Puzzles can be time-consuming, particularly via PbP, so I am going to try to walk the fine line between keeping helpful/keeping play moving and being overly pushy/forbidding player agency and role-playing. If I have crossed the line, please let me know (and I apologize).
Sharing their knowledge, the party can discern the following:
The three colored sets of runes provide wards that could be detrimental to the party if not deactivated.
The red runes read, “warm blood feeds the cold god.”
A successful check for Knowledge (religion)(DC 12+) or Heal (DC 18+) may be helpful here.
The white runes read, “pure minds speak in silence.” Seebonickk can share that serpentfolk are masters of telepathy and view creatures lacking telepathy as beings fit only for servitude. Silence is sacred to them, and they prefer magical forms of communication.
The green runes read, “false skin emboldens the true.” Nahko has shared that that serpentfolk are masters of disguise, even using rituals to permanently alter their appearance.
Xusius has made two suggestions: 1) wear warm blood, 2) create a disguise. Let me know if any of the party follows these suggestions or else tries an alternative. To wear blood, let me know what source. To create a disguise (with blood or something else), give me a Disguise check with the post.

![]() |

Heal DC 18: 1d20 + 1 ⇒ (6) + 1 = 7
"I'm not going to be volunteering my blood; what do you suggest? Some form of disguise, and silence, will likely help us here."
Nahko examines the bodies. Were all of our foes undead?

![]() |

Xusius says to Flaith, "Mademoiselle Flaith, you zeem to have more experience weeth religion zen ze rest of us. What do you discern about zese zings?"

![]() |

Approaching the door, Sarzuket pricks his finger with the pointy end of his small trident.
"Ok... I have warm blood right here! and now I'll try to disguise as a small tiefling, using this... newfound red pigment that's coming out of my finger.... ... ..."
Disguise, Guidance: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
"...that's gonna be hard to wash out... it's all o'er mah beard!!"

GM Valen |

Sarzuket feels the warmth of his blood trickle down his finger as he paints on a disguise.
Sarzuket takes 1 HP of damage.
With his disguise complete and now looking somehow more serpent-like in nature, the gnome approaches the door. When he is within 30 feet of the door, the green runes instantly fade away.
As the gnome touches the door and part of the ziggurat with warm blood still dripping from his finger--as well as his beard--the red runes also fade away.
The white runes, however, remain in prominent display upon the door.
Just then, you hear the arrival of lizardfolk guides, with Oosthic and a few of the tribe's strongest warriors in tow. Looking at the door, Oosthic declares, "Well done, Pathfinders! It seems that you have deactivated two of the wards, but that a third must still remain in place."
"Quickly, deactivate the third, if you can." the lizardfolk urges. "Otherwise, stand aside and my toughest warriors will force the door open. They may suffer for their efforts, but such will bring prosperity to the Muckmouth!"
Does the party wish to try to do anything to deactivate the third ward or do you want the lizardfolk to charge in?

![]() |

"If one of us could cast a spell for silence, I think that might do the trick, but that's not my kind of magic."
Nahko considers for a moment, then approaches the door. "This is a long shot..." he murmers, then quiets as concentration takes over his face. He attempts to think the door open. Open, open, open!

GM Valen |

Nahko considers for a moment, then approaches the door. "This is a long shot..." he murmers, then quiets as concentration takes over his face. He attempts to think the door open. Open, open, open!
A reasonable & clever guess, but not what the scenario is looking for!
The door stands unresponsive. The white runes remain on display.

![]() |

Anyone got telepathy or message spell or empathic link with a familiar/animal companion?

![]() |

"Nahko, Xusius! try communicating your emotions silently to your pet, or at least try to listen to their own wants and needs through that bond you both share with them!"

![]() |

Nahko looks at Kuti curiously. "Well, we have a bond, for sure... but she's never communicated with me through that bond. This misbehaving rapscallion barely lets me know what her wants or needs are through simple body language... and certainly doesn't listen to me much even when I use words!"
He shrugs his shoulders. "But I'll give it a shot."
He stares at Kuti intently and tries to will her to come over to him.
I think you're thinking of the familiar Empathic Link ability, which is not something that companions get.

Kuti |

Kuti continues what she was doing until eventually Nahko's gaze draws her attention. Not understanding why he would be staring at her so, she begins ignoring him with intent. She sits, then lays, on the ground and begins cleaning her paws.

![]() |

Oops... I guess I was thinking about Familiars... 'Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.'

GM Valen |

Nahko's tries to communicate with his companion, but the message goes unreceived by the cheetah.
I'll give the party a little about another 15 hours to make some effort because: 1) success/failure has in-game consequences, 2) the few party members have come very close in their suggestions and/or efforts, and 3) that is likely when I will be able to post next.
Success or not, I will resolve this encounter tomorrow morning and move us to directly into next mission, so please try to reach some consensus on what that will be. (I will go with the first mission to have reached a plurality of votes by the next time I post.)

![]() |

Sorry, was teaching at college all day
Xusius stares intently at the last rune, wondering how to overcome it when he feels a nudging in his belt pouch. He smiles as he realizes he can communicate with Pepe, his rat familiar mentally. He tries to project a hungry feeling and a block of cheese to Pepe, hoping that the rat will like the concept.

![]() |

Mission 2: Help the Ratfolk! please! :)

GM Valen |

That's one way!
The white runes fade and the door opens onto a chamber filled with ancient tomes. Oosthic flicks her reptilian tongue with excitement as she rushes into the chamber, pointing out magical writings and items of power.
Pleased with the Pathfinders' help, a grateful Ootsthic eagerly shares some of the items with the party.
Special boost option unlocked!
Which Mission next?

![]() |

Xusius will second Sarzuket's suggestion

GM Valen |

Leaving the Muckmouth caves behind, the party travels to Round Mountain, a sphere of stone over 10 miles in diameter that Hao Jin plucked from the Darklands. Over nearly five centuries, the ratfolk of Round Mountain built a great pagoda of stone at the sphere’s center; this building serves as their temple and warren.
You arrive at a designated spot to meet with the messengers of Krella, the leader of the ratfolk, who has come to power since the Pathfinders' excursion to the location six years prior.
.
The floor of the narrow tunnel trembles. Pebbles clatter across the ground, and a low rumbling sound echoes from the distance. A group of ratfolk scouts stagger into the tunnel. One of them cries out, “I hope that was the last of it! Hey, you, Pathfinders! Watch your step. Round Mountain is rolling! If you want to get to the Pagoda, we’ll need to secure safe passage through this tumbling cavern!”
As you proceed towards the Pagoda of the Rat, Round Mountain begins to spin, slowly but erratically. Everyone in the cavern risks repeatedly falling prone or being knocked into walls. To successfully navigate the area and secure safe passage for the repair team will require considerable skill.
The party must succeed at three of the following five checks, which can be attempted in any order. Each PC can participate in each check once, whether by rolling the check independently or aiding another PC who is rolling the check.
The best handholds must be found and pointed out.
Requires successful Perception or Survival check.
Makeshift scaffolds of wood, ropes, or debris can be constructed.
Requires successful Craft [carpentry or ships] or Knowledge [dungeoneering or engineering] check.
The quickest route must be found, tested, and traversed.
Requires successful Acrobatics, Climb, or Escape Artist check.
The ratfolk must be encouraged to help.
Requires successful Bluff, Diplomacy, Intimidate, Knowledge [local], or Perform check.
A pattern in the mountain’s rotations can be discerned.
Requires successful Intelligence or Wisdom check.
e PCs must secure passage for the repair team by succeeding at three of the following five checks (or two checks for a four-player table) using the Average skill check DC, which they can attempt in any order. Each PC can participate in each check once, whether by rolling the check independently or aiding another PC who is rolling the check.

![]() |

Guidance applied to all...
Handholds!!! Perception!!!: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Scaffolds!!! Profession Sailor!!!: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Quickest Route!!! Escape Artist!!!: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
Encouragements!!! Diplomacy!!!: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Pattern!!! Wisdom!!!: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8

GM Valen |

With the blessing of their respective deities, the holy Pathfinders guide the team through this stretch of tunnel without injury.
The ratfolk lead you deeper into Round Mountain, into a cavern with a chasm and bridge at the center. Raised cliffs to the south of the bridge and northeast, in the chamber on the other side, rise fifteen feet above the surrounding cavern floor. The chamber ahead is rough natural stone with stalactite-covered ceilings that are roughly thirty feet high from the ground level, making them roughly fifteen feet high above the cliffs. The ratfolk light a series of torches on the bridge as an accommodation to those who have difficulty seeing in the dark.
"It is not far to go." confirms one of the ratfolk. "But, proceed with caution as the mountain’s erratic movements have shaken loose many dangerous creatures."
Sarzuket, Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Xusius, Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Nahko, Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Kuti, Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Aldran, Perception: 1d20 + 1 ⇒ (18) + 1 = 19(+3 vs. Stonework)
Flaith, Perception: 1d20 - 1 ⇒ (5) - 1 = 4
Seebonickk, Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Sarzuket, Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Xusius, Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Nahko, Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Kuti, Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Aldran, Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Flaith, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Seebonickk, Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Other, red: 1d20 + 6 ⇒ (4) + 6 = 10
Other, purple: 1d20 + 6 ⇒ (16) + 6 = 22
Stealth, red: 1d20 + 10 ⇒ (15) + 10 = 25
Stealth, purple: 1d20 + 10 ⇒ (2) + 10 = 12
COMBAT BEGINS
Map now up on Slides
Suddenly, most of the party spots what appear to be a pair of moving stalactites, one of which appears to "break off" of the ceiling and head towards the party moving in the shadows.
Surprise Round Cont'd
PCs in bold may take a move or standard action
Purple
Seebonickk
Sarzuket
Nahko
Kuti
Xusius
Flaith
Red
Aldran

![]() |

Sarzuket readies a small bolt of lightning when the things come within 30 feet of him!
Readied Action: Lightning Arc, Ranged Touch: 1d20 + 3 ⇒ (18) + 3 = 21
Electricity Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

![]() |

Xusius consults his memory about things found in dungeons since this is underground.
Knowledge(Dungeoneering): 1d20 + 8 ⇒ (11) + 8 = 19
If he still has an action he pulls out his Wand of Magic Missile.

GM Valen |

As the wizard identifies the darkmantles, he recalls two particularly noteworthy facts about them...
@Xusius - what would you like to know?
...one of the creatures (red)skulks forward, attempting to become unseen among the stalactites.
Move
Stealth: 1d20 + 10 ⇒ (6) + 10 = 16
The other (purple)quickly follows, seeming to blend into the shadows among the rocky outcrops on the ceiling of the cave.
Double move
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
Unable to see the nearest creature (purple), Sarzuket cannot target it with his electrical bolt.
First Full Round of Combat
PCs in bold may take a full round of actions
Darkmantle (Purple) (hiding)
Seebonickk
Sarzuket
Nahko
Kuti
Xusius
Flaith
Darkmantle (Red) (hiding)
Aldran

![]() |

Nahko looks around, trying to find the creatures.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
No actions yet; is our ability to locate and target the creatures just limited by their hiding (Perception vs. Stealth, I assume?) or is there a darkness issue we have to overcome as well?

GM Valen |

No actions yet; is our ability to locate and target the creatures just limited by their hiding (Perception vs. Stealth, I assume?) or is there a darkness issue we have to overcome as well?
Torches are only light source (unless PCs brought own). If you are inquiring as to any magical darkness, then the answer is none--yet. Simple Perception v. Stealth: Red (16), Purple (26). Of course, PC must also have line of sight.

![]() |

Sarzuket keeps delaying for one of these things to show up. Use existing rolls

![]() |

Nahko casts produce flame, conjuring a ball of flame that adds to the meager light of the torches in the passage, then moves forward until he has line of sight to the whole cavern.