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Surprised at the quality of the cloak Grunigon tucks it in his pack and looks around. Climbing up the other side might be hard, but.... Then he notices Magi on the other side. "Hey. Catch the other end and hold while I climb up? Everyone else can either jump across or climb down and back up?"
Can Magi hold the other end of the rope then? Those that can't jump across can climb down and back up the other side. Can leave the rope here for now?

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"You're not wrong, Dran. Odd that you chose Gorum then. Or He chose you, maybe." Halali wraps her arms around Dran's waist - and gives him a little squeeze. "Heave-ho then, lad."
"I'd sooner climb than jump. Now, what's left in the goodie bag?"
Halali chooses a potion of cure light wounds and an alchemist fire for her own supplies. "Any alchemical stuff left over I'm happy to take. My aim's not too shabby - used to throw rocks at gulls often enough. Rats with wings, I swear."

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Kaz keeps the satchel for safekeeping. ”Anyone else want anything? I’ll keep it with us, just in case it comes in handy and we can return it to Janira once we are done in here…”

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I'll snag one of these here spicy waters... Ander says as he grabs a flask of alchemist fire.
Other than that, let's set off...Ander fishes out a mittfull of "trail mix' and stuffs it in his mouth.
Munchies, anyone? he offers.

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Assuming the group has at least two ropes, the pit trap can be easily traversed (unless one of you studs has a -6 net to Climb?)
Once everyone has crossed they head down the tunnel... to discover a large wooden plank that had been dragged there around the corner. About fifteen feet long and three feet wide, it would have been perfect for a bridge. But hey, at least you have an easy way back!
Moving forward the Dungeon Delvers discover petroglyphs on the walls! The shallow carvings on the walls depict marine animals or just random spiral shapes. The first ones are very old and the group quickly notices that the farther they go, the newer the carvings are.
The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.
Map is up!
The carvings here are different in style from the petroglpyhs found earlier. And only four of them are even still decipherable.
Knowledge History OR Religion OR Linguistics OR Appraise OR Perception could grant some insight here, just roll one skill please. Does anyone (doubtful?) know the languages Aquan or Azlanti?

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"Let's have munch on your nuts then, Shooter" Halali accepts Ander's kind offer.
"Hmmm, mmm"
know.history: 1d20 + 6 ⇒ (16) + 6 = 22 +2 if dwarf-related in any way ;)
"Mmmm... old carvings too..."

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Perception: 1d20 + 8 ⇒ (18) + 8 = 26
History? No, Religion? No, Linguistics? No, Appraise? Untrained +2 for Int.... Aquan or Azlanti? No. Sylvan :-P

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Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Neither spiritualist nor phantom can read the carvings, but Bilos may have noticed something useful.
Are we headed south? If so, Bilos and Jadrin should be swapped.

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Everyone but The Magi, Ander and Jadrin recognize the iconography as being inherent to the tenets of Aroden worship. The four images present reflect four of the twelve 'hopes for humanity' found in the well known (even to dwarves apparently) religious document History and Future of Humanity.
The four are the artist, the begger, the fisherman and the merchant. You all feel as though this ancient holy place may even hold some sort of magic still. Perhaps if one could find a shrine to the old dead god and perform an obeisance, the would receive some sort of boon.
But no shrine is in sight. Where too next?
I just tossed you all onto this map in no particular order. You are welcome to move yourself or request a move to a specific spot.

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”Im not what you’d call a history buff, but that’s pretty darn neat, I have to admit. No telling how far back those carvings go. We’d better get a full report on that for the higher ups….”
Once notes were taken, he grabs his sword and hammer and steps to the front of the group, ready to lead them on down the unexplored cavern.

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Maybe someone should make a sketch or something...notes or whatever? I bought some paper...and ink...just in case... Ander says as he gets out a few pieces or paper and his pen.
I can't write worth a damn...my writing looks like the scratchings of a drunk chicken

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Bilos will take a rubbing of the mostly intact carvings before moving on.

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Dran is a bit slow, but feels his knowledgeable colleagues have it right. Odd that a dead god still has power to give, but maybe its just one of those complicated magical things.
OR IS IT SOMETHING NEFARIOUS?!? His divine danger senses tingle. Though that also could just be lunch revisiting.
Bilos dutifully rubs out the pictures. Ander's papers are crinkly from being shoved haphazardly into his pack, but they do the job.
Nothing else to do, the group wanders into the other part of the cavern, noting the torches on the walls are most definitely the 'everburning' type. A waste of magic in their minds (probably), who needs light when you can see in the dark!
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.
A humanoid creature is kneeling half submerged in the middle of the pond. They appear to be nude, though only their top half and back is visible. Their clothes are folded neatly at the edge of the pool. They do not appear to have noticed you all yet.

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BIlos will detect magic and approach slowly behind his shieldmaiden.

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Well, this place is...interesting... the rifledwarf says as he admires the stonework.
Not a dwarf's handiwork, but a skilled craftsperson nonetheless...
does the person in the pool appear to be doing anything? or making a sound?

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Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Grunigon notices the cloak and gets the attention of the others. He pulls the cloak he had retrieved from the pit (and promptly forgot) and shows it to the others. Quietly he says, "Maybe they dropped this? Might be a way to approach them peacefully?"
Lacking 'people' skills he holds it out to the group.

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Meditating probably? Sitting and calmly breathing is about all you are noticing. The cloak on top of the clothes pile radiates with an aura of magic.
They don't turn at the sound of the dwarves, but you all are pretty far away so maybe they just didn't hear.

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Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14

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Kaz takes the offered cloak and moves forward with it, hoping it out to be easily seen. ”Hey there! We found this cloak in that pit back there. Looks like you might have dropped it. If you want to back, it’s yours. Less naked people I see in this place the better, I say.”
Diplomacy 1d20 + 5 ⇒ (17) + 5 = 22

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I moved you up some Kaztor, if that position works for you.
The cloak seems magical, but what kind? That is unknown.
Kaztor moves up and speaks. The creature does not reply. Maybe they fell asleep? Kaztor does notice some thin slits on the humanoid's neck.

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”Looks like you are one of those gillmen types, huh? We’ve been sent from the Pathfinder Society to investigate this place. Do you have any problem with us being here,” he asks, holding the cloak forward and trying to shield the gillpersons nakedness!

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"A gillman? Like Janira saw? Huh. Cool. Well he's either praying or bathing, either way seems a bit rude to interrupt. Although if that' his cloak, maybe he doesn't want to be naked? Odd that he's got a spare though. Who carries two cloaks?"
Halali ruminates.

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Dran advances and points to the folded cloak with the other clothes. The one we found is obviously not not his/hers.

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”do you think he’s an illusion like that blasted gnome that kept ignoring us during our last mission?”

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Curious about being ignored Grunigon moves to one side openly staring at the supposed gillman. Is he alive? Does he appear to be breathing?
Perception to answer questions?: 1d20 + 8 ⇒ (15) + 8 = 23

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Dran nods at Ander, moves forward and takes a seat on the floor, great sword across his lap. He too enters a meditative state, thinking on his relationship with his deity.

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The Gillman continues their meditation, ignoring all the chatter. But eventually the patience of the dwarves pays off.
After sitting there for an hour the Gillman stands up and turns around. He jumps a bit at seeing eight dwarves staring at him. Putting his hand on his chest he slows his breathing and speaks, "I am sorry, did you want to meditate in the pool? I can not hear well, so I must have not noticed you all enter."

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Kaz tries to offer the cloak to the gillman. He holds it up so the creature can see it clearly. ”Hey there! We found this cloak in that pit back there. Looks like you might have dropped it. If you want it back, it’s yours. Less naked people I see in this place the better, I say.”
Diplomacy 1d20 + 5 ⇒ (19) + 5 = 24

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Ander slings his gun over his shoulder, clearly not worried about a threat.
You were deep in contemplation..we didn't want to to intrude... Ander says as he nods his head in acknowledgement to the gillman.
I'm Ander..these are my friends... he says with a wave of his hand.
diplomacy aid, : 1d20 - 2 ⇒ (12) - 2 = 10why not? lol

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He smiles big, ”Well you are very nice, aren’t you. That is not my cloak, but it appears to be one of my kin’s.”
Stepping out of the pool, rivulets of water running off his naked body, he moves over to Ander and takes the cloak. He runs his fingers over the fabric and inspects the entire item, ”No cuts, or damage. Hmm…”
Setting the cloak on top of his own he turns back to the group (still naked), ”Well you have done a great service. My brother came here wearing this cloak on the last full moon, but never returned. At least with this, we know he made it to the caverns. In return for the cloak, I will answer any questions you miners may have, to the best of my knowledge. I do ask though, that when you begin your search for precious stones that you leave this cavern untouched. It is a beautiful place for our clan to go on a pilgrimage.”

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"The cloak was in a pit" He points back. "back that way. If your brother is missing perhaps we could assist in finding him? But we'd need to know move of these caves. We're not seeking to mine minerals. Rather we seek knowledge."

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Sorry to hear about your brother. That ugly minotaur we saw on our way in might be the culprit. I would gladly avenge your loss when I see that beast next. Ander says, a bit bummed out after hearing of the gillman's loss.
And as my friend here said, we just came here on an exploratory trip...and we will leave this place alone. I assume it has some special meaning to you and your people? a holy place?

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”Could you tell us more about the carved city back there? It’s clear someone has spent a long time making that…”

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Dran starts at the voices and his eyes open and focus on the gillman. Peaceful here. Easy ta commune. he says simply as he stands. If you would answer our questions please tell us of this place and why it is special to you.

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He watches each of you speak in turn, carefully paying attention to your mouths. He replies, "It would be good to find him, even if he has passed on. I am glad to hear you seek knowledge, that seems rare these days."
"Perhaps a minoutaur got him, or something else. The cloak must have slipped off as he traversed the pit. If he was running for his life, that makes more sense. This place is holy to my people. As you can see the pool here is pristine. It is a perfect and quiet place to meditate. Our clan discovered it years ago and it became a location for a pilgrimage. We have studies the carvings in here as well and know a fair bit about them, if you want assistance."
Functionally, he would help you with your checks on them, but you all nailed those so... no need.
"That city is the central shrine to Aroden, a long dead god of humanity. I expect there may be a little power left, but it must be close to fading. Regardless, the shrine is a fantastic bit of craftsmanship. It is an entire perfectly carved city, created on the top of a stalagmite. Beyond that, I do not know."
"Other than a perfect environment for a good soak, I don't know why my clan chose this location. Probably just a test of character or something. It is very nice though. I would expect the reasons have long since been lost in tradition. I do not know where the other tunnels lead though, perhaps answers are there."

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We'll respect your peoples' shrine...we're just gonna document a few things and such. It is beautiful workmanship...likely dwarven... Ander says, clearly not an expert.
And a good soak sounds like an absolutely terrific idea...but will have to wait...we have a mission to do. We'll se if there are any signs of your brother or his fate ahead. Closure is best to help the process...so I'm told...

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”Thanks for telling us what you know about this place. Definitely interesting. Anyone want to explore the rest of this place before we go looking for Janira?”

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A chorus of "AYE'S" and "LETS DOOOO IIIIT'S!" echo through the stone. Fortunately the gillman is deaf, so he doesn't even mind. The centipedes scurry the heck outta the pool though.
Heading South. The dwarves find themselves traveling down a long winding path before opening up into a small room. The room has one exit to the east and as the Dungeon Dwelvers peek around the corner they see...
FOUR ANGRY LOOKING SKELETONS!
Granted, all skeletons look angry cause they have no lips to smile with, but whatever. The evil undead raise their rusty weapons and turn to see who murders who, first.
Initiative
Halali: 1d20 + 2 ⇒ (7) + 2 = 9
Dran: 1d20 + 1 ⇒ (16) + 1 = 17
Grunigon: 1d20 + 4 ⇒ (2) + 4 = 6
Bilos: 1d20 + 5 ⇒ (15) + 5 = 20
Phantom: 1d20 + 2 ⇒ (5) + 2 = 7 (-1 if Xev)
Ander: 1d20 + 5 ⇒ (13) + 5 = 18
Kaztor: 1d20 ⇒ 11
The Magi: 1d20 + 3 ⇒ (10) + 3 = 13
Enemy Red/Blue: 1d20 ⇒ 6
Enemy Green/Yellow: 1d20 ⇒ 15
Round 1: I've got a bone to pi... wait, have I done that one before?
Bilos
Ander
Dran
Green Skeleton
Yellow Skeleton
The Magi
Kaztor
Halali
Phantom
Grunigon
Red Skeleton
Blue Skeleton
Bold may act!
Normally, I'd do a knowledge check to ID weaknesses. However, these are common low level enemies so instead of making you all roll (it would even be a common knowledge check) I'll give you all the deets. DR 5/Bludgeoning, Immune to Cold, Undead Traits. Have fun! You are welcome to roll anyway if you have a boon, class or special ability that triggers from a successful knowledge check to ID an enemy (DC 5).

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Ander moves up and lowers his musket at the closest skelton and fires. He then slings his weapon and cocks his armoured fist, ready to get up close and personal.
move, fire and dop weapon...going to go with gauntlet...too close range a fight...
attack: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 171d12 + 1 ⇒ (2) + 1 = 3

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Ander moves up to point blank range, confident in his ability to withstand any sort of attacks these puny undead might bring. His musket ball blasts a hole clean through half the spine of one, but it just barely remains standing.
Yellow or Red?
Round 1: I've got a bone to pi... wait, have I done that one before?
Ander
Bilos
Dran
Green Skeleton
Yellow Skeleton (-3 HP)
The Magi
Kaztor
Halali
Phantom
Grunigon
Red Skeleton
Blue Skeleton
Bold may act!
Normally, I'd do a knowledge check to ID weaknesses. However, these are common low level enemies so instead of making you all roll (it would even be a common knowledge check) I'll give you all the deets. DR 5/Bludgeoning, Immune to Cold, Undead Traits. Have fun! You are welcome to roll anyway if you have a boon, class or special ability that triggers from a successful knowledge check to ID an enemy (DC 5).

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Dran seems unconcerned that his sword does not do bludgeoning damage. He marches up and smacks at Red.
greatsword vs flat footed?: 1d20 + 4 ⇒ (9) + 4 = 132d6 + 4 ⇒ (5, 1) + 4 = 10

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Bilos is thankful to meet someone he and his phantom will be effective against (but makes a note to remind her to stay closer to the front).
Telekinetic Projectile vs. Yellow: 1d20 + 3 ⇒ (18) + 3 = 21
Bludgeoning Damage: 1d6 ⇒ 6

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Bilos launches a rock, guiding it carefully through the passage and past his allies, knocking the head clean off the cracked skeleton. Apparently he is getting better at aiming. The remaining bones clatter to the floor, their ability to remain in motion at an end.
Dran steps up, not caring one bit about how resistant the monstrosities are to his blade, swinging hard. Unfortunately he should have cared a bit more about his aim as the blade deflects off its skull and goes wide right (Missed FF by 1).
A skeleton in the back strides up and slashes a rusty scimitar. Anyone hit with that better have it washed out pretty quick, rusty metal is not as healthy to be stabbed with as one would think.
Green vs. Ander: 1d20 ⇒ 4
Ander turns to watch the blade descending upon him. It feels like it is in slow motion... then he realizes the attack is just thaaaat slow and easily steps to the side.
Round 1: I've got a bone to pi... wait, have I done that one before?
Ander
Bilos
Dran
Green Skeleton
Yellow Skeleton (-9 HP & Dead)
The Magi
Kaztor
Halali
Phantom
Grunigon
Red Skeleton
Blue Skeleton
Bold may act!
Normally, I'd do a knowledge check to ID weaknesses. However, these are common low level enemies so instead of making you all roll (it would even be a common knowledge check) I'll give you all the deets. DR 5/Bludgeoning, Immune to Cold, Undead Traits. Have fun! You are welcome to roll anyway if you have a boon, class or special ability that triggers from a successful knowledge check to ID an enemy (DC 5).