
TechoWrath |

The lump of fungal flesh burns a bit from the fire, but otherwise does not react.

TechoWrath |

From the cavern, a tunnel winds north for about 1,100 feet (about 15 minutes of travel at a speed of 15 feet) before reaching a circular, 20-foot-diameter cavern. Four mongrelmen stand guard here before a large stone door.
The guards greet your mongrel companions warmly. While they eye you with suspicion, Lann’s word is good enough to let you all enter the chamber beyond the door.
A small, dark lake ripples in the center of this two-hundred foot-wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky one-hundred-foot-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts made of mismatched planks of timber bob along the length of a crooked pier at the lake’s closest shore.
See the Tactical Map for a general idea of the layout.
Guards arrive soon enough to escort you to the largest building atop the island’s low central peak—this is the home of Chief Sull, a bloated and unpleasant-looking but mild-mannered mongrel with one clouded white eye.
See the Slides for his picture.
Chief Sull listens to Lann’s report and thanks you for your attempt to free the trapped mongrelman. He then asks you to explain your presence in the caverns. Once Sull learns the source of the tremors that shook the tunnels and caused so much damage, he grows quite concerned.
[color=#9E6DAF]”I, and my kind, may be outcasts and freaks in the eyes of uplanders like you, but our ancestors helped drive back the demons in the First Crusade. We want the demons defeated as much as anyone who lives above. Would you be willing to bring this message to the surface? That the Mongrels will stand with the inhabitants of Kenabres to defend the city.”[/color]

Virgil Geryon |

The ever pragmatic Orc only shrugs at the chief's request.
If we find our way back to the surface. The City has most likely seen some carnage since our descent into its bowels.
The Magus nods to those injured.
Perhaps your doctors can eliminate a bit of these injuries? We still have a long walk up I imagine.

TechoWrath |

Chief Sull nods sagely, [color=#9E6DAF]”The nearest route to the surface lies to the south, but this exit is guarded by a tribe of mongrels who do not have the same opinions as those of Neathholm. Those traitors have consorted for some time with cultists. I've ignored them, but that time has passed.”[/color]
[color=#9E6DAF]”If you agree to destroy the traitors as you make your way back to the surface to bring word of the mongrel’s pledge to aid the crusade, I promise you aid in the form of a small stash of potions.”[/color]
[color=#9E6DAF]”Alas, I cannot spare my own soldiers. I need them to fan out deeper into the tunnels to gather other mongrel tribes to Neathholm.”[/color]
[color=#9E6DAF]”Once we receive word that the crusaders above will welcome the crusaders below, the mongrels will be ready to rise up and help take back Kenabres.”[/color]
[color=#9E6DAF]”Meanwhile, you are welcome to rest here. We trade with other mongrel tribes occasionally, so, if you need to resupply, we may be able to help.”[/color]
Not in front of the mongrelmen, but, when you are by yourselves, Horgus will say, [color=#30aF81]"This is a disgusting situation. Please let us be on our way. The more rapid the better."[/color]
Aravashnial is not as circumspect, when he says to you, right in front of the mongrelmen, [color=#ccaa00]"I'm so delighted to learn that there are entire societies of “mole people” and “pitlings” under the city"[/color]
Meanwhile, Anevia says, [color=#03a9f4]"It's so intriguing. It would be good to rally them to our cause."[/color]

Solras Pirhatya |

"Ha, to say nothing of the mercenary from Arcadia! Rest seems like a good idea before we push on, as I've been pushing my Harmona Gun to its limits, needs a good cleaning, and I could use a good catnap"
Solras gives a good hearty chuckle, before responding to their offer for trade: "Hah, I'm personally good on the offer of trading, I'm broke anyways... but let's hear what the others have to say about it"
When Horgus pipes up, Solras visibly taps her Harmona gun, trying to intimidate the xenophobic fellow into listening.
Intimidate (T): 1d20 + 4 ⇒ (16) + 4 = 20
She whispers something in his ear, hoping to get a bit of fur in there for good hilarity: "I say we trust them. 'Disgusting' to you or not, if they're a society, we can possibly loot them if they turn on us, and trade with them if they don't. So stop complaining about appearances," she adjusts her sling again for good measure, "please." She grins innocently afterwards.

TechoWrath |

[color=#23ee67]”Mongrelmen are the descendants of those who fought in the First Crusade, when the crusaders had little experience in dealing with the unique hazards the Worldwound presented. During the First Crusade, many unknowingly exposed themselves to fell energies and nightmarish radiations. In the years that followed, a shocking number of children born to the crusaders were hideously deformed. Many of these unfortunate innocents were put to death by overzealous inquisitors or even fellow crusaders, but some parents fled underground to raise their children outside of the light of intolerance.”[/color]

Obahi |

Obahi's jaw drops as he realises what he's seeing. "This is amazing." he mumbles to Virgil. "I have so many questions..."
He keeps walking until they are introduced to Chief Sull, where he listens patiently while the Chief and others are talking. Once the chatter dies down a bit, he steps forward.
"How many able-bodied do you have? Assuming we reach the city up top and ask, can we tell them there is a regiment of 500-strong? What are the numbers here?"
"And a few extra questions, but those are for my own curiosity. What do you eat? As in how do you cultivate plants here? And you mentioned some cults here. Can you give some more details on that?"

TechoWrath |

Chief Sull replies, [color=#9E6DAF]”Excluding the traitors, we have, perhaps, a few hundred. We cultivate fungi, and grow some animals for food. Ah, the cults. There are some cultists about. We've managed to drive them away, but the traitors have welcomed them. We believe them to be cultists of Baphomet. Although, they often come disguised as Iomedaean crusaders.”[/color]
Upon hearing this, Anevia shows pure disgust in her face, and Aravashnial seems delighted when he says, [color=#ccaa00]"I've heard the rumors that the cult of Baphomet, known to some as the Templars of the Ivory Labyrinth, had infiltrated various mercenary groups, but proof that some have been disguised as Iomedaean crusaders is something else entirely."[/color]
Anevia says, [color=#03a9f4]"I worry about Irabeth. I hope she's alive."[/color]

Avenger of the Green |

"Charity and mercy are shared values. We thank you for you gift of hospitality. I bring the bounty of nature and offer tastes of the surface world to any who care to try."
He will grow and distribute various fruits to the underground dwellers.

Virgil Geryon |

Virgil thinks about cult of Baphomet, known to some as the Templars of the Ivory Labyrinth, had infiltrated various mercenary groups....
Occultism(T): 1d20 + 6 ⇒ (9) + 6 = 15

Obahi |

"I would prefer we move as fast as we can. Who knows what is happening topside." Obahi pushes for a quick return above ground.
"A few hundred, then. Do you have any means of contact with the people of Kenabres? Someone we reach out to to get a message back here?"

Obahi |

"Uh, the same way all worship starts, I'd think." Obahi shrugs. "Some evangelist probably wandered in and said something they liked. If there's no opposing ideology, it's just a snowball down the mountain."

TechoWrath |

"I would prefer we move as fast as we can. Who knows what is happening topside." Obahi pushes for a quick return above ground.
"A few hundred, then. Do you have any means of contact with the people of Kenabres? Someone we reach out to to get a message back here?"
[color=#9E6DAF]”Once the path upwards is cleared, you should be able to send a messenger to us.”[/color]

TechoWrath |

Avenger, : 1d20 - 1 ⇒ (15) - 1 = 14
Niall, : 1d20 + 0 ⇒ (19) + 0 = 19
Obahi, : 1d20 + 0 ⇒ (16) + 0 = 16
Paolo, : 1d20 + 3 ⇒ (5) + 3 = 8
Solras, : 1d20 + 2 ⇒ (11) + 2 = 13
Virgil, : 1d20 + 3 ⇒ (2) + 3 = 5
Here's what you know about Baphomet:
Baphomet, Lord of the Labyrinth, is the demon lord of beasts, labyrinths, and minotaurs. Baphomet appears as an enormous emaciated minotaur with feathered wings and a goat-like head that bears three horns, as well as a blazing pentagram branded into his forehead. Baphomet’s cults are among the most prolific in Golarion. Human-dominated secret societies devoted to the demon lord are present in many cities and may have members ensconced in positions of political power. Most minotaurs prefer his patronage to that of Lamashtu.
Edicts Confuse paths and roads, outwit your foes instead of overpowering them, pace labyrinths
Anathema Kill something that cannot significantly harm you, bargain with Asmodeus
Areas of Concern Beasts, labyrinths, and minotaurs

Obahi |

"Right, send a message back. Assuming we get out, we can do that."
Obahi looks around the underground settlement. "I don't know when we are leaving, but I can help you with some medical aid if needed. Until we leave, that is."

TechoWrath |

You've accumulated some sellable items (see the Notes). You could transfer the rune to a weapon that you have. You could sell the items and purchase any Common item (90%) chance, some Uncommon item (9% chance), or perhaps a Rare item (0.9% chance). If you wish to transfer the Rune, you will need to make a Craft check (see Transferring Runes).

TechoWrath |

The next day after a breakfast. (You probably are polite enough not to ask exactly what it is made of.) You set out from the hamlet of Neathholm.
The tunnel winds mostly in a southeast direction for about 2,000 feet (26 minutes of travel at a speed of 15 feet). The tunnel narrows down at this point to a 5-foot-wide passageway, the walls carved with picks and chisels.
Unless otherwise noted, any rooms are devoid of light sources.
As you approach a widening in the tunnel, two people begin hollering.
Solras Pirhatya, Avoid Notice: 1d20 + 8 ⇒ (3) + 8 = 11
Virgil Geryon, Investigate: 1d20 + 6 ⇒ (11) + 6 = 17
Obahi, Avoid Notice: 1d20 + 8 ⇒ (9) + 8 = 17
Paolo Vital, Scout: 1d20 + 4 ⇒ (18) + 4 = 22
Niall, Investigate: 1d20 + 2 ⇒ (4) + 2 = 6
Avenger of the Green, Search: 1d20 + 4 ⇒ (11) + 4 = 15
Red: 1d20 + 7 ⇒ (5) + 7 = 12
Green: 1d20 + 7 ⇒ (20) + 7 = 27
1d20 ⇒ 61d20 ⇒ 121d20 ⇒ 11
The Red Mongrelman hollers, grabs his bow, and shoots once 1d2 ⇒ 1 at Obahi.
Shot: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing him for: 1d6 ⇒ 6 damage.
Note: They have standard cover behind the barriers.
❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Green Mongrelman Traitor (- HP) │ 0 < AC <= ??
➤ Paolo Vital (18/18 HP) │ Hero Points 1, Darkvision
➤ Virgil (20/20 HP) │ Hero Points 1, Darkvision
➤ Obahi (13/19 HP) │ Hero Points 1, Darkvision
➤ Avenger of the Green (22/22 HP) │ Hero Points 1, Low light vision
Red Mongrelman Traitor (- HP) │ 0 < AC <= ??
Solras Pirhatya (17/17 HP) │ Hero Points 1, Sharp Eared
Niall (16/16 HP) │ Hero Points 1

TechoWrath |

Solras' perception is +7, and Paolo is scouting.

Virgil Geryon |

Transferring Runes require Magical Crafting Feat, which requires Expert.
Virgil eyes that juicy, yet unattainable Rune longingly....
The pragmatic Orc does begin to set up a Pop-Up Garage Sale outside of the Bank of Neathholm.
Goods! Goods for sale! Each almost unique with individual stories of their participating performances during our dangerous trek down under!

Obahi |

Obahi has a 25 ft move speed. Not sure if any of that is difficult terrain, or whether there is an opening in the covers. Let me know if I need to change anything.
"Ow! Really?!" Obahi grunts as the arrow strikes him. "Just like that? No warning? Nothing? Fine!"
He charges the barricades with intent, vaulting over, lowering his stance, and starts throwing fists.
◆ Stride, ◆ Wolf Stance, ◆ Flurry, attacking whoever hit me.
Flurry 1, Wolf Jaw: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Flurry 2, Wolf Jaw: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

TechoWrath |

Obahi, spurred on by the unprovoked attack, races forward, and hits the Green Mongrelman.
❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Paolo Vital (18/18 HP) │ Hero Points 1, Darkvision
➤ Virgil (20/20 HP) │ Hero Points 1, Darkvision
Obahi (13/19 HP) │ Hero Points 1, Darkvision
➤ Avenger of the Green (22/22 HP) │ Hero Points 1, Low light vision
Red Mongrelman Traitor (- HP) │ 16 < AC <= 26
Solras Pirhatya (17/17 HP) │ Hero Points 1, Sharp Eared
Niall (16/16 HP) │ Hero Points 1
Green Mongrelman Traitor (-5 HP) │ 16 < AC <= 26

TechoWrath |

I'm assuming that the barriers are at least difficult terrain, so it will take two moves to get in.
The text doesn't say. So, okay. The barriers are difficult terrain.

TechoWrath |

Virgil and Avenger of the Green make their way in, and Paolo damages the spirit of the Green Mongrelman Traitor, even though he had partial cover.
The Red Mongrelman Traitor drops his bow, and draws his club, and 1d20 ⇒ 2 strikes at Obahi: 1d20 + 9 ⇒ (17) + 9 = 26for: 1d6 + 3 ⇒ (1) + 3 = 4 bludgeoning damage.
Then, he strikes at Obahi again: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15for: 1d6 + 3 ⇒ (4) + 3 = 7 bludgeoning damage.
❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Paolo Vital (18/18 HP) │ Hero Points 1, Darkvision
Virgil (20/20 HP) │ Hero Points 1, Darkvision
Obahi (9/19 HP) │ Hero Points 1, Darkvision
Avenger of the Green (22/22 HP) │ Hero Points 1, Low light vision
Red Mongrelman Traitor (- HP) │ 16 < AC <= 21
➤ Solras Pirhatya (17/17 HP) │ Hero Points 1, Sharp Eared
➤ Niall (16/16 HP) │ Hero Points 1
Green Mongrelman Traitor (-11 HP) │ 16 < AC <= 21

TechoWrath |

Red: 1d20 + 10 ⇒ (6) + 10 = 16
Green: 1d20 + 10 ⇒ (20) + 10 = 30
The Red Mongrelman Traitor takes full damage, but the Green one just shrugs it off.
❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Paolo Vital (18/18 HP) │ Hero Points 1, Darkvision
Virgil (20/20 HP) │ Hero Points 1, Darkvision
Obahi (9/19 HP) │ Hero Points 1, Darkvision
Avenger of the Green (22/22 HP) │ Hero Points 1, Low light vision
Red Mongrelman Traitor (-6 HP) │ 16 < AC <= 21
➤ Solras Pirhatya (17/17 HP) │ Hero Points 1, Sharp Eared
Niall (16/16 HP) │ Hero Points 1
Green Mongrelman Traitor (-11 HP) │ 16 < AC <= 21

Solras Pirhatya |

Wildly grinning behind her harmona gun, since it's already loaded, Solras lets loose on the Red mongrelman traitor. "Bow and Arrow? Here's how we do it back home!"
◆Strike ◆Reload ◆Strike
Harmona Gun: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Harmona Gun Damage, 1s1k: 1d10 + 1d6 ⇒ (9) + (5) = 14
Harmona Gun: 1d20 + 9 - 5 - 2 ⇒ (19) + 9 - 5 - 2 = 21
Harmona Gun Damage: 1d10 ⇒ 1 Ouch!
She pouts and growls a little bit, seeing the bullet merely graze the traitor, but still satisfied she managed to land the shot behind the obstacles in front of her.

TechoWrath |

Solras' first attack goes wild, but her second shot wings the Traitor. What is the '- 2' for?
The Green Mongrelman Traitor drops his bow, draws his club, and swings at Obahi: 1d20 + 9 ⇒ (11) + 9 = 20for: 1d6 + 3 ⇒ (1) + 3 = 4 bludgeoning damage.
He swings again at Obahi: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5for: 1d6 + 3 ⇒ (5) + 3 = 8 bludgeoning damage.
He curses as they are focusing their attacks, but to no avail.
❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Paolo Vital (18/18 HP) │ Hero Points 1, Darkvision
➤ Virgil (20/20 HP) │ Hero Points 1, Darkvision
➤ Obahi (5/19 HP) │ Hero Points 1, Darkvision
➤ Avenger of the Green (22/22 HP) │ Hero Points 1, Low light vision
Red Mongrelman Traitor (-7 HP) │ 16 < AC <= 21
Solras Pirhatya (17/17 HP) │ Hero Points 1, Sharp Eared
Niall (16/16 HP) │ Hero Points 1
Green Mongrelman Traitor (-11 HP) │ 16 < AC <= 21

TechoWrath |

TLDR: Shooting through someone provides Lesser cover, and Lesser cover gives the target a '+1' to AC. Standard Cover would give +2 to their AC. But, since they've stopped using their bows, they no longer have Standard Cover.
In general, AC modifiers are handled by the GM, rather than modifying the 'to hit'. Similar to Flat-footed/Off-Guard.

Virgil Geryon |

Winking at the arrow in Obahi's kneecap, the 1/2 Or Strides into melee!
I heard lots of folks retire as town guards with that injury.
The Magus then casts Gouging Claw, as he swings his hammer!
Melee Warhammer, Spellstrike: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 3 + 1d6 + 3 ⇒ (2) + 3 + (5) + 3 = 13 Traits: Shove, magic
Hero Point! Melee Warhammer, Spellstrike: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 3 + 1d6 + 3 ⇒ (3) + 3 + (1) + 3 = 10 Traits: Shove, magic

Obahi |

Obahi goes for a series of strikes. ◆ Flurry of Blows, 2x ◆ Strike . All of that vs green.
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Wolf Jaw 2: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Wolf Jaw 3: 1d20 + 7 - 8 ⇒ (13) + 7 - 8 = 12
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Wolf Jaw 4: 1d20 + 7 - 8 ⇒ (8) + 7 - 8 = 7
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Obviously, the lack of fresh air is getting to him.

TechoWrath |

Virgil is unable to hit, but Avenger of the Green and Obahi are able to land solid blows.
BOT Paolo
Cast 2-action heal on Obahi
1d8 + 8 ⇒ (7) + 8 = 15
The Red Mongrelman Traitor strikes.
Strike vs Obahi: 1d20 + 9 ⇒ (11) + 9 = 20for: 1d6 + 3 ⇒ (1) + 3 = 4
Strike vs Obahi: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14for: 1d6 + 3 ⇒ (2) + 3 = 5
Strike vs Obahi: 1d20 + 9 - 10 ⇒ (18) + 9 - 10 = 17for: 1d6 + 3 ⇒ (2) + 3 = 5
❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Paolo Vital (18/18 HP) │ Hero Points 1, Darkvision
Virgil (20/20 HP) │ Hero Points 1, Darkvision
Obahi (16/19 HP) │ Hero Points 1, Darkvision
Avenger of the Green (22/22 HP) │ Hero Points 1, Low light vision
Red Mongrelman Traitor (-16 HP) │ 16 < AC <= 20
➤ Solras Pirhatya (17/17 HP) │ Hero Points 1, Sharp Eared
➤ Niall (16/16 HP) │ Hero Points 1
Green Mongrelman Traitor (-18 HP) │ 16 < AC <= 20