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"I'm not very good with tracking or spelunking... but, I will certainly support the party in any endeavor. Let's go explore the holes if it can be explored."

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The rough opening winds down precariously for about thirty-five feet beneath the surface of the camp. The ceilings are all about fifteen feet high. Bulette-made claw marks seem to line all these stone passages.
There are no sources of natural light in the tunnels so some of you will need a light source.
Anyone who comes down here can attempt any (or all) of the following:
New Map. After this, would you want to proceed toward direction A or B and investigate further (or head back to the camp)?

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Seth asks Nethys for help to find his way North, and tells his companions which direction is which.

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Corvus activates his wayfinder to provide some light and also conjures small balls of flame to act as extra torches.
Survival to track: 1d20 + 10 ⇒ (14) + 10 = 24
Survial direction, wayfinder: 1d20 + 11 ⇒ (14) + 11 = 25
Nature: 1d20 + 10 ⇒ (19) + 10 = 29
Looks like these tunnels have been rather busy. Bullette's and humanoids have been using them, which is unusual as such creatures are rather territorial. I suggest we head to the left (A).

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And humanoids... I bet we can guess who. Yes, let's try the left tunnel first. One of these is going to come up under or near the Aspis hut.

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Proceeding deeper, you find more evidence of bullette movements on the walls. Arriving at a larger chamber, you discover a series of small handholds cut into the rocky column that leads to a trapdoor far overhead. A thick cluster of mushrooms blocks one of the paths out of the chamber, but there is also another, open path out the far wall. A foul odor, like dung, emanates from beyond the mushroom cluster.
Map updated. You can choose A - open path to the south, B - up the handholds to the surface, C- chop through the mushroom blockage.
Don't forget to update your exploration activities if you haven't already.

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"If we go back to the surface, we have a great chance of being seen or heard as it doesn't seem we have anyone stealthy. I'd prefer to explore this area a little bit more before taking this risk."

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Survival: 1d20 + 11 ⇒ (13) + 11 = 24
Trapdoor looks like it leads to Greenleeps hut. I'd leave that for now. I could maybe burn our way through the mushrooms but the stench is likely to be appalling. I'm for the southern path.

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Elsha grumbles, looking up at the trap door.
I knew it!
Calming a little, he concedes to prevailing suggestions.
We should complete our exploration of these caverns first. On the other hand, the sooner we check above the better while they're at the mess hall.

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Heading South then. Map updated.
At location A...
This small alcove sports a large, flat-topped rock littered with empty and broken vials, large ingestion capsules, and implements of the alchemical trade as well as a mug lying next to some humanoid remains. Several vats of chemicals are stacked in the corner, most bearing labels written in hobgoblin. Two notches for torches are carved on the walls.
-------------------------
At location B...
Exploring further south, a pile of several, unused torches lie at the base of a wooden ladder propped against the wall. The ladder ascends to a trapdoor far above.
Continue searching to the south (via location C) or head up one of the ladders to the surface, Pathfinders?

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Crafting Mug: 1d20 + 8 ⇒ (3) + 8 = 11
Crafting Vials: 1d20 + 8 ⇒ (19) + 8 = 27

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Elsha casually strides into the first alcove, of course interested in the alchemical vats. He's visibly taken aback at the sight of a humanoid on the ground.
DC14 Society: 1d20 + 14 ⇒ (13) + 14 = 27
DC20 Crafting (Alchemy), mug: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
DC20 Crafting (Alchemy), vials: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
He sighs audibly. That is Greeleep. Though not dressed in Aspis attire anymore. So much for questioning...
He holds up the mug, levelling his discerning gaze at it before reporting
Hmm, contains trace amounts of an alchemical attractant consisting of humanoid blood and other substances.
Shaking his head he sets it down and moves onto the vials.
Hunting spider venom. These he pockets.
Or, for those who'd like to apply them to their blades, he will hand them out.
The party moves onto the next alcove...
DC 16 Sense Direction (Survival): 1d20 + 7 ⇒ (14) + 7 = 21
He turns and looks back at where they came. Looking up at the ceiling of the cavern, he attempts to trace the surface in his mind (and with his finger in the air). He points upward at this trap door, indicating to his companions
This likely opens to the floor of Raike’s hut at the surface.

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Elsha suggests they continue exploring to the South very quickly to afterward backtrack to the trap doors.

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A thick stench clings to the air in this expansive chamber the floor. Heavy drops of dark liquid seep through a stain in the earthen ceiling, and fall upon a slathering of dense, animal droppings that cover the floor.
A collection of large, roughly oval-shaped stones rest along the chamber’s western wall. A lone kobold sits upon them, shouting out to a trio of ants in a guttural hissing tongue.
Being preoccupied, neither seems to have noticed you... yet.

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Elsha leans into his teammates and whispers
He says he's guarding his eggs, and he w-wants... those ants (I can't even see them) to stay back. I suspect we'll get similar treatment.
Are they giant ants? From any meaningful distance I wouldn't expect three to be visible.

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Seth also speaks Draconic
"Yes. It's protecting it's eggs, which seem to be those oval rocks."

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It's hard to know what Czav sees but with low-light vision I assume he has still a good vision of the situation.
"An underground complex, now kobolds, this place is full of surprises!"
And higher: "You need a hand with these ants?"

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@Elsha The ants are as large as you are
@Czav It is dark in the cavern, but several of you have light sources or ways to see through it, so you see what you are able to. Bright light for twenty feet from a source. Dim light (thus concealment for those without darkvision or low light vision) out to forty feet from a source.
As Czav speaks and the lights twinkle, the ants round around to face the new threats.
Black Molly Init: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Czav Init: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Elsha Init: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Corvus Init: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Harsk Init: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Seth Init: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Purple Init: 1d20 + 10 ⇒ (19) + 10 = 29
Red Init: 1d20 + 7 ⇒ (4) + 7 = 11
Yellow Init: 1d20 + 7 ⇒ (18) + 7 = 25
Orange Init: 1d20 + 7 ⇒ (20) + 7 = 27
Round 1 - Bold can act
Seth
Purple kobold
Orange Ant
Elsha
Yellow Ant
Corvus <lights>
Harsk
Czav
Red Ant
Black Molly <shield, torch>

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"By the grace of Nethys!' Seth casts a series of spells beginning with Guidance on himself, then Needle Darts aimed at the Orange Ant.
◆Guidance
◆◆Spell Attack: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24 Piercing: 4d4 ⇒ (2, 3, 3, 4) = 12

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Seth doesn't hesitate to attack and the ant reels from the darts - then scrambles to attack the group. The kobold in the back seems to cast a spell on itself.
orange mandibles (slashing) vs Czav: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 4 ⇒ (2) + 4 = 6
orange stinger (piercing) vs Czav: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 191d6 + 4 ⇒ (1) + 4 = 5
Round 1 - Bold can act
Seth
Purple kobold <spell effect>
Orange Ant -12 damage
Elsha
Yellow Ant
Corvus <lights>
Harsk
Czav
Red Ant
Black Molly <shield, torch>

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Elsha has the recognize spell skill feat, so using his reaction for the round he could know what the kobold cast on themself.
Seeing that one of the ants has already approached, Elsha reaches into his belt pouch, retrieves an alchemical and quickly lobs it over his friends at it.
◆ Strike ORANGE (quick bomber, far lobber, bomber field/only splash to target)
moderate alchemist's fire attack ORANGE, fire damage, fire splash damage: 1d20 + 13 ⇒ (20) + 13 = 332d8 ⇒ (7, 7) = 142 = 2
2 persistent fire damage
So... I guess what happens next depends on if that crit takes out the first ant.
IF ORANGE down, ◆ Stride, ◆ Strike RED
ELSE ◆ Strike ORANGE again, ◆ Stride
◆ Strike (quick bomber, far lobber, bomber field/only splash to target)
moderate alchemist's fire attack, fire damage, fire splash damage: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 212d8 ⇒ (7, 7) = 142 = 2
2 persistent fire damage
If I'm wrong and Orange isn't down *still*, then I'll have to undo Elsha's stride.

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@Elsha The kobold cast Spider Climb.
Elsha carefully dispatches the first ant before following the flash of the alchemist's fire and the squish of the animal droppings for a lucky strike on another.
From the darkness, the third ant closes with the bold bomber and mauls him.
darkness DC 11 miss chance: 1d20 ⇒ 20
yellow mandibles (slashing) vs Elsha: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 4 ⇒ (6) + 4 = 10
yellow stinger (piercing) vs Elsha: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 251d6 + 4 ⇒ (2) + 4 = 6
Round 1 - Bold can act
Seth
Purple kobold <spider climb>
Orange Ant -42 damage <dead>
Elsha -26 damage Need a DC 18 fortitude save vs poison or take poison: 1d8 ⇒ 2 and be enfeebled 1
Yellow Ant
Corvus <lights>
Harsk
Czav
Red Ant -16 damage <persistent fire 2>
Black Molly <shield, torch>

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Seeing the giant ants and the mauling Elsha took he quickly rushes into the room. Forming the elements around him into a spear of rock he plunges it at the any.
◆ Stride
◆ Elemental Blast (Earth)
◇ Weapon Infusion (Agile)
◆ Elemental Blast (Earth)
Attack 1: 1d20 + 13 ⇒ (9) + 13 = 22 vs FF
Damage, Str: 2d8 + 4 ⇒ (1, 1) + 4 = 6
1d20 + 9 ⇒ (15) + 9 = 24 vs FF
Damage, Str: 2d8 + 4 ⇒ (2, 7) + 4 = 13
Can someone tell this kobold we are not their enemy!

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Corvus fills the chamber with light and brings down furor on the hapless ant.
Round 1 - Bold can act
Seth
Purple kobold <spider climb>
Elsha -26 damage Need a DC 18 fortitude save vs poison
Yellow Ant -19 damage
Corvus <lights>
Harsk
Czav
Red Ant -16 damage <persistent fire 2>
Black Molly <shield, torch>

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"Protecting a wizard, what irony..."
Czav charges to attack the last ant to avoid any harm to the kobold.
Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Slashing damage: 1d12 + 4 ⇒ (11) + 4 = 15
The ant can roll against poison. If still alive, I make a second attack otherwise I'll help my comrades.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9

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DC18 Fortitude: 1d20 + 12 ⇒ (6) + 12 = 18
Elsha sweats nervously as he just barely resists the poison. it didn't feel good though...

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Harsk and Czav swoop in and finish off the ants with efficiency. The kobold drops to his knees and looks up through his robe-covered arm.
"Don't kill me!" He squeals in thickly accented common.
Combat Over
Seth
Purple kobold <spider climb>
Elsha -26 damage
Yellow Ant -34 damage <dead>
Corvus <lights>
Harsk
Czav
Red Ant -31 damage <dead>
Black Molly <shield, torch>

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Czav doesn't understand: "Why would we kill you? We just saved you! How come that you chose this exact specific place to lay your eggs? Are you aware there's a whole hobgoblin camp just a few feet above us?"

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As Czav and the rest of you examine closer, something seems off.
"Yes, I know all that." the kobold almost hisses. "That is why I am trying to escape. Help me to get out safely with my egg and I'll give you this..."
He produces a charm from around his neck, vaguely resembling a bullette and matching the charms all the Aspis were wearing earlier in the day.

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Perception Seek: 1d20 + 10 ⇒ (2) + 10 = 12

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Elsha's eyes light up at the sight of the charm.
Did... others make the same deal with you? Where did you get that? He points at it.
Perception+10 to sense motive
Recall Knowledge (DC24 Nature): 1d20 + 10 ⇒ (19) + 10 = 29
He then notices something else and whispers to his nearby team.
Only one of those is an egg, and it's far too b-big to be his. The others just rocks.

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Survival: 1d20 + 10 ⇒ (7) + 10 = 17
What is that thing and where did you get it? Doesnt seem like its worth safe passage past all those dangerous hobgoblins. What are you doing down here?

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He seems genuine.... if not just desperate.
"It is my egg and I aim to protect it! Those Aspis curs might try to claim it too, but I won't let them. I've already lost six sharks today and I'm not about to lose the last of their kind."
The kobold simmers down and tries to be more diplomatic.
"I am Greeleep, shaman of the Coalfire tribe. You would not recognize me from before as I've left my disguise in the hut above. The Aspis tricked me into thinking the sharks would only be used to put fear in you Pathfinders and tilt the negotions in their favor. I didn't realize that they would all be slaughtered for show or I'd have never agreed to those terms."
He gingerly steps through the rocks to touch and gently pry at the egg.
"It is too heavy for me to move, that's why I was trying to convince the ants to help..."
Collapsing to the stones below, he looks up dejected.
"Will you please help me move it to safety? I am so sorry for everything that has happened this day."
You can make a DC 18 Society check or a DC 15 Kobold Lore to Recall Knowledge to confirm some of his explanations.
Taking the time to study the charm, you recognize it as a zoic fetish that protects an invested wearer against attacks from animals and, once a day, allows the wearer to mentally control a bulette.

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DC18 Society: 1d20 + 12 ⇒ (7) + 12 = 19
As the kobold speaks, Elsha nods in affirmation to confirm for his companions that the kobold's explanations are truthful and sound.

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Czav is puzzled by Greeleep's explanations, then he remembers they're talking about the Aspis and gets angry again: "No snake will touch your egg or they'll lose their head trying to."
Looking at his companions, he continues: "I think I can safely say for all of us that we will protect you and your... child. Unfortunately, the negociations are strongly favoring the Aspis thanks to their scheme. May I ask you to help us? The only thing we really need is truth to be told."

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Sharks, what sharks? Oh, you mean those Bullette's! They were yours! How on earth do you control such creatures. Bloody hell. Well, yes, if you Aspis hired you then I am sure we will help you but only if you help us expose the Aspis double dealing.

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Seth moves closer to the egg and sees if its something he can carry ((Strength +0)).

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@Seth It is large enough to take two or three of you to move it comfortably
"These fetishes are enough to keep the sharks at bay. My tribe even uses the creatures to mine with. Or at least we did. Now we have to rebuild the herd."
The kobold looks relieved that you may be willing to help, but still pensive as he is still quite afraid of the Aspis goons.
"I would be willing to help, but I fear the retribution of that Raike woman, she is not nice! Do I have to face her again?"
It will take a DC 23 Diplomacy check (to make a Request) to seal the deal.
Also, this conversation is taking about 10 minutes or so... so if someone wants to help Elsha out with his wounds...