
Xaldinaar the Ancient |

Three weeks ago, 3 Pathfinder lodge relics disappeared from the Vaults of Absalom, the following calling card was left in the vault.
Search ye far or search ye near,
You’ll find no trace of the three
Unless you follow instructions clear,
For the weapons abide with me.
North past forest, farm, and furrow
You must go to reach the feathered mound.
Then down away from the sun you’ll burrow—
Forget life, forget light, forget sound.
To rescue Wave, you must do battle
With the Beast in the Boiling Bubble.
Crost cavern vast, where chain-links rattle
Lies Whelm, past waterspouts double.
Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done,
For now you’ll find you are caught.
I care not, former delvers brave,
What heroes you send most dire.
Though mighty, each shall be my slave
Or vanish into the fire.
Keraptis

Xaldinaar the Ancient |

White Plume Mountain has been identified as the “feathered mound” mentioned in the poem.
White Plume Mountain, or K'tal Doaum in the Native Shoanti, has always been a place of superstitious awe to the neighboring Shoanti. This natural wonder lies in the Cinderlands, few are willing to approach it closely, since it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to it reinforces this belief.
Keraptis was a mid-level Osirion faction Pathfinder decades ago. He disappeared while on an expedition in the Cinderlands. It appears he has some sort of grudge against the Pathfinder Lodge now...

Xaldinaar the Ancient |

You left the village days ago, you found yourselves
scaling the south slope of the mountain. You soon
located an entry tunnel leading into the rock and
emerged in a cave that actually seemed to breathe,
exhaling a large cloud of steam and then slowly
inhaling again, like a man breathing on a cold day.
Inside, the cavern floor was covered with
muck—obviously a byproduct of the condensation
dripping from the walls and ceiling. Hidden
beneath this mud, near the back of the cavern, you
discovered a simple trapdoor set with an iron ring.
And now, below the opening, a square vertical shaft
beckons.

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Jequine, moved quickly through the muck towards the open trap door, slowing only momentarily to feel any traps that might be close by. Then carefully peering over the trap door she looked down the shaft, seeing the black and white outline of the contents of the shaft. Taking one more look to check for traps she softly calls the others over.
Perception 1d20 + 13 ⇒ (2) + 13 = 15

Delwyn Mane |

Careful as always Delwyn looks around the cave, following Sheridan moving towards Jequine.
"It looks pretty dark in here ... let's see if we can have a little light shall we ?"
I cast light on my holy symbol, and I keep on recasting it every 10minutes.
Also, I will cast Endure Elements every morning on myself after my prayers.

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The sudden light catches Jequine by surprise, she lets out a little gasp and rubs her eyes. "If you don't mind, could you shine the light away from the trap door. It makes looking into the dark a little difficult and it does rather make our presence here obvious".
Jequine seems uncomfortable in the light but looks up and around listening to try and discern if the party has attracted any unwelcome attention in the cave or from down the shaft.

Xaldinaar the Ancient |

The sudden light catches Jequine by surprise, she lets out a little gasp and rubs her eyes. "If you don't mind, could you shine the light away from the trap door. It makes looking into the dark a little difficult and it does rather make our presence here obvious".
Jequine seems uncomfortable in the light but looks up and around listening to try and discern if the party has attracted any unwelcome attention in the cave or from down the shaft.
Nice RP, but in PF/3.5 light doesn't affect darkvision ;)
Hopefully, we'll have the other two pipe in today...
Geriant Altidor |

Geriant chuckles softly at Sheridan's comment.
"Try getting this out of armor, or fur for that matter," he mutters looking over to the large white wolf at his side. For her part Wraith looked none to happy to have her paws covered in filth either.
"And honestly Jequine, if they don't hear my armor scraping and rattling, then we have nothing to worry about, otherwise all the dark in the world won't help."
He finishes the last statement with a smile and a shrug.

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With a silent sigh, Jequine looks across at the creaking, squeaking noise that is Geraint Altidor. "Yes, I did hear YOU coming Geraint, as would the entire population of the cavern. You just stay up here a sec and let me take a look at this shaft. A little quiet would help." To herself she wonders why loose your speed and surprise by wearing a metal suit. It just didn't make sense to her.

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Jequine continues, "Please be quiet just a moment whilst I check whats down the shaft". Having seen no traps previously, Jequine looks for a method to descend into the shaft and anything that might look like and entrance to a cave or shaft down the sides of the shaft or an indication of how deep the shaft might be. Jequine asks Geraint and the others, "Can you see anything we can use to tie a rope to, should it be necessary? this is the only means of escape we have. we must be very careful round here."[/b]

Hanathan |

Hanathan and Karis stay to the middle or the back of the party if they can. The elf readies his bow as he prepares to follow the others down, the little fox staying close to his masters heels as the await what is to come.
As stated, caster with little armor staying away from the front if I can

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"Its a long way down this shaft and I don't want to find myself falling or tripping, so progress may be a bit slower that you might normally experience, have patience so we can safely make our way down." Slowly, Jequine descends the stone spiral stair case, at each step checking the safety of the step, before putting her full weight on it and continuing down into the blackness of the shaft. Every so often she stops briefly, to look for signs of doors or tunnels running off the shaft.
Perception (traps) 1d20 + 13 ⇒ (17) + 13 = 30
Perception 1d20 + 11 ⇒ (13) + 11 = 24

Xaldinaar the Ancient |

Jequine leads the party down the shaft, the temperature rises slightly as you reach the bottom of the stairs, there's several inches of liquid on the worked stone floor, the scent of sulphur rests in the air, but, it's not oppressive. It appears Keraptis has been busy in his absence, this is definitely not a natural passageway. The passageway continues into the darkness.
I hope everyone is ready to proceed, I'm not going to continue to hold up those that are ready.

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Jequine, waits at the bottom of the shaft for the rest of the party to arrive. In hushed tones she says, If you want, I will scout ahead along this tunnel, just as we came down the stairs. Again progress might be a little slow, as I think it prudent to ensure we don't fall foul of any traps and such. I doubt it will be an easy run along here, given the reaction of those villagers."

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"A capitol idea M'lady, but do be careful. I'd hate for something terrible to befall you on our account." Sheridan thinks for a moment. "Oh, of course! I do believe I can provide you with a little magical assistance in your scouting"
Casting guidance on Jequine whenever she's close enough for a +1 bonus to her next skill check or saving throw.
Once in the tunnel, Sheridan climbs on top of Gannertung in order to stay out of the water. Careful observers note that the beast actually walks on top of the water whenever the dimensions of the tunnel permit.

Xaldinaar the Ancient |

Jequine:
(Jequine) DC24:
(Jequine) DC19:
(Jequine) failure:
Every please just use the Paizo diceroller, I've had trouble in other PbP with Invisible Castle.

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When the party are gathered at the foot of the stairs, Jequine steps down into the murky water, it rises up almost to her knees. She stops and turns to Geraint, "You're a strong one, would you mind taking one end of the rope. I won't be able to see where I am treading in this water and should something happen, you would be able to pull me back." She ties one end of the rope around her waist and gives the end to Geraint.
Entering a patch of discolored water, Jequine's senses are assaulted by pain and agony as the water burns like acid on her legs. Using all her mental strength against the pain, she retreats as quickly as possible from the water and lets out a cry. Calling back to the group she says, "I've walked into some acid water, don't worry I'm OK, just take up the slack, I'm coming back." Making her way back to the group in a certain amount of agony, she draws her weapons in case something in the water tries to attack.
Roll 1
Perception1d20 + 12 ⇒ (1) + 12 = 13 includes guidance
Roll 2
Initiative1d20 + 10 ⇒ (5) + 10 = 15
Roll 3
Will Save1d20 + 3 ⇒ (12) + 3 = 15
Is this happening at the bottom of the stairs, or have I started to scout down the tunnel? If the latter, I would be scouting just at the edge of any light (in dim light) the party is using, I think that's about 30-40ft ahead of the party. Hope I've interpreted the dice rolling correctly, otherwise just put me right, I have just taken 24 damage right, so 33 HP left. Does the tunnel have smooth walls or are there enough handholds to allow someone to hang on the walls above the water and move along the walls? Does the patch of discolored water follow me? Do I see anything living in water that might be controlling it? Oh, nice to know this dice roller works just as effectively as my dice that get rolled in the D&D group I attend, where I am known for my '1's.

Xaldinaar the Ancient |

When the party are gathered at the foot of the stairs, Jequine steps down into the murky water, it rises up almost to her knees. She stops and turns to Geraint, "You're a strong one, would you mind taking one end of the rope. I won't be able to see where I am treading in this water and should something happen, you would be able to pull me back." She ties one end of the rope around her waist and gives the end to Geraint.
Entering a patch of discolored water, Jequine's senses are assaulted by pain and agony as the water burns like acid on her legs. Using all her mental strength against the pain, she retreats as quickly as possible from the water and lets out a cry. Calling back to the group she says, "I've walked into some acid water, don't worry I'm OK, just take up the slack, I'm coming back." Making her way back to the group in a certain amount of agony, she draws her weapons in case something in the water tries to attack.
Roll 1** spoiler omitted **
Roll 2** spoiler omitted **
Roll 3** spoiler omitted **
Is this happening at the bottom of the stairs, or have I started to scout down the tunnel? If the latter, I would be scouting just at the edge of any light (in dim light) the party is using, I think that's about 30-40ft ahead of the party. Hope I've interpreted the dice rolling correctly, otherwise just put me right, I have just taken 24 damage right, so 33 HP left. Does the tunnel have smooth walls or are there enough handholds to allow someone to hang on the walls above the water and move along the walls? Does the patch of discolored water follow me? Do I see anything living in water that might be controlling it? Oh, nice to know this dice roller works just as effectively as my dice that get rolled in the D&D group I attend, where I am known for my '1's.
However, as you move away, you're hit in the back by something seering...AOO, CMB:Grapple 1d20 + 10 ⇒ (16) + 10 = 26 DMG: 1d6 ⇒ 1 Acid dmg. and grappled condition.

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Jequine feels some sort of creature grab her back and hold her, she calls out "Help, something has got me, come quick". She stuggles to free herself.
Escape Artist1d20 + 9 ⇒ (16) + 9 = 25
If this enough to escape, she will withdraw if possible, or take a 5ft step back towards the group and prepare to take a total defense next.

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Sheridan urges Gannertung forward and the beast leaps ahead and snakes out his neck to grab the back of Jequine's rope harness and lift her out of the water.
Meanwhile, Sheridan begins to incant a conjuration spell.
If Jequine comes out of the water free, this will be an unseen servant to clean any residual acid off of her. Otherwise it will be a summon monster 3 summoning a Celestial Crocodile behind whatever is attacking her.

Xaldinaar the Ancient |

Jequine manages to slip out of the grip of it...You can all now see the shoot of liquid rising above the murky water,(since there's light in the hall now),
Knowledge (Dungeoneering)
DC14:
DC16:
DC21:
DC26:
roll your Initiatives.

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DM permitting

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Initiative 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge (Dungeoneering) 1d20 + 4 ⇒ (4) + 4 = 8
With the confusion on the damage, just to clarify.
Damage from surprise round 4HP
Damage from grapple round 1HP
Total Damage so far 5HP
So I'm on 52 HP now?
Can you describe the tunnel, are there handholds on the wall suitable for climbing?
What do I see of the thing when I got out of the grapple?
Can I see anything behind the 'whatever it is'?

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DM

Xaldinaar the Ancient |

DM
** spoiler omitted **

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DM
Who he shares information with is his choice, though repercussions may occur.
The original background-
The basic reason for my character to be a pathfinder:
A hellknight acting on his own beliefs, somewhat. He has orders to find information, learn more about other cultures, and bring it back. Along the way, he is to destroy others who would pose a threat, or at least gain information.

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Sorry for the delay in joining in, folks. Just consider me the straggler to this party, I welcome suggestions on why he was so far behind.
Initiative:1d20 + 6 ⇒ (15) + 6 = 21
Knowledge(Dungeoneering):1d20 + 7 ⇒ (17) + 7 = 24
Kurgand makes his way down behind the rest of the group just as they halt up to the creature they have encountered. Despite the wetness and slimy conditions, the dwarf seems at ease with it, even as moisture condenses on his silver-steel shield and helm. Through his matted, black beard he's heard to mutter, "Reminds me of the sewers in Augustana, maybe not as salty..."
Upon seeing the liquid form, he seems to look at it matter of factly, and adds,"Hmm...that's a gray ooze, lads and lass...there have been a few I heard of dwelling under some wizard's house now and then."
DM:
Does the check allow me to be familiar with the fact that metal and organic material can be damaged by it's touch? Don't want to be a know-it-all, just wondering if that's playable or not.

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Kurgand, you're a dwarf, this is a cavern, you are obviously easily distracted by interesting rock structures and formations, the way the strata have aligned themselves, possible see a seam of rock which might have some quartz or crystals in. You obviously got lost in your own world looking at these things and reminding yourself about your childhood and the tunnels you explored. We all left you to yourself as we concentrated on getting down this shaft. Works for me? don't know what you think?
Jequine kinda spooked by this thing shooting water and burning her with acid, decides so withdraw behind the advancing party, to let those who are capable at fighting deal with this thing, thinks "what was it that Kurgand called it? A gray ooze, well I don't like it!"
Jequine will withdraw this round, letting the party get in front of her. Assuming she can do this on her turn in the round.