Chapter 4: Red Cat Cave

Jun 1, 2023 9:09 am
The next two days goes by without events, and you find yourself some rare time to relax and take part in camp activities. The elderly and the hurt appreciate a couple of days to catch their breath and get some much needed rest.

When it is time to move on the following send you north to the red cat cave, and it takes little effort on your part to find it.

Two upthrust pinnacles of red rock, like long fangs, frame a narrow cave opening. A protruding overhang with a notch in its center enhances the entrance’s resemblance to the maw of a great stone cat.
OOC:
You have had 2 days for downtime activities, if there's something you want to do. Feel free to post any preparations you make as you near the place and what exploration activities each of you want to do.
Jun 2, 2023 3:28 am
OOC:
Koram will first long-term rest. On the second day, does THIS do anything?

For his exploration activity, he will Avoid Notice.
"Well, friends, I think we're finally here."
Last edited June 2, 2023 3:29 am
Jun 2, 2023 9:24 am
OOC:
Sadly not, that's part of the infiltration/heist sub system.
Jun 2, 2023 9:25 am
OOC:
ok, wasn't sure - thanks! Lots of resting for Koram then :D
Jun 2, 2023 5:47 pm
Artesia tends to the wounded, spending her healing font where necessary to bolster hit points and heal wounds.
Jun 3, 2023 5:37 pm
Igbork will have scouted, specifically looked for any traces that the Burning Mammoths are near you.
Jun 3, 2023 9:34 pm
Grom will spend sometime in any woodlands nearby the camp speaking to the trees and fungi
Jun 5, 2023 9:43 am
Igbork finds tracks in the area. The tracks seems to be the mammoth hunter you encountered a few days ago. As you near the rocky overhang they seem to disappear. Once at the overhang however, you notice series of large, web-toed tracks leading into and out of the cave.

The ground beneath this rocky overhang is sheltered and dry. A narrow cave opening punctures the overhang’s wall, just outside of which is an old stone fire ring. On the stony wall just beside the fire ring, the faded outline of a painted saber-toothed tiger looks poised to pounce.

Rolls

Igbork Perception

Jun 5, 2023 7:07 pm
Web-toed tracks... Looks like someone already lives here. Giant ducks maybe? Hopefully they are open to negotiations. Otherwise... Igbork grumbles and then pats his bow.
He ducks down and begins to sneak into the cave

Rolls

Stealth - (1d20+12)

(19) + 12 = 31

Jun 6, 2023 10:14 am
"Lead the way, Brother Igbork," Koram says with a nods, "Can you track it?"
OOC:
Continuing to Avoid Notice, but if there is some benefit to following Igbork now that he's on the trail, Koram will Follow him
Last edited June 6, 2023 10:15 am
Jun 6, 2023 10:58 am
As you head into the cave, you can hear a gentle sloshing sound coming from further inside. Ten feet ahead the cave splits in two, and one tunnel leads north and one lead to the south. Without the light from outside, the cave is in complete darkness. In the southern tunnel Igbork can see four bright spots, almost like eyes peering out of the darkness. If it is indeed eyes, Ibork remains unseen for now.
OOC:
Do you have a light source? Or will Koram send Haitith a little ahead?
Jun 6, 2023 8:30 pm
Koram cast a spell upon the tip of his spear to make it shed bright light, as if a torch. "Haitith, friend, scout ahead and see what you find. If you sense or feel any threats, come right back."
OOC:
Cast Spell: Light

Let's do both? Can Haitith 'Avoid Notice' and scout ahead just a bit outside the range of the light source?
Jun 7, 2023 10:00 am
OOC:
That's fine, the eidolon can take on exploration activities the same way a character can.

Rolls

Haitih Stealth

Jun 7, 2023 10:03 am
Haitih soon returns to you and explain that there's two creatures in the side room ahead. He explains they resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their feet ends in web toed claws. Their eyes emit a soft glow. He is quite certain he was not discovered by them.
OOC:
Based on his explanation anyone with training can make a Nature check DC 18 to recognize what the creature is.
Jun 8, 2023 8:09 am
OOC:
Koram and Haitith nature checks
"Nice work, my friend," Koram says, bending down and placing a comforting hand on the dragon's neck.

Rolls

Haitith - Nature - (1d20+4)

(2) + 4 = 6

Koram - Nature - (1d20+4)

(8) + 4 = 12

Jun 9, 2023 8:49 am
Artesia can recall creatures matching Haitith's descriptions. She has read about something called Blindheims. Grotesque, frog-like creatures that dwell beneath the surface, subsisting on meals of fungi, rodents, and other underground creatures. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. They make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. They are neither particularly good or evil and they are about as intelligent as smart dog.

Rolls

Grom Nature

Artesia Nature

Jun 9, 2023 11:47 am
"Yes, yes, I know what this creature is….."

Rolls

Nature check - (1d20+7)

(11) + 7 = 18

Jun 9, 2023 8:58 pm
"I've heard of these... blindheims. They can dazzle prey with a bright beam of light from their eyes. If we are going to deal with them, we must be very cautious. They are about as intelligent as a clever dog."
Jun 10, 2023 6:56 pm
"I see," Koram says, "We will indeed need to be wary, and avert our eyes as much as possible."
Jun 11, 2023 11:14 pm
Igbork thinks about Artesia's words
xAs smart as a dog you say?
He rummages through his belongings and pulls a strip of dries meat from his pack. He throws it over to the mysterious beings.
There you go. Good boy. If you are nice there's more to have from us he says
OOC:
throwing in a nature check for good measure

Rolls

Nature check - (1d20+4)

(10) + 4 = 14

Jun 12, 2023 10:02 am
You take the light source and walk back inside and tosses the dried meat into the room. You see two of the creatures in the room. One of them jumps at the meat and starts sniffing it. The other takes a few steps towards Igbork and hisses at him. Though it don't engage the rogue.

Igbork sees the room is a dead end, though he can see the remains of a wine cask in the southern end of the room. The hallway to the north of you have a small bend so you can't make out what is deeper inside that way.
[ +- ] A small map so you can get a feeling of the space.
[ +- ] A picture of the creatures
Jun 13, 2023 1:00 am
"More," Koram hisses to Igbord, "You have more, right?" He readies to make his way past the creatures once they are gleefully enjoying the meat.
Jun 13, 2023 8:28 am
Sure thing Igbork mumbles. He takes a whole pack of rations from his pack, takes the dried meat, rips it into little bits and then throws it to the creatures one after the other starting with the creature that hissed at him. Theeeere you go. Treats are better than hissing aren't they he says to the creature in a calm and low voice
Jun 13, 2023 12:32 pm
The creature behind takes a bite of the meat. Seeing his companion eating, the one closest to you take a bite as well. Once it swallows it picks up another piece of meat and runs past you into the northern room. The other creature following it closely behind.
Jun 14, 2023 10:42 am
I hope I have enough dried meat on me. Just in case that there are more of those "dogs" Igbork says and grins.
He walks into the now unoccupied room and investigates the broken barrel as well as the room in general
Jun 14, 2023 12:10 pm
The barrel seems to have hit the ground hard and cracked, its content now long gone. Except what must be Blindheim droppings, there's no other signs of life here. From what you can gather, the Blindheims have been here for at least a few weeks.
Jun 15, 2023 4:34 am
"Let us not linger," Koram says, heading to the north-east.
Jun 15, 2023 1:31 pm
As you move north you are hit with a pungent fishy odor, and moments later you find yourself in a large irregular cavern. Scraps of sticks and brush are piled in alcoves to the north and south. The two blindheims you found earlier stands guards and growls at you right past the entrance to the room. You see two more of the creatures in the northern nest and two more in the southern. These blindheims seems to be in pain, and one of them has a quite visible gash on its neck. Another hallway opens to the northeast across the room, and seems to lead deeper into the cave.
[ +- ] Updated map
Jun 15, 2023 3:17 pm
Artesia is unable to stand seeing another being in pain needlessly. She will spend two actions to use healing font. The range in 30 feet with two actions. Seeing how well the first one worked, she prepares for another.
Last edited June 15, 2023 3:18 pm

Rolls

Healing Font - (1d8)

(1) = 1

Jun 16, 2023 12:30 pm
The blindheim hisses as you start casting the spell, and is about to pounce at you, but stops when he sees his companions wounds start to knit together. He moves closer to Artesia, sniffs a little and scuttles back further than it was, allowing you access to his companions. You see none of them have any immediate life threatening injuries, though they are in physical distress with bruising all over their bodies.
OOC:
You can get away with doing Medicine checks. Wrapping the wounds will take a DC 15 Treat Wounds check for each of the blindheims.
Jun 16, 2023 4:41 pm
Beeing used to treat wounds in the field when no medicine man is around Igbork approaches one of the wounded Blindheims and stabilises one of the wounded limbs with a makeshift splint he creates from the shrubs and sticks that lie around.
OOC:
Using a hero point to reroll the check
Last edited June 16, 2023 4:42 pm

Rolls

medicine check - (1d20+8)

(2) + 8 = 10

reroll - (1d20+8)

(9) + 8 = 17

Jun 17, 2023 9:17 pm
"Strange, these animals seem to have been subject to some sort of enemy capable of taking them all on and wounding them, yet they still walked away. Unless there were far more of them before the altercation." Koram kneels next to one of the injured animals and tends its wounds as best he can.

Rolls

Medicine (Wis) - (1d20+4)

(15) + 4 = 19

Jun 19, 2023 1:07 pm
Between all of you, you are all able to bring the blindheims back to health. They nuzzle you in gratitude and blinking their eyes to produce quick flashes of joyous light. With the guarding blindheims moving out of the way you can see through the tunnel that leads deeper into the cave.

It leads into another large room, and you also see a t-intersection leading off from that tunnel and to the southeast before the big chamber. The blindheims seems to want to stop you from entering deeper, though not agressively. Reading their body language, you think they are trying to warn you of danger.
Jun 20, 2023 4:10 pm
"hmmph! Shall I assume my rodent form and scout ahead?", Grom asks his comrades
Jun 20, 2023 5:36 pm
Sounds like a good idea. We'll stand guard and if you encounter any threats that follow you, you can lure them to us Igbork says and nods
Jun 20, 2023 5:48 pm
Grom nods to Igbork in acknowledgement and then disappears. A moment later, a small grey creature scurries off towards the the large room....
Jun 20, 2023 7:46 pm
Artesia is intrigued. She knew of druids, of course, and their power to change to animal form, but to see it done in person was something else entirely.
Jun 21, 2023 8:23 am
Grom, you see the tunnel to the south east lead downwards towards an underground lake, and it sounds like that's where the sloshing noices is coming from.

The other hallway lead into a large cave with three linked stalacties making moist columns. In the far end of the cave an opening leads to the south. A rivulet of water goes along the wall.

You also see another blindheim. This one looks bigger than the rest. He's behind one of the columns, playing with some strange creature. A squat little animal shaped like a water droplet, with a bulbous rear end and an eel-like face that juts from a narrow skull. Its rear legs are more muscular than those in front, which it primarily uses for balance, giving it the gait and appearance of a toad.
[ +- ] The strange creature
Jun 24, 2023 1:56 pm
Grom-rat quickly scurries back to inform the group what he has seen.

"What shall we do? Do you want that I should sneak past the Blindheim and go deeper?"
Jun 25, 2023 12:57 am
"You could, though from what you describe, I worry this creature may attempt to make a meal of you at such a small size. It may be too dangerous. Perhaps we should venture forth together and clear the way."
Jun 25, 2023 6:09 pm
Sounds reasonable. As soon as we've made sure the animal is no threat Grom could scout further. Igbork says and nods at Koram
Last edited June 25, 2023 6:09 pm
Jun 26, 2023 1:45 pm
"Ever the wise one, Koram", Grom says as he pats his comrade on the shoulder. Turning to Igbork, the druid smiles and says, "after you mister Armbreaker!"
Jun 27, 2023 11:07 am
OOC:
Those who want to sneak in can roll Stealth for initiative and the rest roll Perception (unless you have some other fun tactic using another skill), and we'll see how your approach goes from there.
Jun 27, 2023 3:59 pm
Koram sneaks forward.

Rolls

Stealth (Dex) - (1d20+6)

(11) + 6 = 17

Jun 27, 2023 5:31 pm
Grom looks at Fenris and pursing his lips puts his right index finger across them in a gesture to be quiet. He then turns and follows Koram.

Rolls

Stealth - (1d20+6)

(10) + 6 = 16

Jun 27, 2023 6:10 pm
Artesia waits and watches carefully.

Rolls

Perception - (1d20+8)

(10) + 8 = 18

Jun 27, 2023 9:41 pm
Igbork nods at Grom and sneaks forward

Rolls

Stealth - (1d20+12)

(15) + 12 = 27

Jun 28, 2023 2:48 pm
Igbork, being stealthiest of the bunch is able to get the drop on the two creatures.
OOC:
Igbork, then them and then all of you.
Round 1:
Character Initiative Acted Statuses
Igbork 27
Green 24
Blindheim 22
Artesia 18
Koram 17
Grom 16
[ +- ] Battlemap

Rolls

Red Initative (Blindheim) - (1d20+9)

(13) + 9 = 22

Green Initative - (1d20+6)

(18) + 6 = 24

Jun 29, 2023 6:13 pm
Igbork sneaks a bit closer and decides to pepper the Green creature with arrows
OOC:
Igbork has the creatures flat-footed due to his Surprise attack and therefore deals additional damage due to his Sneak attack
[ +- ] Sneak attack
[ +- ] Surprise attack

Rolls

Short bow attack #1 - (1d20+7)

(15) + 7 = 22

Short bow attack #2 - (1d20+2)

(12) + 2 = 14

Short bow attack #3 - (1d20-3)

(18) - 3 = 15

Potential damage + Sneak attack #1 - (2d6)

(21) = 3

Potential damage + Sneak attack #2 - (2d6)

(22) = 4

Potential damage + Sneak attack #3 - (2d6)

(56) = 11

Jun 30, 2023 9:12 am
The strange small creature doesn't even have the time to yell out in pain as Igbork’s arrows pierces it. It falls lifelessly on the ground.

The blindheim screams in anger as he sees his play partner fall to the ground. It runs out from behind the pillar and emanates bright light from its eyes before it runs back behind the pillar.
OOC:
OOC: Well done, the creature had AC 16, so with flat-footed all attack hit and the damage was just enough to kill it.

Now everyone needs to make a DC 20 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1d4 rounds.
Critical Failure The creature is blinded for 1 hour.

Then all of you may act.

Round 1:
Character Initiative Acted Statuses
Igbork 27 X
Green 24
Blindheim 22 X
Artesia 18
Koram 17
Grom 16

[ +- ] Battlemap
Jun 30, 2023 10:21 am
Igbork tries to shield his eyes

Rolls

Fortitude saving throw - (1d20+8)

(17) + 8 = 25

Jun 30, 2023 5:24 pm
Artesia brings her arms up to shield her eyes and is partially successful.
Last edited June 30, 2023 5:25 pm

Rolls

Fortitude - (1d20+5)

(15) + 5 = 20

Jun 30, 2023 9:54 pm
Grom's eyes widen, but Sister Cinder sends her inspiration and he buries his head in his arms...

Rolls

Fortitude save - (1d20+9)

(10) + 9 = 19

Jul 1, 2023 3:06 am
Koram tries to throw his hand in front of his eyes just as Haitith attempts to similarly look away.
OOC:
Edit: WTH? Yes please, give me more of that luck in all my games!
Last edited July 1, 2023 3:07 am

Rolls

Fortitude - (1d20+8)

(20) + 8 = 28

Haitith Fort Save - (1d20+9)

(20) + 9 = 29

Jul 4, 2023 2:10 pm
Koram and Haitih both are able to shrug off the effect with ease. While Grom takes the brunt of the effect, and the rest are left dazzled.
OOC:
Except Koram and Haitih, you are all dazzled. Which means you have to roll a DC 5 flat check to hit with anything that targets (blasts like fireballs is safe). Grom on the other hand has become blinded which means that everyone is hidden from you (the flat check is DC 11)

You may all act with this in mind

Rolls

Grom blinded for - (1d4)

(2) = 2

Fenris Fortitude - (1d20+6)

(9) + 6 = 15

Fenris blinded for - (1d4)

(1) = 1

Jul 4, 2023 5:04 pm
Fenris howls as the world disappears before his eyes.

"Fenris! Here, boy", Grom shouts and the wolf follows his master's voice. Once in the druid's comforting embrace, Fenris emits another howl, this one forlorn and confused.

"There, there, everything will be alright", says Grom as he pats the wolf re-assuringly. "Now, sit whilst I summon us some help." Fenris sits back on his haunches as Grom begins to chant....
OOC:
Grom will cast Animal Allies to form a protective ring around Fenris and himself. NB: Animal Allies is somatic and verbal - do I need to pass the DC11 check? I'll roll just in case
Last edited July 4, 2023 5:06 pm

Rolls

DC11 check - (1d20)

(7) = 7

Jul 5, 2023 7:01 am
OOC:
No, but it is a 5 foot emanation so it will target everyone around you, though you have another action you could use to get away from the rest.
Jul 5, 2023 7:56 am
Furmyr says:
OOC:
No, but it is a 5 foot emanation so it will target everyone around you, though you have another action you could use to get away from the rest.
OOC:
yes, Grom will lead Fenris away from the others before casting animal allies
Jul 6, 2023 8:21 pm
Igbork's head feels as if there was fog inside it. He tries to concentrate and looses two more arrows on the enemy

Rolls

Short bow attack #1 - (1d20+7)

(7) + 7 = 14

Short bow attack #2 - (1d20+2)

(11) + 2 = 13

Potential damage #1 - (1d6)

(1) = 1

Potential Damage #2 - (1d6)

(3) = 3

DC5 dazzled check - (1d20)

(5) = 5

Jul 6, 2023 8:55 pm
Koram and Haitith move forward in unison, hoping to put themselves between the enemy and his friends, who all seem a little thrown off by the flash of light. He then throws his hands up - with them a large stone lifts from the ground and Koram makes a swift gesture to launch the object at the creature!
OOC:
Action 1: Act Together (Koram and Haitith both stride - Haitith will move 30 ft up, Koram just until he is within 30ft range of his spell)
Action 2 & 3: Telekinetic Projectile

Rolls

Telekenetic Projectile (blunt dmg) - (1d20+7, 1d6+4)

1d20+7 : (19) + 7 = 26

1d6+4 : (2) + 4 = 6

Jul 7, 2023 12:17 am
Artesia shouts, "Goddess, that light is bright!" She spends this turn trying to clear her eyes by rubbing them.
Jul 7, 2023 7:03 am
Artesia eventually gets the light out of her eyes and the world looks normal again.

Then Koram moves forward and sends a stone from the ground right into the creature. Haitith runs forward and almost reaches the creature.

Grom moves out of the way and sets off a protective barrier of insects. Fenris barks as his sight returns to him, but Grom himself is still blinded.

Then Igbork shoots two arrows, but they hit the pillar instead of the creature.

The creature moves forward and first tries to bite Haitith, then claw the eidolon. Both attacks hits, causing Koram great pain through his psychic connection to his eidolon.
OOC:
Everyone is up again:

Round 2:
Character Initiative Acted Statuses
Igbork 27 X
Green 24
Blindheim 22 X -6 hp
Artesia 18
Koram 17 -18 hp
Grom 16 blinded for 1 more round

[ +- ] Battlemap

Rolls

Blindheim vs Haitith Bite - (1d20+12)

(15) + 12 = 27

Blindheim vs Haitih Claw - (1d20+9)

(17) + 9 = 26

Damage Bite - (1d12+4)

(7) + 4 = 11

Damage Claws - (1d8+4)

(3) + 4 = 7

Jul 7, 2023 7:59 am
Koram reels in pain, but forces himself down to tend his wounds while Haitith attacks the creature twice in quick succession.
OOC:
Action 1: Act Together (Battle Medicine and Haitith Strikes w/ primary attack - trip)
Action 2: Haitith Strikes w/ primary attack
Action 3: Haitith Strikes w/ secondary attack

Koram/Haitith heal 2d8hp
Last edited July 7, 2023 8:01 am

Rolls

Medicine (Wis) - (1d20+4)

(17) + 4 = 21

Haitith trips (attack 1) - (1d20+8)

(10) + 8 = 18

Haitith Strikes (attack 2) - (1d20+3, 1d8+4)

1d20+3 : (10) + 3 = 13

1d8+4 : (2) + 4 = 6

Haitith Strikes (attack 3, secondary/agile) - (1d20-1, 1d6+4)

1d20-1 : (8) - 1 = 7

1d6+4 : (6) + 4 = 10

Heal - (2d8)

(32) = 5

Jul 7, 2023 5:29 pm
Artesia takes out her sling and flings a rock at the opponent.

Rolls

Sling - Atk/Dam - (1d20+5, 1d6-1)

1d20+5 : (19) + 5 = 24

1d6-1 : (3) - 1 = 2

Jul 8, 2023 7:36 pm
Igbork's mind clears somewhat and he tries to shoot at the blindheim again

Rolls

Short bow attack #1 - (1d20+7)

(15) + 7 = 22

Short bow attack #2 - (1d20+2)

(7) + 2 = 9

Short bow damage #1 - (1d6)

(2) = 2

Short bow damage #2 - (1d6)

(3) = 3

Jul 8, 2023 7:41 pm
"Can you see again, boy? Good, good. Stand guard until Sister Cindar restores my sight", Grom throws one arm around his wolf companion, and grips his staff with his free hand, ready to sweep it against any combatant who comes in range.
OOC:
Grom will hold his actions to use against any attacker. Fenris will do the same.
Jul 10, 2023 12:50 pm
Artesia’s aim is good and she hits the blindheim in the left shoulder.

Koram is able to tend to his wounds, while Haitith’s is unable to topple the creature over and misses with its attack.

Grom finally gets his vision back.

Igbork’s first arrow hits its mark and grazes the blenheim’s torso.

The blindheim screams in anger, and lets loose with another couple of attacks at Haitith. It hits with its jaws, taking a big bite out of Haitith. It then retreats deeper into the cave.
OOC:
OOC: Artesia, you have 1 more actions this round. One action to load your sling and one to toss a rock. You can start next round with the sling loaded again.

It has gone into cover behind the stalactites/stalagmites so you will need to move to target it with ranged attacks.

You are all up again:
Round 3:
Character Initiative Acted Statuses
Igbork 27 X
Green 24
Blindheim 22 X -10 hp
Artesia 18
Koram 17 -22 hp
Grom 16

[ +- ] Battlemap

Rolls

Jaws vs Haitih - (1d20+12)

(6) + 12 = 18

Claws vs Haitith - (1d20+13-4)

(8) + 9 = 17

Damage Jaws - (1d12+4)

(5) + 4 = 9

Damage Claws - (1d8+4)

(3) + 4 = 7

Jul 10, 2023 8:38 pm
Keeping his tools out, Koram and Haitith reposition, then Haitith lets out a breath of lightning, ripping through the air in the cave toward the creature.
OOC:
Action 1: Act Together (Haitith moves 30ft west, Koram moves to be just behind him)
Actions 2&3: Breath (Lightning, 60ft line)Basic Reflex allowed vs DC 17

Rolls

Breath Attack (Electricity) + Recharge - (1d6, 1d4)

1d6 : (2) = 2

1d4 : (1) = 1

Jul 11, 2023 11:05 am
The blidnheim moves with surprising speed and is able to dodge behind one of the pillars, avoiding the attack.

Rolls

Reflex Blindheim - (1d20+11)

(20) + 11 = 31

Jul 11, 2023 7:33 pm
OOC:
Starting the next round loaded.
Artesia moves to a position where she can see the creature again and flings another stone towards it.

Rolls

Sling - Atk/Dam - (1d20+5, 1d6-1)

1d20+5 : (14) + 5 = 19

1d6-1 : (6) - 1 = 5

Jul 11, 2023 8:07 pm
With his sight restored, the druid glares at the Blindheim and throws his arms from behind his head whilst shouting some strange words of arcane power that unleashes a vine covered in sticky sap that courses from his hands lashes itself upon the creature
OOC:
Cast Tanglefoot - range now 60 feet due to Reach Spell (one action)... oh, man.... if I have a hero point, I'll re-roll that attack
Last edited July 11, 2023 8:08 pm

Rolls

spell attack - (1d20+7)

(6) + 7 = 13

re-roll - (1d20+7)

(7) + 7 = 14

Jul 12, 2023 10:00 am
OOC:
Grom, the problem isn't the reach, but that you can't see the blindheim to target it so you need to move 35 feet to see it.
Jul 12, 2023 8:49 pm
Igbork runs forwards until he can see the Blindheim hiding behind the pillar through the other two pillars. He draws his bow and shoots one shot at it

Rolls

Short bow attack - (1d20+7)

(12) + 7 = 19

Possible damage - (1d6)

(5) = 5

Jul 14, 2023 9:21 am
Artesia moves into the cave and tosses a stone, which shatter as it hits the column next to the blindheim.

Grom makes tangles shoot up from the ground, but they fail to envelop the creature.

Same with Igbork who moves forward and lets loose with an arrow which also misses.

After the onslaught of assaults the creature backs into the corner, makes an ear piercing wail. It rubs its head anxiously.
OOC:
The creature tries to back off for now, obviously frightened of you. You're all up next.

Round 4:
Character Initiative Acted Statuses
Igbork 27 X
Green 24
Blindheim 22 X -10 hp
Artesia 18
Koram 17 -22 hp
Grom 16

[ +- ] Battlemap
Jul 17, 2023 8:19 pm
"Ah, tssk", Grom grunts as his spell fails to reach its mark. "Nothing for it", he adds and of a sudden Grom is gone and in his stead a tiny green Mantis appears with bulbous eyes, a triangular head, and folded forelegs. The Mantis makes a long gliding jump in pursuit of the fleeing creature to spy upon it.
OOC:
Mantis Grom will hop north-eastwards
Jul 18, 2023 2:08 am
Artesia delays, with her sling still at the ready. She isn't keen to kill a defeated opponent.
Jul 18, 2023 6:40 am
Koram considers what he knows about these creatures, then attempts to apply it in a way that might allow them to go past without hurting it further.
OOC:
Action 1: Recall Knowledge (Nature) - should be a +5 total due to his Broken Tusk pendant. I would like to know what the creature's natural predator is, then...
Action 2&3: Ghost Sound to mimic that and scare it to the far back of the cave.
Jul 18, 2023 9:51 am
Koram you can recall several underground animals that pose danger for Blindheims. It's not just animals that endanger blindheims though. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. Duergars use them as "raid frogs," placing heavy hoods over blindheims' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. Drow use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity.
Jul 21, 2023 9:41 am
OOC:
Excellent to know, thank you! Was he able to successfully use ghost sound to mimic any of these natural predators to have any affect? Can we try to move past it and disengage from combat?
Jul 22, 2023 7:00 am
With the sound of a larger creature, the blindheim keeps cowering in the corner wailing. You should have no trouble getting past. There's two exits that both seems to lead to the underwater lake.
Jul 22, 2023 1:46 pm
Mantis-Grom will hop past the frightened blindheim and scout out the leftmost exit
Jul 23, 2023 4:50 pm
Ripples flow across the surface of this underground lake. A rocky shore rings the water to the north, west and east, with passages leading off from each direction. You arrives in the western one and the northern one probably leading back to the room you came from. A wet, flat rock in the middle of the lake bears several long grooves, as though marred by claws.

A single blindheim is cowering in the eastern part of the rocky shore, probably frightened by the sound of combat. Igbork can notice another creature, hiding below the surface of the lake fifteen feet from the shoreline. He can't make out what the creature is.
OOC:
It takes a DC 16 Nature check to identify the claw marks.
Jul 23, 2023 4:58 pm
Careful... Something's in the water he squints his eyes and tries to identify the creature by what presumably is it claw marks on the rock.

*Sigh* I think this... thing... in the water scratched the rock but I've never seen something like this. he raises his bow.
Shall I shoot it? It's probably dangerous if not hostile...
Last edited July 23, 2023 5:00 pm

Rolls

Nature check DC16 - (1d20+4)

(11) + 4 = 15

Jul 23, 2023 8:13 pm
Artesia strains to see what is in the water.

Rolls

Nature (Wis) - (1d20+8)

(4) + 8 = 12

Jul 23, 2023 8:16 pm
Mantis-Grom notices the creature lurking below the lake's surface and stops hopping to focus upon it and attempt to identify it...
OOC:
These rolls!
Last edited July 23, 2023 8:17 pm

Rolls

DC15 Nature check - (1d20+7)

(8) + 7 = 15

Jul 24, 2023 5:38 am
Koram looks closely. "What is that...?"

Haitith similarly looks on, to see if he can recognize the marks.
OOC:
Did you all account for the +1 item bonus from the Broken Tusk Pendants we all were awarded a while back? Figured I'd ask since, two of you were 1 short of the DC :)

Rolls

Koram Nature Check - (1d20+5)

(3) + 5 = 8

Haitith Nature Check - (1d20+4)

(13) + 4 = 17

Jul 24, 2023 1:28 pm
Coming closer you can see the creature has the form of a female humanoid, almost elfen look, but her skin is blue and green. She looks back up at you with curious eyes.

Haitih is able to tell that the claw marks have been caused by some sort of large cat creature, though he cannot specify what kind. He can tell that they are decades old though.

Mantis-Grom, who focuses on the creature in the lake, can recognize it as a type of nymph, though he cannot tell what kind. Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. They are generally good creatures, though they can be mischievous, especially if someone threaten their domain. You have heard of nymphs that have been corrupted though.
Jul 25, 2023 7:09 am
"The claw marks are very old," Haitith says, "I don't think they're from the blindheim."
Jul 25, 2023 7:49 am
Surprised and delighted, Grom resumes his human form and cries out, "it’s a nymph!". The Druid kneels and beckons to the sea creature, "please don’t be afraid, we mean you no harm. Come hither, won’t you?"
Jul 26, 2023 12:28 am
Artesia moves to the edge of the water, hoping to catch a glimpse of the nymph.
Jul 27, 2023 6:51 am
The lady swims to the surface and looks at Grom with interest. "You the ones causing all the ruckus?" she asks in broken Hallith, her voice soft and hard to pick up.

https://i.imgur.com/LEekRyi.jpg
Jul 29, 2023 7:23 pm
All this ruckus? We've just arrived here. But we've seen a lot of injured Blindheims. Do you know what is going on here?
Jul 29, 2023 7:59 pm
Koram nods, "We caused as little disturbance as we could. We have no interest in unnecessary violence. We have come here in search of something that could help save our people."
Jul 31, 2023 9:40 am
"I haven't seen any something," she says with a smirk. "But it could be the same something the blindheims lost? The hunter refuses to return it. I just want quiet in my cave."
Jul 31, 2023 3:24 pm
"The hunter? Who, or what, is that?" Koram asks, eyebrow raised. "Help point us in that direction and we will gladly return peace to your cave in short order."
Aug 1, 2023 9:33 am
"A morlock stalks the tunnels. He hunts the blindheim. Their squeals echo throughout the caverns for hours. Afterward, he comes to the pool to wash his hands of their blood. All I can do is swim to the farthest corner of the pool and wait for him to leave."

"I have spoken to the blindheims and he stole their crown."
Aug 4, 2023 9:46 am
"Please get it back so they can flee this place and escape that murderous morlock. They are such cunning and curious animals. They play in this pool and dance underwater sometimes. Less often now though," she continues when no one replies to her.
Aug 4, 2023 3:48 pm
"We will handle it," Artesia promises. "We will return the crown."
Aug 5, 2023 12:24 am
"Yes, this is a thing we can do. We'll seek this morlock and take the crown back," Koram says with a nod.
Aug 5, 2023 12:47 pm
She points to the exit to the east. "I think he's holding up in there," she says. "Hope you find what you are looking for."
Aug 5, 2023 2:05 pm
Koram nods, "Shall we, my friends? Let's see an end to this and find what we came here for."
OOC:
Perception to sense motive? Koram and Haitith both have +4. Any sense of deception going on here?
Last edited August 5, 2023 2:06 pm
Aug 5, 2023 2:42 pm
Despite stories you've heard about dealing with the fae (and your previous experiences), you are pretty certain she is telling the truth.
Aug 5, 2023 4:18 pm
Aye friends! Let's hunt down the Morlock Igbork responds with a grim expression on his face
Aug 5, 2023 7:20 pm
OOC:
By the way, recalling information about morlocks requires a DC 18 Society check or a DC 20 Nature check.
Aug 5, 2023 7:30 pm
A Morlock, eh?.... Grom ruminates, trying to recall what he knows of this species
OOC:
Ah yes! My mother was Morlock. LOL
Last edited August 5, 2023 7:31 pm

Rolls

Nature check - (1d20+7)

(20) + 7 = 27

Aug 5, 2023 7:43 pm
OOC:
Furmyr, for clarification, are you cool with us rolling our own Recall Knowledge checks then? Versus having them be secret rolls?
Aug 6, 2023 12:38 pm
Grom can recall hearing of Morlocks. Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities. You know they have fast reflexes, but are more vulnerable to magical attacks that target weak fortitudes. Though they are more resistant versus disease and poison than their weak frames would suggest.

Meanwhile Igbork notices a trip cord right behind the cave opening to the east. Seems if triggered it will cause a possible cave in or at the very least some falling rocks.
OOC:
Yeah it's fine. All I am rolling in secret is a few perception checks. I'd like for you to roll as much as possible yourself. Mostly the stuff that could set off your danger sense if I ask for a roll :P

And speaking of secret Perception checks, Igbork just made the check to see it.
Aug 6, 2023 2:55 pm
Careful... this Morlock may be more intelligent than we think Igbork mumbles, goes to the eastern cave opening and points at the trap wire. Seem like it set up a trap here, be careful when stepping over it.
He then looks down the tunnel and looks and listens for any noises or shadows that he may perceive from further down the cave

Rolls

Perception - Looking for danger - (1d20+8)

(18) + 8 = 26

Aug 7, 2023 9:29 am
Igbork sees through the hallway into a bloodstained chamber with opening further north and east. Each of the openings are trapped. You don't hear any sounds from either direction.
OOC:
It takes a DC 18 Thievery check to disable the trap, though now that you've see them and been made aware of them, it is just a careful step to pass by without danger (it is basically difficult terrain should it come up). You need to decide if you want to explore to the north or the east.

Also, Koram has some damage, will you take 10 minutes to give some first aid before pressing on?
https://i.imgur.com/nVRJuwE.jpg
Aug 9, 2023 9:47 am
"We certainly need to investigate further, but before we press on, may we take a moment? I really need to patch up."
OOC:
Anyone got better than Koram's +4 Medicine skill? I believe he's down to 21/34hp currently.
Last edited August 9, 2023 9:47 am
Aug 9, 2023 10:00 am
"Yes, yes, come hither, Koram, I will make a balm to take care of you"

Grom falls to his kness and pours some water out of his flask onto the earth. He hums to himself as his hands work the water into the ground making a claylike plaster.

"Here now, my friend, let's get you patched up shall we?"
OOC:
Healing plaster -> Treat Wounds

Rolls

Treat Wounds - (1d20+7)

(11) + 7 = 18

Healing - (2d8)

(53) = 8

Aug 9, 2023 6:41 pm
Sure. We will need all the strength we can gather to defeat this Morlock. It's a tricky beast. Look! It has trapped the corridors Igbork mumbles and points at the two traps.
Where shall we go? I'd suggest we go north...
Aug 10, 2023 6:31 am
Koram nods, "Thank you, Brother Grom. I feel much better.

"Yes, North works for me as well."
OOC:
up to 29/34 health, which will have to do unless we're going to hang out for an hour. Thanks therecusant!
Aug 10, 2023 7:08 am
Entering the small chamber, you can tell there's a strong smell of rotting fish from the north. You can see to the north that a thick stone pillar divides the room in two, leaving just enough place on either side to pass by and see around. To the east you can just make out that it opens into a large cave with wall paintings, you can see one of them, a floor-to-ceiling painting of a mastodon.
Aug 13, 2023 1:03 am
Igbork ducks down and sneaks towards the room with the wall paintings

Rolls

Sneaking to the cave entrance - (1d20+12)

(18) + 12 = 30

Aug 14, 2023 6:24 am
Koram follows Igbork carefully, also attempting to avoid notice

Rolls

Stealth (Dex) - (1d20+6)

(8) + 6 = 14

Aug 14, 2023 12:10 pm
You sneak into the chamber and two more wall paintings reveals itself. In addition to the mastodont you see one of a dinosaur and one of a great cat. Humanoid figures wielding spears and axes swarm the mastodon and great cat. Near the dinosaur, more hunters emerge from the fingertips of a handprint smeared on the wall. Above the animals, a series of dots are reminiscent of stars.

A wide hallway twists further to the south, stopping line of sight to the southern room. Just as Igbork and Koram is about to return to inform that no danger is present you can hear a sound from the north.
OOC:
Time to roll initiative. Stealth or Perception

Rolls

Morlock Initiative - (1d20+10)

Aug 14, 2023 5:30 pm
Artesia is on edge.

Rolls

Perception - (1d20+8)

(11) + 8 = 19

Aug 15, 2023 12:48 am
Koram eyes their surroundings warily, trying to make himself scarce - Haitith too.

Rolls

Stealth (Dex) - (1d20+6)

(13) + 6 = 19

Aug 15, 2023 9:05 am
Igbork ducks down in anticipation of the Morlock's attack

Rolls

Initiative - Stealth - (1d20+12)

(11) + 12 = 23

Aug 15, 2023 10:36 am
"The Morlock!", Grom cries in a quite muffled voice before instinctively crouching besides Fenris

Rolls

Initiative (Perception +7) - (1d20+7)

(3) + 7 = 10

Aug 15, 2023 12:56 pm
Out of the darkness to the north a horrific visage appears. It's the morlock, though he looks scrawny for a morlock, his limbs gangly and his arms ending in exceptionally large hands. He's dressed in a cape fashioned out of the flesh of a killed blindheim. In one of his arms he's holding a hammer of stone and bones.

It moves with speed into the room and strikes at Artesia with his hammer. It hits with a devastating blow. It snarls and lets loose with a curse in undercommon.
OOC:
You are all up:
Round 1:
Character Initiative Acted Statuses
Morlock 30 X
Igbork 23
Artesia 19 -15 hp
Koram 19 -5 hp
Grom 10

[ +- ] Picture of the Morlock
[ +- ] Battlemap

Rolls

Morlock vs Artesia - (1d20+13)

(3) + 13 = 16

Damage - (1d8+6)

(3) + 6 = 9

Sneak Attack - (1d6)

(6) = 6

Aug 15, 2023 4:00 pm
Artesia, knowing all too well that she is not a front-line fighter, goes on the defensive and attempts to withdraw.
Aug 16, 2023 12:18 pm
OOC:
@WhtKnt If you spend an action to retreat you still have two actions to use. The enemy does not have Attack of Opportunity.
Aug 16, 2023 4:18 pm
OOC:
Ah, in that case, she will also heal herself, spending two actions to do so.

Rolls

Healing font - (1d8+8)

(5) + 8 = 13

Aug 16, 2023 5:17 pm
"Okay, Haitith - let's do this!" Koram layers some magic over Haitith, boosting his attack power while the dragon comes into range of the enemy and strikes.
OOC:
Free Action: Cast Spell - Extend Boost (Arcane DC 16 roll - SUCCESS)
Action 1: Act Together (Koram Casts Cantrip, Boost Eidolon - Haitith Strides 10ft to melee w/ Morlock)
Action 2: Haitith Strikes
Action 3: Haitith Strikes Again

Boost Eidolon will last 2 more rounds after this due to Extend Boost.
Last edited August 16, 2023 5:24 pm

Rolls

Extend Boost (Arcana) vs DC 16 - (1d20+5)

(17) + 5 = 22

Haitith Attack 1 (Electricity, Piercing) - (1d20+8, 1d8+6)

1d20+8 : (11) + 8 = 19

1d8+6 : (5) + 6 = 11

Haitith Attack 2 w/ Secondary Weapon (Blunt, Agile) - (1d20+4, 1d6+6)

1d20+4 : (2) + 4 = 6

1d6+6 : (3) + 6 = 9

Aug 17, 2023 2:43 pm
Grom looks Fenris in the eye, "Go boy, help Koram and Haitith"

Fenris howls and then rushes towards the Morlock. The druid stands, thrusts his arms out to the side and utters a string of guttural sounds, and as he does so, thorns sprout from his body passing through leather clothing and robes
OOC:
Grom will attempt to command Fenris in order to give the Wolf an extra action (move and then an attack). Thereafter, he will cast Nettleskin

Rolls

Nature check to Command an Animal - (1d20+7)

(15) + 7 = 22

Fenris - attack with Jaws - (1d20+7)

(14) + 7 = 21

Damage - (1d8+2)

(1) + 2 = 3

Aug 17, 2023 8:04 pm
Igbork draws his bow and shoots three arrows in rapid succession

Rolls

Short bow attack #1 - (1d20+7)

(9) + 7 = 16

Short bow attack #2 - (1d20+2)

(14) + 2 = 16

Short bow attack #3 - (1d20-3)

(12) - 3 = 9

Potential damage #1 - (1d6)

(4) = 4

Potential damage #2 - (1d6)

(2) = 2

Potential damage #3 - (1d6)

(6) = 6

Aug 18, 2023 7:22 am
Igbork rains down arrows, but all of them sadly miss the morlock.

Artesia makes her way out of the room and heals her wounds with a healing spell.

Haitih strides forward and lets loose with a couple of attacks on the morlock. the first one hits, but it is able to dodge out of the way of the second attack.

The morlock lets loose a pained expression as Fenris jumps at him and gets its jaws around its arm for a second.

The morlock snares at you, and lets loose with his warhammer at Fenris and the wolf makes a pained yelp as it is hit. It then lets loose with its other hand at Grom, one large fist grabs Grom by the throat and starts strangling him. You can see him wince in pain from the nettles that is suddenly extending from Grom's body.
OOC:
The Morlock spends one action striking with warhammer, and one with unarmed. His last action he uses for a special ability.

Trigger The morlock hits a Medium or smaller creature with his fist Strike; Effect The creature is grabbed, and the morlock begins to strangle the creature. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Rules for suffocation: You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air. Which means you have 6 rounds of air Grom.

And you are all up again:

Round 2:
Character Initiative Acted Statuses
Morlock 30 X -17
Igbork 23
Artesia 19 -2 hp
Koram 19 -5 hp
Grom 10 - 11 hp, Suffocating 6 rounds left; Fenris -11 hp


[ +- ] Battlemap round 2

Rolls

Morlock warhammer vs Fenris - (1d20+13)

(6) + 13 = 19

Damage Warhammer - (1d8+6)

(5) + 6 = 11

Morlock unarmed vs Grom - (1d20+7)

(12) + 7 = 19

Morlock unarmed damage - (1d6+6)

(5) + 6 = 11

Nettles dmg vs Morlock - (1d4)

(3) = 3

Aug 18, 2023 5:41 pm
Artesia scowls. While lacking in offensive solid spells, she is not out of options. With a gesture and a word, she spends two actions to cast daze on the Morlock.
[ +- ] Daze
Aug 19, 2023 5:28 am
"Haitith, get him!" The dragon lashes out with three quick attacks in rapid succession, the final one attempting to shove the creature away from Grom.
OOC:
Action 1: Haitith Strikes
Action 2: Haitith Strikes again
Action 3: Haitith shoves

1 more round w/ Boost Eidolon after this
Last edited August 19, 2023 5:29 am

Rolls

Attack and Damage - (1d20+8, 1d8+6)

1d20+8 : (15) + 8 = 23

1d8+6 : (7) + 6 = 13

Attack and Damage 2 (Secondary, Agile) - (1d20+4, 1d6+6)

1d20+4 : (12) + 4 = 16

1d6+6 : (5) + 6 = 11

Shove (vs DC of the Grapple) - (1d20-1)

(9) - 1 = 8

Aug 19, 2023 11:59 am
Igbork curses due to his failed attempt to hit the Morlock and readies another volley of arrows...

Rolls

Short bow attack #1 - (1d20+7)

(17) + 7 = 24

Short bow attack #2 - (1d20+2)

(19) + 2 = 21

Short bow attack #3 - (1d20-3)

(10) - 3 = 7

Potential damage #1 - (1d6)

(6) = 6

Potential damage #2 - (1d6)

(6) = 6

Potential damage #3 - (1d6)

(3) = 3

Aug 19, 2023 3:39 pm
Grom can’t scream as much as he wants to. There is nothing to do accept to try and break this vice like grip cutting the air off from his lungs.
OOC:
GM, am I able to wield by Staff? If so:
The Druid grips his staff hard and rams it into the Morlock’s side.
OOC:
Else:
Grom grabs the Morlocks hands and with every ounce of strength he can muster, he attempts to free himself
OOC:
If Grom critically succeeds on the Escape move he will stride 5 feet away and attempt to hit the Mortlock with his staff
Last edited August 19, 2023 3:41 pm

Rolls

Staff attack 1 - (1d20+7)

(12) + 7 = 19

Staff attack 2 - (1d20+2)

(10) + 2 = 12

Staff attack 3 - (1d20-3)

(9) - 3 = 6

Escape - (1d20+4)

(19) + 4 = 23

Escape - (1d20-1)

(13) - 1 = 12

Escape - (1d20-6)

(7) - 6 = 1

Potential damage on staff attack 1 - (1d4+3)

(4) + 3 = 7

Potential damage on staff attack 2 - (1d4+3)

(3) + 3 = 6

Aug 21, 2023 7:19 am
Another flurry of arrows rain down from Igbork and the first two arrows hit their target. The morlock screams in pain as two arrows stand out from his arm and shoulder.

Artesia call upon her deity as she lets loose with a spell. The morlock takes the hand not holding on to Grom and grabs its own head, obviously in pain and disoriented.

Haitith is able to take advantage of this disorientation and with a well aimed attack at the creature’s throat he is able to fell it. It lets go of Grom as it falls unconscious to the ground.
OOC:
That was a good round for you guys, and you were able to make short work of the morlock. And yes, for the future you can know that while grabbed you are able to attack, so you would have hit with your first attack Grom.

Rolls

Morlock Will - (1d20+9)

(5) + 9 = 14

Aug 21, 2023 9:58 am
Koram rushes to Haitith, hitting his knees and giving the dragon a hug around its long neck. "Well done, my friend!"

Haitith backs away with a grunt, "Yes, yes. I couldn't just let the druid get choked to death, could I? It was really quite easy, not even a challenge, but I didn't want you all to feel, hm, inadequate."

"Sure," Koram says with a laugh before turning to Grom.

"Are you ok, brother? Let me see about patching you up, if I can."
OOC:
Treat Wounds - looks like Grom recovers 13hp!
Last edited August 21, 2023 10:00 am

Rolls

Medicine (Wis) - (1d20+4)

(17) + 4 = 21

Healing - (2d8)

(67) = 13

Aug 21, 2023 9:18 pm
Igbork, thankfully unscathed, sees that he can't do anything to help the wounded and investigates the Morlock. He looks at what he's wearing and carrying

He also looks out for any clues about where it came from
Last edited August 21, 2023 9:19 pm

Rolls

Perception - (1d20+8)

(4) + 8 = 12

Aug 22, 2023 7:58 am
In the morlock's satchel you find various supplies to make snares. You also realize his hammer has a magical rune attached.

The morlock came from the north, where the cave opens up a bit more and contains an unusual pile of objects about two feet high. Three stacked rocks make the general shape of a frog’s head that has two round rocks for eyes. Chalk drawings on the rocks give the frog’s mouth jagged teeth and make its eyes seem large and staring. A skullcap with a candle on top rests on the frog's head. You are also able to realize the skullcap is giving off a magical aura.

By the rocks you also see a small amber stone with what looks like a feather inside. It is also giving off a magical aura.
OOC:
The supplies effectively works as a Specialist Snare Kit.

To identify the rune it takes a DC 16 Arcane, Nature, Ocuult or Religion check.

To identify the skullcap it takes a DC 15 Arcane, Nature, Ocuult or Religion check.

To identify the feather in amber it takes a DC 18 Arcane, Nature, Ocuult or Religion check.
[ +- ] Picture of skullcap
Aug 22, 2023 8:25 am
Grom is fascinated by the skull cap, "now, where have I seen that before?", he wonders out loud

Rolls

Nature check - (1d20+7)

(14) + 7 = 21

Aug 22, 2023 1:58 pm
You have heard of these skullcaps, it is known as a candlecap, a popular magic item among miners and subterran explorers.
Aug 22, 2023 2:31 pm
"Ah, yes!", Grom cries out excitedly.

"Artesia, Igbork, Koram. Watch this". The Druid slips the skullcap on his head and starts dancing - hopping, kicking, and shuffling his feet occasionally interupted by the violent shaking of his head to correspondingly light and extinguish the flame.
Aug 22, 2023 6:50 pm
Artesia hides a chuckle at the druid's antics, then turns her attention to the Rune and the feather.

Rolls

Religion (Wis) for rune - (1d20+8)

(10) + 8 = 18

Religion (Wis) for feather - (1d20+8)

(2) + 8 = 10

Aug 23, 2023 3:57 am
"Hah! Grom, the helmet seems a good fit, though I worry the attention it might bring you. Perhaps refrain from hugging the underground cave people in the future, my friend!"

He looks over Artesia's shoulder as she focuses on the rune and the feather encased in amber. Noting her attention turning primarily to the rune, he picks up the amber and turns it over to inspect as well.

Rolls

Arcana (Int) - (1d20+5)

(20) + 5 = 25

Aug 23, 2023 8:42 am
The rune is a basic enchantment rune to increase the wielder's proficiency.

While the amber is a talisman meant to make movement in difficult terrain easier.
OOC:
The rune is a basic +1 rune, for now it is stuck to the hammer which works as a +1 warhammer. You can spend a day to transfer the rune once things calm down.

The talisman is a Feather Step Stone
Aug 23, 2023 7:24 pm
"This trinket," Koram says, holding it aloft, "would be greatly beneficial to any one of use nimble enough to use it. I certainly could not." He explains its function and offers it to anyone that can use it, otherwise will stow it for future use.
OOC:
It requires 'Expert' in acrobatics to use, looks like. Certainly not Koram at this point. Can anyone use it? If not, this might be something worth holding onto unless nobody plans to ever go Expert in Acrobatics. We could trade/sell it if that's the case.
Aug 27, 2023 8:36 pm
Hmmm I can't use it. I'm too clumsy Igbork says and gives a wide smile.
He then investigates the cave for any signs of the artifact the group is here to retrieve

Rolls

Perception - (1d20+8)

(13) + 8 = 21

Aug 27, 2023 8:45 pm
Grom grunts agreement at Koram's gentle jibe, "no more hugs!"
Aug 28, 2023 8:00 am
You find no crown. Though thinking about it, you think it could be the skullcap that Grom is now wearing.

Nor do you find the frozen flame, though it could be back in the room to the east where you did not finish exploring.
Aug 28, 2023 2:35 pm
"We should return and explore the other pathways. Perhaps the frozen flame still lies somewhere here?" Koram sighs, "I must retain hope we did not come all this way here for naught."

If the others are in agreement, Koram will lead the way back to the unexplored path.

"Grom, if that helmet is indeed the blindheims' crown, you may get some attention on the way back."
Last edited August 28, 2023 2:36 pm
Aug 28, 2023 8:11 pm
Aye. I'll cover your back Igbork mumbles and follows Koram
Aug 29, 2023 11:55 am
As you all make your way into the next room, you are able to tell that the cave paintings are not just art. They actually convey important and powerful hunting lore. Koram and Grom can tell that the positioning and orientation of the humanoid figures in the paintings are part of a secret code which reveals the means to cast powerful hunting spells.

Aug 29, 2023 2:34 pm
Koram studies the paintings carefully. "I think we may need to take up camp here and wait for a specific time. Looks like...yes, the exact midpoint between dusk and dawn, it seems. Perhpas our goal will make itself known then, somehow."

He continues to look over the paintings, wondering if there is any way to learn any of this hunting magic depicted on the walls.
Aug 29, 2023 3:01 pm
"Fascinating, isn't it? Koram, do you know what they say about the point between dusk and dawn?", Grom asks the question, but with little pause proceeds to give the answer - "Grandfather Eiwa once told me: it is 'darkest before dawn'. Right before the first light is the blackest point of night." Grom shivers and the Candle Cap lights up. "Sorry...", he says extinguishing the cap and removing it from his head.

"What on Golarion do you hunt at the darkest part of night?"
Last edited September 2, 2023 11:00 pm
Aug 29, 2023 3:53 pm
"That sounds, well, hopeful, Grom," Koram says, "Grandfather Eiwa was ever so wise. Perhaps the hunters search for the dawn itself, the beginning of a new day. A symbol of birth and beginnings."
Aug 29, 2023 5:22 pm
Arestia has nothing to add to the conversation, but listens intently.
Aug 30, 2023 12:11 pm
OOC:
You may have missed it in the original description, but there's a cave going further south.
Aug 31, 2023 11:57 am
Grom peers around the room looking for any further paintings. The cave to the south grabs his attention. Is there something off about it? He muses to himself, silently.

"Let's try this way", he says before disapperaring from sight and scurrying off as Grom-rat
Sep 1, 2023 12:36 pm
The hallway twists into another, bigger cave. Paintings of monsters both legendary and obscure cover the cavernous walls of this long, broad chamber. Wyrms and wolves engage in an eternal battle alongside owl-headed bears and one-eyed giants. Near the southern wall, a lone, broken-off stalagmite has been fashioned into a pedestal. Old carvings depicting leaping flames and billowing smoke line the stalagmite. Nothing sits on the empty pedestal. A halo of black scorch marks on the pedestal’s flat top only enhances its conspicuous bareness. Another short cave leads to a room to the west.
Sep 1, 2023 1:56 pm
Grom-rat halts to take in the paintings on the cave walls and regard the stalagmite pedestal. His head twictches from side to side and he sniffs the air. Content, Grom-rat scurries off the room in the west
Sep 1, 2023 6:30 pm
As you get close to the western room, a ghostly apparition of a smilodon appears out of the wall. It pounces around the room, growling as if looking around for intruders. Smelling in the air it suddenly looks in the direction of Grom-rat.
[ +- ] Ghost Cat
Sep 1, 2023 9:53 pm
Grom-rat panics and lets out a rodent's scream of shock and fear which quickly segues into a very human cry for help as the druid releases the spell - "FENRIS!"
Last edited September 2, 2023 10:57 pm
Sep 2, 2023 9:56 am
OOC:
And I think that's a good place to roll initiative as the rest of the group comes to your aid.
Sep 2, 2023 10:56 am
OOC:
initiative…

Rolls

Initiative (Perception +7) - (1d20+7)

(9) + 7 = 16

Sep 2, 2023 7:58 pm
Koram and Haitith race into the room as Grom shouts. No time to be careful, he readies himself for danger.

Rolls

Initiative (Perception) - (1d20+4)

(4) + 4 = 8

Sep 3, 2023 2:41 am
Artesia stops short of entering the room.

Rolls

Perception (Initiative) - (1d20+8)

(8) + 8 = 16

Sep 4, 2023 12:23 pm
OOC:
Will give @Scrol until tomorrow before rolling for him.

Rolls

Initiative Ghostly Cat - (1d20+14)

(20) + 14 = 34

Sep 4, 2023 12:48 pm
Igbork hurries after Koram in order to help
OOC:
Sorry for the delay. Life's been busy

Rolls

Initiative - (1d20+8)

(7) + 8 = 15

Sep 5, 2023 12:12 pm
The tiger runs forward towards Grom and growls. As it growls the cave paintings behind Grom comes to life and takes on form, mimicking the great cat's movements.
OOC:
And you are all up
Round 1:
Character Initiative Acted Statuses
Cat 34 X
Grom 16
Artesia 16
Igbork 15
Koram 8

[ +- ] Battlemap
Sep 5, 2023 1:10 pm
Igbork rund forwards until he can see the big cat and shoots two arrows at it
OOC:
yikes! That are some aweful rolls
Last edited September 5, 2023 1:10 pm

Rolls

Short bow attack #1 - (1d20+7)

(1) + 7 = 8

Short bow attack #2 - (1d20+2)

(7) + 2 = 9

Potential damage #1 - (1d6)

(2) = 2

Potential damage #2 - (1d6)

(1) = 1

Sep 5, 2023 3:15 pm
Grom screams and hightails it back towards the party, crouching at the side of his young wolf companion. The Druid then raises his staff towards his face and begins whispering to it. As he does so, vines and leaves sprout forth from its shaft.
OOC:
With his 3 actions, Grom - moved and cast Shilelagh, Is Fenris able to hold his action?
Last edited September 5, 2023 3:15 pm
Sep 5, 2023 5:46 pm
Artesia moves to where she can see the cat (but stays out of melee) and launches a divine lance at it.
[ +- ] Cantrip: Divine Lance >>

Rolls

Divine Lance - (1d20+8, 1d4+4)

1d20+8 : (11) + 8 = 19

1d4+4 : (3) + 4 = 7

Sep 6, 2023 11:27 am
Igbork moves forward and lets loose with a volley of arrows that all miss the ghostly cat. Similarly it dodges out of the way of Artesias divine lance.
OOC:
I'll let Fenris hold his action. It is either Occultism or Religion to Recall Knowledge on the cat or the "living" cave paintings. @C1NDER left to go this round.
Sep 6, 2023 7:55 pm
"What is this! Spirit, we do not care to disturb you!"
OOC:
Action 1: Act Together (Koram strides to be within 30ft of both enemies, Haitith strides to be next to Grom)
Actions 2 & 3: Electric Arc - targeting both the cat and the thing that just came out of the wall - 1d4+4 dmg each, basic reflex save applies.
Last edited September 6, 2023 7:56 pm

Rolls

Electric Arc DMG - (1d4+4, 1d4+4)

1d4+4 : (3) + 4 = 7

1d4+4 : (1) + 4 = 5

Sep 7, 2023 12:27 pm
The cat seems to take some of the electricity damage, but seems to resist most of the damage. The cave painting shakes off the electric blast, taking no damage from it.

The tiger growls menacingly and another piece of painting comes to life next to Haitith. Then it swings with a claw, and the newly created cave painting moves similarly and tries to claw at the eidolon. Koram can feel the pain through their feedback.
OOC:
You are all up again.

Round 2:
Character Initiative Acted Statuses
Cat 34 X
Grom 16
Artesia 16
Igbork 15
Koram 8 - 7 hp

[ +- ] Battlemap Round 2

Rolls

Reflex save - (1d20+12)

(2) + 12 = 14

Cave painting vs Haitith - (1d20+15)

(10) + 15 = 25

Damage - (2d4+4)

(12) + 4 = 7

Sep 7, 2023 3:06 pm
Artesia throws a sanctuary around Koram.
[ +- ] 1st Level: Sanctuary >>
Sep 8, 2023 7:23 am
OOC:
That's leaves you with one more action Artesia. So you could either move back or perhaps Recall Knowledge.
Sep 8, 2023 7:40 am
Koram focuses his magical energy and thrusts his hand forward, commanding force missiles to strike at the spiritual cat while Haitith lashes out at the entity nearby.
OOC:
Actions 1-3 - Act Together (Koram casts Magic Missile for 3 actions at the cat, Haitith strikes at blue.)

Rolls

Magic Missile Damage - (3d4+3)

(441) + 3 = 12

Haitith Strikes (Electricity Damage, Primary) - (1d20+8, 1d8+4)

1d20+8 : (19) + 8 = 27

1d8+4 : (8) + 4 = 12

Sep 8, 2023 10:49 am
The missiles of force flies out and pierces the ghost, and it makes a high pitched scream as if in pain. The awakened painting seems to shrug off the damage without any effect.
Sep 8, 2023 3:14 pm
Grom’s eyes close and he rotates his shield in the air uttering arcane words of power
OOC:
Cast Detect Magic
Sep 8, 2023 5:09 pm
Grom senses magic within the spell's emanation.
OOC:
You have one more action left.
Sep 8, 2023 7:54 pm
Artesia will withdraw with her remaining action, to stay out of melee range.
Sep 9, 2023 1:08 pm
Igbork curses die to his misses, draws his bow again and shoots another pair of arrows

Rolls

Shortbow attack #1 - (1d20+7)

(5) + 7 = 12

Shortbow attack #2 - (1d20+2)

(19) + 2 = 21

Potential damage #1 - (1d6)

(1) = 1

Potential damage #2 - (1d6)

(1) = 1

Sep 10, 2023 10:50 am
"Go get the cat, boy!", Grom says to Fenris who responds with a howl that echoes menacingly through the cave.
OOC:
Command An Animal, followed by Fenris moving and attacking with his jaws

Rolls

Command an animal (nature) - (1d20+7)

(19) + 7 = 26

Jaws attack - (1d20+7)

(18) + 7 = 25

Damage (if relevant) - (1d8+2)

(6) + 2 = 8

Sep 11, 2023 11:20 am
Igbork's second arrow hits, but it passes through the ghostly creature not doing enough damage to get past its resistances. Meanwhile, Fenris runs forward and gets its teeth around the ghost cat.

The cat causes another set of cave painting to take on life and then tries to pierce its teeth into Fenris.
OOC:
Round 3 is up. You can all act.

Round 3:
Character Initiative Acted Statuses
Cat 34 X -17 hp
Grom 16 Fenris -11 hp
Artesia 16
Igbork 15
Koram 8 - 7 hp

[ +- ] Battlemap Round 3

Rolls

Ghost Cat vs Fenris - (1d20+15)

(4) + 15 = 19

Damage - (2d6+6)

(41) + 6 = 11

Sep 11, 2023 6:51 pm
Seeing Haitith's attacks are doing nothing against the living paintings, Koram shouts, "Haitith, take out the cat! Maybe if we destroy it, the paintings will dissipate!" Haitith immediately bounds across the cave floor for the spectral feline and attacks even as Koram sends out a wave of magic to boost his friend's strength.
OOC:
Free Action: Cast Focus Spell, Extend Boost vs DC 16 (FAIL, no focus point used)
Action 1: Act Together, Koram Casts Boost Eidolon, Haitith strides.
Action 2: Haitith Strikes
Action 3: Haitith Strikes w/ Secondary Weapon (agile)
Last edited September 11, 2023 6:55 pm

Rolls

Arcana (Int) for Extend Boost vs DC 16 - (1d20+5)

(10) + 5 = 15

Strike 1 (Electricity Damage) - (1d20+8, 1d8+6)

1d20+8 : (11) + 8 = 19

1d8+6 : (5) + 6 = 11

Strike 2 (secondary, agile) - (1d20+4, 1d6+6)

1d20+4 : (13) + 4 = 17

1d6+6 : (2) + 6 = 8

Sep 11, 2023 9:17 pm
Biting her lip, Artesia takes out her sling and sends a rock towards the cat. Seeing the ineffectiveness of her first attack, she follows up with a second.
Last edited September 11, 2023 9:19 pm

Rolls

Sling attack vs. cat - (1d20+5, 1d6-1)

1d20+5 : (10) + 5 = 15

1d6-1 : (2) - 1 = 1

Sling vs. cat - (1d20+5, 1d6-1)

1d20+5 : (13) + 5 = 18

1d6-1 : (4) - 1 = 3

Sep 11, 2023 9:35 pm
Curses. This thing is a ghost or something Igbork calls out and raises his bow again
Igbork fires three arrows this time. The first aimed at the cat the other two at two of the paintings on the wall
OOC:
Rerolling my first roll with a hero point
Last edited September 11, 2023 9:35 pm

Rolls

Short bow attack #1 - (1d20+7)

(1) + 7 = 8

Short bow attack #2 - (1d20+2)

(18) + 2 = 20

Short bow attack #3 - (1d20-3)

(14) - 3 = 11

Potential damage #1 - (1d6)

(5) = 5

Potential damage #2 - (1d6)

(6) = 6

Potential damage #3 - (1d6)

(6) = 6

Reroll attack 1 - (1d20+7)

(5) + 7 = 12

Sep 12, 2023 11:24 am
Haitith moves into a flanking position with Fenris, and is just barely able to connect with its first attack due to catching the ghost off guard. By the time the eidolon attacks again, the cat is more aware and is able to dodge out of the way.

Artesia sends a couple of stones in the cat's direction, but they both misses. Then Igbork is similarly unlucky with the arrows he sends flying in the ghost's direction.
OOC:
Having seen a few attacks hit, you can surmise it has resistance and in game terms that's resistance 5 to all damage. Though you also realized the force damage of Koram's magic missile seemed to pass right through. I remind you that it's an Occultism or Religion check to recall knowledge about what's going on with the cave paintings.
Sep 12, 2023 4:55 pm
OOC:
Why not?

Rolls

Religion (Wis) - (1d20+8)

(8) + 8 = 16

Sep 14, 2023 11:14 am
You realize the cave paintings are connected to the ghost tiger, and you also think you should be able to compel the awakened paintings to abate or it should be possible to thoroughly smear the cave paintings.
OOC:
To compel the paintings is a two action Occultism or Religion check, while smearing the cave paintings will be a two action Crafting or Thievery check. Just @therecusant left this round.
Sep 14, 2023 9:39 pm
Seeing the cat bury its teeth into his pet wolf, Grom lets out a yelp and hurtles towards it waving his Shillelagh, wildly.
OOC:
I'm unsure where Grom is in relation to the cat. If Grom can reach it in one turn, he will attack twice. If it takes two turns, he will attack once

Rolls

Attack with staff (+1 striking weapon due to Shillelagh) - (1d20+8)

(15) + 8 = 23

Damage (if relevant) - (2d4+3)

(23) + 3 = 8

Second Attack (if relevant) - (1d20+3)

(16) + 3 = 19

Damage (if relevant) - (2d4+3)

(44) + 3 = 11

Sep 15, 2023 2:01 am
"Quickly! Smear the paintings!"
Sep 15, 2023 7:36 am
Grom runs past the paintings and with his staff raised he gets in one good hit right on its ghostly snout.

The ghost cat growls in response and bites at Grom, then lets loose with a claw at Haitith who is barely able to dodge out of the way before its last claw targets Fenris. The claw hits the wolf hard and it goes down unconscious.
OOC:
You are all up again.

Round 4:
Character Initiative Acted Statuses
Cat 34 X -26 hp
Grom 16 -13 hp; Fenris dying 1
Artesia 16
Igbork 15
Koram 8 - 7 hp

[ +- ] Battlemap round 4

Rolls

Ghost Cat Bite vs Grom - (1d20+15, 2d6+6)

1d20+15 : (8) + 15 = 23

2d6+6 : (34) + 6 = 13

Ghost Cat Claw vs Haitih - (1d20+15-4, 2d4+4)

1d20+15-4 : (6) + 11 = 17

2d4+4 : (44) + 4 = 12

Ghost Cat Claw vs Fenris - (1d20+15-8, 2d4+4)

1d20+15-8 : (16) + 7 = 23

2d4+4 : (44) + 4 = 12

Sep 15, 2023 8:17 am
As Fenris’ eyes close and he falls to the ground, Grom rages and swings his club wildly at the Ghost Cat

Rolls

Attack with staff (+1 striking weapon due to Shillelagh) - (1d20+8)

(10) + 8 = 18

Damage (if relevant) - (2d4+3)

(23) + 3 = 8

Attack with staff - (1d20+3)

(12) + 3 = 15

Damage (if relevant) - (2d4+3)

(22) + 3 = 7

Attack with staff - (1d20-2)

(14) - 2 = 12

Damage (if relevant) - (2d4+3)

(33) + 3 = 9

Sep 15, 2023 9:53 pm
WhtKnt says:
"Quickly! Smear the paintings!"
Ai'ght Igbork barks. He runs to one of the paintings and begins to throw dirt at it

Rolls

Smear the paintings - Thievery check - (1d20+8)

(18) + 8 = 26

Sep 16, 2023 4:46 am
The paintings were a concern, but Koram decides to continue focusing his attention on the ghost-cat. He throws his hands up and weaves a spell with a careful incantation, boosting Haitith again, before converting the stored energy into a ball of lightning. He throws his hands forward, casting the lightning upon the apparition. As it strikes at the cat, he shouts, "Now Haitith, get it!" The dragon bites at the creature with its electric fangs.
OOC:
Free: Extend Boost - Arcana vs DC 16 (Success, Boost Eidolon lasts 3 rounds)
Action 1: Boost Eidolon
Actions 2&3: Act Together (Koram Casts Electric Arc, DC 17 basic reflex allowed) + (Haitith Strikes)

2 more rounds of Boost Eidolon remaining
Last edited September 16, 2023 4:47 am

Rolls

Extend Boost - Arcana vs DC 16 - (1d20+5)

(19) + 5 = 24

Electric Arc Damage - (1d4+4)

(4) + 4 = 8

Haitith Strikes (Primary, Electric) - (1d20+8, 1d8+6)

1d20+8 : (15) + 8 = 23

1d8+6 : (4) + 6 = 10

Sep 18, 2023 7:21 am
While the cat is able to dodge all of Grom's blows, Igbork steps forward and smears the cave paintings. As he does, the awakened painting next to Koram fades into nothingness and the cat growls in anger.

This combined with the damage the cat takes from the electric arc and Haitith's assault is able to calm the ghostly cat. While it does not dissipate it calls out in a ghostly voice. "Please. I am sorry. My rage blinded me."

It backs off, seeing how you react.

Rolls

Reflex save - (1d20+12)

(4) + 12 = 16

Sep 18, 2023 6:01 pm
Igbork raises his hands and drops his bow. Sure. We all get angry from time to time he says.
We are looking for the primordial flame. Someone took it and this divided our people like an axe splits wood. We are looking to reunite our people
Sep 19, 2023 8:00 am
"I am afraid I bare bad news young one," the cat says and bows its head in shame. "I agreed to protect your holy lamp. It used to lay on that rock." It nods his head at the empty pedestal.

"Not long after, another human arrived—a man with the heart of a demon. He called himself Metuak of the Burning Mammoths, and he challenged me for the artifact. I fell, and he took it."

"With my dying breath, I cursed the lamp that led to my ruin by placing a piece of my own soul inside it. As long as Metuak lived, whoever wielded that terrible fire would suffer horrendous agony if they ever parted from it. Through the piece of my soul in the lamp, I saw the demon-man flee through the eastern mountains before my vision clouded with rage. And then you arrived."
Sep 19, 2023 9:46 am
"Was this recent, then, ancient one?" Koram says, allowing his tension to ease as he approaches the cat spirit. He kneels and holds onto Haitith's neck as he listens.
Sep 19, 2023 10:49 am
The cat shakes its head. "No. A hundred years. Though I know the demon-man must still live despite the many years, or the curse would be lifted and my soul would be returned to me."
Sep 20, 2023 1:35 am
"You said he fled east, over the mountains all those years ago - is there anything else you could tell us that may help us track him down? We would not kill unless we must, but we seek the Flame and if we must follow, we will - perhaps we might lay your spirit to rest."
Sep 20, 2023 6:44 am
"He fled through the same mountain pass your people have always crossed. ‘Lost Mammoth Valley,’ I believe you call it? If you have forgotten the way, no matter. Your ancestors would come here sometimes to consult the stars in the next chamber, to chart their course." He indicates the room to the west. "Beyond that, I do not know the fate of the demon-man or your sacred lantern."
Sep 20, 2023 5:23 pm
Koram bows his head respectfully. "Thank you. We will consult these stars as well, I think, to see if the way may be shown. Before we do, a final question. You said this demon-man bested you in combat - what can you tell us of the way he fights? Perhaps you learned of a weakness or a particular danger during the fight that could lend us an advantage should we find him."
Sep 21, 2023 7:21 am
"He moved fast. Faster than any of your kind I have seen. He could make himself unseen in the shadows and his claws were almost as big as mine. I wish you luck on your travel and I hope you find what you're looking for."

Exploring the last room of the cave you find a room where the ceiling is riddled with tiny holes, each no wider than a finger. Through the holes, tiny shafts of light from the outside leak into the dark interior. Lines of thin, white paint connect nearly every hole, creating a tangled web of constellations. Scattered among these holes and lines are dozens of faint symbols of animals and terrain: elk, bison, and mammoths, plus mountains, forests, and lakes. The overall effect is at once painstakingly precise and absurdly convoluted.
OOC:
Also, studying the previous room you will be able to get access to the spells pack attack and painted scout. Any occult and primal caster may choose them when leveling up. Which you also will do now, as you have become level 3.
Sep 25, 2023 11:21 am
Exploring the deepest room more thoroughly, you realize the painted lines between the holes are made from white pigment combined with tiny flecks of reflective mica; the mica glimmers when even the smallest amount of light plays over it. Enough light streams in through these small holes to illuminate this cave with dim light. Furthermore, the mica chips catch and reflect the light, making the entire network of lines glow softly.

The effect is beautiful at all hours, but the strange ceiling’s true purpose becomes apparent after sunset. Putting together the information you figured out in the previous room about the time of day you wait until the right time and the light creates a dazzling map of the central Realm of the Mammoth Lords that can convey dozens of different migration routes.

On this illuminated map, a symbol of a cat’s face in front of a cave at the far western edge of the valley glows brightly. At the far eastern end of the map, a symbol of a mammoth between two mountains indicates the location of Lost Mammoth Valley—the valley where Metuak supposedly took the Primordial Flame as he fled to the east.
Sep 25, 2023 9:46 pm
Grom's mouth falls open but no sound emerges. The druid points at the illuminated map in rapt wonder. Finally, his thoughts congeal and he stammers, "What was lost is found! Towards the rising sun, the Primordial Flame. How appropriate! The flame rising in the east. Our path is lit. Our path is lit!". Grom dances in a circle, teasing Fenris to dance with him; he giggles with childlike abandon.
Sep 27, 2023 8:35 pm
Incredible. Igbork mumbles. He studies the map Looks like it's pretty far to the east. Do we have enough provisions to make the way?
OOC:
Sorry for taking so long to post and level up. Life's been busy
Sep 27, 2023 9:17 pm
OOC:
I'm working on leveling up now. Will probably have something up later today or tomorrow at the latest.

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