The Hunt (Inactive)

Game Master Jiggy

Current location: Wilderness, in the forest
Day 4 (mid-morning)
Weather: Sunny and very warm


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Gameplay thread created!


"The Hellbenders aren't interested in this site," Captain Targun tells you with a tone of casual dismissiveness as he leans back in his chair. "It's small, nameless, and in difficult territory. Not enough payoff for the cost of an expedition."

You feel surprised, even though you know you shouldn't be. Expeditions cost money, and so the Hellbenders have always prioritized sites that were likely to contain salable relics or even plain old treasure. The organization doesn't prize "knowing what's there" as highly as you do.

Captain Targun stands up, hands you back your map, and says, "I don't doubt it would be interesting; after all, with no records of there ever having been a structure there, there's no telling what might be within."

He was right. The recent mudslide that revealed the side of some kind of stone dwelling or keep was a surprise to everyone. That's exactly what caught your interest.

"But," he continues, "That's also the problem. With no plausible connection to any significant history, it's as likely as not just some country homestead or something. That's not much of an incentive to equip a whole squad, send them through trackless wilderness, and put them up against whatever subterranean beasties might suddenly feel the need to defend their territory. The cost-reward ratio just isn't there."

He was right about that too. The cost of getting a whole squad all the way there and back just wasn't justified by a bit of cataloging, and you knew it.

Good thing you've got some leave coming up, then.

"So," the captain says, "If there was nothing else...?"


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

"Sir, if you'll approve a few days of the leave I've got coming, I'd like to investigate the site on my own, at my own expense. I have a feeling about it that something just might be worth my, er, the time." I look at him expectantly, doing my best to sound professional but at the same time hiding my hopeful eagerness that he'll approve the leave.


Captain Targun nods. "Of course. Our schedule's not so tight right now that we can't spare you, and you've certainly got it coming. Just be careful, alright?"


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

“Thank you, sir. I’ll get started right away”. I roll up the map and leave his office, my heart beating rapidly. I walk quickly across the training grounds to the barracks, making mental lists of things I’ll need. I’ll also have to get my horse, Rosie, shod before leaving, as well.

I take a detour away from the barracks and walk to the smithy. Peering into the smoke and wincing from the clamor of hammers on steel, I look for Karamis, one of the farriers. Spotting him, I call out, “Karamis! It’s Ardishir! Can you do me a favor? I’m leaving on a mission soon and need new shoes on my horse.” Karamis was my age and started at the Shining Academy a year after I did. He opted to stay on the grounds of the Academy and learn “a useful trade” rather than go gallivanting about the countryside digging up ruins and getting chased by things.


Your hail is met with a deep, bellowing laugh. "That means I won the bet! I had ten gold riding on you getting started before lunch today!" The smith laughs some more, then points in the direction of the stables. "Rosie's all set for you, has been since breakfast. When you get back, have a drink on me! Bwahahaha!"

Sure enough, you find Rosie saddled and ready in her stall, happily munching some oats. As you prepare to depart, you find yourself going over the map in your head:

It's about half a day's journey northwest on the road before you have to veer north into the wilderness. From there, you'll be crossing grasslands at first, transitioning into temperate forests as you near the cliffs of the western coast where the site is. From the road to the site, you'd guess it'll take somewhere between two and four days, depending on what kind of pace you're able to keep up and how well you can keep from getting lost.

Anything else here at the HQ, or in town, before you leave? If not, you can pick up any last-minute supplies you might need on the way out of town.


Male Human Mythic Loiterer and Feral Philosopher

No, just the mundane gathering of mess kit and other equipment I carry on my list. It'll probably be tomorrow before I post anything else. My head is feels like it's cracking open.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Oops...I just realized two things. One, I posted under the wrong name (gotta get used to this) and second, I don't have any rope. I buy some rope before leaving town.

Hopefully equipped with everything I'll need I point Rosie's nose northward and walk her past the city gate where I then push her into a trot, hoping to eat up some distance before having to make camp. I figure I'll make the edge of the grasslands or maybe a little further by sunset where I can make camp near a small stream indicated on the map. Dog Foot Creek, it's called. I've crossed it many times before, but always with a cohort of the Hellbenders. I'm a little apprehensive about crossing the grasslands alone for the first time, as the tall grass hides hunting cats and the occasional bandit gang, though the latter are fairly scarce these days. Nevertheless, I press Rosie onward. She's a good, strong horse, fleet and sure of foot. She's one of the fastest in the Hellbenders' stables so I'm fairly confident that if need be I can outrun anyone I can't out fight.


You ride out, trotting steadily up the highway toward Golvan City in the northwest. You pass the occasional fellow traveller, stop for some quick lunch on the roadside, and generally have a boring trip for most of the day.

It's late in the afternoon by the time you reach the northernmost point of the road, where it turns to head due west. Consulting your map, you find yourself with a dilemma.

You want to head generally north, and had hoped you could reach Dog Foot Creek within the three hours or so of good daylight you have left. However, there's a snag: it's the rainy season, and there's been more rain than usual for this time of year. You hadn't thought that would be an issue, but as you look out over the soggy prairie, it seems muddier than usual, which means when you get close to the river it's likely to be flooded and flanked by swamp-like terrain.

However, avoiding that mess would involve a long detour through the rockier highlands to the east. (Had you known just how soggy the path would be, you could have gone that way to begin with and would have been less out of your way, but divinations of that caliber are above your pay grade.) This detour would probably add another two hours to your trek, and there's the added issue of the eastern path crossing the creek at a spot with some rocky rapids instead of the steady smoothness of the crossing you were originally hoping for.

So, which way? Straight north through mud and most likely making camp in a swamp next to the flooded part of the river? Or detouring to the east where it's more dry but will add 2 hours to your trek and have a potentially dangerous crossing?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Not fancying camping on the banks of a muddy stream, and with the possibility of Dog Foot Creek being too high to cross now I decide, somewhat reluctantly, to take the longer detour into the highlands. I'll worry about the rapids when I get there. Looking at the map, I'm hopeful a bridge marked on the map is still intact. I might be able to cross there, if it hasn't washed out, though I wouldn't attempt that until tomorrow when I have full light. So, with a little luck I'll make the foothills by sunset or just past, make camp there, and head on toward the crossing at first light.


You leave the road in a roughly northeasterly direction, soon gaining elevation and moving from muddy grass to sparsely-vegetated rocks. Picking your way through the uneven ground proves tricky for a horse.

Survival: 1d20 + 1 ⇒ (2) + 1 = 3

Very tricky, in fact, and you often find yourself having to backtrack and try again. By the time the sun begins to hang low and cast the land in an orange glow, you haven't even caught sight of the river yet. As you begin to contemplate how much further to try and go before making camp, one of the rocks that you step on shifts, and you hear the sudden sound of skittering movement from underneath. A soft glow lights the area as four beetles the size of dogs come scurrying out of the ground with abdomens aglow.

Ardishir: 1d20 + 2 ⇒ (18) + 2 = 20
Beetles: 1d20 + 0 ⇒ (9) + 0 = 9

Knowledge (nature) DC 10:

These are known as fire beetles, so named for their (ironically non-flame-related) glowing. Not terribly threatening, but their bite can injure you if you're not careful. As bugs, they're also immune to mind-affecting magic.

You're up! The beetles are about 10ft away.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

"Oh, damn it!" I curse out loud. Using my Spell Combat Magus ability, I swing my morningstar at one beetle and cast magic missile in the same round, sending one missile each at two of the others.

Morningstar: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20, Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Magic Missile 1 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Magic Missile 2 Damage: 1d4 + 3 ⇒ (4) + 3 = 7

I hope I did that right. Also, can I use Cleave while using the Spell Combat ability? If so, I attack the last remaining beetle. Here's the roll

Cleaving Attack Morningstar: 1d20 + 5 ⇒ (13) + 5 = 18, Damage: 1d8 + 2 ⇒ (7) + 2 = 9


So, I guess this means you were off of Rosie, walking her through the rough spots? Also, I'm going to pretend you did your spell first, then a 5ft step, then an attack; that way you don't need to make a concentration check. Also also, no, Cleave is a standard action all its own. And finally, don't forget that Knowledge checks with a DC of 10 or less can be made untrained, so if you wanted (and if it actually mattered) you could have rolled that check and then, if you beat the DC, looked in the spoiler.

You pop two bugs with bolts of force, then step up and smash another with your morningstar! The remaining beetle tries to bite you:

Bite: 1d20 + 1 ⇒ (10) + 1 = 11, Damage: 1d4 ⇒ 2

It... kind of just nibbles ineffectually at your boot.


Male Human Mythic Loiterer and Feral Philosopher

Honestly, some of that didn't even occur to me to mention. We play fairly fast and loose and do things a little differently than RAW. In some ways playing a game with a new GM (you, for instance) is like a whole new game for me as we've done things our way for so many years even the rare times I get to play they GM like me. I'll try to keep an eye on that.

Kicking at the beetle, I bring the morningstar down on its carapace.

Morningstar: 1d20 + 5 ⇒ (3) + 5 = 8, Damage: 1d8 + 2 ⇒ (1) + 2 = 3


You swing down, but being a bit disconcerted by it scrabbling all over your leg, you get sloppy and miss, then it tries to bite you again.

Bite: 1d20 + 1 ⇒ (6) + 1 = 7, Damage: 1d4 ⇒ 1

But you continue to shake it off of your leg.


Male Human Mythic Loiterer and Feral Philosopher

"I've had enough of this," I think to myself and swing once again.

Morningstar: 1d20 + 5 ⇒ (6) + 5 = 11, Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Heh, looks like you're still forgetting to post under your character's alias. Here's a tip: get in the habit of re-reading your posts immediately after posting them. Don't flip to another tab or window to do something else, just wait a few seconds and see how it looks. That way, you'll always catch when you forget your alias, as well as any broken formatting tags and whatnot. Now, as for the game, I'm not sure we really need to keep up this back-and-forth against a single, unthreatening enemy, so...

After a bit of swatting, you manage to smoosh the last of the bugs, none the worse for wear.

Do you want to find a spot to camp now? Press on into the night a little bit? Something else?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

urgh... I keep forgetting to double check that

Mildly winded from encounter, I poke at the beetles with the head of my morningstar and decide they're not worth any more time. I look around for a suitable campsite, preferably with a high stone or under a ledge so that my back is at least covered. If not, any fairly level place will do.

Finding a decent spot, I first unsaddle Rosie and drive a stout wooden stake into the ground on which to secure her reins so that she doesn't wander off in the night. Deciding it's warm enough to not worry about a fire, I eat a supper of dried beef and dried fruit and try to plan out the next day and what I'll do if the river is too dangerous to cross.


You spend a night under the stars, and wake to the same cloudy sky that you traveled under the day before.

Continuing on your way, you finally begin to pass some trees as you approach Dog Foot Creek at midday. Surveying the river laid out ahead of you, you spot the bridge that's marked on the map. However, it's entirely wooden, has no handrails, and is in such aged disrepair that it's leaning heavily to the right. Crossing it would be a risky endeavor indeed.

A bit to the left (west, downstream) the river crosses a very rocky area where you might be able to get across, but it's a treacherous path: uneven and covered in fast-moving water.

Further downstream, you can see where the river has flooded, spreading water across a wide area. You know that the reason the river floods there is because it's so shallow, so it's possible you could ford it there, but there's no telling whether you might get stuck in the muck or attacked by creatures of the swamp (or both at the same time).

So: rickety bridge? Rocky rapids? Shallow swamp? Try to find another crossing elsewhere? Something else?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

After leading Rosie about by the bridle for awhile and looking for a safe place to cross, I sigh and give up. Knowing she could easily get stuck crossing the wide flooded shallows I look for a place where the rapids gradually widen out but before the stream enters into the broad, swampy area. Mounting up, I slowly ease Rosie into the stream, doing my best to look ahead in the churning water for safe passage between the rocks.


Attempting to split the difference between the rapids and the marsh, you pick a spot and begin to try and ride carefully across.

Survival (picking a good spot): 1d20 + 1 ⇒ (18) + 1 = 19
Ride (crossing said spot): 1d20 + 4 ⇒ (12) + 4 = 16

Well, look at you! Master river-crosser! Looks like I don't have an excuse to feed you to a swamp-gator after all. ;)

With carefully, thoughtfully, and gently you cross the stream without significant incident. Resuming the journey, you trek on for a few hours, with the terrain gradually getting bumpier and trees becoming more frequent. By late afternoon, you begin to see a potential snag: parts of these woods could get very thick; thick enough to make it difficult to get Rosie through. It occurs to you that you could head west and then follow the cliff-line to the site instead of heading straight north. The cliff-line would be clearer, but could also be unsafe (after all, the ruins were revealed by a landslide on the cliffs); on the other hand, trying to get Rosie through those woods could result in taking some very spaghetti-like paths, which could eat a lot of time and risk getting lost.

What'll it be? North through the woods? West to the cliff-line? Some other plan I haven't thought of?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Frustrated by the thick forest, I decide to head west and follow the cliff line rather than take a chance on getting lost in the woods. I'll just have to be extra watchful for rock slides. After studying the map a bit, I turn Rosie westward and proceed fairly slowly, picking our way along the edge of the tangled forest making our way to the cliffs.


Secret GM rolls:

1d20 + 1 ⇒ (14) + 1 = 15

It takes you the rest of the day to reach the cliffs, so you make your camp among the trees within sight of the sea. The night passes uneventfully, and the morning begins with an uncomfortably cool drizzle and dark gray skies. As you sit under a tree trying to study your spellbook as best you can, it occurs to you that the additional rain may increase the risks of taking this path. On the other hand, backtracking with delay you even further, on top of the potential extra time cost by trying to get Rosie through the thicker woods.

Sticking with the cliffs, or no?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Not wanting to backtrack, I put on my cloak and pull up the hood, keeping the rain out of my eyes as best I can. Securing the spellbook back in the saddle bag, we continue on along the cliff line, ever more alert for the sound of falling rocks. I know this is a dangerous route, but for some reason I feel time is of the essence. Another rock slide could cover the ruins once again.


Secret GM rolls:

1d20 + 1 ⇒ (9) + 1 = 10

You trek northward and somewhat eastward, following the crooked edge of the cliffs. The ground is soft and muddy, often interspersed with puddles that make you glad you're not on foot. The intensity of the rain waxes and wanes over the course of the morning, sometimes nearly stopping, and other times nearly drowning out the sound of the waves churning against the rocks hundreds of feet below you to your left.

You've been riding for hours, slowly and steadily working your way toward your goal, when a massive 20ft-radius semicircle of ground suddenly gives way out from under you, sliding down the rocky cliffs. Before you even know what happened, you've come to a stop. Surveying your surroundings, it seems that some of the dirt and mud has gone tumbling down into the sea, while the rest forms a steep slope back up toward the trees, about 25ft above you.

You realize that you are lucky indeed, as Rosie's legs have gotten completely buried in mud, keeping her from tumbling off toward certain death, and you with her. As it stands now, Rosie is upright and likely unharmed, but immobile. Your own feet are within toe-tapping distance of the muddy slope, even as you sit in the saddle. The bottom of the slope is a mere three feet behind you. You're safe for the moment, but in a bad spot.

And to make matters worse, near the top of the slope you see a hole, presumably the lair of some underground creature. In fact, it might even be the home of the two very large centipedes that are now crawling out into the rain, hissing angrily as they approach you.

Ardishir: 1d20 + 2 ⇒ (14) + 2 = 16
Centipedes: 1d20 + 2 ⇒ (2) + 2 = 4

You're up! Let me know if any of that description was unclear.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Trapped in the muck, I cast Burning Hands in hopes of wounding them or at least driving them back.

Burning Hands: 3d4 ⇒ (2, 2, 4) = 8


Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex: 1d20 + 2 ⇒ (11) + 2 = 13

You send a gout of flame washing across the bugs, which writhe and squeal in agony! One of them convulses hard as a couple of parts of it pop like a corn kernel, and the other crawls toward you and bites!

Bite: 1d20 + 2 ⇒ (16) + 2 = 18, Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Fort vs Psn: 1d20 + 6 ⇒ (9) + 6 = 15

It bites your leg, but fails to puncture your boot, merely bruising you a little. 1 point of nonlethal.

You're up!


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Angrily, I mutter "I hate bugs!" before casting my last damaging spell, Magic Missile at it. I could try and swat it with my morningstar, but might also lose my balance and fall into the mud, which would certainly be disadvantageous.

Magic Missile Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5


Are you casting defensively, or taking the AoO?


Male Human Mythic Loiterer and Feral Philosopher

I cast defensively

Concentration: 1d20 + 6 ⇒ (4) + 6 = 10


Leaning back to shield yourself from additional bites, you try to cast a spell, but you're too distracted by the creepy-crawly and the rain and your spell fizzles!

Bite: 1d20 + 2 ⇒ (12) + 2 = 14

The centipede lunges forward for another bite, but its face skips off your armor!

Back to you. Remember your alias as well. :)


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

"DAMMIT!" I shout, pulling my weapon and swinging it at the creature.

Morningstar: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d8 + 2 ⇒ (3) + 2 = 5


You bring your weapon down hard, crushing the centipede into the mud. The immediate threat past, you now turn your attention to the fact that you're within arm's reach of a deadly drop, saddled on a half-buried horse, with safety lying on the opposite side of a steep, 20ft mudslope whose stability is being slowly eroded by the rain.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

I look around for a small, stable looking outcropping of rock, a large boulder, or tree still rooted in the ground within 15 feet.


Everything within 15ft of you was part of the landslide, and therefore of limited stability. There's a large-ish rock sticking out of the slope about 10ft northeast of you, but you could only guess how much weight it could support before dislodging and triggering more landfall.

I'm not sure what information is relevant to give you, since you didn't specify your plan/intention. Hopefully what I wrote helps?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

My plan was to use Mage Hand to loop a length of rope around something to use as an anchor, then tie the other end to Rosie's saddle pommel. I would use the rope to pull myself to the hopefully more stable area then help pull Rosie out once I was there.

Not seeing anything useful, I try to urge Rosie forward, to see how badly stuck she might be.


STR check from Rosie: 1d20 + 3 ⇒ (8) + 3 = 11
Her legs completely buried up to the shoulders, you're not surprised to discover that she can't seem to budge an inch. If you want to save your loyal steed, you'll need to either dig away some of the mud (which will reduce the DC to get her out, or even eliminate the need for that check if you dig her out completely, but also incur a chance of dislodging the currently-stable mud into another landslide, depending on how much digging you do) or try to find a way to give her some assistance (giving her a bonus to her check).

Of course, feel free to come up with out-of-the-box solutions as well.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Digging out was an option I've been considering, but was hoping for a different way to do it

Working the folding shovel from my backpack, I carefully dismounted and make a few experimental attempts with it. Knowing I need to work fast, I began digging and pushing mud aside and away from her. If things start to go badly I'm not sure what I'll do yet.


1d100 ⇒ 6
Here we go...

You begin digging, hoping to safely clear away enough mud to make it easier for Rosie to break free. Just as you're getting close to exposing her knees, you feel the entire slope rumble and shift!

Reflex save: 1d20 + 4 ⇒ (5) + 4 = 9
Uh oh.

The landslide knocks your feet out from under you, sending you sliding feet-first over the edge as you scramble to grab hold of something that isn't on its way over the cliff with you.

Climb: 1d20 + 5 ⇒ (13) + 5 = 18

Abandoning your shovel in favor of your life, you manage to wrap your arms around an outcropping of rock about a foot down the cliff, and hold on for dear life as small rocks and big clumps of mud bounce off your arms and head on their way down toward your shovel's—but so far not your own—final resting place.

Pulling with all your might, you manage to get high enough to flop onto your back on top of the now freshly-settled mud next to Rosie. Taking a few deep breaths, you turn your head to look and discover that your progress was not entirely lost: the mud comes up to about halfway between her knees and shoulders now.

Make another attempt to ride her out? Dig some more first? Some other plan? Also, you should get luckier; I can only cram so many die rolls between you and death. ;)


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Yeah, my die rolls have been awful.. lol A question: Are we closer to one side of the slide to another, or right in the middle? Because if we're closer to one side I'm going to try and get us out by going there.

Very carefully, I stand and slog my way through the mud to take her bridle in my hand and, taking a long deep breath, begin trying to lead her through the muck and to a safer edge of the landslide. I know that if I fall I have a way of saving myself. It's her I'm more concerned about.


The layout is not unlike a cross-section of a funnel, which leaves your natural resting place at the bottom-center.

Rosie's STR check: 1d20 + 3 ⇒ (16) + 3 = 19

You give Rosie's reins a firm tug, and she responds with all her might, breaking out of the mud!

1d100 ⇒ 98

You hold your breath for a moment as she bursts forth and sends large clumps of earth tumbling down to the sea, but to your relief the slope stays settled, for now.

Walking up now, or doing any kinds of preparations/precautions first?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

It'll be tomorrow before I can get back to ya. Just came back from a birthday party and I'm a little cloudy headed.. lol


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

I suppose I should ask first which side of the slide I'm on; the far side (the direction in which I was going) or the side from which I entered the slide zone. If I'm on the far side, I'll continue on the direction I was going. If I'm on the "near" side, I turn back on the trail and head for the forest.


You're still at the bottom, just with a freed horse. I was asking whether you were going to just start climbing up or if you wanted to do any kind of setup first, like climbing up by yourself to secure a rope and then come back down and tie it to Rosie and walk her up, or whatever.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Ah, my bad. I misunderstood that. It's been a really tough few days on a personal level.

I take my rope and tie it to Rosie's saddle horn. I then turn and as carefully as possible begin to slowly make my way up the slope to find something solid or at least heavy enough to secure the other end to. Then, with our combined strength I hope to pull her up the rest of the way.


Climbin' in the rain: 1d20 + 5 ⇒ (16) + 5 = 21

You secure the rope to Rosie's saddle and climb carefully up the rain-slicked mud slope, thankfully moving rather deftly and without incident. You tie off the rope, give Rosie the command to come on up, and begin pulling to give her some help.

STR to assist: 1d20 + 2 ⇒ (13) + 2 = 15
Adds +2 to Rosie's Climb, so...
Rosie's Climb: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15

Though it's difficult, and your heart skips a beat more than once when a clump of mud and debris goes tumbling over the edge, you eventually get Rosie up to the top, dirty but uninjured. Though you've lost your shovel, all things considered this could have gone a lot worse.

So! Continuing up the cliff-line, or changing plans and going through the forest?


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

Winded by the effort, but grateful beyond words to have my companion is safe and sound, I check her over for injuries again and take stock of the situation. The rain could go on for hours or days, making the cliff line more dangerous, and the forest could add extra time to the trip. I watch more mud slowly slide down from the top and decide to turn around and head back to the forest. It'll slow me down and likely have unforeseen dangers, but at least falling won't be one of them. If it were just me on foot I'd try the cliff line again, but I can't risk losing a horse (not only is she my companion she also belongs to the Hellbenders and I'd be liable for the cost of replacing her). The forest trail it is.


Survival: 1d20 + 1 ⇒ (16) + 1 = 17

You strike out into the woods, winding this way and that as you try to find paths big enough for Rosie. All things considered, it goes pretty smoothly for the next few hours, and you make reasonable time on your way north.

Eventually, evening comes, and you eventually manage to find a spot in a copse of trees where there's enough room for you and your mount both to sleep. The sound of the wind in the trees overhead fades as you drift off, and when you wake, it's sunlight rather than rainwater that trickles down through the trees. Hopeful for a less exciting morning than you had yesterday, you set off once again.

Survival: 1d20 + 1 ⇒ (9) + 1 = 10

Unfortunately, you don't make quite the pace you did yesterday afternoon, and find yourself frequently having to backtrack just to make any progress.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Oh dear.

As you trudge along, picking your way across roots and shrubberies, you eventually notice that you're brushing cobwebs out of your face an awful lot. You look up for a moment, and your heart sinks as you realize you've wandered into a place you don't want to be: in every direction, large spiderwebs are laced from branch to branch, filling the area with a gray, latticed ceiling. This looks like the territory of something that's likely to be big enough to consider you and Rosie prey, and with all the strands you've been brushing aside, it's a good bet that whatever it is knows you're here.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Just as all this is hitting you, suddenly you hear something land heavily behind you, and you turn just as you're being attacked!

Bite vs FF: 1d20 + 4 ⇒ (14) + 4 = 18, Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Some kind of freakish purple face bites into your shoulder hard!
Fort vs Poison: 1d20 + 6 ⇒ (11) + 6 = 17
You can see venom dripping from its fangs, but you don't seem to feel any discernible effect.

Standing right next to you and Rosie is a nightmarish purple humanoid, but its head bears mandibles and too many eyes while its arms end in natural scythes!

Ardishir: 1d20 + 2 ⇒ (8) + 2 = 10
Monster: 1d20 + 3 ⇒ (6) + 3 = 9

You're up!

Knowledge (dungeoneering) DC 13:

This monster is an ettercap. It uses webs and venom like a spider, but also lacerates its prey with its claws and has a tendency to set traps near its lair as well.


Male Human Magus 3/ Init +2/ BAB +2/ HP 1/ AC 16/Tch 12/FF 14 , FORT +6, REFL +4, WILL +5 /Perception +4, Sense Motive +3

"Bloody Hells!", I grab the morningstar from its loop on Rosie's saddle and take a look at the thing. But even as I'm trying to figure out what it is I take my weapon and swing overhand as hard as possible.

Dungeoneering: 1d20 + 3 ⇒ (8) + 3 = 11

Morningstar: 1d20 + 5 ⇒ (18) + 5 = 23


Note that you can roll damage along with your attack without waiting to see whether you hit or not. I'll roll it for you this time:
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

You give the monster a solid wallop, and it responds with a frenzy of fangs and claws!

Bite: 1d20 + 4 ⇒ (9) + 4 = 13, Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 4 ⇒ (14) + 4 = 18, Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d4 + 1 ⇒ (1) + 1 = 2

You try your best to duck and weave, but one of its claws still catches your side with a nasty slice!

Meanwhile, Rosie rears and backs up against a tree, frightened of the purple abomination.

You're up!

Monster damage tracker: 6

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