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Ah, I completely skipped over our guide's action. Silly me. So that's 3 points of damage, well 4 since its 50% extra on a swarm I believe.

DM Rah |

Leonides, I'm rolling round 2 of your alchemist fire.
Alchemist Fire Round 2: 1d6 ⇒ 1
Faerin and Leonides escape the swarm cloud and Selkin hurls a vial of acid into the area, taking down more of the insects when it breaks and splashes the area. Even more are destroyed by the lingering burning liquid of Leonides' alchemist fire.
The others in the group frantically light torches, preparing alternative tactics.
The swarm begins to fly towards Faerin again, but suddenly another vial of alchemist fire explodes in its path, thrown by Janira.
Janira's Alchemist Fire: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
"Yes!" The Halfling cheers her own throw, jumping up and down as the last of the insects are burned away. "Good teamwork everyone! They won't bug anyone again!"
However, the damage inflicted by the swarm gives Faerin and Leonides trouble as the hundreds of stinging bites continue to bleed.
Faerin Bleed Damage: 1d3 ⇒ 2
Leonides Bleed Damage: 1d3 ⇒ 3
The Combat is over, but Faerin and Leonides will need healing assistance.

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Leonides produces a wand and taps Faerin with it. If no one cures him during that round, he'll bleed some more and cure himself.
CLW on Faerin from wand, 40 charges remaining: 1d8 + 1 ⇒ (3) + 1 = 4
CLW on self from wand, 39 charges remaining: 1d8 + 1 ⇒ (1) + 1 = 2

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Haku shrugs as he removes his hand from the oil flask at his hip and pulls his own wand out, healing Leonides before he can burn his second charge.
CLW on Leo w/ wand, 47 chgs left: 1d8 + 1 ⇒ (8) + 1 = 9

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Well done, everyone. That could have been much worse if we had not been so prepared. Selkin seems relieved to see that some members of the party are prestigious enough to have healing wands on their persons. Once we regroup we can move on.

DM Rah |

"All right! Looks like you are all very well prepared for this." Janira says with a smile. "No time to dally though. Let's keep moving."
Your small party continues on through the wilderness. However, a bit of bad luck finds you when a trail is blocked by a rock-slide, and a shortcut known to Janira is discovered to be overgrown since her last trip through. These minor delays are costing you time, and Janira asks if anyone has some survival skills that might help speed things along.
Need a survival check. As usual, you can attempt individual checks or aid another person.

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nope :)

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Selkin stops and says a few quiet words to those that are seeking a new path. Casting Guidance for those that are making a check, including me. Survival Aid Another: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Quiet your mind and let the clues come to you on their own.

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Faerin notices that the others have Wands, while she has nothing. Feeling slightly ashamed, she resolves to be more useful..
Seeing the others trying to find a path, she joins in the effort, striving to make herself more useful.
Survival Check 1d20 + 2 ⇒ (17) + 2 = 19

DM Rah |

With the aid of Selkin, Faerin quickly determines an alternate route and the group soon finds an passable trail. The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead.
“Here! The cave entrance is behind those vines,” Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.” As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.
The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group. Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!”
She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

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With Great reluactance, Faerin Follows Leonides lead.

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Haku shakes his head, wishing the halfling godspeed. He draws his club, whispering a few words in a strange language, and the club flares with light! "Let us not waste Janira's effort!" he says low as he heads into the cave entrance.

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But, wait... Selkin was hoping to grant further words of encouragement to the halfling but she was much too quick for the cleric. As advised, Selkin follows his companions into the cave with a look of great worry on his face. I'm sure she'll be able to outrun the minotaur. She'll be with us again soon.

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Ruin follows the rest of the group muttering "next time big boy next time...."

DM Rah |

Following Janira's orders, the group enters the cave. Anyone stealing a glance back see Janira speeding off into the woods, the minotaur in chase, not far behind. Inside, you find yourselves in a damp narrow passage that snakes into the mountain, opening and closing in width from three to ten feet. Water drips from stalactites and the sound of a rushing underground stream can be heard somewhere in the distance. The cave walls are patterned with blue-green luminescent fungi that provide dim light.
Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.
1d6 ⇒ 1
The carvings continue along the narrow tunnel as it twists and turns. Several hundred feet in it opens to a wider passage. There, a large hole spans the cave’s width and stretches ten feet down the path. 20 feet below the edge a pool of water fills the pit. Floating on the surface is a small bundle of cloth.
Knowledge (dungeoneering) or Survival check available here.

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Survival Check assist 1d20 + 2 ⇒ (8) + 2 = 10
Knowledge (dungeoneering) Untrained Max 10 1d20 ⇒ 9
Using the rope and an iron pot, Faerin attempts to fish out the cloak from the pit.
"Ughh...Should have learnt to swim from Borgrim...."

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Ruin takes out his grapple hook, ties it to his rope and throw it to grab the cloak out of the water.

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Just a piece of cloth? Nothing else? Hmm, odd thing to lose. Selkin will cast Detect Magic on the area to see if anything else might be in the hole.

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Leonides looks interestedly at the cloak. "Oh, is it magic? Let me see if I can find out what kind--it's certainly fetching enough." He casts detect magic and concentrates on the item.
Spellcraft check: 1d20 + 6 ⇒ (3) + 6 = 9

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Selkin will do the same, trying to identify the item.
Spellcraft: 1d20 + 2 ⇒ (2) + 2 = 4
I've never seen such an item before. Very puzzling. The cleric was not known for his smarts.

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so do we need to go down the pit or can we continue on?

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Well, if there is no other way we must find a way to get across this pit. Any suggestions? I know somebody said they were going to bring rope and such. I'm sure we could find a way to secure a rope on the other side and go down and then back up, right?

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Faerin looks at Selkin as he says those words.
Her with rope in her hands and then Ruin with his grappling hook and rope.
Did that Assimar not see what we have? She thinks incredulously.
She considers the depth of the pit and loosens the straps on her armor and shield, tying them to her backpack, she takes a deep breath before starting a lumbering run.
The headstrong dwarf simply did it with out considering her companions expecially Ruin being unencumbered as her. Once across, she calls out.
Acrobatics, Jumping with out armor on. 1d20 + 1 ⇒ (17) + 1 = 18
"If someone else jumps over, we could start puling you across."

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Haku begins looking around to see if the area is right to use a piton to secure the rope. Once he finds a suitable area, the islander knots the rope around the piton. Then he tamps the piton in, handing the other end of the rope to the one that looks like he's going to jump first.
"There we go. The hammering may have drawn the attention of our gilled friends."

DM Rah |

Haku sets a rope and throws the other end to Faerin on the far side. Once that is in place it is not hard for the rest to shimmy across the pit. Though you have made quite a bit of noise, nothing comes to investigate.
The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls. The carvings here are different in style from the petroglyphs found elsewhere in the caves.
Knowledge History or Religion available here. Also Linguistics (with a bonus if you know Aquan or Azlanti). Alternately, you can attempt Appraise or Perception.

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Ruin watches the crazy dwarf jump across then hops over with the ease of a skilled acrobat after him, handing one end of his rope to one of the people before hand. Ruin ever aware of thing around him silently looks at the new writings on the wall.
take 10 for 16 jump
perc: 1d20 + 7 ⇒ (19) + 7 = 26

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Perception 1d20 + 2 ⇒ (7) + 2 = 9
Appraise 1d20 ⇒ 9
Knowledge (Religion) 1d20 + 4 ⇒ (11) + 4 = 15
Feeling proud of herself for finally making herself useful, she helps the rest of the party across. Bucking on back her armor, she rejoins them as the enter a room filled with what seems to be carvings.
Exmaning the gyphs, she tries her best with every skill she has to figure out what they mean or represent.

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While the group looks over the drawing, Ruin swaps his shiny red cloak inside out to make it a dark brown then moves forward down the far tunnel keeping to the shadows and looking for recent tracks
take 10 on stealth(20), take 10 on tracking(17)

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Daijiro takes everybit of time he has to cross the rope, when he sees the carvings he is drawn like a moth to a flame and studies them.
linguistics: 1d20 + 5 ⇒ (5) + 5 = 10
"It appears to be a recipe for cornbread."