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Ruin sticks to his plan and ducks out as the group moves forward, running all the way back and hopping over the pit he looks around for the pack and any sign of the Halfling or the beast.

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As he races through, "nothing just some undead that needed to be put to rest, will be back in a moment."

DM Rah |

Janira's pack is still right where she threw it near the entrance to the cave. Ruin pick it up and finds it carries all sorts of useful supplies. A potion of barkskin, 2 potions of cure light wounds, potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), a vial of acid, an alchemist’s fire, holy water, smokestick, tanglefoot bags, thunderstone, antitoxin, and 2 sunrods. All are packed neatly and conveniently labeled.
Dashing back through the caves, Ruin reaches the party a short ways along the concealed passage. Continuing along the tunnel to the east, you begin to hear the faint sounds of combat and a familiar woman’s voice half-shouting and half-reciting, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”
It sounds like Janira Gavix still lives, though she is obviously not quite safe from danger!
Quickening your pace her voice slowly grows stronger. There must be another exit from the caves ahead. But the way is not unattended... ahead, two blobs rise in the dim light. Somewhat transparent, you can see the bones of undigested meals and a dark nucleus floating within. They block the passage between you and the exit!
1d6 ⇒ 3
INITIATIVE
Haku: 1d20 + 1 ⇒ (2) + 1 = 3
Leonides: 1d20 + 2 ⇒ (3) + 2 = 5
Daijiro: 1d20 + 4 ⇒ (11) + 4 = 15
Ruin: 1d20 + 2 ⇒ (11) + 2 = 13
Ferin: 1d20 + 1 ⇒ (6) + 1 = 7
Selkin: 1d20 + 3 ⇒ (12) + 3 = 15
Enemy: 1d20 - 5 ⇒ (5) - 5 = 0
INITIATIVE
Daijiro <=UP
Selkin <=UP
Ruin <=UP
Ferin <=UP
Leonides <=UP
Haku <=UP
Blobs!
MAP UPDATED!

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Wanting to prove his mettle and his worth in front of more experienced agents, Daijiro rushes into battle.
atk 1: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 3 ⇒ (5) + 3 = 8
atk2: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 3 ⇒ (5) + 3 = 8
move E-E-E-SE

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Ruin uses one of the new items from the pack, throwing the alchemist’s fire at the blob.
throw: 1d20 + 2 ⇒ (10) + 2 = 12

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ok i will ready an action to throw it if the blob comes down the hall at us

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Daijiro can only make one attack after moving. Ruin, you'll have significant penalties to hit, plus an ally in the splash radius.
it was a copy paste attack my apologies.

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Faerin takes quick stock of the situation, considers her options and charges within a single step of entering the tunnel, swinging her hammer at the dangerous jelly.
Warhammer Bash, AC now 18. With Janira's buff & Guidance 1d20 + 4 + 2 + 1 + 1 ⇒ (11) + 4 + 2 + 1 + 1 = 191d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

DM Rah |

It doesn't appear Leonides has much in the way of ranged weapons, and there is no more room for melee fighting, so I'm going to move on.
The blobs flow towards Daijiro and Faerin slamming into them and wrapping up both with gelatinous pseudo-pods.
Slam on Daijiro: 1d20 + 3 ⇒ (18) + 3 = 21
Damage + Acid: 1d3 + 1 + 1d3 ⇒ (1) + 1 + (2) = 4
Slam on Faerin: 1d20 + 3 ⇒ (17) + 3 = 20
Damage + Acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (3) = 6
Grab on Daijiro: 1d20 + 5 ⇒ (13) + 5 = 18
Constrict Damage + Acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5
Grab on Faerin: 1d20 + 5 ⇒ (14) + 5 = 19
Constrict Damage + Acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5
Wow.. these blobs are rolling really well. It looks like both hit and succeeded in grab checks. Both Daijiro and Faerin are grappled! (and are Faerin's HPs correct at 8? Because I think this drops her to -3.
PARTY UP!

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can anyone use the wand of burning hands ? i can throw the fire but you two will take damage

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Yep Faerin is down@ -3. Those were really good rolls from the blobs.

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Ruin steps up where Faerin dies on the ground and flicks(Swift) his hand where a Kama appears in his hand. He swings it down to cut through the blob.
1d20 + 3 ⇒ (9) + 3 = 12 1d6 + 3 ⇒ (5) + 3 = 8

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Daijiro struggles to free himself of the blob with both blade and beak.
ATK 1: 1d20 + 3 - 2 + 1 ⇒ (10) + 3 - 2 + 1 = 12
damage: 1d6 + 3 ⇒ (3) + 3 = 6
ATK 2: 1d20 + 3 - 2 + 1 ⇒ (3) + 3 - 2 + 1 = 5
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Bite Attack: 1d20 - 5 - 2 + 1 + 3 ⇒ (4) - 5 - 2 + 1 + 3 = 1
damage: 1d3 + 1 ⇒ (2) + 1 = 3

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Faerin gets up with a start, still wounded but good to go.
Getting up with some difficulty, she gestures to the outside.
"Janira needs our help, lets go." Nodding to her healers.
"Thank ye both."
Staggering slightly she makes for the direction, Janira was last heard.

DM Rah |

Following the sound of Janira's voice you dash down the tunnel and emerge into a 40-foot clearing at the base of the Kortos Mounts. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. The full moon provides dim light over the entire area.
On the far side of the stream, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream.
“You vile beast!" Janira shouts defiantly. "I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”
Janira steps back and lashes out with her whip, wrapping it around the minotaur's axe. She pulls, but the monster roars and pull its weapon free.
INITIATIVE
Haku: 1d20 + 1 ⇒ (3) + 1 = 4
Leonides: 1d20 + 2 ⇒ (6) + 2 = 8
Daijiro: 1d20 + 4 ⇒ (1) + 4 = 5
Ruin: 1d20 + 2 ⇒ (20) + 2 = 22
Ferin: 1d20 + 1 ⇒ (12) + 1 = 13
Selkin: 1d20 + 3 ⇒ (16) + 3 = 19
Janira: 1d20 + 6 ⇒ (19) + 6 = 25
Minotaur: 1d20 ⇒ 10
Janira Disarm Attempt: 1d20 + 3 ⇒ (5) + 3 = 8
INITIATIVE
EFFECTS: Bardic Courage (+1 to hit and damage!)
Janira - Failed at disarm attempt
Ruin <=UP
Selkin <=UP
Ferin <=UP
Minotaur
Leonides
Daijiro
Haku
AREA NOTES: The patches of woodland are also filled with underbrush that behaves as light undergrowth (CoreRulebook 426), creating difficult terrain and concealment. The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover. The stream moves downstream from east to west at a brisk pace and is considered rough water, which will require a Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with successful Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires an Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a Reflex save, in which case it lands prone on the trunk instead.
The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.
MAP UPDATED

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Faerin stretches to sooth her aches when Leonides touches her with his wand.
lol.
"My thanks. That felt comforting and my wounds are all healed up."
Hearing Janira's call, she rushes down through the foilage, attempting to push her way through to render aid.

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i am afraid to say i wont be much use with no missile attacks, only thrown weapons and to use them i got to get far too close for my likely.
Ruin has an idea to help and rushes off towards the log across the water.

DM Rah |

Minotaur Will Save vs Doom: 1d20 + 5 ⇒ (13) + 5 = 18
Charge: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 2d6 + 6 ⇒ (3, 5) + 6 = 14
The minotaur lowers its head and charges Janira, but the halfling leaps to the side, narrowly avoiding being gored.
Seeing your party approaching, she shouts encouragement. "Fight for your lives, my friends! This monster is powerful, but we have a chance. Like Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, nothing is truly impossible and every situation can end in victory!” As she shouts, Janira retrieves a small bag from one of her pouches and throws it desperately at the beast, but it flies wide and lands in the bushes, bursting open and spreading tanglefoot goo across the plants.
Janira's Tanglefoot bag vs Minotaur: 1d20 + 7 ⇒ (1) + 7 = 8
"Oh poo!"
INITIATIVE - Round 2 - PARTY UP!
EFFECTS: Bardic Courage (+1 to hit and damage!) - Persists 2 more rounds
Leonides <=UP
Daijiro <=UP
Haku <=UP
Janira - threw tanglefoot bag
Ruin <=UP
Selkin <=UP
Ferin <=UP
Minotaur

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By Torag's Iron Beard!!! Faerin mutters a prayer of thanks after getting smacked in the face once more by a stray branch.
Faerin gasps as she finally wins free of the undergrowth, calling out to Janira.
"Help is on the way. Hold fast. We're a coming."

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leonides you cant run through diff terrain and can only run in a straight line i think.
Ruin continues to run for the log, slowing down to try to cross the wet wood. It seems he did not slow down enough as his feet are taken out from under him he crashes face first into the log with a loud thud.
arco: 1d20 + 6 ⇒ (3) + 6 = 9
Ref: 1d20 + 4 ⇒ (13) + 4 = 17

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Selkin will activate his ability Agile Feet, enabling him to ignore difficult terrain. He'll then move up 30 to the edge of the river and cast Murderous Command at the minotaur. DC 14 Will negates.