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No ! Said Kaâb seeing Janira fall.
She infuse her weapon with raw arcanic power and shoot the creature, then drop it and jumb across the log.
Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
Crossbow with Janira Inspire Courage and Arcane Strike: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 231d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

DM Rah |

Kaab's bolt lodges deeply in the minotaur's side and the creature roars in pain.
"You weak little herders!" It howls. "I'll kill you all!"
It charges Rekkr, goring him with its horns!
Charge: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11
PARTY UP! I can't adjust map at the moment, but will do so in about an hour.

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Cyrinda rushes to the edge of the stream, seeing the minotaur's charge at Rekkr. "Nooo!" She screams.
"Try playing with some FIRE!" she yells at the beast, foolishly drawing it's attention.
Elemental Ray + PBS: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Fire Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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Kaâb let Rekkr fought the creature and moved to Janira hoping she's still alive.
At her side she called for her healing power and touched the inconscious hobbit.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

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Seeing Kaâb gracefully clear the stream, Noisy tries the same, first dropping his shield then moving towards the stream building up steam as he goes. His leap is anything but graceful, as he clanks and thumps forward and jumps...
Acrobatics (jump, with running start): 1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Assuming success:
He barely clears the stream, landing with a clatter on the far side. Noticing Kaâb moving to tend to Janira, he instead gives the stream a momentary glare as he reloads his crossbow.
Edit: oops, Kaab went that way already, and she goes before me, so will change that last bit... (moved Kaâb on the map too)
If not success on the jump, dump him in the water!

DM Rah |

Cyrinda fires a magical ray, which just barely misses.
Rekkr wades into combat like a good barbarian and slashes a deep wound in the minotaur.
Noisy leaps the stream and readies his crossbow.
Lucia tries to follow Rekkr, but loses her footing and tumbles into the stream where she is pulled under and dragged downstream.
Kaâb moves to Janira and heals the little Pathfinder. Returning to consciousness, she looks around bewildered. "Where'd you come from? What's... oh, dear! Help me up!" Scrambling to her feet she shouts encouragement to those in battle with the minotaur.
"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!”
Bardic performance restarted.
Imperia is up!

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Cyrinda stays at the edge of the river and screams, "Hey you stupid minotaur! Try THIS!"
She flings a bolt of arcane energy, which hits the minotaur unwaveringly.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
2/4 spells remaining. 4/7 elemental rays remaining.

DM Rah |

Cyrinda and Lucia, we were not yet in the next round, but I'll take those as your rolls. Lucia, you can attempt 2 swims checks per round so go ahead and make another.
Stepping to the side, the minotaur slashes down at Rekkr, then takes a swipe at Imperia on the backswing. It then lowers its head and gores Rekkr again.
Axe on Rekkr: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Axe on Imperia: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Gore on Rekkr: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Cyrinda then blasts the creature with a magic missile and the minotaur stumbles, showing the first sign of weakness from its wounds.
PARTY UP (except Cyrinda).

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Oof, Rekkr's staggered at 0!
Seeing Lucia getting dragged under the swift flowing stream, Noisy curses loudly. "Can anyone get to her?"
cursed stubby dwarf legs!
He fires off the bolt he has loaded, then moves as fast as his dwarf legs will carry him trying to get around the minotaur to catch up to her.
Ranged Attack into Melee: 1d20 + 2 + 1 - 4 ⇒ (17) + 2 + 1 - 4 = 16; Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Alas the mino is placed perfectly to threaten the stream bank, so have to go the long way around 8(

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finally entering battle Imperia swings her sword
power attack: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
damage: 2d4 + 9 + 1 + 1 ⇒ (4, 3) + 9 + 1 + 1 = 18
5ft free and power attack

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Expertly side stepping the swing from the minotaur Imperia delivers a swift strike. pausing seeing her bleeding companion I must draw its attention to me
"Your mother was a hamster and your father smelt of elderberries" she screamed saying the first insult to come to her head.
can we get a ray of enfeeblement if it seems necessary:)

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That was a question I had, but never asked - my fault I know - range for ray of enfeeblement is listed as 'close' - 25 feet. Now, can I cast it further away, taking the -2 attack roll penalty for range? I wasn't sure if that would be possible or not, which is why I tried to yell at the minotaur to get him closer to the stream - so he would be in range. However, on my next turn up, I'll take my chance on the log to get closer. Or I'll fire and take the extra penalty, if that's an option.

DM Rah |

Rekkr and Imperia hack and stab the minotaur and it falls, bleeding out on the ground.
Janira gives a cheer as she limps towards the wounded. "Excellent! I knew you could do it! As Durvin Gest, exemplar of our Society, saw through the treachery of the fabled Lens of Galundari and chose to hurl the terrible lens down into the neverending Nemesis Well, so you, his noblest heirs, stood steadfast against danger, surrendering nothing but your burdens, and falling nowhere but on our foes!"
She smiles at all of you, then notices Noisy running downstream. "Where is... wait, weren't there six of you?"
Noisy rushes along the stream, chasing after Lucia.
Lucia, you can hold your breath for a number of rounds equal to twice your Constitution score, so feel free to make a bunch of swim checks to save yourself.

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when I get the chance can I throw my rope to her
"you should not worship false idols.." Lexia says before her eyes widen realizing that one of there party did not make it past the treacherous log and starts sprinting down the river rope in her hand.

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Taken back by the ninja's bravery "thank you for the noble sacrifice we were able to lay low the beast but I am sure we would have been more effective if you were there" Lexia says humbly.

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Cyrinda carefully steps onto the log to test her footing.
Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6
"Sorry guys, I'm staying over here. Janira, here's your wand of cure light wounds. Rekkr might need more healing."
Throwing the wand across the river: 1d20 + 3 ⇒ (6) + 3 = 9

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"sorry we were forced to use some of the items in your bag but well.. things got complicated."Lexia says apologetically to the halfling before handing back the items she borrowed.
also where do we go from here lol

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Kaâb help Janira and continue to heal her then moved to Rekkr and used her last spell on him.
Well done Rekkr, and good swing Imperia. The creature was tough !
CLW on Janira: 1d8 + 1 ⇒ (4) + 1 = 5
CLW on Rekkr: 1d8 + 1 ⇒ (4) + 1 = 5

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"Well, that should make for an interesting tale back at the Pig's Paunch!" Noisy says, with a hearty chuckle.
"Let's go back into the cave, show Janira what we found. Maybe offer Uori some company for his trip back if he's heading out soon. And there's a whole other tunnel we haven't even looked down yet. Perhaps more streams or puddles or nefarious bodies of water await us there!"
The dwarf seems in good spirits.

DM Rah |

Janira is quite pleased with the turn of events, and praises both your bravery and resourcefulness in exploring the caves. However, she does not enter the caves herself.
"This was your Confirmation," Janira explains, "and exploring the mystery of the caves should be your accomplishment alone. As long as you have taken good notes and make the corresponding journal entries, then I believe this Confirmation was a success. I will wait here for your return."
Delving back into the caves, you soon make your way back to the sacred pool chamber, but Uori is no longer there. Searching along the second passage you discover that it eventually meets with the one leading back to the clearing where Janira waits.
Along with Janira, the party makes their way back to Absalom. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what the party found and asks to see your notes. He compliments those who recorded notes for being certain to write down ideas and observations while the thoughts are fresh, observing that it’s difficult enough to remember what one had for breakfast the day before as it is to recall exactly what one was thinking while studying an inscription. As the party is now the foremost authorities on that cave and what it contains, Shaine also invites you to come up with its name.
Three days later, the Master who best represents each party member's interests confirms that each of you are a full Pathfinder field agent. As part of the ceremony, that mentor also gifts a personalized wayfinder to you, reminding him or her that this is not only the symbol of the Pathfinder’s trade but also a reminder of the three principle duties: explore, report, and cooperate.
The End