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Seeing Belroar's mighty sword cleave right through the wolf, Aurelia merely waves Malgorrak back to her side. She holds her fire, waiting to see if the craven animal had somehow managed to live after that. "Quite efficient, isn't he?" she comments idly.

GM Harker |

Although Valik barely misses the wolf with his sansetsukon, Belroar cleaves his cold iron greatsword into the animal's side, and drops it immediately.
Combat Over
"Her act of benevolence is the epitome of cooperation within the Society.” Janira finishes her story and nods approvingly, ”Excellent work in your first battle together. We can't rest here for long though, we'll need to keep moving if we want to arrive before dusk. If we don't make it tonight, any gillmen present may be gone before we arrive.”
Soon, the group is moving once again, but the trail becomes much more difficult thanks to fallen trees, plant overgrowth, and other debris making travel much slower than before.
A successful Survival check to maneuver past these obstacles might put the group back on track.

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Survival Aid: 1d20 - 1 ⇒ (11) - 1 = 10
Malgorrak Survival Aid: 1d20 ⇒ 13
So that's a +4 to Belroar I suppose.
What would a noble-born daughter know of travel in the wilds? Enough to perhaps state the obvious and pass off her eidolon's revelations and suggestions as her own ideas...

GM Harker |

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.
Several footprints in the soil were left by a web-toed humanoid who traveled this way only hours before. The prints lead into the cave.

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While I personally agree that we should stick together Moadis, I feel discretion is the better part of valor. Janira's mission is to help keep us alive, for we are no good to the Society if we are dead. Now, let us all finish our mission, of exploring the caves and take good notes. If Janira says to go, GO we shall and with that final thought, Valik will pick up the bag and head into the cave under the vines.

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Survival: 1d20 - 1 ⇒ (6) - 1 = 5
Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23 @ Janira's spell
Aurelia lets out a gasp as the minotaur comes into view, and Malgorrak immediately imposes himself between his mistress and the bull-headed beast with a low snarl. However, she's able to temper her concerns upon hearing those arcane phrases weaved by wily Janira.
"She'll be fine," she assures Moadis, although the devil summoner herself is obviously trembling from the sudden danger. "Her spell just now - it'll help keep her safe from the minotaur. But you've got nothing like that to protect you. Don't let her sacrifice be in vain! Come! Now!" Managing to channel just a hint of her noble-born commandeer for a moment there, Aurelia dashes after Valik into the safety of the gillmen cave.
Once it seems the worst has passed, and her breathing has slowed back to normal, Aurelia has a look inside Janira's backpack.

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Malgorrak Survival: 1d20 ⇒ 15
While his mistress is busy rustling through a small bag, Malgorrak notices something quite curious on the ground. He crouches down, one thick claw tracing around some web-toed footprints on the ground at the entrance of the cave.
"Prints," he announces simply to the group in a deep and growly voice, Common thickly accented and harsh-sounding. "Gillmen are here."

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After the combat ended without her input, the party got back on track without her assisting, and Janira leading the minotaur away from them, it's safe to say Ophelia feels a little lost. With a sigh, she shakes her head, glances at the prints, and follows Valik with haste.

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Belroar adopts an aggressive posture when the minotaur appears, he grunts when the little bard leads the minotaur away from the group.
Survival: 1d20 + 3 ⇒ (2) + 3 = 5
When the prints are found, he nods and heads into the cave.

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Mel crouches and nervously exclaims, "Whoa!" when the great beast emerges. He looks between the halfling, Moadis, the party entering the cave, and back at the beast. He squeaks a hasty apology to Moadis, "Sorry dude, I'm with them," and then sprints for the cave entrance, eager to make it to safety.
survival: 1d20 + 1 ⇒ (11) + 1 = 12

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Holding the line and throwing our lives away are two separate concepts sir. While I agree that it is noble and just, what good would it do should we parish before we had a chance to 'hold' that line you speak of? I don't know much about minotaurs, other than the stories told, but if their ferocity and cunning are true, Janira hold a better chance then we at this juncture. Perhaps once we get more training in, and we have had a chance to grow a bit more. I am sure that is not the only threat in Golarion for you or us to face during our lifespan he says with a smile.

GM Harker |

Janira casts Expeditious Retreat
As the party retreats into the cave, Janira taunts the minotaur in a language none of you speak and shoots at him with her crossbow. This draws its attention and it begins to chase the halfling through the dense undergrowth of the forest and away from your group. Soon the cacophony of the chase fades and the sounds of the forest slowly return to normal.
Assuming Aurelia uses Read Magic on the scrolls:
Acid
2 Alchemist's Fire
Holy Water
Smokestick
Tanglefoot Bag
Thunderstone
2 Sunrods
Antitoxin
Scroll of Entangle
Scroll of Gust of Wind
Scroll of Identify
Scroll of Mage Armor (CL 6)
Scroll of Obscuring Mist
5 potions
2 wands
As you begin exploring the caverns, you discover that the tunnels range between 3 to 10 feet wide and vary equally in height, although most are a comfortable 7 feet or more wide. The caves are also very damp, and the sound of water dripping off of stalactites and the distant rushing of underground streams serve as background noise. The caves’ 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, and glow bright in the luminescence. As the group journeys deeper into the caverns, the petroglyphs grow more numerous.

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Valik, once the sounds of the chase seem to die off will slow to catch his breath.
It has been quite some time since I have had to move like that. Now, on to the task at hand., he will search his pack for the writing supplies, and start taking notes on what he notices.
The cave is intricate, the tunnels range from half a man to the size of a minotaur, with luminescent fungi covering the walls. Writing on the wall, are existent near the opening of the cave, and grow in number as we continue further into the cavern system.
After writing a bit on the paper, Valik will neatly and gently put it back in his pack, and draw his sansetsukon, not knowing what to expect in the caves.

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You have very little faith in your own abilities Mr Frost. What I was implying was that Janira with our help had a better chance than Janira by herself. Th old man shrugs. But once a horse breaks a leg its done for, no point arguing about it now.
Looking at the walls Moadis holds his polearm tight. More drawings every turn we make, we seem to be getting near something. But what?

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"Janira's hardly a horse with a broken leg," Aurelia mutters, rifling through the various scrolls and other magical items curiously. With a snap of her fingers her hair catches alight and her eyes glow crimson as she magically examines the items.
Casting read magic and then detect magic + identification.
Spellcraft @ Potion 1: 1d20 + 6 ⇒ (8) + 6 = 14
Spellcraft @ Potion 2: 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft @ Potion 3: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft @ Potion 4: 1d20 + 6 ⇒ (7) + 6 = 13
Spellcraft @ Potion 5: 1d20 + 6 ⇒ (13) + 6 = 19 Probably a success
Spellcraft @ Wand 1: 1d20 + 6 ⇒ (11) + 6 = 17 Probably a success
Spellcraft @ Wand 2: 1d20 + 6 ⇒ (8) + 6 = 14
Ouch, those rolls are awful.
"Hey, elf. Melu..fiuos," Aurelia speaks the magus' name slowly, obviously having some trouble pronouncing the foreign epithet. "What do you think of these?" She hands him the four potions and one wand she's unable to identify. The rest she holds out to the group and explains what they do.
Anyone want to claim anything? I think we should cast mage armor on either Valik or Malgorrak, as they're the only ones with no armour.
Btw, remember that you can try to identify potions with a Perception check!

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"'Mel' is good enough. My parents gave me that long name, but I'll pretty much answer to anything... especially if it is a pretty lady calling." He adds that last part in a muffled rush, both shocked and elated that he really said it.
Spellcraft @ Potion1: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft @ Potion2: 1d20 + 9 ⇒ (1) + 9 = 10
Spellcraft @ Potion3: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft @ Potion4: 1d20 + 9 ⇒ (15) + 9 = 24
Spellcraft @ Wand2: 1d20 + 9 ⇒ (13) + 9 = 22
He immediately picks up the first potion "Ahh yes, I've seen one like this before, quite common." With a bit too much bravado, he flips the second one in the air from one hand to the other.... and drops it on the ground. He leaves it there, pretending it didn't happen and moves on to the rest of the potions and wand with greater care. Despite the excellent results, he is still red faced and mortified by dropping that second potion and refuses even to look at it.

GM Harker |

Aurelia identifies a potion of Vanish. Unfortunately, she is unable to determine the rest of the potions and wands.
Melufiuos deciphers the following potions: Barkskin, Feather Step, and Cure Light Wounds. The one potion he cannot make out looks very similar in color and consistency to the Cure Light Wounds potion.
He is also able to determine one of the wands is Cure Light Wounds (CL 3rd, 8 charges).
Want to make one more Spellcraft check on the remaining wand, Mel?

GM Harker |

The remaining wand is identified by Melufiuos as a wand of Burning Hands (CL 3rd, 4 charges)
For the sake of easier potential distribution, here is the full list of objects in Janira's backpack with the magical items included:
Acid
2 Alchemist's Fire
Holy Water
Smokestick
Tanglefoot Bag
Thunderstone
2 Sunrods
Antitoxin
Scroll of Entangle
Scroll of Gust of Wind
Scroll of Identify
Scroll of Mage Armor (CL 6)
Scroll of Obscuring Mist
Potion of Vanish
Potion of Barkskin
Potion of Feather Step
Potion of Cure Light Wounds
Probable potion of Cure Light Wounds
Wand of Cure Light Wounds (CL 3rd, 8 charges)
Wand of Burning Hands (CL 3rd, 4 charges)

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Ophelia pauses to take some notes as the party enters the cave.
As the party examines the contents of Janira's backpack, she watches intently. Identifying magic items had never been her strong point, but when the healing wand is identified, she immediately takes more interest. "Now that will be useful," she murmurs, glancing at Mel, dark eyes glittering in the dim light. "I should be able to use something like that, if nobody else wants to claim it."

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Belroar smirks.
"I guess we are assuming the supplies in here are for us to use, that's she's not coming back? Ophelia, if you have need of more cure spells, I have a wand of cure light wounds right here on my belt. Feel free to use it, if I am not able to."
Belroar ponders.
"If we are faced with something like the minotaur again, perhaps that Enlarge Person spell might be something that I could have cast on me? Making me bigger and stronger would be fun and perhaps a hit or two of my larger self would turn the tide?"
Since Belroar is a big dumb damage dealer and hopefully not the tank..although he's not horrible in the AC dept, the loss of AC isn't that horrible, plus huge Belroar hit like truck!! Of course if Moadis or Valik would want it, I am open to discussions. Huge Moadis could lock a lot of squares down.

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Mel picks up an alchemist fire, "I meant to buy one of these, but I didn't have enough gold." Mel also has his eye on the gust of wind scroll and/or bh wand. However, if the summoner expresses any interest in them, he'll back down immediately.

GM Harker |

1d6 ⇒ 5
As you discuss the distribution of the items found in Janira's backpack and continue to explore the caverns, the narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit 10 feet down lies a number of sharp spikes and small bundle of cloth.
Upon closer inspection, the corners of the pit are rounded which makes climbing more difficult. The tunnel is 10 feet wide and 10 feet tall with a ceiling mostly devoid of stalactites. In order to move further into the cave, the group will need to move past the pit.
The hole is artificial.
As above, plus the hole is at least a year old.

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Survival: 1d20 + 3 ⇒ (16) + 3 = 19
Unless everyone wants a chance to roll on these, I'll just post my actions based on my roll. I'll put my action in the spoiler so you can roll if you want, or just read.
Belroar glances over Moadis' shoulder and then moves around him. He taps the "hole" with his greatsword.
"Clever, I think we should not underestimate these gillmen."

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What is so interesting Belroar? as Valik finishes up taking stock of what Janira has left them. see discussion thread for my thoughts :)
If the items left, I would feel most comfortable using an alchemist fire, possibly the tanglefoot bag, and also the potion of barkskin, unless there are other ideas? he says while looking at the hole before him.

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Survival: 1d20 + 1 ⇒ (15) + 1 = 16
Mel casts light on a stone and tosses it into the pit so we can get a better look at what is down there. Afterwards, if noone else wants to climb down, he is willing to (provided you tie a rope to him and have strong people hold it.) "I wonder who else has been visiting the gillmen"
Climb: 1d20 + 5 ⇒ (6) + 5 = 11
Mel also looks around, "Ya know, if the gillmen use this passage, there has to be a way around, right? I wonder if there are any boards or something hidden nearby?"
Perception: 1d20 + 3 ⇒ (3) + 3 = 6

GM Harker |

Properly illuminated, the pit only appears to contain the aforementioned spikes and a bundle of cloth.
With a rope safely secured by Moadis, Melufiuos has no trouble climbing down. The hole is 10 feet in length and fills the entire passage. Maneuvering around the spikes at the bottom, one can reach the other side, but it'll require more climbing to come out on the other side. Mel doesn't discover any device inside to make this easier.

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Since Belroar is a big dumb damage dealer and hopefully not the tank..although he's not horrible in the AC dept, the loss of AC isn't that horrible, plus huge Belroar hit like truck!! Of course if Moadis or Valik would want it, I am open to discussions. Huge Moadis could lock a lot of squares down.
Hmm, did I miss the enlarge person thingy? That said, I can cast it once per day as an ifrit, so I'll remember this for the future. :)
Aurelia will claim four things as they continue: the scroll of identify, the flask of acid, a sunrod, and the thunderstone. The others she leaves to whomever wants them. She strikes the sunrod against the wall of the cavern, carrying it in one hand with her loaded crossbow in the other.
After Moadis and Mel climb down the rope, Aurelia leers down over the rim of the hole with an arched brow. I hope I'm not expected to climb down there.
"Hmm, what's that cloth there?" she wonders aloud.
"Maybe someone can jump over the hole to tie a rope on the other side?"

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Yeah for some reason I read enlarge person...actually the player is a big dumb animal. please don't judge Belroar on that...been a wild week at work. 1/2 day on Pi day, so longer weekend is good.
also, i apparently also read my survival check spoiler wrong. the trap isn't fake, the hole is artificial and at least a year old. Also I have 50 foot of silk rope too.

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"I'm not so good at jumping," Ophelia mutters to Aurelia. "I'm actually rather clumsy. But if anyone falls, I can patch them right back up."

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"Yo, do any of y'all know if gillmen are good climbers? It was easy, but still...I don't see how this could be a regular highway for them." He ponders a bit, walking over to poke the bundle of cloth with his rapier. "But then again... maybe this isnt the route they take but rather one they wanted to close off."
If nothing jumps out of the rags and eats Mel, he'll pick them up and look through them quickly before heading back to the other side with Moadis. Take 10 (for total of 13) and climb up the other side, secure/hold the rope and help Moadis up. Once we are up, Mel checks around that side for ropes, boards, anything that could be used to make the crossing trivial.
"Don't worry Opelia, we'll get you across safely. Shoot, if Belroar goes down first, I'm sure he'd enjoy helping you ladies down. Aurelia.... will you climb, or are you going to make that demon carry you across?"

GM Harker |

Walking cautiously around the spikes in the pit, Melufiuos discovers the cloth is not rags at all, but rather a finely made cloak.
Even when taking his time to climb up the opposite side, the magus is unable to make progress up the damp, rounded wall.
The Climb check is a higher DC without the use of a secured rope.

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I think the easiest way for us to cross this is if everybody climbs down, we walk to the other side of the pit, secure a rope there and climb up. The DC is only 5, we can take 10 on it. We will just need someone to climb the other side and secure Belroar's rope. Do we have any good climbers?

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"For one," Aurelia corrects Mel indignantly, "he is not a demon. I would have nothing to do with those filthy awful beasts."
"However, that might be a good idea..."
She speaks with the demon for a few moments, giving him a chain of commands, and eventually the dull-minded pit fiend nods his understanding. Taking a run-up, Malgorrak charges at the hole and attempts to leap over it.
Malgorrak Acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12
The pit is only 10 feet wide, isn't it? So it's a DC 10 Acrobatics check...

GM Harker |

The damp walls of the pit confound Belroar's attempt at climbing, resulting in him falling prone on his back. Luckily he wasn't far enough up the wall to worry about the nearby spikes.
Upon Aurelia's command, Malgorrak takes a running leap across the pit. As he launches himself across the pit, he slips his footing on the wet cavern floor, but still manages to make it across the hole, if only barely.
The moisture in the cavern slightly increases the DC of Acrobatics checks. The Acrobatics DC for a running jump over the pit is exactly 12.