
| GM Tarondor | 
 
	
 
                
                
              
            
            Mikhail and Piotr manage to capitalize on earlier successes and lead the team through the fallen pillars.
THE PIT
The trail now leads you down into a huge pit, steep sided and filled at the bottom with deep water.
Climb Down Athletics DC 22
Dive Down! Acrobatics DC 24
So far, only Mikhail and Piotr have acted in this round. Kern, Alister and Aristu can still go. Marking the stone with blood wasn't an action in these terms.

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern jumps down and turns into a tiny sparrow as he falls.
Wild shape during the descent. What does he see at the bottom of the pit? He'd like to call out to the others what he sees.

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Aristu shapes a spell of flying on himself, then casts a light spell on the tip of a wand before flying into the pit after Kern.
Cast Light(H 4th).

| GM Tarondor | 
 
	
 
                
                
              
            
            Piotr, you already went in Round 4. You can try that again in Round 5 if you like.
At the end of Round 4, Kern and Aristu are down in the pit.
ROUND FIVE
Suddenly the ground rumbles and shakes and Kankerata itself, great earth spirit of the Nomen tribe, bursts through the floor of the pit! Its huge maw and tiny eyes focus on Kern! The great beast hurls itself into the air, clawing at Kern in mid-air.
Leaping Charge: 1d20 + 21 ⇒ (17) + 21 = 382d8 + 10 ⇒ (8, 3) + 10 = 21 Critical hit!
[b]STATUS[b]
Alister - 95/96 hp
Aristu - 70/72 hp
Kernithar - 59/102 hp
Mikhail - 110/112 hp
Piotr - 77/80 hp
This round you can choose to attack Kankerata (you have 3 actions), get down into the Pit or help someone else get down into the Pit.

| Kernithar Flott | 
 
	
 
                
                
              
            
            As the blow knocks him from the air, Kern shifts back to his elf form, studying the creature that knocked him from the sky.
Stride (Fly to ground),Dismiss Pest Form, Hunt Prey(Recall Knowledge please)

| GM Tarondor | 
 
	
 
                
                
              
            
            Hunt Prey(Recall Knowledge please)[/ooc]
Sure. I also want to check that we need to go into the pit? Is this the cave?
You do and it is.

| Alister Medvyed | 
 
	
 
                
                
              
            
            As Mikhail grabs him, Alister gives a terrifying shout at Kankerata. It echoes off the cave walls. "No! Bad Kankerata!" An arcane shield snaps up around him.
Lingering Performance: 1d20 + 14 ⇒ (2) + 14 = 16 Fail
Demoralize vs frightened : 1d20 + 18 ⇒ (9) + 18 = 27
Actions:
1. Dirge of Doom + Lingering Performance (still frightened 1, but just 1 round)
2. Demoralize
3. Cast Shield

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Aristu floats backwards away from the earth spirit, then calmly incants a spell.
Cast Slow at Kankerata.
Fortitude save DC=26

| Aristu Medvyed | 
 
	
 
                
                
              
            
            I don't see how sticking around to fight it will help us win the race, so I say we keep moving. I tried slowing it because I thought that might help us get away from it.

| GM Tarondor | 
 
	
 
                
                
              
            
            Kankatera Fort Save: 1d20 + 20 ⇒ (2) + 20 = 22
Frightened and Slowed by the Medvyed brothers, the great beast digs into the ground and disappears.
You have succeeded at the Pit and move on to the Pool of Harsh Reflections!
ROUND SIX
As you move into the caves beneath the Dunsward, you encounter a cavern filled with multifaceted crystals. Small holes in the ceiling allow in light and the crystals multiply the brilliance a thousandfold. It is difficult to see anything in here!
Avert Your Eyes Reflex Save DC 19
Trust Your Instincts Perception DC 24
Or whatever else you want to try.

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern follow suit with the others.
Reflex: 1d20 + 18 ⇒ (13) + 18 = 31

| Kernithar Flott | 
 
	
 
                
                
              
            
            Damage: 1d4 ⇒ 3

| GM Tarondor | 
 
	
 
                
                
              
            
            STILL ROUND SIX - ARISTU ONLY
Aristu leads the way out of the Pools of Harsh Reflections and into the STALACTITE CAVERN, an area dominated by rough, uneven terrain, unstable stalactites and millions of bats disturbed by the centaur's previous run through the area!
What's more, your centaur rivals have left a little gift for you. As soon as Aristu enters the cave, one centaur warrior springs out from a higher ledge and drops a net onto Aristu's head, then laughs and runs away!
Net v. Aristu: 1d20 + 18 ⇒ (10) + 18 = 28 Success.[/b]
On a hit, the target is flat-footed and takes a –10- foot circumstance penalty to its Speeds until it Escapes.
[ooc]Aristu, you can spend the round removing the net or you can attempt one of the two actions below at a +2 DC.
Stalactite Cavern
Bats! Handle Animal DC 26
Falling Rocks Reflex Save DC 24
STATUS
Alister - 92/96 hp
Aristu - 68/72 hp
Kernithar - 56/102 hp
Mikhail - 109/112 hp
Piotr - 73/80 hp
Only Aristu, please.

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Conscious of the fact that there is a race to be won, Aristu tries to push on, dodging falling rocks as he goes.
Reflex Save: 1d20 + 13 ⇒ (12) + 13 = 25
So close...

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern will use his turn to move to Aristu and cut the net free.
We got the needed points to advance, right? Two Crits and one success?
Reflex: 1d20 + 18 ⇒ (2) + 18 = 20
Hope it's enough...

| GM Tarondor | 
 
	
 
                
                
              
            
            Yes, both Mikhail and Piotr got critical successes, and so you have Five points. And Aristu is free of the net!
ROUND EIGHT
KANKERATA'S DEN
Don’t Wake the Beast Stealth DC 29
Scaling the Walls Athletics DC 26
Your flight has long since worn off. You arrive at a cavern with a powerful musky odor. Asleep in the midst of its den is the might Earth Spirit Kankerata. At the far end of the cavern is one of the sacred stones, wet with bloody centaur handprints. The floor of the den is littered with brittle bones while the walls offer many small hand and toe holds...

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern looks to the mages of the group.
"Do you have any illusion magic to distract the best while we make a run for it? Maybe make us invisible and summon a creature to lead the beast away from here?"

| Piotr Denisov | 
 
	
 
                
                
              
            
            "I can summon a creature. Don't look to me for sneaking past or trying to climb, though," responds Piotr.
Piotr's needs a 20 for those rolls, and even that won't beat the DC's. He can, however, summon something to lead the beast aware - or occupy it while the party gets past.

| Kernithar Flott | 
 
	
 
                
                
              
            
            "I think we try to sneak and Piotr can summon if things get out of hand?"
Sneak: 1d20 + 14 ⇒ (6) + 14 = 20
Welp...
 
	
 
     
     
    