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Tallea would have reactivated the wand of bless before we entered the area. She will take a swing as the undead closes as she has combat reflexes
Religion 1: 1d20 + 5 ⇒ (7) + 5 = 12
Religion 2: 1d20 + 5 ⇒ (6) + 5 = 11
Skeletons and zombies, be careful, bludgeoning weapons on the skeletons, slashing on the zombies!
Hammer, bless: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d12 + 6 ⇒ (9) + 6 = 15
Assuming that misses
With the skeleton in her face Tallea cannot make use of her hammer. Not wanting to expose her allies to attack she punches the creature in front of her with her mailed gauntleted fist.
Gauntlet, bless: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 1d3 + 4 ⇒ (1) + 4 = 5

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The skeleton did not perform an action that would have provoked an AoO.
Talea misses her punch attack, even with gods blessing behind her.

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Knowledge Religion 1: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge Religion 2: 1d20 + 1 ⇒ (11) + 1 = 12
Teke throws a telekinetic dagger at the second (red) skeleton.
Attack, bless: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 vs AC+4 for cover
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10

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clw from janira's wand: 1d8 + 1 ⇒ (1) + 1 = 2
kn religion1: 1d20 + 2 ⇒ (6) + 2 = 8
kn religion2: 1d20 + 2 ⇒ (3) + 2 = 5
Giovanni fishes out an acid flask and tosses it at the middle skeleton. or rear skeleton if it is destroyed by Teke
acid throw, bless: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
acid damage: 1d6 ⇒ 3 1 splash damage for adjacent skeletons, 5ft step into the alcove to make room for others.

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Midge begins to form symbols in the air with her hands, while chanting arcane words...
Beginning to cast summon monster I

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The skeleton did not perform an action that would have provoked an AoO.
Talea misses her punch attack, even with gods blessing behind her.
Tallea is wielding a reach weapon so I think to get adjacent it pretty much has to unless it is moving out of cover somehow.

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Oh, I didn't realize you were using a reach weapon. In that case, it definitely does provoke from you, but your attack misses, sorry about that!

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As stated before, Talea misses both her attacks, but just barely.
Teke's dagger doesn't quite find it's mark, instead embedding itself in the cavern wall before clanging to the ground.
Giovanni hits a skeleton with an Acid, but it stays standing and rattling.
Initiative Order, bold may go! Feel free to do any healing or prebuffing on your turn.
Combat Slide
Enemy 1
Giovanni
Tallea
Teke
Midge
Enemy 2
>>>Bobbi
>>>Regnum
The zombies shuffle around, but cannot make their way to the pathfinders.

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Regnum, seeing the skeleton/undead creature right in front of him, aims and fires his musket at it.
Musket: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 (PBS,Precise vs TOUCH)
Damage: 1d12 + 1 ⇒ (9) + 1 = 10
So close to another crit!!!

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Hey Zer0, I'm not on the initiative list, but you rolled a "2" for me.
Chain vs RED: 1d20 + 5 ⇒ (17) + 5 = 222d4 + 4 ⇒ (3, 4) + 4 = 11
Knowing his purpose is to put the undead to rest, the paladin forces his way forward, trying to finish off the skeleton.
Glaive (reach) vs ORANGE: 1d20 + 5 ⇒ (12) + 5 = 171d10 + 4 ⇒ (3) + 4 = 7

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Sorry Korum, must have missed you in all the rolls!
Regnum blasts a skeleton to bits while Korum steps forward and destroys one with his spiked chain in a burst of bone dust.

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With the way opened up Bobbi sorts of folds themselves in on themselves and STRETCHES past Tallea and Korum and then kind of oozes over to a nearby space to prepare for the 'next wave' of undead, whacking the skeleton in front with a huge blob of oozeflesh.
Compression power makes it not Squeezing, then Acrobatics to avoid AoO from lead Skeleton around hard corner
Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11Probably triggers AoO
If not, or if the attack does not hit, map position is where Bobbi is trying to end up.
Morphic Weapon(Bashing) on Skeleton: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

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It's been less than an hour if you want to stay in human form bobbi
Bobbi rolls around, but the skeleton senses the life in the blob and swings at him.
Scimitar, AoO: 1d20 + 0 ⇒ (8) + 0 = 8 but misses the little flubber thing.
Initiative Order, bold may go! Feel free to do any healing or prebuffing on your turn.
Combat Slide
Enemy 1
>>>Giovanni
>>>Tallea
>>>Teke
>>>Midge
Enemy 2
Bobbi
Regnum
Korum
The remaining skeleton takes another swing at bobbi,
Scimitar: 1d20 + 0 ⇒ (10) + 0 = 10 but he still can't hit because skeletons suck

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Giovanni pulls a shortbow with blunt arrows and steps around the corner to fire at the standing skeleton.
shortbow, bless: 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3

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Tallea rushes forward, ducking past the zombie and skeleton, trying to get to a position where she can employ her hammer.
I provoke from the skeleton, possibly the zombie unless I have cover as I move south east from the cave entrance square.
In position she makes a huge overhand swing at the skeleton, bringing the bludgeoning head of her hammer down at it.
Hammer, bless: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 1d12 + 6 ⇒ (11) + 6 = 17

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@Bobbi Yep, I'm just being a bad GM right now and forgot after rolling the AoO
Giovanni fires a sharp arrow at one of the zombies, but misses horribly.
Tallea has cover from the wall of the cave and the zombie smacks into while trying to drag her down. She brings her hammer (or whatever weapon she'd like to use) down on one of the zombies and flattens it.
Initiative Order, bold may go!
Combat Slide
Enemy 1
Giovanni
Tallea
>>>Teke
>>>Midge
Enemy 2
Bobbi
Regnum
Korum
1 potion of barkskin
2 potions of cure light wounds
1 potion of feather step
1 potion of vanish
1 scroll of entangle
1 scroll of gust of wind
1 scroll of identify
1 scroll of mage armor CL6
1 scroll of obscuring mist
1 wand of burning hands CL 3, 4 charges
1 wand of cure light wounds CL 3, 6 charges
1 vial of acid
2 alchemist’s fires
1 holy water
1 smokestick,
2 tanglefoot bags
1 thunderstone
1 antitoxin
2 sunrods

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With a final wave of her hands there's a flickering of golden light, and a regal looking dog appears in front of the skeleton. The dog takes a quick step forward, and lets out a howl, before chomping at the skeleton.
Midge's spell is complete. She summons a celestial dog. It then takes a five foot step forward, activates it's smite evil ability, and bites at the skeleton.
Bite Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Plus trip.
Trip: 1d20 + 3 ⇒ (1) + 3 = 4
Unable to get very close to the battle, Midge takes a step closer and casts a spell on herself Mage Armour

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Sorry I swear I moved my token and posted last night, but must have only previewed.
Teke moves up for the best shot he can take in these crowded corridors.
Attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 I think vs AC+4 for cover, not into melee if I got it off before the monster popped
Bashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Teke working with Midge's summoned dog allows them to easily take down the last zombie.
Combat over!
As the party explores the cave the discover that among the fallen bodies they realize the face down body is a dhampir necromancer. There is a note written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. You look around and easily realize that the undead were created by the corpses of Gillmen.
Further investigation finds a fancy ring and longsword, both are clearly masterwork quality.
This is a +1 longsword
This is a +1 ring of protection
Finally, with the suggestion of a secret passage from the Gillmen, the party manages to find said secret passage. Once opened you can hear the voice of Janira insulting the minotaur in Giant echoing down the tunnel. She sounds out of breath, but otherwise mostly unharmed.

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As the battle draws to a close, Midge's dog nods his head at her, and then vanishes in a glowing golden light.
"Thank you!" Midge exclaims, waving goodbye to the dog. But, as she looks around the room, her smile fades.
"Oh, dear! How horrible... These poor people..."
Spellcraft on the Sword: 1d20 + 5 ⇒ (2) + 5 = 7
Spellcraft on the Ring: 1d20 + 5 ⇒ (16) + 5 = 21
"I'm not sure what this sword does, but the ring is magical. It will help protect it's wearer from harm." She holds it out to her companions. "One of our best warriors should wear this."Ring of protection +1
Once someone puts on the ring, Midge helps find the secret passage. Suddenly she cocks her head. "I... I think I hear Janira! We have to help her."
Midge ushers everyone into the tunnel, and follows them after Janira's voice...

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Spellcraft, sword: 1d20 + 5 ⇒ (10) + 5 = 15
Ring, sword: 1d20 + 5 ⇒ (13) + 5 = 18
No idea about the sword but the ring is a protective device, some other front liner should take it.
As they head outside Tallea will mutter more prayers to Kurgess and activate a wand if there is time.
Activating wand of bless and recasting shield of faith, also casting divine favour if possible.

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"Yes, let's get moving. I'm starting to feel the strain picking up."
Bobbi is quietly impressed that they were able to pull of that maneuver earlier against the undead... it was a theoretical guess by the druids that had helped them stabilize their form, but they hadn't tried it for fear they'd tear themselves apart or permanently warp their oozy humanoid form into something odd to look at.
They form their right hand into a blade before letting it 'snap' back to being a hand. "I am my own sword, I... really am not trained in how to use a manufactured one... that should go to someone who can use it better."

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Regnum reloads his musket, ready for the next fight. "Yes, lets go and see what we can to to aid and assist Janira. I'd be a shame for her to be bested before I can introduce myself to her!"

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The party makes their way through the tunnel with out any issue, soon the light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light 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. You see Janira locked in combat with a bloodied Minotaur, both of them look rather winded, as though they have been through a long game of cat and mouse.
Janira looks at the timely arrival of the group, "Oh thank the decimvarate you got here when you did! I could really use a hand finishing off this minotaur, he simply will NOT listen to reason. He thinks we are working with the Centaurs to take over his land or something."
Initiative, Giovanni Stellaluce: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative, Bubb Blrb Brbl 'Bobbi' Libertas: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative, Teke: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative, Korum of the Silver-Eyed Wolf : 1d20 + 1 ⇒ (3) + 1 = 4
Initiative, Midge: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Tallea Gallonica: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative, Regnum Blastface: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative, Janira: 1d20 + 6 ⇒ (17) + 6 = 23
Initiative, Minotaur: 1d20 + 0 ⇒ (1) + 0 = 1
Initiative Order, bold may go! Janira is giving you inspire courage (+1 hit and damage)
Combat Slide
>>>Everyone
The minotaur (nat 1 initiative)
Janira attempts to use her whip to disarm the minotaur.
CMB: 1d20 + 4 ⇒ (19) + 4 = 23 and she actually manages to whip the minotaur's greataxe out of his hand! In all the tables I've played and ran of this, I've never seen her successfully do this, but her tactics require her to attempt it in the first round.
There is an optional encounter as well that you are welcome to take part in. Usually I run it that you either clear both rooms and the minotaur or 1 room, the optional, and the minotaur. Let me know if you'd like to do it, if not, then this is the last fight!

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We're on a good time-frame, I won't be able to post after Tuesday next week, and will leave the choice up to the rest of the party for the optional. Abstain.

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I don't mind either way but as we are at the minotaur it makes sense not to bother with it and the retconning. Are the map squares 10' or 5'?

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Tallea jogs forward drawing a chakram as she goes. She hurls it at the minotaur with a bellowed challenge, Come and face me you overgrown beef steak!
Chakram, bless, divine favour: 1d20 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11
Using folio reroll to make sure I get its attention
Chakram, bless, divine favour, stars: 1d20 + 2 + 1 + 2 + 5 ⇒ (5) + 2 + 1 + 2 + 5 = 15
Damage, divine favour: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
After which she takes a firm two handed grip on her lucerne hammer in case it charges her.
Lucerne Hammer, bless, divine favour: 1d20 + 6 + 1 + 2 ⇒ (16) + 6 + 1 + 2 = 25
Damage: 1d12 + 6 + 2 ⇒ (5) + 6 + 2 = 13

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Jogging forward, Regnum takes aim with his musket, focuses (using a grit point), and fires at the beast.
Musket: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Precise Shot, Bless, Using grit to keep touch attack.
Damage: 1d12 + 1 ⇒ (8) + 1 = 9
Don't have to many grit points so gotta use them wisely!

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Giovanni is stunned to see Janira still standing. Walks up in front of the group and fires off an arrow with his shortbow.
shortbow: 1d20 + 4 ⇒ (13) + 4 = 17 +1 if there's a bless
damage: 1d6 ⇒ 5

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Doh, I was looking at the wrong map slide, nevermind

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Standing at elevation and with no allies yet near the minotaur, Teke takes a rare clear shot! He gathers power, and leaves and grass and anything else in the area rustles around him. He telekinetically hurls his dagger at an extreme range, arcing toward the creature.
Gather power and use the free burn on Extended Range
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Piercing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
But his dagger probably flies right over the minotaur anyway.
Le sigh... I'm ok wrapping up after this if people want to.

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The minotaur takes a massive beating from Giovanni, Talea, and Regnum. Teke's dagger, unfortunatly flies way past the minotuar and lands on the ground.
I don't think any of you included Janira's inspire courage so I'll add in the damage.
The minotaur has taken 24 points of damage and is looking pretty woozy.
Bobbi is up!

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Midge hurries forward and thrusts her arms outward, causing a brilliant beam of holy light to fly at the minotaur. Using heavenly fire
Ranged Touch: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
If he's EVIL he takes: Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Note: If he is good he is instead healed that much damage, and if he is true neutral he is unaffected by they attack.

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Bobbi goes trundling along and attempts to leap over the creek that flows through the middle of the area!
"Janira, try to talk it down, we're coming in, let's try not to murder it over a misunderstanding!"
Acrobatics(Running start): 1d20 + 7 ⇒ (4) + 7 = 11
Double Move

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Midge hits him with a beam of good energy (that deals 5 damage with inspire). The minotaur, although not very bright, realizes that he is fighting a losing battle, turns, and runs, leaving his broken greataxe behind!
His tactics are to flee once reduced to 10 or fewer hp and he gets to take his first turn now, at 9hp lol.
Combat over!

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Seeing mostly votes to wrap the scenario up, so that is what I will do. Sorry it's a bit short!
Having defeated the Minotaur and reported your findings to Janria, she confirms that you have completed your mission of exploring the caves and discovering why the Gillmen were visiting. She then leads your expedition back to Absalom without further incident.
Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what the you have found and asks to see their 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 you are now the foremost authorities on that cave and what it contains, Shaine also invites them to come up with its name.
Shaine also is certain to compliment Janira for her guidance and assistance, much to the halfling’s delight. He makes sure to remind you, however, that not every pathfinder returns from their missions and that being a Pathfinder is a dangerous career, but also a rewarding one.
Three days later, the Master who best represents each of your interests, either the Master of Scrolls, Spells, or Swords, confirms that you are all full Pathfinder field agents. As part of the ceremony, that mentor also gifs a personalized wayfinder to the PC, 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.

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Bobbi will be back in their pot while in town, to prevent misunderstandings and also because it's a bit relaxing to not have to fight from oozing all over the place, and will let the party know at a 'solid' point that they really, really appreciated the team not being judgemental about their issues and looks forward to the chance to adventure with folks again as members of the Society.

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"Yeah, you'd better run!" Midge exclaims, waving her fist at the minotaur.
Looking at the others she puts her hands on her hips. "Hmph! The nerve of that guy!"
She wanders over to everyone, one at a time, to make sure that everyone is alright.
---
At the ceremony, Midge smiles happily, beaming with pride as she receives her wayfinder (she'll have to spend PP to get it). She wanders around after the ceremony, giving everyone a bright smile, congratulations and a high five.
As Bobbi thanks the party for being accepting, Midge smiles brightly. "Of course, Bobbi! No problem!"
She turns to walk away, then pauses. "Actually... Now that you mention it... I hear there's a Katapeshi ship in the harbour that's got a few folks who could use our help. Care to lend some aid?" she waggles her eyebrows at him and grins.
Attempting a faction mission with her new pal, Bobbi: Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level.
Stealth DC 16: 1d20 + 2 ⇒ (17) + 2 = 19
Midge's extracurricular freedom fighting meets with success!

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Attempting a faction mission with their new pal, Midge: Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level.
Stealth DC 16: 1d20 + 3 ⇒ (11) + 3 = 14
Bobbi ends up being the distraction to make sure that Midge's mission is a success, mostly by being a menacing ooze. It's not really a victory for Bobbi, though, because it set back the rights and freedoms of the oozily impaired everywhere.

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Giovanni stows his now and checks his rapier in its sheath. naturally, not an issue
week done, everybody. as Giovanni puts his glasses back on.