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Trying to get this going... sorry if I am stepping on toes here.
Seeing a group of blank faces, Z'hor'll unties the blue, magical cloak from the chain of cloaks, and walks over in front of Uori. He makes sure that he has the gillman's attention, and says, "Sir, I believe this belongs to your people. We would like you to have it. Perhaps it can be returned to the next of kin of whomever owned it last. I am sorry for your loss." He then hands the cloak to Uori, being careful to keep it out of the water.

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"Thank you, sir. That was hardly necessary." He holds on to the wand, for now, expecting to give it to Aleath or Victoria. He thinks that we could probably use all of the charges up, here, if needed.
To recap, the rituals gave us:
+2 insight bonus on a single check made to perform the aid another action in the next 24 hours.
+1 luck bonus on Fortitude saves against poison
+1 bonus on a single attack roll made against a flanked target within 24 hours
Unknown what the painter gave us
Z'hor'll looks around, trying to see where could go next. He notices the tunnels to the east and to the west.
"So, which way, guys. I always think 'go left' first... but that's just me." assuming left == west

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Rondo wonders if right is right or left is right.
Rondo looks down each tunnel corridor and cast detect magic once at each entrance, facing down the corridors.

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Tori will take the wand if offered.
"Just let me know when we need it and I will activate it.. "
She looks longingly back at the cave, wondering if she will ever get to come back.

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Nehyril glances down the two passageways winding away from the cavern.
Survival check to see if any signs of tracks leading down one or the other: 1d20 + 5 ⇒ (2) + 5 = 7
"Well, better to get moving somewhere at least. We are supposed to map this place after all."
Nehyril will start down the path he sees any signs of life in. If no signs (or low Survival check would give wrong result), he heads down a random one. Utterly confident in either case of course :p

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Well, since no one else seems to care but Z Rondo thinks that we may as well go left.
Rondo moves towards the left hand tunnel, but hangs back to allow the other party members to proceed first.

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Z'hor'll stands by Rondo, waiting for the rest of the team. Thinking, though, he runs back to Uori, gets his attention, and asks, "Uori, do you know how long these two tunnels run? We are trying to gauge how long it might take to walk down them. Thank you!"

DM Stylz |

1d6 ⇒ 4
Nehyril checks both passages for any signs of life, but thick layers of dust seem to cover up anything. It is safe to say that everything is clear.
The passage leading from the gillmen’s holy site varies from 3 to 6 feet wide and is coated with the omnipresent bioluminescent fungi. Your group encounters several points where the tunnel branches off in different directions, all of those paths either narrow beyond the abilities of the you to traverse, lead back to this main trail, or are blocked by a cave-ins.
The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.
Upon entering the cave, Neyhril and Aldaeth notice a trio of squat humanoids seems to be nearly all head—an unfortunate circumstance, considering how ugly its puffy blue face is. They are accompanied by a large insectoid creature.
K-nature if you got it to identify both creatures
------
Aldaeth init: 1d20 + 1 ⇒ (4) + 1 = 5
Neh init: 1d20 + 1 ⇒ (18) + 1 = 19
Rondo: init: 1d20 + 3 ⇒ (8) + 3 = 11
Verrak init: 1d20 + 1 ⇒ (15) + 1 = 16
Victoria init: 1d20 + 1 ⇒ (4) + 1 = 5
Zhor init: 1d20 + 4 ⇒ (5) + 4 = 9
M: 1d20 + 1 ⇒ (2) + 1 = 3
C: 1d20 + 2 ⇒ (17) + 2 = 19
Init tracker: round 1
C
party
M (x3)
----
The wriggling creature, skitter forward, through the shallow river to get closer to its next meal.

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kn:Nature: 1d20 + 2 ⇒ (11) + 2 = 13 blue guys
kn:Nature: 1d20 + 2 ⇒ (6) + 2 = 8 bug
If Z'hor'll succeeds, he'll blurt out what he know about these guys.
He'll then start with his Bardic Peformance... inspiring courage (+1 to hit, +1 damage, +1 vs fear) by joking: "Why you so blue, little men? Are you already mourning your own deaths, or the fact that you cannot count high enough to count the legs on your beastie?"

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Victoria will heft her glaive and move into the river room. There she will ready to attack if any of the creatures moves towards her threateningly.
"What are these and what are they doing?"

DM Stylz |

one roll is good enough and I will take the 13
Z'hor looks at the enemies before him, and searches his memory banks for anything he may know about them. He realizes what they are and as he speaks, Victoria moves into the room, readying for any hostility.
Z'hor recognizes the bug as a giant centipede, and the blue creatures to be mites. The centipede has a poison that it injects into its prey when it bites them, this poison slows your response time and makes its victim more sluggish. The mites are fey creatures and have a special hatred for dwarfs and gnomes.
After saying what he knows, Z'hor begins to inspire everyone around him by insulting the small little blue creatures.

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Adaeth brings up his shield.
We won't be put off by some giant bugs.
He moves to his current position allowing others to move through as they need to.

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Rakessi drops low and growls for a moment when he sees the creatures, then leaps into action towards the centipede
Pounce Attack:
Claw 1: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 - Claw 1 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw 2: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 - Claw 1 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Bite: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 - Bite Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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you cannot charge through enemies and charging is a full round action so please restate your actions for your Rakessi. Unless I completely had the starting positions off, I tried to place as accurate as I could
I didnt think there were any enemies between him and the centipede. Also, Pounce allows for a full attack after charging. If not then I would have gone with just the bite attack I guess

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Fah! Will there be nothing but overgrown insects on this entire trip?
Nehyril steps to the right until he is at the water' sedge, then looses an arrow at the Mite to the far right.
shot: 1d20 + 6 ⇒ (8) + 6 = 14 for: 1d8 + 1 ⇒ (6) + 1 = 7

DM Stylz |

DM Stylz wrote:you cannot charge through enemies and charging is a full round action so please restate your actions for your Rakessi. Unless I completely had the starting positions off, I tried to place as accurate as I couldI didnt think there were any enemies between him and the centipede. Also, Pounce allows for a full attack after charging. If not then I would have gone with just the bite attack I guess
Sorry I meant to say allies not enemies.
Verrak rushes forward while his trusty companion takes a mighty chomp from the centipede. It wriggles fir but only a moment before dropping dead. Meanwhile Nehyril moves up and lets an arrow fly, catching the mite in the chest and dropping it before it had time to react.
The remaining mites move up 20 feet, to the waters edge and each throw a dart at the savage beast that took out their bug.
The first dart lands a direct blow to the beasts hide, but fails to do much damage since the force behind it was minimal. The second dart sails wide and crashes against the river rocks.
1d20 + 2 ⇒ (18) + 2 = 201d3 - 1 ⇒ (2) - 1 = 1
1d20 + 2 ⇒ (5) + 2 = 71d3 - 1 ⇒ (2) - 1 = 1
bug is dead along with right most mite, no access to comp right now
Int tracker: round 2
Party (Rakessi 1 damage)
Mites

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Nehyril moves through the shallow water to line up a clean shot at the nearest mite, then fires another missile at the pest.
shot (at Point-Blank range this time): 1d20 + 7 ⇒ (5) + 7 = 12 for: 1d8 + 2 ⇒ (8) + 2 = 10

DM Stylz |

CRAP!! I forgot that Rondo didn't go for round 1, I will wait for hi to post his actions for round 1. If he doesn't post in a relative timely manner, then I will bot him and proceed with round 2, sorry for that everyone :)...I updated the minions on the map, according to the moves they would have taken last round. If you still have an attack action you can take it :)

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I'm away from my desktop and have been posting from a tablet, so I've been unable to move my figure. From the previous round's action's posts I should be four squares to the right (at the water' s edge) right now, so for this round's movement Nehyril will cross the river to be right on the opposite shore then, then have shot at the closest Mite.

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"Let us deal with them first, then worry about what they were!" Verrak yells, as he wades across the river, hammer in hand
Attacking northern mite
Earth Hammer: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

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Rakessi's gaze snaps to the mites that dare attack him, and bounds across the water to attack
Attacking northern mite if it is alive, southern otherwise
Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

DM Stylz |

Verrak, moves across the stream and crushes the poor night with the weight if his hammer, brain matter splattering on the mite next to him.
Rakessi, takes advantage of the surprise and bites the remaining mite. He bites, but the surprise crushing also takes him off guard and there is little force behind it. The mite still stands, angry at the aggressive beast.
Robdo you moved and reloaded for round 1, wanna shoot for round 2?

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Indeed
Rondo fires at the remaining mite.
Crossbow: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 ⇒ 2

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sorry. Thought I had posted
Z'hor'll moves 30' forward, drawing his bow, while maintaining his performance. He then takes a shot at the lower mite (should be free of cover, but is into melee)
cold iron arrow attack: 1d20 + 3 - 4 + 1 ⇒ (19) + 3 - 4 + 1 = 19 for arrow damage, cold iron: 1d6 + 1 ⇒ (6) + 1 = 7
"Silly ugly little blue men, why do you even try? Your mamma though you was so ugly, she tried to choke you dead! That's why your face is blue and wrinkled!"

DM Stylz |

Z'hor continues to bring inspiration to his allies, by insulting the little blue mites. He takes aim with his bow, and threads the needle to hit the enemy in the head dropping it like a bad habit.
COMBAT OVER
With the combat over, the group does a overall look of the location they are in, with the exception of a few small darts and daggers, there s nothing of note on the enemies. The group notices that the east of where they first spotted the now dead foes. The only way to progress is to either go back the way they came or to progress forward through this new tunnel.

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"onwards seems into me!" says Z'hor'll

DM Stylz |

1d6 ⇒ 1
The group decides that going forward is always better then going backwards. The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As the group travel, they can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds—the raging fight between Janira and the minotaur. As your group arrive in area, Janira’s words are sufficiently audible to all. The tight tunnels here range from 2 to 5 feet in width and average about 9 feet in height. The slick floors and steady incline from west to east increase the DC of all Acrobatics checks by 4.
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!
-----
Everyone please make a perception check, with a +1 from the ritual added in :)
Ongoing effects:
All PC: +1 attack/damage rolls & saves vs fear
All PCs a +1 bonus on a single attack roll made against a flanked target within 24 hours.
All PCs a +1 luck bonus on Fortitude saves against poison.
All PCs a +2 insight bonus on a single check made to perform the aid another action in the next 24 hours

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perception: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
"Is that Janira? Did she survive?"

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Verrak sees Rakessi's movement, and stops to follow his gaze
Perception: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20

DM Stylz |

Verrak and Rakessi, both look towards the sound of the voice coming from the passage on the opposite side of their current locale. About halfway between the passage and their current place, they see a shimmering creature, not moving at all.
Aldaeth init: 1d20 + 1 ⇒ (10) + 1 = 11
Neh init: 1d20 + 1 ⇒ (10) + 1 = 11
Rondo: init: 1d20 + 3 ⇒ (6) + 3 = 9
Verrak init: 1d20 + 1 ⇒ (14) + 1 = 15
Victoria init: 1d20 + 1 ⇒ (19) + 1 = 20
Zhor init: 1d20 + 4 ⇒ (8) + 4 = 12
ooze 1d20 - 5 ⇒ (11) - 5 = 6
Init tracker: round 1
party
ooze
K-nature to identify ooze

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perception : 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
"Whoa, blob alert! Not sure what these do, but i am sure it is not pleasant? "
She will try to hit it with lightning arc.
ring touch, cover: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9 damage, electric : 1d6 ⇒ 4

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kn nature: 1d20 + 2 ⇒ (18) + 2 = 20
"that's some toast for that jelly, Vicky!"
Z'Hor'll starts to inspire courage once more.

DM Stylz |

Under the effects if inspire courage from Janira and Electricity is immune so youboth can redo your actions if you like.
Rakessi and Verrak point out where the glob of gelatinous goo is, and Z'hor wracks his brain trying to figure out what it it, then it hits him, a gelatinous cube. Or perhaps one that has maturing left to do. Z'hor remember that gelatinous cubes are immune to electric attacks, and have a paralytic slime that causes their prey to seize up upon contact.

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Well, she certainly is, theatircla Nehyril thinks as he hears Janira's distant cries. Then, hearing his colleagues at he lead of the train call for a hot, the half-elf peers forward and glimpses thee semi-transparent edges of he Ozzie creature ahead.
He frowns. The cramped corridors leave no room to maneuver, much less get a clear shot. Desperate for a clear path, Nehyril ducks down the tunnel to the right and advances, pausing at the first opening to lie in wait.
[ooc] Last day away, so still can't move my piece. Nehyril will move five squares along the southern cave passage to stop where the passage splits. He'll then wait to see if the ooze advances forward so that he can fire an arrow at it (it'll still have cover, but in these quarters it's the best he can see :) )
Know nature: 1d20 + 4 ⇒ (17) + 4 = 21