
|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Tûrak wakes up, stands up and catches his bandoliers.

|  Serpentfang | 
 
	
 
                
                
              
            
            ego: 1d6 ⇒ 2"erraaah...hmm?, Turak old chap, what in blazes are you doing?"Groggy from having just fell asleep, and not being able to see in the dark very well Serpentfang is a bit confused. Serpentfang stands up and stretches

|  GM Baerlie | 
 
	
 
                
                
              
            
            Ini Cormac: 1d20 + 2 ⇒ (12) + 2 = 14
The area around the fire is lit
Serpentfang, Kraww and Tûrak get up, stretch and get their weapons. The snow leopard attacks Bernard with its claws. While one claw hits only the grass next to Bernard the second one hits.
Claw left: 1d20 + 1 ⇒ (1) + 1 = 2
Claw right: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Round 1 
Tûrak 
Kraww
Serpentfang
-------------- 
Young Snow Leopard 
-------------- 
Bernard 
Ishingka 
Cormac
Hai Xuang 
Faren (in bed) 
Xue Ho (in bed)

|  Bernard Zeppel | 
 
	
 
                
                
              
            
            Bernard produces his sap from his otherwise sinister looking belt pouch with recently scratched over Zon-Kuthon holy symbols on it. I don't really want to hurt you, so just lay down kitty
Meanwhile Cormac began flying off the handle and moved to flank the cat
flanking slam Cormac: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 1 ⇒ (2) + 1 = 3
flanking Sap Bernard: 1d20 + 5 ⇒ (18) + 5 = 231d6 ⇒ 2

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            [dice=ego]1d6"erraaah...hmm?, Turak old chap, what in blazes are you doing?"Groggy from having just fell asleep, and not being able to see in the dark very well Serpentfang is a bit confused. Serpentfang stands up and stretches
"We have company. Prepare yourself!"

|  Serpentfang | 
 
	
 
                
                
              
            
            "Oh dear, dear I hope everyone is alright!" Serpentfang will pick up his spear and investigate outside on his turn.

|  Ishingka Thulkarian | 
 
	
 
                
                
              
            
            Ishingka draws her whip and cracks it at the leopard.
Whip: 1d20 + 5 ⇒ (2) + 5 = 7
for nonlethal: 1d3 + 3 ⇒ (2) + 3 = 5
She stumbles when getting up, though.
"Damned mountain air! Kitty! Go home! We don't want to hurt you!"

|  GM Baerlie | 
 
	
 
                
                
              
            
            Bernard and Cormac attack the leopard instantly. You can see that they are used to fight together, the immediately get into flanking. While Cormac's slam misses, Bernard's sap hits the cat's head. Ishingka tries to scare away the cat with a whip lash, but the leopard is not impressed. Faren gets up, takes his weapon and rushes to the fight while the guards pick up sticks from the fire and get ready to defend themselves.
Round 2
Tûrak
Kraww
Serpentfang
--------------
Young Snow Leopard -2NL
--------------
Bernard
Ishingka
Cormac
Hai Xuang
Faren
Xue Ho

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Tûrak makes a strategic movement forward, takes one of his bombs in the bandolier and throws it at the leopard.
Free action: 5-foot step
Movement action: take the bomb in the bandolier
Standard action: BOOM!
Bomb Atk (Rgd touch): 1d20 + 5 + 1 - 4 ⇒ (11) + 5 + 1 - 4 = 132d6 + 5 + 1 ⇒ (6, 5) + 5 + 1 = 17
Tûrak will use Precise bombs to save Bernard and Cormac from splash the damage of the bomb.

|  Serpentfang | 
 
	
 
                
                
              
            
            "Ooh, poor kitty it's a shame it had to be this way...anyone for roast leopard?

|  GM Baerlie | 
 
	
 
                
                
              
            
            Tûrak hurls a bomb at the leopard and hits. The young snow leopard drops to the ground and his fur burns.
combat over
The rest of the night continues without any further attacks of wild creatures, but Xue Ho and Hai Xuang seem to be frightened.
the next morning
Xue and Hai prepare breakfast, it's not much, just bread with cheese and some dried meat. Xue Ho and both refuse to travel farther, rightfully believing that the higher one climbs, the more there is to fear beyond mere snow leopards. "Too dangerous for us to climb up there. But we will wait here for your return." Xue Ho says.
Though the guides have not been to the monastery themselves, they have made the pilgrimage to the Two Brothers, once, many years ago. The two guides can provide you with simple maps and directions so that you should not get lost en route, as well as a description of the major obstacles and landmarks they are likely to encounter along the path (a cliff cave, the Path of Many Shrines, the chain bridge across the crevasse, and the Two Brothers).

|  Bernard Zeppel | 
 
	
 
                
                
              
            
            Bernard grumbles something about how worthless the guides turned out to be while Cormac begins blubbering about his fear of wild beasts to the point where Bernard has to absorb him back into himself.
Phantoms, eh. Can't live with em and I kind of need him to do my job
He will pack up his things and turn up his nose at the cowards and carry on.

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Tûrak will do the same thing he did last night: give to Ishingka an infusion of enlarge person; and when he sights the monastery at the range of his eyes, he will drink his extract of heightened awareness.
"They aren't guilty for their fear. At the end, they are just guides.", says Tûrak in response to Bernard's comments.

|  Faren Ashwell | 
 
	
 
                
                
              
            
            "Hopefully we can progress without harming any more of natures wonders. That cat was a marvellous beast and it was a shame how it was burned to a cinder." Faren seems deep in thought

|  GM Baerlie | 
 
	
 
                
                
              
            
            After traveling for 1 hour from the base camp, the mountain route takes you through a narrow valley which ends in a high rock wall. A large crack, forty feet up the wall, looks large enough to allow an adult human through. Several small cracks and holes dot the entire surface of the rock wall. A rock overhang, ten feet above the gash, acts as a natural roof, sheltering the immediate area from the elements. The route to the monastery continues through the crack in the wall 40 feet above.

|  Serpentfang | 
 
	
 
                
                
              
            
            Ego: 1d6 ⇒ 5. Serpentfang is scouting ahead of the party trying to stay quiet but still admire natures beauty, he see's an opening to a cave when he drops to a knee...he grabs his head"No, no...umph!"he mutters to himself. Fire faintly outlines his body and his hair darkens to a deep red. "Well, that's better. He motions the party to the cave and sneaks his way in and takes a peek. Stealth: 1d20 + 7 ⇒ (1) + 7 = 8. Perception: 1d20 + 7 ⇒ (15) + 7 = 22 haha kinda fitting on the stealth roll considering I kinda had a breakdown.

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Tûrak assents with Serpentfang's suggestion. "Let's check it, buddies", he says to the others while makes his way through the cave.
"Stay alert. Who killed these animals may kill us too", the alchemists shows to the others the remains of multiple small mountain animals around the natural spring and the base of the wall.
Now he drinks his extract of heightened awareness.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

|  Devil-Hunter Kraww | 
 
	
 
                
                
              
            
            perception: 1d20 + 8 ⇒ (20) + 8 = 28
Kraww picks through the remains with his beak, looking for anything out of place or edible.
Thank goodness we got all these good rolls out of the way, it'll make the rest of the adventure more adventury.

|  Ishingka Thulkarian | 
 
	
 
                
                
              
            
            Goodness.
"Perhaps there's a ladder or steps in this cave...scaling that wall doesn't look fun," says Ishingka. She has been somewhat quiet and thoughtful since the snow leopard's untimely demise, and the lack of guides.

|  Bernard Zeppel | 
 
	
 
                
                
              
            
            Bernie will take out a rope and knot it and then he will pull Cormac out and have him fly said rope to the top (provided it's a shorter distance than 50 feet) which should allow the whole party to take 10 up the rope.

|  Faren Ashwell | 
 
	
 
                
                
              
            
            "I will head up first. Hopefully there will not be any surprises. Faren lets out a breath of unease."However assume the worst and ready yourselves."

|  GM Baerlie | 
 
	
 
                
                
              
            
            1d4 ⇒ 3
Faren climbs up to the cave, followed by Kraaw. Suddenly you see some kind of filament coming out of a hollow in the overhang. 
RTA: 1d20 + 3 ⇒ (12) + 3 = 15
The sticky filament hits Berard and starts to drag him up.
The sticky, silk filament belongs to a Cave Fisher.
Ini Cave Fisher: 1d20 + 1 ⇒ (15) + 1 = 16
Ini Kraww: 1d20 + 4 ⇒ (5) + 4 = 9
Ini Bernard: 1d20 + 3 ⇒ (16) + 3 = 19
Ini Cormac: 1d20 + 2 ⇒ (5) + 2 = 7
Ini Faren: 1d20 + 2 ⇒ (13) + 2 = 15
Ini Ishingka: 1d20 + 2 ⇒ (9) + 2 = 11
Ini Serpentfang: 1d20 + 3 ⇒ (15) + 3 = 18
Ini Tûrka: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1
Bernard
Serpentfang
--------
Cave Fisher
--------
Faren
Ishingka
Kraww
Cormac
Tûrak

|  GM Baerlie | 
 
	
 
                
                
              
            
            Entangled I think. The beast stats don't tell, but the filament is something sticky and silky so I think it's similar to a spider's web. You are not dragged yet but attached to the filament, the filament attack is a standard action and during a surprise round the cave fisher can't do more.
Filament (Ex) A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.

|  Serpentfang | 
 
	
 
                
                
              
            
            "What in blazes is that thing!" Serpentfang concentrates and fire faintly outlines his body. Suddenly he points his finger at the beast and two magic missiles launch out of his hand and smacks the thing, but the missiles are made of fire. Casts Magic Missile and uses elemental bloodline to make it fire. Magic Missle: 2d4 + 2 ⇒ (2, 2) + 2 = 6

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Kn. Nature (Cave fisher traits): 1d20 + 8 ⇒ (6) + 8 = 14

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Entangled I think. The beast stats don't tell, but the filament is something sticky and silky so I think it's similar to a spider's web. You are not dragged yet but attached to the filament, the filament attack is a standard action and during a surprise round the cave fisher can't do more.
** spoiler omitted **
I think that the filament is used just to drag the PC, as see in the 'OFFENSE' stats of the cave fisher sheet: Ranged: filament +3 (drag). And as long as he has the "pull" special attack, this makes sense.
EDIT: and it drags the PC as part of the filament attack (standard action), don't need one action to attach it, and another to drag.

|  GM Baerlie | 
 
	
 
                
                
              
            
            I see, thanks for the clarification. It's the first time I came over this filament attack stuff.
Bernhard casts a spell on Cormac while Serpentfang shoots a magic missile at the fisher.
And because I ruined the attack in the surprise round, I try it again to do it correctly.
The cave fisher releases Bernard and tries to attack the filament to Ishingka and trie to pull her up.
1d4 ⇒ 1
RTA: 1d20 + 3 ⇒ (14) + 3 = 17
Free CMB: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
If I'm correct, that pulls Ishingka 10 ft. up.
Round 1
Bernard
Serpentfang
--------
Cave Fisher
--------
Faren
Ishingka
Kraww
Cormac
Tûrak

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Tûrak still see the cave fisher, or it retreated back?

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Tûrak uses his Alchemical Weapon ability to apply the alchemist's fire in an arrow and shoots it against the creature.
Rgd Atk - Longbow: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 2 ⇒ (2) + 2 = 4
Alchemist's fire: 1d6 ⇒ 6

|  Bernard Zeppel | 
 
	
 
                
                
              
            
            Cormac roars fearfully up to the Cave fisher, his flight allowing him to reach the creature with relative ease and touches it with a Chill Touch'd hand
melee touch attack chill touch (DC13 Fort save or take 1 Str Damage): 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 4

|  Devil-Hunter Kraww | 
 
	
 
                
                
              
            
            Kraww takes 10 (11 total) and quietly shimmies up the chimney.
stealth: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12

|  GM Baerlie | 
 
	
 
                
                
              
            
            Tûrak applies alchemical fire to his arrow and shoots it at the crab. The arrow hits the crab somewhere in a gap in the shell. While Ishingka tries to break freem from the sticky filament Cormac touches the beast with an icy hand. Ishingka is not able to break free and Kraww climbs up the chimney to catch the crab on surprise, but the crab hears Kraww.
Fort DC13: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 0 ⇒ (20) + 0 = 20
does somebody want to bot Faren?
Round 2
Bernard
Serpentfang
--------
Cave Fisher -14HP
--------
Faren
Ishingka
Kraww
Cormac
Tûrak

|  Tûrak Kavendarth | 
 
	
 
                
                
              
            
            Faren:
The cavalier grabs the rope that he and Kraww have used to climb there, and throws it at the area where the crab is, "here we go", he says while try to climb with the rope's aid.
Climb DC 5: 1d20 ⇒ 7

|  Serpentfang | 
 
	
 
                
                
              
            
            is there a link to the map that I over looked? I was trying to figure out if I could shoot an elemental Ray at the enemy or what not.
 
	
 
     
    