
![]() |

Serpentfang launches 2 more Magic Missiles. Magic Missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9

![]() |

Serpantfang throws to more missiles at the creature while the creature drags him up. Suddenly the filament gets loos and Serpentfang drops to the ground.
combat over
The cave fisher's lair contains a number of useful items, primarily the possessions of the cave fisher’s most recent victims, including a cloak, a potion and two scrolls. The cave fisher's filament can be removed to produce glue.

![]() |

"Well!" says Ishingka. "I was completely useless again. My thanks, friends. Can anyone identify these items, before Kraww reduces them to tiny bits?"
She catches her breath, weary from the bloodrage and the elevation, but pulls on the filament of the cave fisher with her reduced strength. "Errr, come on, you bugger, give it up," she grunts.

![]() |

Kraww takes the items found in the fisher's lair back to the party to see if anyone can read the scrolls or figure out what's in the vials. He'll claim the cloak assuming no one wants a dead person's cloak found in a monstrous insect's cave.

![]() |

After traveling 1-1/2 hours from the overhang ambush site, you find your climb easier as a narrow mountain path becomes evident. The path leads up the mountain, hugging a sheer cliff face to one side, while dropping off to the other into what appears to be the remains of a rock slide. Several alcoves have been carved into the cliff face, each containing a small stone shrine — some little more than simple standing stones, others ornately carved lanterns or small houses. The Path of Many Shrines is well defined, promising easier progress, and is a welcome break from the rough terrain leading up to this point.
These shrines serve to ward off malicious spirits and bad luck, thus protecting travelers.
The was an avalance recently.
Please set up your marching order, the path is good to walk on, the rubble (dark grey area) is difficult terrain and 20 ft. below the path.

![]() |

"Let me see what these items can do...", Tûrak analyses the found items.
Spellcraft (Cloak): 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft (Scroll 1): 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft (Scroll 2): 1d20 + 8 ⇒ (8) + 8 = 16
Craft (alchemy) (Potion): 1d20 + 11 ⇒ (19) + 11 = 30

![]() |

Knowledge (local): 1d20 + 9 ⇒ (19) + 9 = 28
Survival (+2 to avoid becoming lost, if aplicable): 1d20 ⇒ 2
"Those shrines serve to ward off malicious spirits and bad luck from this place, thus protecting travelers.", he holds his longbow in hands, "but stay alert with the living things."
The marching order put there is good for me.

![]() |

Knowledge (religion): 1d20 + 6 ⇒ (2) + 6 = 8
Survival: 1d20 + 6 ⇒ (1) + 6 = 7 Glad I got thos out of the way.

![]() |

"Those shrines serve to ward off malicious spirits and bad luck from this place, thus protecting travelers."
I knew that I so knew that. It was on the tip of my beak....
The marching order is okay by me. If anyone in the first three positions wants to trade I'm good there too. If Kraww ends up near front then he has his axe out if he's where he is now or in third position he has his bow.
"WARK! If we are still on the path by night fall we should find a wider bit of path and rest near the shrines." *head tilt* *blink* "WARK!"

![]() |

"I agree, Kraww--we are vulnerable here," says Ishingka.
"The shrines mean either that the yeti doesn't come this way---or it is stronger than their magics," she concludes ominously. "Let's keep moving."

![]() |

Bernard nods in agreement - I will hang back a bit, but Cormac can scout ahead as needed - in his incorporeal form he is basically invisible!
"So do this, if you can. Please."

![]() |

Cormac, finally, rest in peace.

![]() |

Now's the time for the GM to shove a creature counter underneath the bigger blue map tile that's so big it sticks out enough for you to be able to make out what it is by its distinctive atomic breath weapon.

![]() |

Cormac moves along the narrow path and after about 50 feet the phantom reaches a intersection. Behind another shrine a tunnel leads into the mountain. A ghouls sits in the tunnel, gnawing on an old bone. Around the corner the path continues. In the rubble below the path sits another ghoul.
Ini Kraww: 1d20 + 4 ⇒ (6) + 4 = 10
Ini Bernard: 1d20 + 3 ⇒ (19) + 3 = 22
Ini Cormac: 1d20 + 2 ⇒ (6) + 2 = 8
Ini Faren: 1d20 + 2 ⇒ (1) + 2 = 3
Ini Ishingka: 1d20 + 2 ⇒ (17) + 2 = 19
Ini Serpentfang: 1d20 + 3 ⇒ (11) + 3 = 14
Ini Tûrak: 1d20 + 2 ⇒ (8) + 2 = 10
Ini Ghoul red: 1d20 + 2 ⇒ (4) + 2 = 6
Ini Ghoul green: 1d20 + 2 ⇒ (8) + 2 = 10
Round 1
Bernard
Ishingka
Serpentfang
Kraww
Tûrak
-----------
Ghoul green
-----------
Cormac
-----------
Ghoul red
-----------
Faren

![]() |

The cave fisher's lair contains a number of useful items, primarily the possessions of the cave fisher’s most recent victims, including a cloak, a potion and two scrolls. The cave fisher's filament can be removed to produce glue.
"Let me see what these items can do...", Tûrak analyses the found items.
[dice=Spellcraft (Cloak)]1d20 + 8 (28)
[dice=Spellcraft (Scroll 1)]1d20 + 8 (16)
[dice=Spellcraft (Scroll 2)]1d20 + 8 (16)
[dice= Craft (alchemy) (Potion)]1d20 + 11 (30)
@GM Baerlie, Tûrak identified any of those items?
Round 1
Tûrak will just move close to the ghouls in his turn.
Double move done in the map.

![]() |

Serp will double move as well

![]() |

sorry, forgot about them
Tûrak identifies the following items:
cloak of resistance +1
a potion of cure light wounds
He has no idea what the scrolls are.
Bernard, Ishingka, Serpentfang, Kraww and Tûrak move forward. Suddenly you see the ghould below the path entering a tunnel and the creature moves through the cave and up to Cormac and Ishingka.
Round 1
Bernard
Ishingka
Serpentfang
Kraww
Tûrak
-----------
Ghoul green
-----------
Cormac
-----------
Ghoul red
-----------
Faren

![]() |

Buddies,
We have found 4 items, and only one is been used. What about the others? I made a few suggestions:
1x cloak of resistance +1 (w/ Kraww)
1x potion of cure light wounds (w/ Bernard??)
2x scrolls (w/ Serpentfang??)
It can be distributed in this way?

![]() |

And where is ComarczzzZZZzzZzZ...

![]() |

Serp will try and identify the scrolls knowledge arcana: 1d20 + 4 ⇒ (1) + 4 = 5 but will fail miserably.

![]() |

Yes, one roll per item.
Cormac slams at the Ghoul, but misses. The ghoul in the cave moves towards the phantom and bites but almost looses a tooth when it bites wall.
Bite vs. Cormac: 1d20 + 3 ⇒ (1) + 3 = 4
Round 1 & 2
Bernard
Ishingka
Serpentfang
Kraww
Tûrak
-----------
Ghoul green
-----------
Cormac
-----------
Ghoul red
-----------
Faren

![]() |

Knowledge (religion, abilities/weaknesses): 1d20 + 8 ⇒ (13) + 8 = 21
Kraww flashes ahead in his new dark cloak.
handaxe (favored enemy): 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 damage: 1d6 + 1 ⇒ (5) + 1 = 6

![]() |

did you include a flanking bonus, Kraww?
Ishingka smiles at the ghoul, and enters her bloodrage. Dark, curved talons sprout from her fingers, and her grin widens to display wicked tusks.
Then there is a blur of savage attacks from the towering half-orc.
Bite: 1d20 + 8 ⇒ (8) + 8 = 16
For: 1d4 + 7 ⇒ (1) + 7 = 8
Claw1: 1d20 + 8 ⇒ (2) + 8 = 10
for: 1d6 + 7 ⇒ (2) + 7 = 9
Claw2: 1d20 + 8 ⇒ (8) + 8 = 16
for: 1d6 + 7 ⇒ (2) + 7 = 9

![]() |

Bernard, realizing that he can't do too much from his current position tries to trip the ghoul with his whip.
Try and stay brave dear Cormac, the group needs you to help them with those ghouls, we are counting on you!
CMB to trip vs Green Ghoul's CMD: 1d20 + 3 ⇒ (16) + 3 = 19

![]() |

Farren follows his companions towards the cave. Bernard trips the ghoul in front of him while Kraaw and Ishingka attack the ghoul and get the creature down.
Round 2
Bernard
Ishingka
Serpentfang
Kraww
Tûrak
Cormac
-----------
Ghoul red
-----------
Faren

![]() |

Turak moves once again, while draws a bomb from his bandolier.

![]() |

Cormac will provoke the attack of opportunity and phase through the wall to set up a flank behind the second ghoul and will attack it.
Attack: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (4) + 1 = 5
I think ghouls are immune to fear but if not, it needs to make a DC13 Will save or be shaken if Cormac hits.

![]() |

Seep should be behind Faren now in which case he will draw his spear and ready an attack. Readied Attack: 1d20 + 2 ⇒ (1) + 2 = 31d6 ⇒ 3

![]() |

Who's next?