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Pelotita picks up a loose rock (move action) and utters a prayer to Benorus (standard action; cast light) before stepping just a little bit forward (5 foot step).
"Oh! It's not an undead at all! Looks more like your little sibling, Nagagorjo. Can you talk to it? Let it know we're not here to hurt it!"

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Pelotita casts her cantrip to summon light, the illumination revealing much of the cave. It's enough to allow those with inhumanly keen eyes to see the creature is indeed as Pelotita describes, living and healthy, and scrambling madly to load a bullet into its sling and fire it at the big, simple target glowing in front of it.
Light radius created on map. If you possess Low-Light Vision, there is no miss chance due to concealment now. Note that the water is about a foot deep and costs double movement to walk across. If you have 10 feet to get a running start, the check to jump across the water is Acrobatics DC 15 (15 feet long jump) but you take a -2 penalty to this check due to the wet conditions. Succeeding the Acrobatics check avoids the double movement penalty. Failure by 5 or more means you land prone in the square you reach.

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Too-tuk unwinds a light cord from around his body and spins the heavy spike fastened at the end. He continues to hunker down behind the stalagmite and keeps an eye out for the enemy.
Standard: Ready Evil Eye (-2 to Attack, 6 rounds, DC 13 Will Save to reduce to 1 round) for enemy approaching withing 30 feet

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Vaetta moves as quickly as she can into the cavern to support Pelotita. However, encumbered as she is, it is all she can do simply to catch up to the Halfling priestess.
{Full Move from B6 to I5 (35 ft.)}

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Nagagorjo sprints to the front of the group and attempts to jump the river.
Acrobatics Check: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
And lands just outside Pelotita's light.
Action: Double movement with a successful jump across the river.

DM JDLPF |

As Nagagorjo sprints across the cave, his foot trips a concealed pressure plate hidden in the silt and gravel by the banks of the river! A small dart shoots out of the floor at Nagagorjo. His stomach lurches as the dart's poison pierces his scales and begins to eat away at his organs.
Dart Trap: 1d20 + 10 ⇒ (19) + 10 = 291d3 ⇒ 2 vs. Nagagorjo AC 15
Fortitude Save: 1d20 + 4 ⇒ (1) + 4 = 5 vs. DC 13 poison
The reptilian creature yips out a bark of fear, flinging his sling bullet ineffectively at Nagagorjo before dropping his sling and drawing his spear.
Enemy
Standard Action: Ranged attack vs. Nagagorjo AC 18
Attack: 1d20 + 3 ⇒ (9) + 3 = 121d3 - 1 ⇒ (2) - 1 = 1
Free Action: Drop sling
Move Action: Draw spear
Round One Finished
Begin Round Two
Initiative
Pelotita: 18 (9/9)
Nagagorjo: 17 (10/12) (-1 Con) (poisoned) (diseased)
Too-tuk: 9 (9/9) (Mage Armor)
Vaetta: 3 (7/9)
Enemy: 3

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Pelotita wines at the ineffective sling shot. "Hey now! That wasn't nice..."
She then hurries over to Nagagorjo's side after his cry out. She leaps over the shortest stretch of the river to get to him (move action).
Acrobatics to jump, running start: 1d20 + 2 ⇒ (6) + 2 = 8
Jumping in this game always gives me trouble; is it just DC 5 to jump to M3? If it's DC 10 then forgo the rest of my actions below.
Upon seeing the wound in her friend's belly, Pelotita furrows her brow and purses her lips.
"Alright. Looks like talking time is over!"
Pelotita makes a fist, utters a prayer, and opens her palm to reveal a sling-shaped glob of green goo. She hurls it at the creature (standard action; acid dart).
Ranged Touch Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Acid Damage: 1d6 ⇒ 2

DM JDLPF |

Nagagorjo's morningstar falls, hitting the creature with full force across the neck. Its head goes spinning off into the water with a soft splash, the body spraying arterial blood across Nagagorjo's chest before slumping to the ground, lifeless.
Fortitude Save: 1d20 + 4 ⇒ (14) + 4 = 18 vs. DC 13 poison
Nagagorjo shakes his head, his body finally rejecting the dose of poison from the dart. He feels slightly weakened, but still as hardy as ever.
End Combat

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Pelotita gags a little, and then takes advantage of the silence to wash out her mouth and splash her face.
Well... I don't know if *that* was necessary... I wonder what its name was?
She then joins the Tengu and looks over Nagagorjo's wounds.
"Oh, good. Looks like whatever was on that dart didn't last long. Here, this should help with the injury itself."
She uses another charge of Janira's wand to bring him back to full.

DM JDLPF |

As the group heal their wounds and clean their weapons, they see the exit to the east rises upwards towards the surface. From ahead comes the smell of fresh air, the route to the surface leading through a maze of tight passages here that include steep ascents and short climbs as they wind from west to east.
As you travel, you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds. You begin to hear the faint sounds of combat growing closer and a familiar woman’s voice half-shouting and half-reciting, “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!” It seems the fight still rages between Janira and the minotaur.
Random Encounter: 1d6 ⇒ 6
Let me know if anyone does anything else before they advance.

DM JDLPF |
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Pelotita continues to expend her wand's charges, granting first Too-tuk, then Vaetta, and finally herself, the benefits of the wand's spells. In the distance, the sounds of combat continue to rage as the minotaur and Janira do battle.
I'll count rounds passed when posting initiative, but until an encounter occurs, I won't roll so as to determine whether anyone is flat-footed at the start of combat. If anyone wishes to use their rounds whilst Pelotita casts the spells, feel free to post your actions. Things such as active Perception checks take a move action to perform, for example, meaning Pelotita could do one each round whilst using the wand, and others could do two checks each round. Other options might include drinking potions, drawing items, reading scrolls, using alchemical items, or spending three rounds towards an eight hour Craft skill check.

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While she waits for Pelotita to finish wanding everyone, she will also edge down the path Too-Tuk chose. Anxious to join the battle, she keeps her sling loaded and ready, and draws one of her Chakram in the other hand.

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Nagagorjo will move towards the exit and do a perception check after each movement.
First Round
Move: Walk towards the exit.
Action: Perception check.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Second Round
Move: Walk towards the exit.
Action: Perception check.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Third Round
Move: Walk towards the exit.
Action: Perception check.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

DM JDLPF |

Nagagorjo moves forward, glancing around warily for danger. Too-tuk is right behind him after he receives the protection of Pelotita's wand, and whilst Nagagorjo fails to spot any danger, Too-tuk's keen kenku eyes spot a patch of floor directly in front of the nagaji that quivers with anticipation and inches imperceptibly closer as he approaches.
Pelotita finishes casting her blessing, reflecting on wheat based baked goods moments before Too-tuk gives a strangled caw of alarm. Vaetta fails to react to the danger, her attention diverted by retrieving her ranged weapons from her pack. From outside the sounds of battle still rage, Janira's voice faintly echoing down the passage.
Begin Surprise Round
Initiative
Enemy: 1d20 - 1 ⇒ (17) - 1 = 16
Nagagorjo: 1d20 + 2 ⇒ (19) + 2 = 21 (Inspire Courage +1) (Shield of Faith +3 4/60) (diseased) (flat-footed)
Pelotita: 1d20 + 4 ⇒ (13) + 4 = 17 (Inspire Courage +1) (Shield of Faith +3 1/60) (flat-footed)
Too-tuk: 1d20 + 7 ⇒ (5) + 7 = 12 (Inspire Courage +1) (Shield of Faith +3 3/60) (Mage Armor)
Vaetta: 1d20 + 2 ⇒ (16) + 2 = 18 (Inspire Courage +1) (Shield of Faith +3 2/60) (flat-footed)
Reacting faster than the kenku, the patch of floor suddenly rises up, slimy tendrils extended towards Nagagorjo! With snake-like speed, the nagaji warrior leaps out of the way.
Enemy
Standard Action: Engulf vs. Nagagorjo
Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14 vs. DC 13

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Anybody else miss the days when Kobolds were yipping dog-like monsters and not pseudo-dragonfolk? (Suddenly feels very old when he remembers started playing 2nd edition AD&D 25 years ago...)
So who's acting in the Surprise Round? Besides Not-Vaetta I assume, given that I didn't even try to make a Perception Check (despite knowing OOC there was almost certainly a trap or a monster in this hallway).

DM JDLPF |

Too-tuk moves in closer to the creature, eager to aid his ally in defense against the beast.
Surprise Round Finished
Begin Round One
Initiative
Nagagorjo: 21 (Inspire Courage +1) (Shield of Faith +3 5/60) (diseased)
Pelotita: 17 (Inspire Courage +1) (Shield of Faith +3 2/60)
Vaetta: 18 (Inspire Courage +1) (Shield of Faith +3 3/60)
Enemy: 16
Too-tuk: 12 (Inspire Courage +1) (Shield of Faith +3 4/60) (Mage Armor)
Nagagorjo smashes the creature with his morningstar! Waves of ripples spread from the site of the impact, but the mass of filth remains whole and extends quivering, probing pseudopods in Nagagorjo's direction.

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Vaetta moves forward 10 ft. as a Move Action, and fires her sling at the enemy as a Standard Action:
Attack Roll: 1d20 + 1 + 1 - 4 ⇒ (4) + 1 + 1 - 4 = 2 (Including the +1 for Inspire Courage and the -4 for firing into melee)
Damage Roll: 1d3 + 2 + 1 ⇒ (2) + 2 + 1 = 5(Including the +1 for Inspire Courage)

DM JDLPF |

Pelotita shouts words of encouragement as Vaetta fires her sling with little effect. The enemy, for its own part, rears up and tries to engulf Nagagorjo once more!
Enemy
Standard Action: Engulf vs. Nagagorjo
Nagagorjo, you can either take an attack of opportunity after which you're engulfed by the creature with no save, or forgo your attack of opportunity to try a DC 13 Reflex save to avoid being engulfed. If you want to take your attack, please roll your attack of opportunity, if not, please roll your Reflex save.

DM JDLPF |

Creatures don't block line of effect for spells, spell-like abilities and supernatural abilities other than to provide cover bonuses against ranged touch attacks, therefore Nagagorjo would take the full benefit of Channel Energy if you used it whilst he was engulfed, and provided you had line of effect to his square. Ordinarily enemies also receive the benefit of Channel Energy if they are living creatures within the area of effect, but as you have the Selective Channelling feat you can choose to exclude them from its effect.

DM JDLPF |

When engulfed you gain the Pinned condition. Here's the relevant monster ability rule:
If you gain the Pinned condition from being Engulfed you can't attack, but you can attempt to free yourself as a standard action each round on your turn using a Combat Maneuver or Escape Artist check.

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The tengu then begins to emit a series of clucks and clicks and make esoteric signs with his clawed fingers before touching the nagaji's back.
"Stay safe. The next trick is going to take some time." Too-tuk warns the others as he retreats a short ways into the tunnel.
Move: Move 10 ft
+1 to all of Nagagorjo's saves for 10 rounds.

DM JDLPF |

As Nagagorjo's dodges away from the mound of filth with the speed of a striking viper, Too-tuk casts a spell to aid the nagaji's defences. The spell shimmers briefly around Nagagorjo but then seems to fade as a faint glow of conflicting magic energies ripples across Nagagorjo's cloak.
Round One Finished
Begin Round Two
Initiative
Nagagorjo: 21 (Blessing of the Faithful +2 AC 1/1) (Inspire Courage +1) (Shield of Faith +3 6/60) (diseased)
Pelotita: 17 (Inspire Courage +1) (Shield of Faith +3 3/60)
Vaetta: 18 (Inspire Courage +1) (Shield of Faith +3 4/60)
Enemy: 16 (-6 hp)
Too-tuk: 12 (Inspire Courage +1) (Shield of Faith +3 5/60) (Mage Armor)
Nagagorjo, did you apply the benefits of the cloak of resistance +1, ring of protection +1 and amulet of natural armor +1 to your character's stats? I've got Vaetta handing them to you here.

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Yes, they've all been applied.
Nagagorjo takes another swing at the blob hoping to knock a little more of it away.
Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 (Included the +1 for Inspire Courage)
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 (Included the +1 for Inspire Courage)
Not as sure I hit with that one as I was with my last shot, but we'll see. *Crossing fingers*