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"Great! Thanks Uori!"
About the wand Eldon says "That's something we all can benefit from, at least the front-liners. Thus, if you can poke us just before combat starts, it will be great." he smiles at Evan while saying so.
Later, he looks a bit confused at Jal. "Well, I guess you mean we go west, is it like that? Because you are looking at me and I am looking at the lake, so your left is my right, and my right is the east."
That said, Eldon starts walking towards the western tunnel, weapons at hand and taking care of dangers.
Perception: 1d20 - 1 ⇒ (14) - 1 = 13
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17

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Considering the wand (and other magic items we've picked up), it seems like we just need to be ready to take advantage of a big fight where we can work in a round or 3 of buffing. Tophor's already got Mage Armor running, which helps him out significantly. Jal can take the Potion of Barkskin. Evan nabs the Wand of Shield of Faith. And Eldon nabbed a handful of goodies (to which I'd add the Potion of Vanish ... that could be handy for him getting into position to hit hard on demand).
Then we just wait for the right fight, and everyone spends a round or 3 buffing up before we unloose. Or—depending on the range to our target(s)—three of us can spend rounds buffing while Tophor spends a few rounds unleashing ranged hell on them. :D

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Sounds as a good plan to me :)
Is the potion of Vanish only lasting for 1 round? Sounds like a wasted action.

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That's a good question. And I pretty much agree. Only reason I can figure out to use it is if you absolutely NEED to get to a specific position (that's within one round of movement of your current position) and you want to get there without provoking attacks of opportunities.
It'd be MUCH more useful if it were CL 3 or above, though.

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Lots of things that have only situational value in any game...
The group heads out the west exit.
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.

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"I would say this is taking us out of the caverns." Eldon gives a look around.
Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Then says "I would prefer if we go back and take the other tunnel. We were send here in order to map the caverns." after waiting a second for an answer he adds "But you are leading the way Jal, I will just follow you."

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Jal looks around and up. "You may be right. Still ... I'd rather be thorough. If it goes to the surface, we can map it to the surface, then double back and continue in another direction."
Unless there is further opposition, Jal will continue on in their current direction.

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Tophor nods his agreement. "We'll end up searching both paths regardless. Let's see this one through to its end."

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oopse, soprry. I edited the post and removed some vital text. The passage twisted and turned for about ten mintues before you got to where you are. And yes, there is an exit (on the other side of the river) from where you are
fate: 1d6 ⇒ 5
Evan notices some movement in the darkness on the other side of the river.

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Assuming Evan mentions something, Jal stalks forward, trying to circle around quietly to get a b look at whatever it is in the darkness.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

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Bow once again in hand, Tophor moves forward with Jal, eyes open for danger.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

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"Heads up eyes, I saw something. Might be nothing, or it might be something for us to hit"

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I've put a map up for everyone to move on. May as well roll for initiative as well, but you don't know what you are facing yet.
init: 1d20 + 1 ⇒ (12) + 1 = 13
Anyone beating a 13 can take an action.

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Init: 1d20 + 5 ⇒ (9) + 5 = 14
Eldon moves forward with Janiras wand at one hand and his dueling sword at the other. After 30' if he sees the enemy he casts the wand's burning hands spell bringing flames to 2 of the foes.
"Let's clean this tunnel for our friend. "
Burning hands CD 11: 3d4 ⇒ (2, 2, 4) = 8
Can't move token from my android

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Initiative: 1d20 + 4 ⇒ (9) + 4 = 13 Well, dang. Tiebreaker?: 1d100 ⇒ 90
Aerondor, how did I end up at the back? I've been on point with Jal for some time.

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Init: 1d20 + 2 ⇒ (14) + 2 = 16
Evan picks up a rock, and throws it a few paces ahead of him, hoping to check if there is a hidden trigger for a trap or other such threat.

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Juggle yourself around within the start squares as you see fit. Blame the clumsy GM.

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So we can move freely? There isn't some kind of super annoying trap that deals a ton of Dex damage nearby!

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Of course it is. You can shuffle around in the four start squars as you see fit - activity before initiative and lets you get set up as you were supposed to be. After that, if you beat init 13 you can take a normal round of actions. On the trap front, try not to assume what you experienced in the run before will happen again. There are lots of changes that the module has in it to allow for replay.
Evan picks up a rock and throws it. Nothing happens. Then Eldon rushes ahead and activates Janira's wand, bathing some large insects in flame. Two of them crisp up.
Status, bold may post
Brother Tophor Your dex means you act before the last insect.
Critter (1 left)
Jal
Eldon
Evan

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"Ugh. Are those bugs?"
Tophor clears the narrow tunnel, and fires at the furthest critter.
Move 30', Starting next to Jal.
MW Composite Longbow +2: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

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And with a quickness of eye, foot and arm, Tophor puts into practice the saying "Be and Arrow and Love your Target". The last insect is pinned to the ground. It wiggles a little and then stops.
Combat over! You guys are rocking through this, maybe we will be done by Christmas, which is what I was hoping for...
The creatures appear to be a giant centipede and a pair of giant mites.
The underground river eventually proves to be no challenge and the group follows the passage winding upwards through the mountain.
fate: 1d6 ⇒ 2
How does Tophor have a +14 perception bonus: +2 ranks +3 class +2 half elf +3 wisdom +3 skill focus, oh +2 alertness oopse, that is actually +15 - gahh, not even got a trait bonus in there
Around thirty feet ahead Brother Tophor notes something odd in the passage ahead.
Map updated

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When Tophor points out the thing (or he describes what he is seeing) Jal considers.
Does Jal know what it is, or—more importantly—how to destroy it?
Knowledge: dungeoneering: 1d20 + 5 ⇒ (13) + 5 = 18
While he thinks, he begins taking in their situation. ”These tunnels,” he whispers, ”you think they connect?” He does a little careful recon to determine the answer … as well as check the side corridors for traps or threats.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

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Indeed Jal thinks on reflection the thing is probably a gelatinous cube. He also notes that it is moving (slowly) towards the group.
No need for initiative, but it is time to move. Put in a post and update the map.

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Tophor holds up a hand, gesturing for a halt to their progress. "Something ahead. Something... gooey? Some kind of ooze, perhaps?"

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[ooc]Jal thinks the side passages do indeed come back to the 'main' passage. He sees no obvious signs of traps on the northern passage. The whole area now he looks at it is remarkably clean, almost as if everything loose here is swept up..

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"Huh" Jal mutters, taking a few steps back. "I've heard of this thing, though never seen one. Gelatinous cube. Slow, literally brainless, but deadly if it gets ahold of you. I say we note its position and just make our way around it in this side tunnel."
He shrugs, "If we need to clean it out, our best bet is to let Tophor wear it down to nothing with his arrows. We can have him shoot at it until it gets close, then rush around behind it and do that same thing. Ya know ... until it dissipates. Or whatever these things do. It's up to you, Tophor ... it's your arrows."
Regardless of the decision, he makes his way around through the north tunnel, careful to stay out of the cube's (15ft movement speed) range.

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Tophor nods agreement. I'll lure it back this way, you take the side passages - they appear to meet up with the main branch right there."[/b] He points to a junction where the gelatinous cube lies.
He unconsciously taps a vial in his bandolier. "Keep on your toes - we don't know what lies further on. If I can't lose this thing, I don't want to get surrounded. Get in position."
I'll wait for the others to get in position, before attacking.

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With a bit of cleaver manoeuvring, the pathfinder group manages to get around the side of the cube. It continues on down the passage into darkness, leaving behind a clean tunnel.
More concerning however is that the team can now hear a voice filtering down through the small cracks and tunnels. It sounds like Janira, and she sounds tired.
The group quickly continues onwards following the sound, hoping that they may be able to find the small Halfling who has been leading the minotaur on a wild goose chase all through the night.
After maybe one hundred feet the cave emerges into a moonlit night. The full moon provides sufficient illumination. The cave mouth is up a slope. Below you lies a stream with a slippery log that allows one to cross DC7 acrobatics check,
The minotaur is not currently aware of you, but the words of Janira, trying to keep up her courage, serve to inspire you as wel.
Everyone is at +1/+1 - now its time to fight that minotaur! No need to roll for initiative, just take your actions.

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"Janira! We have to help her - try to draw that... thing off of her." Tophor sprints into action, running full speed toward the stream.

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Jal draws and drinks Janira's potion, his features flattening to a murderous mask at Janira's peril. "Tophor ...light it up. Let's try to draw it to the river."
If you got buffs, use them. That wand of Shield of Faith would be smart, but let's not use much more than a round.
"JANIRA! TO US NOW!"

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Unfortunately if I use the Wand, then I'm unable to double move, which means it takes me at least an extra round to close into melee range with the monster.

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Pausing for Eldon as he missed the fun and games with the cube entirely which is hardly fair. It has been the weekend after all. I'll NPC him tomorrow if there is no post by then.

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Eldon runs ahead at all his speed towards the minotaur yelling at him in order to take his attention from Janira.
When he arrives to the river he tries to jump getting pass the water with help of his inercy.
1d20 + 5 ⇒ (3) + 5 = 8
Bet he felt xD
Very pressed today and no PC until tomorrow, can you move me please?

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Jal took a moment to drink that potion. Should I wait for another round to move him out? Or should I go ahead and do his full move now? (I'm just not sure if we're tracking rounds yet as we don't have an initiative order.)
@ ELDON: was that a double move or a full-round sprint (which denies you your DEX to AC for a round)?

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Additionally, I guess it's worth noting that I was using a double move, though I wasn't clear on that. 60' South

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It was a run action, but I see now I had no straight line (I thought we were starting from outside the cave). So move me back to the trees (double move) at your call Aerondor.

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I don't think you can run through difficult terrain. So back to the edge of the green.
Jal- you can take a single move after drinking the potion if you want.
Minotaur: 1d20 - 1 ⇒ (8) - 1 = 7
Janira: 1d20 + 6 ⇒ (8) + 6 = 14
Jal: 1d20 + 3 ⇒ (5) + 3 = 8
Eldon: 1d20 + 5 ⇒ (7) + 5 = 12
Tophor: 1d20 + 4 ⇒ (3) + 4 = 7
Evan: 1d20 + 2 ⇒ (20) + 2 = 22
Status: bold may act
Evan
Eldon
Jal
Tophor
Janira
Minotaur
You are all inspired, +1 to hit and damage

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Excellent! Position updated. Then, for my new round...
”HEY, YA GOAT-HEADED FREAK!" Jal yells as he rushes forward, trying to entice the huge opponent away from attacking Janira as he unslings his shield. "OVER HERE!”
As he nears Eldon and Evan, they can hear him muttering something about Lady Luck saving his ass again.
Move action to ready shield (AC 22). Standard to move as far as he can towards the log. (Jal's current position includes the pre-rounds movement as well as the movement he could make in this current round.)
Current Status/Conditions: Inspire Courage +1, Barkskin
ACP: -3 (shield worn, light encumbrance)

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Evan charges forward (note: not actually charging) as he moonwalks across the log before swinging his warhammer. Unfortunately, caught by surprise at his outstanding ability to cross the terrain, Evan struggles to get out an acceptable insult at his target.
"You have Big Ears", he yells out as he triggers his Judgement of Protection, lifting his AC to 18.
Acrobatics: 1d20 ⇒ 10