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Fire burns! Keep it away and hit the beast with horns! Tsukai moves into position and tosses the small bag at the feet of the minotaur
Ranged Touch Attack: Tanglefoot Bag: 1d20 + 3 ⇒ (5) + 3 = 8
When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Well that could have gone better

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Gabriel quickly makes his way over the log and prepares to attack the Bull Man.
Glancing at Havelockk If you are going to use that wand... now would be a good time.
Dawnflower, I ask that you grant your favor and empower my blade.
a pale purple light envelopes his scimitar for a brief moment.
casts magic weapon

GM Brew |

The fight continues!
Arklore gingerly makes his way across the slippery log crossing the raging torrent of the stream.
The mino, annoyed by the lights cast by Kinzu but sensing no danger and unaware of the party advancing, continues to doggedly pursue Janira, closing in to take another swing at her with his big axe. This time, the man bull connects, cutting Janira down. The halfling lets out a high pitched gasp and falls motionless, her life's blood seeping into the moonlit grass of the clearing.
Gabriel calls upon the Dawnflower to enhance hsi weapon, it glows with the divine light of justice. He stops at the log and assess his next move. Gabe can either attempt to cross the log at half movement and an Acrobatics check or swim the strong current of the stream with a Swim check. Note that his armor at the moment incurs significant penalties for each check.
Tsukai attempts to slow the behemoth with a tanglefoot bag. His throw is just short and the bag explodes just short of the beast man. The horned humanoid turns and casts a menacing gaze at the lizard ninja.
Kinzu maintains her concentration on her wisps in a desperate attempt to distract the mino.
Janira's blood seems to stem, at least for the moment.
On to round 3!
MA: 1d20 ⇒ 19
dmg: 2d6 + 3 ⇒ (2, 2) + 3 = 7
-2
Jan Satb: 1d20 ⇒ 13
[/dice]

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Seeing the halfling cut down like wheat at harvest, I move in and then activate the wand, letting the burning flame engulf the minotaur hopefully.
CL3 Burning hands wand damage: 3d4 ⇒ (1, 4, 2) = 7

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Waiting for the flames to disipate, Tsukai manuevers into position and takes a swing at the beast.
Attaks with Katana: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Seeing the badly injured Janira up close, Tsukai shouts to Gabriel Janira is down! Lady Pathfinder needs help!

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Gabriel winces when he spies the log over the fast moving stream. He whispers a quick prayer before stepping onto the log.
Dawnflower, you test my faith. Please guide my steps over this obstacle.
Acrobatics: 1d20 - 6 ⇒ (12) - 6 = 6
He slows his pace to a crawl in an attempt to mitigate the weight of his armor as he crosses the log.

GM Brew |

The aspiring Pathfinders continue the fight!
Arklore activates the wand of burning hands and flames burst forth in a cone toward the angered Minotaur. The creature howls as the flames lick its hide. Note that wands in PFS are at minimum caster level. As such, the wand only does the first d4 in damage.
The mino, angered by the flames, advances on Arklore and attacks. The beastman slices Arklore viciously. Ark takes 9 damage.
Gabriel attempts to cross the log,but his armored state makes that near impossible. He slips on the log, and lands flat on his back. Miraculously, he manages not to fall into the drink. Gabe barely made his reflex save. Lucky. He is now prone on the log and will need to make another acrobatics check to get up.
Tsukai advances on the Minotaur, swinging his katana at the beast. His blade bounces harmlessly off the mino's armor.
Kinzu advances toward the battle.
On to round 4!
Matk: 1d20 ⇒ 11
dmg: 2d6 + 3 ⇒ (5, 1) + 3 = 9
GabREF: 1d20 ⇒ 14

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Did Ark's mage armor give him enough protection from the attack? If not, then we are in for some trouble this battle
Tsukai tries to dig his claws deep into the soil to provide better footing and swings at the beast once more
Katana Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Katana Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Tsukai will also take a 5 foot step back

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Glancing towards the raging water below him, Gabriel is awash with feelings that his life now hangs in the balance. Motivated by the sounds of battle against his companions, he attempts to get back on his feet.
He tries to keep his arms from flailing too much as he attempts to stand and cross the river.
Acrobatics: 1d20 - 6 ⇒ (12) - 6 = 6

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I have to be honest, I am not sure if I understand why the wand or magic items are all at CL 1 or min caster level. The wand I am using, that I found in Janira's bag is listed as CL 3. If this is the case, why bother listing the CL level at all on magical items found during an adventure? If it were purchased, I would see the reasoning in it. At Gen Con, magical items were allowed to be employed at the CL listed. The wand of Acid in the Aspis consortium table comes to mind as an example. This is critical, because if this is true, that all magic items, regardless of what the CL list is considered at the lowest required level to cast, I would not have taken the actions I did.
Bloodied and bruised and shocked that the wand apparently did not work as apparently designed, I tkae a 5 foot step back I assume I can drink a potion of cure light wounds, if this is a AOO I guess I am just as screwed as I am opiut of options.
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3

GM Brew |

More fighting!
Arklore, badly injured from the mino's attack, withdraws from combat and retreats to the stream out of harm's way. I figured Ark would rather withdraw and get his but out of the fight. If Ark took a 5 foot step, the mino is large and he would be in a threatened square and would provoke an AOO. Also, you were right about the caster level for the wand. I will adjust damage to mino accordingly.
The horned beastie turns its menacing gaze to Tsukai as Arklore flees. He swings his axe and attempts to gore the ninja! Miraculously, the deft shadow warrior dodges every attack, further infuriating the mino! Man are you lucky, complete crap rolls again.
Tsukai rolls under the mino's last attack and takes the opportunity to slice the mino across the torso with his blade cutting it deeply. Bllod oozes from the wound as the mino howls in fury.
With Kinzu's help, Gabriel is able to right himself on the log. The fox lady manages to guide the holy man the rest of the way and both persons end up across the stream.
Round 5
MA: 1d20 ⇒ 7
MA: 1d20 ⇒ 7
MA: 1d20 ⇒ 9
24

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Staggering back with the sensation of fire run down the length of the Mino gash, I nod in thanks to Kin as she eases the pain of the wound and causes some of the tissue to repair with the wand.
Why my lady through gritted teeth as I fight he pain with a horridly unconvincing smile I feel as if I could take on the whole world now, bu alas, the stores would bore the bards if all they ever sang about was me.
Looking at the situation, and not wanting to get anywhere near the minotaur after I have been made to feel like a glass cannon, I point my finger and unleash the arcane energy.
AZARATH MENTRION ZINTHOS!!!
magic missile: 1d4 + 1 ⇒ (2) + 1 = 3

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Gabriel feels his balance shift and he looses his footing on the damp log. He whispers a quick prayer as he feels his body shift and head towards the raging water below him. Dawnflower, hear your servant and grant mercy! A wide smile forms on his lips has he feels the grasp of a hidden hand pull on his waist belt. Miraculously, he feels his center of gravity return and he quickly hops off the slick log. He takes a quick glance over his shoulder and smiles at his savior. My thanks to you Kin'zu
His countenance changes as he returns his gaze towards the bullman. He advances quickly and takes a swing with his scimitar.
May your abomination of a god have mercy on your soul for I will not!
Attack (Scmitar): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Attack (Scmitar): 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 Confirm Crit
Damage (Scmitar): 1d6 + 2 ⇒ (4) + 2 = 6
Damage (Scmitar): 1d6 + 2 ⇒ (1) + 2 = 3

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Waiting to see the results of the Divine, Arcane, and Close Quarters Battle Drill rally, I feel the rage of the dragons in me and the sound of SKNNk!! . Brass claws elongate out of my fingers as grit my teeth.

GM Brew |

The brave agents continue their stand against the mighty Minotaur!
Arklore launches arcane power at the bull man. The force missile slams into the beastie, further angering the raging humanoid. Ark draws upon his inner dragon and his hands transform into scaly sharp claws!
The mino presses its attack on Tsukai but the crafty ninja manages to avoid every attack nearly sending the mino into a blind rage! You hack the system? It is a near statistical anomaly how bad his attacks rolls have been. Have I inherited El's dice luck?
Gabriel, fueled by the innate justice of his patron, brings her mercy to the mino. His blade strikes true and opens another deep wound in the rampaging beast man.
Tsukai adds to the blood as his katana once again slices the mino across the chest. The beast man lifts his head high and bellows into the night sky. He looks at the party's increasing numbers and turns. With a parting withering glare, the mino withdraws from combat and runs full speed into the surrounding forest.
Out of combat! Nicely done!
Matk: 1d20 ⇒ 5
Matk: 1d20 ⇒ 8
Matk: 1d20 ⇒ 12
13

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I think those misses make up for Tarek's terrible combat rolls in other campaigns. Must be the Yin and the Yang. My Yang got kicked one to many times
Tsukai let's out a hiss as the minotaur runs away and contemplates giving chase. Sensing pain and death in the air, as his tongue flickers, he looks at the badly injured Janira Lady Pathfinder is not good. I am not skilled to help Tsukai watches as Kin'zu provides healing aid to the fallen pathfinder How is she? Are magics strong enough to help?
good thing there is a preview button. Kin'zu beat me to the post and had to change what I wrote. I was all ready to give Gabe an intro and forgot she had a heal wand :-)

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Running up to the halfling with a eye on the direction the mino fled too.
Ha!, he runs like a gelded steer. but best to not let our guard down. If we cannot move her back to the city, best to move into the shelter of the cave with the gill man shaman

GM Brew |

Kinzu administers some healing magic to the fallen halfling. AS her motionless body absorbs the positive energy, Janira's eyes flutter open and she sits up with a start. She looks around, a bit frightened, What? Who? ...the minotair! Janira begins an attempt to stand, but winces in pain causing her to sit again on the moonlit grassy field. Ah...a bit soon for that. She looks to Kinzu You saved me! Thank you. Thank you...Pathfinder. Kinzu senses the halfling is grinning brightly toward her.

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Are you well enough to walk? If not, we should shelter in the cave or from a nearby position that is easily defendable.

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Kneeling, he grasps the holy symbol around his neck and whispers a barely audible prayer. A purple hued orb of light builds before suddenly pulsing outward in all directions.
channels positive energy twice to heal anyone who is still injured.
Channel Energy: 1d6 ⇒ 1
Channel Energy: 1d6 ⇒ 2
He stands quietly and then follows his companions back into the cave.

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Wow, Babe-I had no idea you knew how to revive my damaged body!! Where was this is when I was in training! My thanks good man, I feel full ready to take on a Minotaur again, and show him just how fast I can run in the opposite position while I seek a point of advantage !

GM Brew |

Janira grows stronger as she is cascaded with positive energy from Gabriel's patron. She stands, still a bit uneasily, and smiles. Thank you, Gabriel. Thank you all. That horned fiend nearly bested me, for good! I think we are safe from it now. She shakes her head and snaps as if suddenly remembering something. The caves! With all the excitement I nearly forgot. Did you make it to the cave? Did you explore it thoroughly?
She listens intently to the Pathfinders' accounts and nods thoughtfully. Sounds like there is a passage you have yet to document. Why don't you have a look. If you don't mind, I will just take a minute to rest and journal my ordeal and findings up til now. Once we have the cave sorted out, we can return to the lodge.
Janira accompanies the party back into the cave.

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Well since Tsusaki has point, I will watch our rear, cannot have that Minotaur or any of his friends sneaking up on us now.
With my good natured smile, I take the rear guard position and follow, giving the ever pleasant Kin about five feet in distance before I step out. The wand in one hand like some Byzantine Greek Fire launcher.

GM Brew |

Tsukai, sticking to the shadows, takes point into the chamber. 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.
As Tsukai creeps forward, he notices that an area of stone near the stream looks out of place. Upon inspection, he is certain that the area hides some sort of trap. Across the stream, Tsukai can make out the small form of a small scaly humanoid, a lone kobald. As Tsukai looks at the little cretin, he notices the things eyes nearly glowing in the darkness and staring right at him. He has been spotted. The scaly guy yips and barks and points at the exposed ninja.
Initiative order
- Kinzu
- Gabriel
- kobold
- Tsukai
- Arklore
Kinzu up.
TP: 1d20 ⇒ 18
TS: 1d20 ⇒ 2
KP: 1d20 ⇒ 19
init: 1d20 ⇒ 11
init: 1d20 ⇒ 20
init: 1d20 ⇒ 12
init: 1d20 ⇒ 20
init: 1d20 ⇒ 15

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Tsukai speaks in guttural tones and hisses
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23
Tsukai turns to the party Speaking to dragonkin. Maybe no fight is needed

GM Brew |

Kinzu, trusting her senses other than sight, cautiously proceeds dwon the passage while Gabriel waits for Tsukai to act. The kobold, fiercely defending its territory, advances and throws a spear at Tsukai.
The spear falls far short. Although Tsukai, admirably, contemplated talking the creature down, he realizes that diplomacy would likely be ineffective.
On to round 2, Tsukai may re-post action based on kobolds turn.
KS: 1d20 + 1 ⇒ (4) + 1 = 5

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The foxling moves to where she can finally see the kobold at the edges of her limited field of vision and assesses its weaponry, looking to see if there is a part of it that looks flammable.
If there is a part of the sling that is flammable, any part including the bindings, that she can see and is able to get within the 25' range without triggering the trap or falling into the water, she will attempt to cast her cantrip Spark on that piece. Her intent is to try and break the weapon apart by burning away the bindings or ties, or to get the kobold to drop it. However, Spark is a non-offensive spell so any effects it may have, including complete failure, is completely up to the GM.

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Waiting for the precise moment, Tsukai fires off an arrow at the aggressive little creature
He then continues to direct a number of gutteral sounds at the kobold
Attacks with shortbow: 1d20 + 3 ⇒ (4) + 3 = 7

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stepping up, I see the the little draconic looking beasty and fire off my last remaining Magic Missile at it.
Azarath mentrion zinthos!!
Magic Missile Damage: 1d4 + 1 ⇒ (3) + 1 = 4

GM Brew |

Arklore lets fly and the missile slams into the kobold, knocking the creature off its feet. The kobold is slow to get to his feet and is clearly badly wounded. The little scalykind glares with reflectively glowing eyes, its hatred apparent. Knowing it cannot win this day, the creature summons what strength it has and flees north, deeper into the shadows of the cave.
Out of combat.