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Have we stopped the cult or do we need to continue?
I think it is safe to assume the scenario isn’t over.

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These four did not seem bright enough to find their way out of a crate, let alone lead a cult to rival our monks and their masterful training.
I'd wager there is still someone or something down here.
A shame they are not able to talk now, or should we revive one?
He also looks warily at the strange wall, keeping his distance.

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Bertrag knew their numbers, perhaps he could tell us more about their leadership.

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Gonna go ahead and count that Life Link active for Seb, so he's at -8 hp and Robun is at -10 hp before I act here.
Before everyone begins to scatter throughout the caves in their scouting, Robun calls them all together and channels Sarenrae's blessing to them all a couple of times, making sure to stand well away from the Doom Knights so as not to include them in the healing aura.
Channel Positive Energy: 2d6 ⇒ (1, 2) = 3
Channel Positive Energy: 2d6 ⇒ (5, 3) = 8
Everyone is healed to full!

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Robin also tries to stabilize the Doom Knights before they die entirely, suggesting someone bind them if they have the rope to spare. "We're supposed to be the good guys after all, right? No need to murder them in cold blood, even if they are evil, demon-worshipping maniacs."
Casting Stabilize on each of the downed Doom Knights.
The fat and foul friar then moves on with the others to check out the caves.

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Friar Robun heals everyone and stabilizes the two Doomday Knights still alive, but they remain unconscious.
Searching the Doomday Knights you find the following gear: 3x potion of cure moderate wounds 4x mwk scale mail, 4 x mwk light steel shield, 4 x mwk dwarven waraxe, 4 x mwk throwing axe, 4 x antitoxin
Searching the Doomday Knights’ Camp the group finds among the knights is a locked iron case.
DC 20 Disable Device to open
Inside are six potions of endure elements and 384 gp.
Once you return to the iron Fortress, Bertrag thanks you for clearing as he opens the Instant fortress door. Bertrag and the five survivors are all famished, having survived for approximately a week on what little food they managed move into the fortress before sealing the door. He is strong enough to lead the noncombatants to safety, but not well enough to join you. The monk tells you that the leader is further in the mines and that he has control of a powerful beast that they would periodically sacrifice prisoners to.
Unless you group can find a way to recover the instant fortress without the chamber collapsing it will have to be abandoned here.
Bertrag shows you a tunnel that leads away from the mines gradually descending over the course of another 500 feet, the leader and his pet monster are down that path.

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Seeing the chest he pulls out hislock picks and looks for traps
1d20 + 7 ⇒ (18) + 7 = 25
and then tries to open it if there are no traps
1d20 + 8 ⇒ (14) + 8 = 22
Looj what I found here he says opening the box and pulling out the potions and gold.

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Looking around a little more something doesn't look quite right with the box and after a little moving things around he finds a false bottom.
What have we here? he asks as he opens the false bottom pulling out 2 scrolls.
1d20 + 7 ⇒ (11) + 7 = 18 Perception

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Hmmp. Shoddy work. Proper craftsmanship would've been harder to find.
I'll forgo one, but whoever's not thrilled by their fort save should probably chug an antitoxin.

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KulgaGarduk uses his wand to cast endure Elements onoverevery one topside.Friar Robun uses his wand to cast endure elements on everyone on the lower level
Pah, you should still be fine. Save them for if we're down here for hours.

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Omar nods in thanks to Friar.
Thank you for keeping everyone patched up. I will try to recall if my cousins had anything else to say about dungeons which may be helpful here.
bardic kn:dungeoneer: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Ok, so Omar sucks in combat, but is a Mr. know-it-all on lore. Not what I expected, but seems to be the way things are rolling..
Yeah, I seem to recall a thing or two my Cousin Vlad said about spending time in a dungeon as a mercenary....

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If no one else speaks up, Garduk reaches out to take one of the vials of antitoxin and drinks it.

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Omar identifies the fungi here as brown mold no threat as long as you keep a safe distance from the back wall otherwise it can suck the heat out of you causing cold damage.
Do you try to recover the Instant fortress or go deeper into the mine to confront the leader and his pet monster?
If you have no more questions for Bertrag he is going to take the five survives out of the mine to safety.

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We can try to get that out, but it looks structurally unstable. Best to do it when we're about to leave.

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Yes, lets end the threat from the knight's leader first. We can always come back with a troop of miners if necessary
Omar is not sure if that is true, but does not have any reason not to believe it. He would be happy to take a throwing axe and a potion...antitox or cure, if one is available. To carry - does not drink yet.

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"Ah! These will be very useful," Friar Robun says as the various scrolls are produced from the chest's false bottom. "Shall I take these then?"

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Garduk nods. ”They are more in your bailiwick than in mine, it seems.”

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The group elects to leave the instant fortress until later as the group goes to eliminate the doomsday cult leader.
The tunnel leading from the mines gradually descends over the course of another 500 feet, occasionally branching out into short side passages and broader chambers. As the group squeezes through the occasional tight spot, and peeks down dead ends it takes you about 5 minutes to reach the last area the former proprietors mined though all preexisting signs of human occupation is long gone. (see map)
Greenish filaments crisscross this flooded chamber, whose pools of murky water release strange, foul-smelling fumes. Large boulders protrude from the water, many covered in profane markings and bloodstains.
You see the leader Tasutek standing on a rock overlooking the water. Tasutek’s appearance is disturbing; his face is severely scarred, clawed away in an act of self-mutilation as proof of his devotion to Rovagug. I looks like he was expecting you.
initiative Garduk: 1d20 + 4 ⇒ (6) + 4 = 10
initiative Seb: 1d20 + 1 ⇒ (5) + 1 = 6
initiative Omar: 1d20 + 4 ⇒ (1) + 4 = 5
initiative Piety: 1d20 + 3 ⇒ (7) + 3 = 10
initiative Kulga: 1d20 + 2 ⇒ (6) + 2 = 8
initiative Gray: 1d20 + 5 ⇒ (8) + 5 = 13
initiative Robun: 1d20 + 1 ⇒ (5) + 1 = 6
[dice=initiative Tasutek1d20+4[/dice]
Bold may Act:
Gray:
Garduk:
Tasutek:
Piety:
Kulga:
Robun:
Seb:
Omar:
Gray and Garduk are up:

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There is something in the water there he says as he points to the green filaments and throws 2 shuriken at the creature
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (12) + 5 = 17
damage 1d2 + 1 ⇒ (1) + 1 = 2
1d2 + 1 ⇒ (2) + 1 = 3

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"Any more detail, Gray? Where it is, or what?"
Garduk draws his wand of magic missile (CL3) and readies an action to cast it at Tasutek if the cult leader begins to cast a spell.

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Perception: 1d20 + 2 ⇒ (8) + 2 = 10
"I don't see it! Did you hit it?"

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Just barely spotting the hidden monster 50 ft away hiding in the water, Gray shifts forward and flings two shurikens at it! The first one hits the water and sinks out of sight, the second flies out but falls short of hitting the creature do to the range. (50ft range = 4 range increments -8 to hit.)
Garduk pulls out a wand and points it at Tasutek waiting for him to cast magic.
The scared warpriest turns to your group, speaking roughly and with intensity Welcome to Rovagug’s sanctuary! I am his devoted priest Tasutek. Bow down in worship and prepare to receive his blessing!” He points a finger at Garduk and begins invoking a holy spell.
Garduk speaks activating the wand and two bolts of force slam into Tasutek as he is casting.
Dealing with the painful blows, Tasutek struggles to maintain his concentration on the holy magic and completes the spell.
Garduk feel the warpriest’s unholy magic try to freezes his muscles in place.
Garduk make a Will save vs DC15 or be paralyzed Hold person {link}
Tasutek smiling calls out to the water below him, ”My pet don’t be shy, greet our guest and let them look upon you!”
An obscene mass that looks like a melted blob crossed with a spider, ceaselessly lashing out with its hairy, wriggling legs. Climbs out of the water onto the green web like filaments. It waves appendages creating a spell like effect that causes an arrow of acid to shoot out at Gray and hitting him coating his body in a green slime of burning acid.
Gray, Garduk and anyone else who sees it make a DC13 will save or become sickend.
Tasutek Concentration check vs damage DC16: 1d20 + 8 ⇒ (16) + 8 = 24
Thognorok acid arrow range touch vs Gray: 1d20 + 4 ⇒ (12) + 4 = 16 to hit touch
acid damage: 2d4 ⇒ (4, 3) = 7 last for 1 additional round unless neutralized.
(Tasutek used: hold person)
(Thognorok used: 1 2nd lev spell)
Bold may Act:
Tasutek: 5 pt
Tasutek’s Pet Thognorok:
Piety:
Kulga:
Robun:
Seb:
Omar:
Gray: 7 damage (acid arrow 1 round left), (horrific Appearance Will save DC13 or be sicken)
Garduk: (hold person save DC15), (horrific Appearance Will saveDC13 or be sicken)
Everyone is up:

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Will vs Hold Person: 1d20 + 4 ⇒ (17) + 4 = 21

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Will vs horrific appearance: 1d20 + 4 ⇒ (16) + 4 = 20
Sorry for the terse posts - at work, just getting the saves out of the way until I can take a few minutes for lunch.

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Omar hears battle and starts his ragesong as he rushes forward
♪♫♪♫ Fight the good fight every moment
Every minute of this day
Fight the good fight every moment
Make it worth the price we pay
♪♫
"Yuck! What the blazes is that gross thing???."
Will, hero, rage : 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13 vs sickness
so close... oops rage is +2 on will at this level, so just makes it.

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Posting as I have a few minutes now, but may have a late night at the office tonight.
Garduk stares queasily at the obscene spider-thing. "What. Is. That."
Knowledge (planes? arcana?): 1d20 + 10 ⇒ (18) + 10 = 28
Immunities? Resistances? Special attacks? Garduk shouts whatever he knows out to the rest of the party.
Garduk tears his eyes away from the creature and glares at Tasutek on the other side of the befouled pool. That one is the real threat. The beast is a distraction. Although I have to admit, it's a very good distraction.
Garduk stretches out his mind, and brings forth an ally from across the barriers of reality.
Edit to add: as a free action, Garduk drops prone onto the rock to avoid getting hit by the creature's acid attack. +4 bonus to AC vs. ranged attacks.

Marty the Mud Elemental |

The mud elemental appears with a splash in the water below the webs. It spies Garduk pointing at Tasutek, dives beneath the surface, and begins swimming toward the rocky outcropping.
Marty has a 30' swim speed. With a double move, it should have plenty of movement to swim down deep enough to avoid the spider-monster's threatened area, swim out from under the webbing, go around the outcropping, and climb up behind Tasutek. I have drawn its path in red on the map. Tasutek might get an attack of opportunity, which is fine. Also, please note that last time I called on Marty, I forgot to add 2 temporary HP from Garduk's Outsider Ties faction trait; that is now included in its tagline, along with the bonuses and penalties from Omar's Inspired Rage on the assumption that Marty hears the song before he dives.

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Kulga thunders into the room, ducking behind a boulder as she draws nearer to her foe. Double Move

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Knowledge (planes? arcana?): 1d20 + 10 ⇒ (18) + 10 = 28Immunities? Resistances? Special attacks? Garduk shouts whatever he knows out to the rest of the party.
Garduk shouts out "It's a Thognorok chaotic evil aquatic qlippoth outsider! Its immune to cold, mind-affecting effects, poisons and is resistant to Acid, electricity, fire, spells! Not only is it ugly and can it cast spells, but it can throw an acid web and it's bites are poisons!"
Marty appears, when he jumps in the water he starts to sizzle from the acidity of the water acid: 1d6 ⇒ 3 damage. (Yes Marty will provoke an AoO)
Kulga - please make a DC13 will save or become sickend from the sight of the Thognorok

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Life Link is still up on Gray and Seb.
Will Save: 1d20 + 7 ⇒ (2) + 7 = 9
Friar Robun shows unusual display of courage as he rushes in behind Kulga. The effect is ruined somewhat, however, as begins to choke back The very mit at the back of his throat as he sees the qlippoth in the water.

Marty the Mud Elemental |

Marty appears, when he jumps in the water he starts to sizzle from the acidity of the water [dice=acid]1d6 damage. (Yes Marty will provoke an AoO)

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Will: 1d20 + 7 ⇒ (8) + 7 = 15

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Sorry, failed to notice that Gray had taken so much damage! Life Link takes effect, so he is healed 5 hp and Friar Robun suffers 5 damage.

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The monk advances 30 and then throw a bat shaped shuriken at the cleric
1d20 + 6 ⇒ (20) + 6 = 26
confrim 1d20 + 6 ⇒ (11) + 6 = 17
1d2 + 1 ⇒ (2) + 1 = 3 if hit
2d4 + 2 ⇒ (3, 1) + 2 = 6 if confirm

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Omar begins his rage song as he rushes forward and nearly loses his lunch, but manages to keep it down.
Garduk resist the spell and as seen worse things, he calls out what he knows about the creature, as he summons Marty the Mud Elemental.
Marty moving to the beat of Omar’s song dives into the acidic water swims under the web and easely climbs up onto the slippery rock with the leader. Tasutek takes a swing barely hitting the mud elemental with his great axe.
Kulga hustles into the room racing around the shore, she dosn’t find the Thognorok’s appearance sicking at all.
Friar Robun rushes up as he transfers part of the wound from Gray to himself, he finds the appearance of the Thognorok very sicking. (sickend for 3 rounds)
Not sickend and feeling better, Gray throws a bat shaped shuriken at Tasutek after moving forward. It hits, but fails to be a critical due to the range.
Bot: Seb and Maima move up. Seb becomes sicken at the sight of Thognorok.
Bot: Piety guards the rear.
The warpriest quickly cast divine favor on himself and then strikes Marty a hard blow with his great axe, nearly sending the elemental back to where it came from, ”Your summoning only slow the inevitable, you will bow to Rovagug in the end!”
The Thognorok uses it magic to vomit a swarm of spiders sending them climbing over the rock to engulf both Gray and Kulga. Then it scurries over to aid it’s master against the elemental.
The spider swarms over both Gray and Kulga biting and stinging them.
(Gray & Kulga Fort DC11 vs poison or take 2 Str damage; and Fort DC11 or be nauseated for 1 round)
The remainder of the acid arrow burns Gray more before it is expended.
2nd round acid damage on Gray: 2d4 ⇒ (4, 1) = 5
Robun rounds of sicken: 1d6 ⇒ 3
AoO on Marty mwk great axe w/+1 bless: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 to hit
damage if hits: 1d12 + 3 ⇒ (4) + 3 = 7
Marty Climb check: 1d20 + 8 ⇒ (20) + 8 = 28
Seb sicken will vs dc13: 1d20 + 4 ⇒ (8) + 4 = 12
Seb sickend for: 1d6 ⇒ 4 rounds.
Maima sicken will vs dc13: 1d20 + 2 ⇒ (18) + 2 = 20
Tasutek vs Marty mwk great axe w/+1 bless, +1 DF: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15 to hit
damage if hits w/+1 DF: 1d12 + 3 + 1 ⇒ (8) + 3 + 1 = 12
spider swarm vs gray and Kulga: 1d6 ⇒ 6
poison str damage: 1d2 ⇒ 2
Bold may Act:
Tasutek: 5+3 = 7 pt
Tasutek’s Pet Thognorok:
Spider swarm: (5-1=4 rounds)
Piety:
Kulga: +6 damage (saves poison & nausea )
Robun: +5 dam (sicken 3-1=2 rounds)
Seb: (sicken 4-1=3 rounds)
Omar:
Marty: +7+12 = 19 damage.
Gray: 7-5+5+6 = 13 = damage (saves poison & nausea )
Garduk:
Everyone is up:

Marty the Mud Elemental |

This is likely to go sideways, but it's worth a shot.
The mud elemental held itself together through the acidic water, but the warpriest's greataxe has done what corrosion could not, and now the outer layers of wet soil and grit are sloughing off of it onto the rocky islet. Knowing that one way or the other, it will be sent home soon, the elemental roars in wordless harmony with Omar's raging song as it attempts to bull rush Tasutek into the murky pool.
Bull Rush, Inspired Rage, Improved Bull Rush: 1d20 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12