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Seijiro draws his rapier and grins at Daniloth. He turns so that the gillman can see his lips and says, "Let's do this!"

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"Sounds like we could be of assistance. I'm thinking we visit the kobolds first. Anyone else?"
-Posted with Wayfinder

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The passage leading from the gillmen’s holy site varies from 3 to 6 feet wide and is coated with the omnipresent bioluminescent fungi. Though you encounter several points where the tunnel branches off in different directions, all of those paths either narrow beyond the abilities of you to traverse, lead back to this main trail, or are blocked by a cave-ins. Trekking through the twisting passages to this large cavern takes approximately 20 minutes.
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.
Within the cavern, the dim light fades into darkness to the north and the south. The cavern stretches nearly 100 feet in each direction, but is otherwise unremarkable save for the inlet and outlet of the ancient river responsible for creating this chamber and most of the surrounding
tunnels over the centuries. The river through this part of the cavern ranges from 10 to 15 feet wide but is only 1 foot deep, and it flows languidly at an almost imperceptibly slow speed
; treat squares with water as if they were a shallow bog (If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2).
On the other side of the water are 2 kobolds who look up as they hear you approach and take up their weapons (a spear and a sling each)
init Vohnkar: 1d20 + 1 ⇒ (15) + 1 = 16
init Mosi: 1d20 + 6 ⇒ (15) + 6 = 21
init Markas: 1d20 + 2 ⇒ (16) + 2 = 18
init Seijiro: 1d20 + 4 ⇒ (17) + 4 = 21
init Daniloth: 1d20 + 4 ⇒ (7) + 4 = 11
init Fronar: 1d20 + 4 ⇒ (12) + 4 = 16
Init Kobolds: 1d20 + 1 ⇒ (14) + 1 = 15
init
Vohnkar, Mosi, Markas, Seijiro, Fronar
Kobolds
You guys

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Seijiro moves forward getting a bit closer to the kobolds... His rapier already drawn as stated above, he has no ranged weapon at hand to strike at the kobolds at present.

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Markas moves forward and readies his warhammer to strike at the first kobold he gets close enough to.
-Posted with Wayfinder

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Vohnkar move up to the narrowest part of the rives and trudges arcoss to the other side.
Double move & draw Greatsword

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Seijir moves forward and
Here is where pbp get's a bit ..not so handy...since I can't see where Vohnkar walked but you did say you trudges across the narrowest part I think you walked through the area that was trapped by the kobolds
As Vohnkar moves forward you can hear an audible *pling* as he trips a wire and it send a small dart racing towards him
To hit Vohnkar's AC: 1d20 + 10 ⇒ (19) + 10 = 29 hitting him in the shin
Damage Vohnkar: 1d3 ⇒ 2 and a fort save DC 13 vs poison or suffer 1 con damage (as well as for the next 4 rounds or until you successfully save)
Markas moves forward as well (double move to the other side? single move and readied attack in case one of the kobolds come towards you?)
init
Mosi, Fronar
Kobolds

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Fronar moves to the end of the tunnel, emerging into the open area for all to see him as he begins to dance. The movements somehow fill each adventurer with confidence in their abilities and seeing a pathfinder flag waved along with the dance moves, provides even more inspiration.
inspire courage, flagbearer... +2 attack, +2 damage to all!
"I will remember all of your deeds, make them GREAT!"

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Single move and readied attack
-Posted with Wayfinder

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Fort: 1d20 + 4 ⇒ (10) + 4 = 14
Woohoo!
Yeah he went through the trap (I knew it was there but he didn't).

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K, Mosi is going on full defense to keep things moving forward
Both kolds take a step away from Vohknar and send sling bullets his way
To hit Vohnkar AC: 1d20 + 3 ⇒ (11) + 3 = 14
To hit Vohnkar AC: 1d20 + 3 ⇒ (19) + 3 = 22
One stone strikes the floor next to Vohnkar's feet..but the other one hits him right between the eyes
Damage Vohnkar: 1d3 - 1 ⇒ (3) - 1 = 2
init
You guys
Kobolds

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Running to gain line of sight on the kobolds, Daniloth splashes through the bog while sheathing his sword, grabbing his bow, and knocking an arrow. He kneels, takes aim, and says, "I didn't think I would use this in here."
I think that's all I can do, right? I can't actually fire this round, having moved, sheathed, and readied another weapon?

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Seijiro moves forward and readies to attack next round if the kobolds don't move out of range of his movement.
not really a readied action, as he double moved.. the wording was just fluff

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Vohnkar Charges forward and takes a swing at on of the Kobolds
Great Sword w/ Power Attack, Charge, & Inspire Courage:
Attack: 1d20 + 5 - 1 + 2 + 2 ⇒ (20) + 5 - 1 + 2 + 2 = 28
Damage: 2d6 + 6 + 3 + 2 ⇒ (4, 4) + 6 + 3 + 2 = 19
Possible Crit:
Confirm: 1d20 + 5 - 1 + 2 + 2 ⇒ (10) + 5 - 1 + 2 + 2 = 18
Damage: 2d6 + 6 + 3 + 2 ⇒ (6, 3) + 6 + 3 + 2 = 20

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Markas moves through the shallow waters of the river after it appears the kobolds were content with staying in their area and hitting people with ranged attack.
The thickness of the mud sticking to Markas' boots as he trudges through slows him down preventing him from closing the gap with the kobolds to get within range of an attack, but he keeps his warhammer in hand for when a chance opens for him to strike.
Same as 'Jiro. No readied action this round. And seeing Vohnkar;'s damage...ouch.

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I had forgotten to add Fronar's Bonuses! I updated my action above and I'm pretty sure that Kobold is split in half.

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@Daniloth, that's correct..you could have dropped your sword as a free action instead..that way you'd still have the action left to shoot your bow..but otherwise it's sheath sword as a move, then use another move (= standard) to move forward and draw another weapon
Daniloth moves into the room, exchanging weapons as he goes
Seijiro moves further into the room as well, crossing the water
Vonhkar decorates to cavern walls with kobold entrails
Markas steadily moves to the other side of the water as well
While Fronar does the same, but carrying a flag he proudly displays
init
Mosi
Kobold

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K, until Mosi post again if he's the last one to act I'm putting him on delay/NPC-ing him
The remaining kobold let's out a high pitched yelp of pure fear as he sees what Vohnkar did to to his buddy and then makes a fighting retreat
sending a sling stone at Vohnkar while moving back (there's not enough space on the map for him to actually move..but trust me that he wants to get away from Vohnkar at the moment)
To hit Vohnkar AC: 1d20 + 3 ⇒ (10) + 3 = 13
But the stone harmlessly bounces of Vonhkar's head
init
You guys
Kobold...if he makes it for another round

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And Stay out! Vohnkar calls after the creature as he cleans his sword and slides it back in its sheath.

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"Lemme see if I can properly mimic what Vohnkar just did."
Markas approaches the remaining kobold with his warhammer draw and ready to strike.
Power Attack, Inspire Courage, Masterwork Weapon
Attack Kobold: 1d20 + 4 + 1 + 2 - 1 ⇒ (1) + 4 + 1 + 2 - 1 = 7
Damage Kobold: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Unfortunately for Markas, his attempt to emulate the feat of strength displayed by Vohnkar leaves him swinging at nothing but air.

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After Vohnkar tells the kobold to run for Markas tries to hit the kobold, but fails to connect with his warhammer
Daniloth fares a lot better as he shoot an arrow past Markas his left leg which embeds itself squarely into the kobold dropping it to the floor.
Both kobolds carry a spear and a sling each.
What do you want to do next?
There's the tunnel the kobold tries to retreat to and there's the tunnel back to the cave with the gillman

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"Well met everyone. Excellent final shot Daniloth. If I might make a suggestion, perhaps we should find out where this leads before we return to Uori, and explore the other side."

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"Very worthy suggestion Fronar, I agree. No point in returning the direction we came from without first seeing what lies further in these tunnels."

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As you travel up the tunnel to the east, you begin to hear the faint sounds of combat 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!”
Judging from the fact that you hear sounds that seems to be coming from Janira fighting the minotaur you can conclude that the tunnel will lead outside.
Do you want to continue or head back?

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"We already abandoned her once as she attempted to lure the minotaur away from us. At this point, I say it's our turn to help her." As Markas speaks to the party he readjusts his grip on the shield in his left arm. He swings the warhammer resting in his right hand from side-to-side "And I could use a little bit of redeeming for my last effort in combat."
Markas begins to walk out of the cave before stopping to look at the rest of the party. "Are you all going to join me?"

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Seijiro draws his bow and readies an arrow, muttering under his breath in Tien.
"We are SO going to die..."
He follows the others, hoping Janira can be lured into a small opening rather than all going out to fight the large creature.

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Vohnkar nod in agreement, taking the lead as the party moves up out of the caves, greatsword in hand.

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Can someone heal VOhnkar please. I forgot he was wounded and he's to stubborn to ask.

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Fronar pulls a wand from his pack (wand of cure light wounds), waves it and ends with a tap on Vohnkar's shoulder.
clw: 1d8 + 1 ⇒ (8) + 1 = 9
"Ask, and you SHALL receive, brave warrior!"
"Anyone else?"

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The route to the surface leads through a maze of tight passages 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—the raging fight between Janira and the minotaur.
As you arrive in this part of the cave system, Janira’s words are sufficiently audible to grant you the benefits of her inspire courage class ability
The tight tunnels here range from 2 to 5 feet in width and average about 9 feet in height. The slick floors and steady incline from west to east increase the DC of all Acrobatics checks by 4.
1d6 ⇒ 4
Up ahead in the tunnels you see 2 blobs of protoplasm which are somewhat transparent, allowing the bones of undigested meals and a dark nucleus to be seen within.
init Vohnkar: 1d20 + 1 ⇒ (7) + 1 = 8
init Mosi: 1d20 + 6 ⇒ (19) + 6 = 25
init Markas: 1d20 + 2 ⇒ (7) + 2 = 9
init Seijiro: 1d20 + 4 ⇒ (15) + 4 = 19
init Daniloth: 1d20 + 4 ⇒ (12) + 4 = 16
init Fronar: 1d20 + 4 ⇒ (13) + 4 = 17
init Amoeba: 1d20 - 5 ⇒ (11) - 5 = 6
init
You guys
Amoebas

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Seijiro isn't sure his arrows will have any affect on an ameoba, but he fires anyway.
to hit: 1d20 + 4 ⇒ (10) + 4 = 14
dmg if hits: 1d6 ⇒ 3

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Unsure what might happen, Markas approaches the creature cautiously. Rather than waiting, Markas rears back and swings hours warhammer at the nearest ameoba.
Power Attack (-1/+2) , Masterwork Weapon (+1), Inspire Courage (+1/+1)
Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage: 1d8 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
My attack rolls across all my games have been awful lately.
-Posted with Wayfinder

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no performance here, but you will still get flag bonus. +1 attack, +1 damage
"I remember a really dirty adventurer covered in goo, who just kept babbling about a formless creature that engulfed his entire party, what was he was saying about that slime...?"
knowledge: nature?: 1d20 + 6 ⇒ (4) + 6 = 10
Typical fail for my knowledge rolls!
"... I'm not sure I remember exactly what that crazy guy said, but I DO remember the shopkeeper selling me a flask of liquid created exactly for this type of enemy."
Fronar reaches into his pack and pulls out a flask labeled with some tape and marked in ink with the words "Alkali Flask". Then, waving his banner as he runs by, moves down to the intersection of the tunnels.
Price 15 gp; Weight 1 lb.
This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage. Crafting this item is a DC 20 Craft (alchemy) check.

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Daniloth ducks to avoid Vohnkar and then looses an arrow at the blob. "This creature is unnatural," Daniloth shouts. "Let us make quick work of it and move on."
Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19
Attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

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Seijiro fires an arrow at one of the amoeba's and hit's it..the arrow slices through the stuff the creature is made out of.
Markas moves forward and hits one of the giant amoeba's
@Fronar, dungeoneering; You remember that these are giant amoeba/amoebi ..there attacks can constrict and deal acid damage
Fronar moves forward taking out an flask filled with some sort of alkali liquid
@Daniloth, not sure what the acrobatics is for..but it sure looks as an impressive move
Daniloth moves forward and shoots another arrow into one of the blobs (not sure which one you are firing it..going for the green one for now)
Mosi and Vohnkar go fully defensive
The amoeba next to Markas tries to envelop him
vs Markas AC: 1d20 + 3 ⇒ (17) + 3 = 20
the soft jelly like substance of the creature slams into Markas
Damage Markas: 1d3 + 1 ⇒ (3) + 1 = 4 Extra acid damage: 1d3 ⇒ 1
and tries to flow around his body
Grab attempt vs Markas CMD: 1d20 + 5 ⇒ (18) + 5 = 23 and it sucks Markas in
constrict damage Markas: 1d3 + 1 ⇒ (1) + 1 = 2 + Extra acid damage: 1d3 ⇒ 1
(so total damage Markas = 4+2 and 1+1 acid = 8 and grappled)
The other one slowly moves toward the party (double move with very, very slow movement)
init
You guys
Amoebi
Damage green: 9
Damage red: 10
Don't forget that everyone is feeling inspired by Janira's words (and Fronar's flag)

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Markas attempts to hit the amoeba again with his warhammer in hopes it will cause the creature to release him from its grasp.
Power Attack (-1/+2), Masterwork Weapon (+1/0), Grappled (-2/0), Flag (+1/+1), Inspire Courage (+1/+1)
Attack Red Amoeba: 1d20 + 4 - 1 + 1 - 2 + 1 + 1 ⇒ (15) + 4 - 1 + 1 - 2 + 1 + 1 = 19
Damage Red Amoeba: 1d8 + 3 + 2 + 1 + 1 ⇒ (7) + 3 + 2 + 1 + 1 = 14

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Afraid of hitting Markas inside the red amoeba, Seijiro fires his next arrow at the green one.
to hit: 1d20 + 4 - 4 + 1 ⇒ (18) + 4 - 4 + 1 = 19
dmg if hits: 1d6 ⇒ 4

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Daniloth quickly looses another arrow.
Attack (Green): 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
I wasn't sure what to roll when trying to figure line of sight with a PC in front of me, so I just rolled an Acrobatics check. Are there any rules that might clarify that for me? Also, I added +1 for Janira and +1 for Fronar's buffs, but I'm not sure if that is accurate. Please adjust accordingly.

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Fronar waves his flag slightly as he tosses his Alkali Flask at the approaching (green) amoeba.
thrown splash: 1d20 + 2 + 1 + 1 ⇒ (12) + 2 + 1 + 1 = 16
damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 double this damage
"Let's see whether this stuff is worth it's price!"
After throwing the flask, Fronar will again dig into his pack and pull out a 2nd Alkali flask, then wait to see if it is needed after his companions continue to attack the slimes.

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@Daniloth; Moving past an ally isn't a problem you can always do that. You need acrobatics to move past an enemy (vs his CMD), you can also try to move through an enemy (vs his CMD+5) both become more difficult when there are more enemies around (+2 per enemy). Shooting through someone (ally or enemy is a +4 cover bonus to the targets AC..or more comely used a -4 to hit) this might help; http://paizo.com/pathfinderRPG/prd/combat.html#table-8-5-attack-roll-modifi ers
Markas smashes the amoeba around him into tiny pieces of gelatine
Seijiro manages to shoot the another one again, quickly followed by an arrow fired from Daniloth which takes care of the remaining amoeba
@Fronar, save your 15 gp for the next ooze you'll run across
Out of combat, took 2 rounds
A quick glance into what remains of the amoebi's bodies doesn't turn up anything you might want to take with you.
(Are you going to hurry after Janira..or heal (Markas) first?)

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Fronar tucks his flask away for another time, and pulls out his wand. Waving it in front of Markas and touching him lightly on the shoulder.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"There you go Sir Songsteel. Now make haste everyone! It sounds as if our chaperone could use our assistance!"

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"Thank you my friend. Despite the appearance of these creatures, they were rather strong."
Markas moves further towards Janira's voice and says over his shoulder, "We must hurry. There is no telling how much longer she can hold out."
-Posted with Wayfinder

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The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.
These patches of woodland are also filled with underbrush that behaves as light undergrowth (Core Rulebook 426), creating difficult terrain and concealment.
The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover.
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check,
during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.
The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.
Nearly 100 feet from the cave’s entrance, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream.
Janira shouts, “You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”
Janira's inspire courage is still running
init Vohnkar: 1d20 + 1 ⇒ (14) + 1 = 15
init Mosi: 1d20 + 6 ⇒ (5) + 6 = 11
init Markas: 1d20 + 2 ⇒ (3) + 2 = 5
init Seijiro: 1d20 + 4 ⇒ (16) + 4 = 20
init Daniloth: 1d20 + 4 ⇒ (14) + 4 = 18
init Fronar: 1d20 + 4 ⇒ (11) + 4 = 15
init Janira: 1d20 + 6 ⇒ (4) + 6 = 10
init Minotaur: 1d20 + 0 ⇒ (11) + 0 = 11
init
Vohnkar, Mosi, Seijiro, Daniloth, Fronar
Minotaur
Janira
you guys

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Daniloth screams and runs forward, "Death, minion of evil!" He then looses an arrow at the minotaur.
Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2