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Azura begins to sing again, the wordless melody urging her companions to greater acts of bravery. She then steps back and puts away her bow.
Standard: Begin 2nd round of Bardic Performance: Inspire Courage. All allies receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Take 5 ft step and then move action to put away bow.

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And just after the "edit hour" is up, I notice that cuatroespada didn't actually roll the save. Oops.
Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Disregard the previous post.
Korvin feels the numbing of the ooze wash over him, but powers through it with a growl. He slams a mattock down on his attacker, pointy bit digging into its goo.
Attack (power attack, rage, bardsong): 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage: 2d4 + 12 + 1 ⇒ (4, 1) + 12 + 1 = 18

cuatroespada |

No AoO, Liara. It didn't engulf Korvin. It was trying to paralyze him to make that easy. I'll use your first damage roll though.
Azura, you are squeezing and cannot 5-ft. step as each square of movement requires two. Would you prefer to keep your bow out and use your move action to get there? Nevermind, it doesn't matter now. Also, my apologies for not mentioning sooner that you can hear Janira's bardic performance well enough to get the bonuses already.
Korvin, I agree; fortunately, you saved. Normally they're CR 3, but this one is young. The young template, however, doesn't address that ability. The only thing effected was the save DC.
Azura again takes up her wordless melody filling her allies with inspiration. Tarō swings his blade and removes a sizable chunk of ooze from the thing's mass. Then, Korvin's mattock pierces and splatters the cube almost entirely while Liara's glaive cleaves into the remains rendering it entirely inert.
Combat Over
Round 3 Also, Elise still has actions in the last round.
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Azura
Tarō
Korvin
Liara
Elise
The real question is "stop to search or rush to Janira's aid?"

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somewhat relived that Korvin was able to absorbed the blow from the cube Liara daintily brushes what few remaining bits remain from her robes "well should we continue the sooner we leave this haunted tunnel the better"

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Azura sings out to the others as she speeds off toward the halfling's voice.
"Janira needs us! We cannot leave her to this fate!"
She looks and listens for where they are, moving as quickly as she can but also watching in front of her.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Azura will not pause to paw through any goodies, she's charging in to help her halfling friend. Maintaining Bardic Performance: Inspire Courage, 3rd of 8 rounds.

cuatroespada |

Didn't make it to sleep when I meant to... Going now. Anyway, there's really nothing to find. Just wondering if you'd take the time to.
Also, Azura, you're still benefiting from Janira's inspire courage and they don't stack. I should have mentioned that before if you want your two rounds back.

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Ah! Sorry I did miss that. Yes, I'll retcon to not waste the performance. I was just trying to conserve action economy. ^_^

cuatroespada |

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. The full moon above casts dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees.
As you spy Janira across the stream, you hear her shout, “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!”
Liara and Elise are a couple rounds behind everyone else due to their reduced speed.
Round 7
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Azura
Tarō
-----
Minotaur
-----
Korvin
Liara - still catching up
Janira
Elise - still catching up
Also, the Minotaur isn't yet aware of you.

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Azura rushes out of the cave, pulls her bow and fires at Minotaur, hoping to sting the beast even at this range.
Fire Comp Shortbow w/ Inspire & Range Penalty: 1d20 + 4 + 1 - 2 ⇒ (13) + 4 + 1 - 2 = 16
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
There's a cliff ledge or something where I placed a ? on the map. Is that high enough to fire from range that the monster couldn't charge us?

cuatroespada |

Liara, only if Korvin wants to wait for you.
Azura, 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.
Everyone, I forgot to mention that all the green squares are difficult terrain due do the light undergrowth and sharing a square with a tree provides partial cover.

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Save the wand charge - I've got the CLW potion from earlier. I can chug that.
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3 Well, that was rather ineffective. Up to 9/13. I'll drink the barkskin potion, too.
Korvin rushes out of the cave, with the speed of the wild men of the tundra. Pulling out first the almond-flavored potion then the woody-flavored one, he drinks them both as he runs.

cuatroespada |

Korvin, that's two rounds of potion retrieval and drinking. You're free to do that of course, you just won't get anywhere. Eh... you could probably retrieve them both with the same move action, but either way it's two standards to drink them both.
Tarō advances as Azura looses an arrow into the minotaur's thick hide. It glares at the bard for a moment before turning back to its prey.
Minotaur Power Attack: 1d20 + 7 - 2 - 2 ⇒ (3) + 7 - 2 - 2 = 6
Broken Battleaxe Damage, 2 Hands: 2d6 + 12 - 2 ⇒ (4, 2) + 12 - 2 = 16
Minotaur Power Attack: 1d20 + 2 - 2 - 2 ⇒ (11) + 2 - 2 - 2 = 9
Broken Battleaxe Damage, 2 Hands: 2d6 + 12 - 2 ⇒ (1, 1) + 12 - 2 = 12
Minotaur Power Attack: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Gore Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Korvin sees the imminent confrontation, but remembers his earlier injuries and retrieves a couple of potions from his pack, imbibing one that soothes his bruised body some. Janira, though fatigued, manages to avoid the blows, sighing in relief. With an appreciative nod to Azura for the distraction, she steps back out of the creature's reach before attempting unsuccessfully to disarm it.
Disarm Attempt: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
Round 8
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Azura
Tarō
-----
Minotaur
-----
Korvin
Liara - still catching up until next round
Janira
Elise - still catching up until next round

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Azura continues to move forward, fearing that the sloping hill would not get her close enough to cast at the monster. She stops and calls upon her Azata heritage and uses her dazzling Glitterdust ability to rain golden sparkling motes down on the minotaur, hopefully obscuring it's vision.
Will Save DC 16 to negate blindness

cuatroespada |

Sorry about that, guys. Tarō, drawing a weapon is a move action, but I assumed you all still had weapons drawn from before since you knew you were headed directly to another battle.
Azura calls upon her innate abilities to conjure a cloud of golden glittering dust over the minotaur, attempting to blind it, while Tarō continues his advance.
The minotaur finds himself surrounded by the golden motes, but refuses to be blinded by their brilliance. He circles around your halfling guide before striking again, hoping to drop her with a single blow, but failing to connect.
Minotaur Power Attack: 1d20 + 7 - 2 - 2 ⇒ (11) + 7 - 2 - 2 = 14
Broken Battleaxe Damage, 2 Hands: 2d6 + 12 - 2 ⇒ (5, 5) + 12 - 2 = 20
Round 9
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Azura
Tarō
-----
Minotaur
-----
Korvin
Liara
Janira
Elise

cuatroespada |

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.
The 3-foot-diameter tree trunk spanning the width of the river 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.
So a DC 10 Acrobatics check will get you across with the requisite running start, but you can't get a 10-ft. running start from most of those squares. I marked the squares you could get a running start from with open circles. Also, you could make it from pretty much anywhere west of the log.
Korvin Korvin his other potion and the party continues to rush to Janira's aid. Janira backs away from the minotaur a bit and attempts to retrieve her last tanglefoot bag but, in her moment of distraction, catches a direct blow from the Minotaur's battleaxe and falls—though whether dead or merely unconscious you do not yet know.
Minotaur AoO w/Power Attack: 1d20 + 7 - 2 - 2 ⇒ (15) + 7 - 2 - 2 = 18
Broken Battleaxe Damage: 2d6 + 12 - 2 ⇒ (3, 1) + 12 - 2 = 14
Round 10
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Azura
Tarō
-----
Minotaur
-----
Korvin
Liara
Janira
Elise
Team Cleric is now on the map.

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"Janira! No!" Azura rushed forward, crying out out as her small friend's swift feet failed to keep her from the monster's axe. Fearing it would crush her helpless form, she reached out with her voice, striking a high piercing note to call the beasts attention and then leaping through a range of vocal acrobatics to try and soothe the savage beast until her friends could close on it.
Attempting to Facinate the minotaur with her Bardic Performance since it should technically be out of combat at this moment. If GM rules there is still too much distraction for it to work, convert to Inspire Courage, please?

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Acrobatics: 1d20 - 2 ⇒ (1) - 2 = -1 I miss strength-based jump checks
Swim: 1d20 + 1 ⇒ (19) + 1 = 20
Korvin, disdaining the log, makes his way through the brush and takes a run at the river. He launches himself into the air to try and leap it, but his foot slips on the muddy bank and he ends up stumbling into the stream instead of soaring over it. Undeterred, he half-walks-half-swims his way to the other side and pulls himself out.
I'm not sure how far I can get. I'm jumping from the spot next to where Azura is right now, which is 40' of movement, but I'm double moving so I don't know how far I get on the other side of the stream (with another 40')

cuatroespada |

Yeah, the minotaur feels a little too threatened by the arrow you shot at him to be fascinated.
Azura, realizing the minotaur was too aggressive to be distracted, again begins her wordless melody filling her allies with courage while Tarō makes his way across the log.
The minotaur looks up from the collapsed form of the halfling to see the pathfinders approaching quickly. It grabs one of the javelins from it's back and hurls it at Tarō perched precariously on the log but misses by a fairly large margin.
Minotaur Ranged Attack: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Large Javelin Damage: 1d8 + 4 ⇒ (3) + 4 = 7
I agree, Korvin, you should have the choice if nothing else; jumping really is strength based.
Seeing no need for the log, Korvin attempts to leap across the river but slips on the muddy bank and must fight his way across through the current instead.
Round 10
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Azura
Tarō
-----
Minotaur
-----
Korvin
Liara
Janira
Elise

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Liara finishing her long trek from the base of the cave towards the top arrives into the light just in time to the Halfling Janira fall to the minotaur's vicious strike I bet we could have made it in time if it wasn't for the bards need to talk to the fish man she thinks looking at the woman as she fires arrows at the creature maybe it would be best to keep that to myself she decides as she continues her run forwards.
double move forward

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Azura steps closer to the bank, maintaining her bardsong and anticipating the beast to rush her companions. When it gets within range (30 ft) she will cast Grease DC-15 on the monster's greataxe.

cuatroespada |

Sorry, I moved stuff on the map, but didn't update you.
Tarō makes it safely across the log and enchants his blade. Azura readies herself to cast a spell once the beast is in range.
Seeing the large ulfen man emerge from the river, the minotaur lowers his horns and snorts fiercely before charging literally head on. Before he can reach the bloodrager, though, Azura conjures a film of grease over the minotaur's battleaxe.
Minotaur Reflex Save: 1d20 + 5 ⇒ (7) + 5 = 12
The weapon slips from the creature's grasp, but it continues its charge, brutally goring Korvin in his side and leaving the bloodrager bleeding out on the ground laboring to breathe.
Minotaur's Powerful Charge: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Gore Damage: 2d6 + 6 + 6 ⇒ (5, 5) + 6 + 6 = 22
Critical Confirmation: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
Critical Damage: 2d6 + 6 + 6 ⇒ (2, 5) + 6 + 6 = 19
Round 11
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Azura
Tarō
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Minotaur
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Korvin
Liara
Janira
Elise
Janira Stabilization Check: 1d20 + 1 - 6 ⇒ (16) + 1 - 6 = 11
Yikes... at least Janira stabilized?