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Bait starts summoning a creature hoping to lure the minotaur away from Terenz.

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So with Terenz unconscious and the rest of the part in retreat, I have been left with no choice, but to let the dice determine whether the minotaur kills Terenz or now. However, I have paused for two reasons. One, because now that it has been announced, I wanted to let Terenz have the opportunity to roll for his life, but second, because Bait is now in the midst of casting a spell... What to do...

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Ekanta takes a battered, leathery human skull from his waist, and throws it at the minotaur....
[dice=stingchuck, ranged touch attack, increment penalty]1d20+2[/dice]
damage: 1d4 + 3 ⇒ (1) + 3 = 4
make a DC 11 Fortitude save or be nauseated for how many rounds?: 1d3 ⇒ 3
Then I back up some if I can.

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Bait will try to finish his spell before the minotaur does a coup de grace... and then distract the minotaur long enough for someone to go get Terenz's fallen body so that he can be healed...
summoning an eagle who attacks three times and flies off 5'.. Bait starts a second summons almost immediately so if the eagle gets hit and dies right away another animal will appear right away.
to hit: 1d20 + 3 ⇒ (5) + 3 = 8
(miss)
to hit: 1d20 + 3 ⇒ (7) + 3 = 10
(miss)
to hit: 1d20 + 3 ⇒ (18) + 3 = 21
dmg if hits: 1d4 ⇒ 4

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The Minotaur seeing Janira falls takes it's greataxe, and lops off her head. He takes it as a prize to show his people. He lifts his axe to take Terenz's head as well, however before it can swing, an eagle swoops down and attacks the beast. The minotaur seems enraged that an eagle would interrupt his glory, and it does it's best to hit the creature. However, since the eagle is flying it deftly dodges the swings of the minotaur. It then shoots into the forest for cover with the minotaur trying to find it. As the eagle is a summoned creature, it disappears, however the minotaur keeps searching for it allowing the party to get to Terenz, and pull him into the entrance to the cave.
Good job avoiding the TPK. You are now at the entrance of the cave with your wounded. After the group unties Rerois from his horse, the creature takes off back to town leaving Rerois alone with his companions for the time being. Current party status is as follows:
Bait
Terence (-4) Stabilized
Syl'las
Ekanta (-1) Stabilized
Rerois (-5) Stabilized
What do you do now?

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I'm actually at 7/11, if I'm not mistaken.

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Safe in the cave with all the others, Bait asks "Does anyone have a wand of cure light to heal them up?"

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In hindsight, should have spent that 2pp on the wand of CLW.
"I don't believe it's safe for us to go back out there, but we must return to honor her and report the incident, however, let's not have our expedition put in vain, we need to complete the mission at hand. Shall we go? Anything useful in the bag we can use?"
Terenz sighs, as he was disappointed at his inexperience and the outcome that was.

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So did my stingchuck wind up getting used, or not? If it hit, it never made the Fortitude save.

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Several of you are still unconscious or hurt
Water dripping from stalactites and the distant rushing of underground streams creates an eerie backdrop as you explore. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light. Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent the deeper you move into the caves. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.
The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth.
the hole in the ground is artificial
the pit is at least a year old.
1d6 ⇒ 3
What do you do now?

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untrained Survival: 1d20 + 2 ⇒ (7) + 2 = 9
"It feels safe enough here. I suggest we rest. I shall take first watch."

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Napping won't do us any good, we'd only heal 1 HP after 8 hours. Unfortunately our druid never showed and we have no one that can heal. Unless Janira labeled all the crap in her bag or someone wants to run back to town for a wand we're hosed.

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"I agree, we should camp for the night, recover what strength we have. We clearly have taken a beating."
Terenz unpacks his gear and also unpacks Janira's belongings for everyone to see.
What's in the box?

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"If you want, wake me in a few hours and I'll take the midwatch."

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Syl'las has the bag, and all of the contents were shared with him... In the bag is:
It contained potion of barkskin, potion of cure light wounds, potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), acid, alchemist’s fire (2), holy water, smokestack, tanglefoot bag (1), thunderstone
You are not close to town, so a return trip would essentially end the adventure.

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There's a wand in here! One of curing. Terenz takes the wand and cures the injured as he believes is his duty as a hospitaler.
CLW,Rerois: 1d8 + 3 ⇒ (5) + 3 = 8
CLW,Ekanta: 1d8 + 3 ⇒ (2) + 3 = 5
CLW,Terenz: 1d8 + 3 ⇒ (8) + 3 = 11
The Paladin takes the last watch and wakes everyone up when they feel rested. Assuming nothing happened at night. He reaches over to the hole, "I don't know much abour this hole, but I wouldn't risk going into it, should we jump over? What say the party?"

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"looks easy enough. We at least to me it does."
Syl'las looks at the hole and takes a few steps back. Then sprints towards the hole and jumps. She easily clears the jump.
"Told you."She looks back at the rest of the party with sly grin.
acrobatics to jump: 1d20 + 7 ⇒ (12) + 7 = 19

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"WHat about those of us who don't jump so far? Short little halfling legs here... How about i toss you the end of a rope and you pull me over however much I miss the jump by?"

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Ekanta's hoofbeats echo about the cavern as he too makes a running jump across the pit.
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12 + whatever benefits are of a running jump, and if my Fiendish Sprinter ability helps any

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"Sounds like a personal problem...oh wait...the whole cooperate thing. Okay, toss it over here. I will try to help if you miss the jump."
Running jump just nixes the penalty for a standing jump, which halves the result. As far as the fiendish sprinter, if it increases you speed by 10 while running. Which if you speed now is 30, it makes it 40. Which will give you a +4 to the check. Well that is at least how I read it. But it looks like you made it anyway.

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Terenz, packs his things and throws over his stuff with his armor. And then runs for the jump. "Grab me in case I fall! Here I come!"
strength: 1d20 + 3 ⇒ (11) + 3 = 14
dex: 1d20 + 1 ⇒ (6) + 1 = 7

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Bait ties one end of his rope to a dagger for weight and tosses it over to the other side to Syl'las ... ONce she has a grip on it, he ties the middle of the rope around his waist, then backs up, takes a running jump over the pit.
acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14

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After the disaster outside the cave with the Minotaur, the group seems to now be working as a team. They all are able to jump across the pit, and Syl'las exploring a little further into the passageway finds a plank that seems to have been used in the past as a bridge for the pit.
Continue on? Also I'm hoping that everyone has kept good track of their HP's so far?

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Everyone's HP should be at full now, I've expended Janira's wand to heal those injured.
With the help from the team, Terenz takes a minute to put on his armor. He also realises that he is unable to see well. "Anyone have magic light? We might need it as we venture deeper into the cave." He picks up his stuff and starts walking slowly deeper into the cave.

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I'm currently at 3 HP, could probably use another wand poke. Nevermind, just saw Terenz's post.
Rerois tosses his armor across the pit and hops across, grunting as he lands and bumps his wounds. He dons his armor again and lights a torch.

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The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls. The carvings here are different in style from the petroglyphs found elsewhere in the caves. Only four of these parables are still decipherable.
Knowledge (history or religion) or Linguistics check is needed to understand one carved section. Alternatively, Appraise or Perception may be made as well with a –2 penalty.

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Perception: 1d20 + 4 ⇒ (10) + 4 = 14
untrained Appraise: 1d20 ⇒ 8

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perception: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
"oh, look some carvings."
I will make sure I will not take anymore missions which involve caves.

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Both Syl'las and Terenz seem to recognize one of the depictions.

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perception: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Bait examines the room and the images on the walls...

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Terenz leans over to the carvings and brushes the dust off a marking and is able to recall something from his studies. "This is a reference to Arden, although I don't remember who he is. He is somewhat happy to see people create products out of raw goods, I can recognise this one as a shoe." He points to a stone that vaguely resembles a shoe, it could be a fish, you aren't sure.

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"Interesting. We should check the rest of the cave for any other enemies before we repeat the minotaur debacle. Rerois heads down the tunnel cautiously.

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As the group continues to move through the cavern, the soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west. Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama,
and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.
Here the cavern’s ceiling stretches 20 feet overhead and is crowded by dozens of stalactites, some measuring 10 feet long from base to tip. Despite the impressive geology, the cave’s focus is the sloping, 15-foot-deep pool and its tiny city.
Kneeling in the water is a lone gillmam.
Please feel free to make a Knowledge (engineering, geography, history, local, or religion) check

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Even from this distance, you are able to identify the diorama as an intricately detailed model of Absalom. The gillman is sitting at the edge of the water facing the small city, and does not notice you. Terenz calls out to the stranger, but he doesn't seem to respond at all. It's almost as if he can't hear you.

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"HE's either ignoring us... or maybe he's deaf?" Bait walks over to the Gillman and taps him gently on the shoulder.

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"Who sleeps kneeling in water?" Syl'las ask more to the group than an individual.

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Bait notices the man watching his lips and speaks a bit louder to him. "Hello, can you hear me? Are you alright? What is this place?"