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"Well you scared something off, but 'bad' is a bug with an inferiority complex waiting for one of you to enter and become his next email.
"Plan of attack? Is this cave even our path? I may be a half-orc, but that does not mean I enjoy sludging through dark tunnels all day."

GM Netherfire |

The cave is not even recorded on the map, nor is it part of the path laid out by Moss' research. However, the sun is beginning to set, so finding a suitable place to camp for the night might be wise.
Also, how is everyone's health? Hp does not regenerate after combat, so if you took damage in the last encounter, those injuries are still around. Speak up and bug Gorim if you need healing.

Henry Southgard |

"'Email'" Henry Southgard muses, turning the unfamiliar word over. "That's not privateer slang I'm familiar with."
He steps over to Gorim and unloads his equipment. Backpack is dropped, bandoleer is unloaded, and a case of crossbow bolts is mostly emptied. The crossbowman then takes three potions out of the pile, a red health potion, a green one, and a pale amber one with the neck sealed with wax, and loads them into his bandoleer.
"Heal me up, Gorim. I'm going to see what's down there." He looks at the half-orc beside him. "You've been on the ball so far, so watch my back."
I'm currently down to 8/13 hitpoints.

GM Netherfire |

Remember Gorim, Calming Touch only heals nonlethal damage, and Henry only has lethal damage. If more than one person is injured, Channeling Positive Energy might be more effective.

Gorim Coppervein |

Ah, my bad! I'm sorry you had to repeat that. I was considering Channelling Positive Energy, too...
"Gotcha, hold on..." Gorim swings his holy symbol into his hand, closes his eyes, and mouths words silently into the hand of Irori.
Channel Positive Energy: 1d6 ⇒ 2
There we go, a whole 2hp for everyone within 30ft.

GM Netherfire |

The torch light shines fifteen feet deep, where the cave shows a turn to the left. Some form of animal waste can be seen in the uneven rock floor, but movement suddenly pulls Henry’s attention to the ceiling: a giant centipede rears to strike!
Henry 1d20 + 3 ⇒ (2) + 3 = 5
Gorim 1d20 - 1 ⇒ (6) - 1 = 5
Quick 1d20 + 1 ⇒ (9) + 1 = 10
Gwath 1d20 + 2 ⇒ (18) + 2 = 20
Avg: 10
Centipede 1d20 + 2 ⇒ (17) + 2 = 19
secret 1 1d20 + 1 ⇒ (15) + 1 = 16
secret 2 1d20 + 1 ⇒ (5) + 1 = 6
Avg: 13.6
Since Gwath warned Henry of something being in here, the centipede does not get a surprise round. However, he still beat you guys on initiative…
Centipede goes first!
Bite 1d20 + 2 ⇒ (9) + 2 = 11 for 1d6 - 1 ⇒ (6) - 1 = 5 plus poison
With a sickening hiss from the oversized bug, sharp mandibles snap at Henry.
Henry, I see armor listed among your gear, but not included in your AC? The centipede is rolling to hit against your flat-footed AC, so it matters if your chain shirt is on or not.
The bite comes away bloody, and the mercenary notices a foreign fluid in the wound a moment before something painful courses through his veins. Poison!
Henry’s Fortitude save 1d20 + 4 ⇒ (16) + 4 = 20, passes. Henry takes 5 damage and is not poisoned.
The bite catches on the mercenary’s woven chain, and the man-sized vermin rears back to try again.
Everyone else please hold your actions until I hear back from Henry so we all know what actually happens. Protip for Gorim: see if you can get another Channel Energy off before anyone deals damage to the centipede.

Henry Southgard |

Thanks for pointing that out! I forgot to add my armor from my gear! Fixed.
"Bloody. Hell." Henry Southgard gasps as the centipede lunges for him. His language gets a little courser as the thing's mandibles catch on his chain shirt.
"Watch for the fangs!"
The mercenary swings the torch at the beast and retreats.

GM Netherfire |

The blazing torch bats the centipede right between the eyes as the crossbowman steps out of its reach.
The rest of you can take your turns like normal. Thanks for clearing that up, Henry.

GM Netherfire |

Gwath, I moved your character into a square where you can reach the centipede.
Gwath’s blade grazes the hard exoskeleton of the segmented monstrosity. Gorim’s pulse of healing close up the wounds of his companions, and soothes the burns of the centipede. Coiling back, large fangs lash out at Gwath!
Bite 1d20 + 2 ⇒ (16) + 2 = 18 for 1d6 - 1 ⇒ (1) - 1 = 0 plus poison
The mandibles close on half-orc arm, but the pincers fail to break the skin before Gwath pulls away.
Gwath takes no damage and is not poisoned.
Attack 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 for 1d3 - 1 ⇒ (3) - 1 = 2
A sound, like someone spitting, precedes a sudden sting in Gorim’s thick leg. Gorim takes 2 damage. Tiny black fletching spouts from dwarven skin, a metal needle pierces deep into the muscle. Peering deeper into the cave, a tiny squat body holds up a disproportionately large, bulgy blue head. Pale, oversized and unwavering eyes gleam at the dwarf with malice from the corner in the dark cave. Dirty, worn cloth covers its frail humaniod frame, and its delicate hands work to reload a blowgun.
Roll Knowledge: Nature to identify the little creature. Presently, the centipede and Gwath are providing Gorim with soft cover (+2 AC) from ranged attacks. It should be noted that the throwing dart in Gorim’s possession is much bigger than blowgun ammunition darts.
You guys are up!

Henry Southgard |

Yay!
Yup. Just as Henry Southgard had thought, Gorim had just healed the centipede. And with the appearance of something else in the cave, torches were completely inadequate.
Knowledge: Nature: 1d20 ⇒ 9
"Falling back," Henry says as he drops the torches. He dashes back to his pack and pulls his crossbow out from underneath.

GM Netherfire |

Thanks for pointing that out Quick. The 0 damage stands this time, and I’ll be sure to get it right next time.
You get a smidgen more info due to race :)
Gorim recalls skimming an encyclopedia, many years ago, that described the creature he just saw: a mite. Wicked and foul, mites are known to live underground, and do not stray far into the surface world. Gorim also recalls mites having a rather violent history between dwarves and gnomes.

Quick' |

"Zilf gein sav zey!"
"Silver one save me!"
Quick shouts as he rushes forward, falchion in hand. He stops beside Henry.
Draw it out Gwath! I will fight it with you!"

GM Netherfire |

Thanks to the fighter's +1 BAB, Henry can draw a weapon as he takes a move action. He can still use a standard action, if he wishes.
Gwath also has a move action available if he wants it, but remember that if you move more than 5 feet away while in melee it will provoke an attack of opportunity from the centipede. If Gwath moves, roll an Acrobatics check to avoid this AoO.
The centipede flinches back from Gwath's dangerous blade.

Henry Southgard |

I thought about that, but decided that I was picking my crossbow up and not drawing it. Decided to play it on the safe side.
Henry Southgard draws the bowstring back, loads a bolt, and takes aim for the giant bug. He takes aim, but realizes that he doesn't have a good shot. He strafes to the left, seeking a better vantage point.
"Gwath! Fall back!"

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Hmm... I might be a little confused. I thought the Attack of Opportunity/Acrobatics check was only needed if I used a move action with my melee attack. I was trying to just fall back as a separate move. If that makes sense. Anyway, here we go:
Acrobatics: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16

Quick' |

No, Gorim you had it right. The attack of opportunity comes from moving out of an enemy's threatened area: whether you attack or not. You can withdraw as a full round action. In that case, the first 5 feet does not provoke.

GM Netherfire |

As Gwath moves back, the centipede snaps at the spot the half-orc formerly stood, and gives chase. Many legs click over stone as the giant critter crawls down the cave wall and outside. Reaching his quarry, two poisonous fangs lunge forward at the mercenary.
Bite 1d20 + 2 ⇒ (17) + 2 = 19 for 1d6 - 1 ⇒ (3) - 1 = 2 plus poison
Gwath’s Fortitude 1d20 + 4 ⇒ (14) + 4 = 18
The pincers find purchase on half-orc skin, but Gwath heartily shakes off the poison. Gwath takes 2 damage.
“తీవ్ర గడ్డం రోత” a small, raspy voice barks, and the mite creeps back into Gorim’s sight.
Attack 1d20 + 2 + 1 - 2 ⇒ (14) + 2 + 1 - 2 = 15 for 1d3 - 1 ⇒ (2) - 1 = 1
Another spitting sound echoes from the cave, and Gorim sees a tiny dart stick into the ground right at his boots.
“Fiercebeard/dwarven filth!”
Using Telugu for Undercommon via google translate. “Fiercebeard” is the word used in Undercommon for “dwarf”.
You guys are up! Henry can see the mite, now that it creeps near the mouth of the cave.

Quick' |

Quick steps forward beside Gwath and swings his falchion at the centipede.
5 foot step. My computer won't let me move me :(
1d20 + 2 ⇒ (6) + 2 = 8 for 2d4 + 4 ⇒ (4, 4) + 4 = 12
Wasted damage...

Gorim Coppervein |

Gorim glances at the dart bellow him, his face growing slightly redder, "Dwarven filth..?"
Drumming his fingers along the mace, his eyes flick up and then between targets, settling to make a dash for the centipede.
Moving from L7 to H7 (20ft) and attacking.
Attack: 1d20 + 1 ⇒ (2) + 1 = 3 for 1d8 + 1 ⇒ (5) + 1 = 6
Hah, "attacking."

Henry Southgard |

"Like a seasoned crew we are," Henry Southgard mutters darkly. "Flank it! It can't look in two places at once!"
Lacking a clear shot at the centipede, he takes aim at the Mite.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d10 + 1 ⇒ (9) + 1 = 10
And misses.
"Er, honestly, I've never had a problem with sleeping out in the open."
=P It's only funny until it results in a TPK. Then it's hilarious.

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"If you'd like to sleep next to this, be my guest, but let's see if we can make it dead first."
Gwath feels a tinge of ice through his veins but forgets it, bringing his falchion down hard upon his enemy.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16 Damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11

GM Netherfire |

Henry's shot narrowly misses the mite as it ducks out of the way. Gwath cleaves the segmented critter, and the halved centipede falls back in a twitching mess of legs. Centipede is dead!
The mite raises his blowgun at Henry.
Attack 1d20 + 2 ⇒ (18) + 2 = 20 for 1d3 - 1 ⇒ (1) - 1 = 0
The dart certainly hits hard enough to bruise, but the point does not stick. Henry takes 1 nonlethal damage.
Another mite runs up beside the first and fires at Gorim.
Attack 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 for 1d3 - 1 ⇒ (2) - 1 = 1
The dart dinks against his shield harmlessly.
You guys are up!

GM Netherfire |

The fletching of Henry’s bolt sprouts from the mite’s enormous, puffy blue head, with enough force to send the body flying against the cave wall before flopping over, dead. One last mite in sight.

GM Netherfire |

The large pale eyes of the mite widen to their full size as the dwarf towers over him, and turns to flee. But Gorim's mace cuts his escape short as it bashes in the foul creature's skull. Mite collapses, dead.
Encounter passed! Well done! I'll post loots when I get home tonight. The cave is hazard free.

Quick' |

"Are you really thinking of eating that? It tried to poison us. I can't imagine it's safe to eat, let alone tastes good."
Quick pulls some jerky and a hard biscuit from his pack. "I'll stick to this, but here." He offers a dagger to Henry. "Just clean it when you're done please."