
Cain of Garund |

Amiri wakes up early and prepares for battle. Usual morning preparations to clean up for the day, sharpen her weapons and check her gear. Leading the way out when everyone is ready she attempts to backtrack the group's bloody path from the ambush site.
Survival Track: 1d20 + 7 ⇒ (7) + 7 = 14
She will cede her position at the front if someone wishes to make an argument that they should go first instead.

Merisiel, PT-RT |

Once everyone is up and ready to head out, Merisiel inspects everyone to and tighten up loose straps making sure they will be as quiet as possible.
As the group approaches the trail she starts to look for where the ambush happened.
Merisiel has Quiet Allies- Allies within 30 feet of her reduce their check penalty for stealth checks by 2. Once on the trail, she will investigate in an attempt to find clues.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

P.T. Fumbus |

Power outage means a short post; feel free to bot me when necessary.
Fumbus follows quietly.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

Seoni PT-RT |

Seoni keeps her eyes open for danger and signs of Inira's trail.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

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Amiri leads the party on the journey tracking the most recent trails with blood splatters. It isn't to difficult to track as it follows the primary sand road route. Kyra detects no magic along the way, which doesn't come as much of a surprise, but better to be careful than to miss a clue.
Eventually, after about 8 hours of travelling, you come towards a small stone bridge crosses over a shallow, gentle river. A large wagon lies abandoned a short distance from the bridge, with bloody bodies strewn about. Most of the bodies have familiar humanoid forms, while two bodies are of creatures with the torsos of muscular humans and the head and hooves of bulls.
A few of you notice in the distance, opposite the river, two minotaur's attempted to hide in the bushes. But they do so poorly as the bushes barely hide their large torsos!
Map is posted! In the link, I've taken some liberties to assume marching order for those that did not update it in the handouts.
Let's assume the river is deep that you require to swim across, but the waters are relatively calm.
Amiri,Perc: 1d20 + 8 ⇒ (14) + 8 = 22
Merisiel,Perception: 16 = 16
Valeros,Perc: 1d20 + 7 ⇒ (3) + 7 = 10
Fumbus,Stealth: 28 = 28
Seoni,Perc: 14 = 14
Kyra,Perc: 1d20 + 10 ⇒ (5) + 10 = 15
Minotaurs,Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Encounter Round 1
Conditions:NA
Fumbus (Stealth 28)
Amiri , Merisial
Kyra, Seoni
Minotaur (Stealth 14)
Valeros
Bolded characters may take action, I will resolve actions by post order. As Fumbus is stealthing he has not observed the minotaurs and would need to make a seek action to realise where they are.
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Playtest Kyra |

Kydra draws her sling, then moves forward and slings a stone at the closest minotaur.
1 action to Interact, 1 action to Stride, and 1 action to Strike
Sling: 1d20 + 8 ⇒ (17) + 8 = 25
Bludgeoning: 1d6 + 1 ⇒ (5) + 1 = 6 damage

Merisiel, PT-RT |

Merisiel fluidly grabs her shortbow, nocks it and releases two arrows at the lead minotaur before moving behind the wagon.
Arrow 1: 1d20 + 10 ⇒ (8) + 10 = 18 Piercing: 3d6 ⇒ (6, 4, 5) = 15
Arrow 2: 1d20 + 5 ⇒ (7) + 5 = 12 Piercing: 3d6 ⇒ (4, 2, 6) = 12
Action 1- Quick Draw; Action 2- Strike; Action 3 Stride

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Added coloured borders to the Minotaur, also a third minotaur that I missed. (Scaling it up to a 6 player game)
Kyra and Merisiel both react quickly and attempt to strike first by making range attacks on the closest Minotaur. A stone and an arrow hits the minotaur!
~~~
Encounter Round 1
Conditions:NA
Fumbus (Stealth 28)
Amiri , Merisial
Kyra, Seoni
Minotaur (Stealth 14) R -21
Valeros
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Cain of Garund |

Amiri points across the creek and yells, ”minotaur ambush!”
She pulls a javeline, darts forward to stand on the bridge and flings it at the closest enemy. Standing there waiting for the beasts she adds a taunt, ”bring it on you stupid cows!”
On phone so can’t double check rules so I’ll go with my gut on how this goes. If wrong I can adjust. Interact to draw javeline, Move 30 ft, throw at red.
Javeline - 2nd Range increment: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5

P.T. Fumbus |

Fumbus pulls out a pair of bombs, one of alchemist fire and the other bottled lightening. Interact; Quick Bomber
He then moves forward and throws the alchemist fire at the nearest minotaur. Stride; + Strike
Ranged (bomb) v Touch, range: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Damage (fire): 2d8 ⇒ (5, 1) = 6 2 persistent fire damage

Seoni PT-RT |

Seoni moves up behind the husk of the caravan wagons. She watches until she catches the eye of the minotaur wearing the green bandana, then calls out the words to one of her spells - "Zaratatsua eta nahasgarria zara!" - while moving her hands the way she had been taught by her grandmother.
Stride, then casting Daze (DC 19 Will save; on a success the target is unaffected, on a failure the target is flat-footed, and on a critical failure the target is flat-footed and slowed 1).

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Fumbus, as your initiative is based off stealth, the creatures are still concealed to you. You'll need to seek first DC16 before you can interact with them. I'll be another couple hours till my post update, but if you haven't retcon by then I will do so for you.

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Fumbus Retcon: Seek +, Interact (Quick Bomber) +, Stride +
Fumbus realises a little late that there's danger ahead but nonetheless prepares himself by drawing some bombs and gets closer in on the action!
Seek: 1d20 + 7 ⇒ (14) + 7 = 21
Amiri flings a javelin into the bushes, but over estimating her own strength causes the weapon to miss the large monster.
Seoni attempts to hinder the minotaur's advances by casting a spell of daze but the creature doesn't subdue and forces his might against it!
Will: 1d20 + 7 ⇒ (15) + 7 = 22
Realizing that their ambush is thwarted, the lead minotaur arises from behind the bushes to immediately charge at Amiri favouring his horns over his held greataxe. The horns pierce through her armour wounding the barbarian badly!
Red: Stride +, Powerful Charge ++
Gore: 1d20 + 11 ⇒ (11) + 11 = 22P: 2d8 + 10 ⇒ (5, 7) + 10 = 22
The other two lagging minotaurs follow closely behind.
Green and Blue take three strides.
~~~
Encounter Round 1/2
Conditions:NA
Fumbus
Amiri -22, Merisial
Kyra, Seoni
Minotaur R -21
Valeros
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Playtest Kyra |

Kyra casts bless.
Everybody within 30 feet of Kyra receives a +1 conditional bonus to attack rolls.
She then slings a stone at the red-clad minotuar.
Sling (bless): 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12

P.T. Fumbus |

Fumbus positions himself for a better shot and then lobs a bomb at the minotaur in the middle (blue).
Stride
Ranged (bomb) v. TAC: 1d20 + 9 ⇒ (1) + 9 = 10
Damage (alchemist fire): 2d8 ⇒ (7, 1) = 8 2 persistent fire damage
He then draws out a second bottled lightening and alchemists fire.Interact;Quick Bomber

Seoni PT-RT |

"Remember we need information! We should try to take one of them alive!"
Of course, keeping one of them alive won't do much good if we're all dead.
Seoni strides forward, shouting words of arcane power and waving her hands around.
"Arku elektrikoa!"
A thin arc of lightning stretches between the two nearest minotaurs on the bridge (red and blue).
Electric Arc: 1d6 + 4 ⇒ (4) + 4 = 8
Electric Arc: "You deal 1d6+4 electricity damage to one or two targets within 30 feet. Each creature attempts a Reflex save (DC 19), taking half damage on a success, no damage on a critical success, or double damage on a critical failure."

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Kyra and Fumbus underestimate their strengths as their ranged attacks come short of hitting their targets. But the momentary distraction is enough to hinder the lead minotaur from realizing the electric arc heading his direction casted by the sorceress Seoni. *Bzzt* *Bzzt*."Eerghh!" You hear as the lead minotaur grunts while being critically stunned by lightning! The lagging minotaur realizes enough in time to raise his arms to protect himself.
Reflex Red: 1d20 + 6 ⇒ (2) + 6 = 8
Reflex Blue: 1d20 + 6 ⇒ (15) + 6 = 21
Seeing his allies in need of help, and finally realizing that there are dangerous Minotaurs at presence, Valeros hurries alongside Amiri to get in on the action.
~~~
Encounter Round 2
Conditions:NA
Fumbus
Amiri -22, Merisial
Kyra, Seoni
Minotaur R -37 B -8
Valeros
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Merisiel, PT-RT |

Merisiel moves in to engage the lead minotaur. Drawing her rapier she stabs at it.
Attack: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 6d6 + 1d8 + 8 ⇒ (3, 5, 5, 5, 3, 3) + (7) + 8 = 39
Stride, Stride, Quick Draw- attack red. Sword Crit- target flat-footed for 1 round.

Cain of Garund |

Screaming in anger as the gore penetrates her flesh, her blood boils and muscles bulge. Amiri unslings her massive sword and with all her strength hacks down at the beast in front of her, "DIE!!!"
Interact, Rage, Strike.
Raging 2 Handed B.B.: 1d20 + 9 ⇒ (2) + 9 = 11 for Slashing: 2d12 + 10 ⇒ (12, 5) + 10 = 27

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As the barbarian Amiri rages, Merisial quickly moves around the distracted minotaur and stabs him in the neck. She hits a nerve, injuring the minotaur critically. "Eaggakkkk" It squeals before falling. Amiri then swings her weapon but the creature falls before she realises it.
Amiri, if you want to retcon that turn, let me know, I typically play it by ear, but will keep the turns rolling to ensure game doesn't slow down
The other two Minotaurs screams at you, but the words and sounds make no sense to you! (Going on a limb that no one speaks Jotun.) They eye the rogue with vengeance. The move against her swinging their greataxe's wildly in attempt to subdue the half-elf.
Blue has reach against Merisial!
Strike +, Strike +, Strike +
Greataxe vs Merisial: 1d20 + 11 ⇒ (6) + 11 = 17S: 1d12 + 7 ⇒ (2) + 7 = 9
Greataxe vs Merisial: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11S: 1d12 + 7 ⇒ (6) + 7 = 13
Greataxe vs Merisial: 1d20 + 11 - 10 ⇒ (14) + 11 - 10 = 15S: 1d12 + 7 ⇒ (1) + 7 = 8
Red
Step, Strike +, Strike +
Greataxe vs Merisial: 1d20 + 11 ⇒ (11) + 11 = 22S: 1d12 + 7 ⇒ (1) + 7 = 8
Greataxe vs Merisial: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16S: 1d12 + 7 ⇒ (5) + 7 = 12
Fortunately, they move relatively slow enabling the rogue to dodge most of the attacks! She does however get slightly injures in the action.
~~~
Encounter Round 2/3
Conditions:NA
Fumbus
Amiri -22, Merisial -8
Kyra, Seoni
Minotaur R (Unconscious) B -8
Valeros
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Cain of Garund |

Not much would have changed, I'll leave it as is.
Amiri darts forward, tunnel vision focusing her on hacking the taur's to the ground, "AAHHHHHHHH!!!!" With a snicker-snack, her blade swipes twice at the creature in front of her.
Stride, Strike, Strike.
Raging 2 Handed B.B. + Bless: 1d20 + 9 + 1 - 5 ⇒ (20) + 9 + 1 - 5 = 25 for Slashing: 2d12 + 10 ⇒ (3, 12) + 10 = 25
Raging 2 Handed B.B. + Bless - 2nd attack: 1d20 + 9 + 1 - 5 ⇒ (8) + 9 + 1 - 5 = 13 for Slashing: 2d12 + 10 ⇒ (12, 8) + 10 = 30
Extra Crit Damage Strike 1: 2d12 + 10 ⇒ (4, 8) + 10 = 22

Playtest Kyra |

Kyra maintains concentration on her bless. Moving forward to ensure that Sarenrae's blessing includes all of her allies in the fight against these evil creatures, she slings a stone at the minotaur which just suffered a mighty blow from Amiri.
1 action concentrate, 1 action Stride, 1 action Strike.
Sling (bless): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Bludgeoning: 1d6 + 1 ⇒ (3) + 1 = 4 damage

P.T. Fumbus |

Seeing the arc electricity emanating from the sorcerer, Fumbus glances at two of his bombs and shrugs.
Moving forward, he cries, "Aryuyet elektrikuted?!" as he tosses a bomb at one of the minotaurs. Stride + Strike
Spending 1 Focus Point
Ranged (bomb) v. blue TAC w/ bless: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage (lesser bottled lightening): 2d6 ⇒ (4, 3) = 7
Character sheet says bomb range 30 ft., but elsewhere says 20 ft.; if it is 20 ft. then add -2 range modifier to above roll.
Deals 4 electricity splash damage (Calculated Splash) to red, and causes the target to be flat-footed to all creatures until the start of your next turn. If you spend 1 Focus Point when you throw the bomb and the bomb hits its target, the lightning lashes out at one other creature that took electricity damage from the splash and is within 5 feet of the target, causing that creature to become flat-footed as well.
He then throws the other bomb. Strike
Ranged (bomb) v. red TAC (ff?) w/ bless, range: 1d20 + 9 + 1 - 2 ⇒ (6) + 9 + 1 - 2 = 14
Damage (lesser bottled lightening): 2d6 ⇒ (2, 6) = 8
Deals 4 electricity splash damage (Calculated Splash) to blue.

Merisiel, PT-RT |

Merisiel closes in on the minotaur her teammates have been attacking. She thrusts her rapier twice at the creature.
rapier attack 1: 1d20 + 11 ⇒ (15) + 11 = 26 Damage 1: 2d6 + 4 ⇒ (6, 4) + 4 = 14 bonus damage if crit: 1d8 + 2d6 + 4 ⇒ (6) + (5, 6) + 4 = 21
rapier attack 2: 1d20 + 7 ⇒ (5) + 7 = 12 Damage 2: 2d6 + 4 ⇒ (6, 3) + 4 = 13 Additional damage on attack 2 if flat footed: 2d6 ⇒ (6, 2) = 8
Step, Strike, Strike. If first attack is a critical then blue is flat footed one round. Also could a person walk on the rails of the bridge?

Seoni PT-RT |

Seoni tries to recall what she knows about minotaurs.
Society (Recall Knowledge): 1d20 + 7 ⇒ (1) + 7 = 8
Curious about what the bull-men are shouting in Jotun and confident that her teammates have the necessary violence well in hand, she casts Comprehend Languages from her lesser staff of divination.
Seoni uses the focus point from the staff to cast the spell, rather than sacrificing one of her own spell slots. If I understand the Resonance Test rules correctly, staves no longer have charges to keep track of, beyond the single Focus Point generated during morning preparation, correct?

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Seoni uses the focus point from the staff to cast the spell, rather than sacrificing one of her own spell slots. If I understand the Resonance Test rules correctly, staves no longer have charges to keep track of, beyond the single Focus Point generated during morning preparation, correct?
That is correct. The staff will be charged with 1 focus point, but additionally you can use your own focus point or your spell slot to activate the staff. The required actions for activation would be as many as the spell requires.

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Quick update, Blue is down after Merisiel’s first strike, I will allow moving on the railings with a hard acrobatics check

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Coming to grasp with herself after sustaining a heavy injury, Amiri moves forward and swings her greatsword with raging might delivering a crushing injury. But in using all her strength with her first push, her injuries hinder her from a second powerful attack.
Kyra and Fumbus follow through with their own ranged attacks, a bludgeoning blow to the hide, and an explosion that leaves the creature with a concussion that enables Merisial to come up and deliver another potentially killing blow!
I'm going to delay Valeros as his action won't change the already decided outcome of the combat.
With two minotaurs fallen in quick successions, the third one immediately drops his weapons and raises his hands! With a sense of fear, his rasp voice cries "Зогс! Би бууж өгье! Та нар бол галзуу юм!"
Although Seoni knows nothing about Minotaurs, in casting a spell she is able to understand their language.
Amiri -22, Merisial -8
Besides their greataxe's the minotaurs' travel empty handed save for one small trinket on the lead Minotaur. A religious symbol worn around his neck.
If your Kn roll was a critical success you may open the second spoiler. If you succeeded the first roll but was not a critical success, you may make a second Kn roll DC23 to open the spoiler below.
If any PC succeeds at the first Kn. Religion, then you may attempt the check below.
I'm going to pause her for kn. checks above, and also for you to decide how you want to deal with the minotaur that surrendered. Once we're done with that we'll move to the wagon to investigate.

P.T. Fumbus |

Knowledge (religion): 1d105 ⇒ 79
Fumbus is confounded by the necklace. In a display of his frustration, he repeatedly tosses a flask of alchemist' fire in the air before cathing not. "Fumbus think mintoaur too big to bring. At least, not in pieces."
He starts looking around the cart and bodies for something resembling a clasp.

Playtest Kyra |

Religion (trained): 1d20 + 9 ⇒ (20) + 9 = 29 unfortunately it is impossible for me to critically succeed unless somebody can assist me.
Society (trained): 1d20 + 5 ⇒ (19) + 5 = 24
Kyra frowns as she studies the unholy symbol.
"This is the symbol of the demon lord Baphomet. The Gorebreather tribe is the only group of Baphomet worshipers I know of in the area."
She turns to Merisiel and Amiri.
"Let me see to your wounds."
Medicine to Treat Wounds (expert) DC 18: 1d20 + 10 ⇒ (19) + 10 = 29 Critical success! Amiri and Merisiel heal their Constitution modifier x Kyra's level x 3, or 45 hit points each.
All the while she glares at the minotaur, waiting to see what her companions choose to do with the foul creature.

Merisiel, PT-RT |

Religion: 1d20 + 3 ⇒ (9) + 3 = 12
Society: 1d20 + 6 ⇒ (12) + 6 = 18
"Thanks Kyra. Are the Gorebreathers nomadic?"
The elf then turns to search the bodies near the wagon. After checking the bodies she starts looking on the other side of the bridge for tracks.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Survival: 1d20 + 7 ⇒ (18) + 7 = 25

Cain of Garund |

Amiri moves up next to the last Minotaur, sword raised to strike its head from its body. But somewhere deep in her blood fueled rage her hand is stayed. Maybe the obvious surrender, the fear in its eyes, or just not perceiving the Minotaur as a worthy foe anymore, her sword drops to her side and she turns back towards the campsite. Fatigue washing over her body, she drags herself back across the bridge while keeping pressure on her gored wound, "watch the horns, they hurt."
Allowing the healer to perform her actions, Amiri nods her thanks and then cleans the blood and gore off her sword before re-sheathing it.
K: Religion: 1d20 + 3 ⇒ (4) + 3 = 7
When Kyra reveals the discovered information, Amiri pulls a nasty hatchet off her belt, flipping it a few times in the air, "if you want to kill this thing, just let him free and I'll take him one on one." She adds, "a fair fight is more than it deserves but I'll grant it."

Playtest Kyra |

"Thanks Kyra. Are the Gorebreathers nomadic?"
"Just be more careful next time, OK?"
At Merisiel's second question, she shakes her head. "I don't know, unfortunately."

Playtest Kyra |

When Kyra reveals the discovered information, Amiri pulls a nasty hatchet off her belt, flipping it a few times in the air, "if you want to kill this thing, just let him free and I'll take him one on one." She adds, "a fair fight is more than it deserves but I'll grant it."
"Sarenrae says that we should never fail to strike down evil."

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Kyra spends ten minutes tending to the wounds of her allies. Fortunately, they are simple battle wounds, making it easily for her to treat them.
Kyra thinks for a moment and tells the group that the Gorebreathers are not nomadic by any means as far as she knows. They were present in Absalom before her birth.
The minotaur stands idly, unsure what to do in his predicament, and slowly walks backwards...
Merisial grows bored and heads straight to the broken wagon to investigate the bodies. She doesn't find anything particular of interest herself. The bodies, none match the description of Inisa at the very least, and it is clear that their deaths were likely at the hand of minotaurs as you notice similar wound marks akin to gores and greataxe cuts.
Across the bridge, it is relatively easy for the rogue to find a few set of footprints, mostly large hoofs, but also a second set of humanoid footprints, more recent tailing the trail of the hoofs.
This two tracks eventually branch off at a spilt in the forest path. You can't tell what's dissimilar of the path or what's ahead of the footprints accept that it's going in different directions.

P.T. Fumbus |

He starts looking around the cart and bodies for something resembling a clasp.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

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Fumbus finds no clasp as much as he searches, even under every small debris, but he does notice a hidden compartment stowed away very cleverly inside the cart.
Disable device to pick it open or athletics to break it open.

P.T. Fumbus |

Fumbus kicks at the cart hoping to jog the compartment open.
Athletics: 1d20 + 9 ⇒ (14) + 9 = 23

Cain of Garund |

Amiri eyes the Minotaur as he backs and sighs, when Kyra yells she jumps to action. Moving quickly to the beast, her hatchet flies towards its neck, "we could have done this as equals, yet you chose the COWARDS WAY!"
Stride, Strike, Strike. If enemy is over 30 ft away, just disregard the 2nd strike in lieu of another stride.
hatchet: 1d20 + 10 ⇒ (4) + 10 = 14 for slashing: 1d6 + 4 ⇒ (3) + 4 = 7
hatchet - 2nd agile attack: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25 for slashing: 1d6 + 4 ⇒ (3) + 4 = 7

Seoni PT-RT |

Sorry! Busy day at work - Seoni definitely intervenes! Give me 15 minutes to write up a post!

Seoni PT-RT |

"Wait!" Seoni cries out to Amiri. "Let me translate!"
"Stop! I Surrender! You people are crazy! We just want food! Spare us!"
Although her spell does not allow her to speak the minotaur's tongue, only understand it, she does her best to pantomime her question, pointing at the broken wagons and then at the minotaur: Did you have anything to do with the attack on the caravan?

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?: 2d2 ⇒ (1, 2) = 3
Fumbus forces the compartment open to reveal a small stash of alchemical goods. you hear A couple vials of glass seemingly break as the compartment is pry. What remains are 2 alchemist fire, 1 elixirs of life, 1 tanglefoot bag, and 1 thunderstone.
In the heat of the moment, the minotaur first seems confused at Seoni's gesture, but perhaps starts to understand as he looks around at Seoni and Fumbus carefully investigating the wreckage. However, he refuses to answer!
It's a diplomacy or intimidate check to convince the Minotaur to be friendly.
Also since conversation is without a Jotun speaker, you will get little out of the Minotaur, so do pick your path forward. It is possible to force the Minotaur to lead you to the camp, follow the trail of the large hoofs, or follow the humanoid footprints.

P.T. Fumbus |

Fumbus greedily grabs the items he found and hurriedly stows them away. "No clasp here!" he shouts to the others.
When he rejoins the others, who he hopes took no notice of his recovery if the loot, he offers to look for the bull's tracks.
Survival: 1d20 + 6 ⇒ (17) + 6 = 23