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Fascili keeps his bow trained on the woman.
Readied action; Fascili will shoot an arrow at Richelle if she tries to attack a Pathfinder.

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Belayneh hugs the girl firmly, not to restrain her, but to comfort her.
Do not worry little one, your brother will be good, and you two will be safe with us, if you allow me and my companions to defend you from whatever danger you find yourself into.
Let me know if I need to make a CMB check. I think not, since I just want to hug her to make her feel safe, not to block her movements.

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Grilgoth curses Richelle and then lets out a long cackling laugh.
"Give up girl. You have no chance to win here and you know it."
Misfortune Hex (Will DC 15) or target rolls twice and takes the worst roll of the two rolls for every d20 roll. Cackling extends the duration of the hex by 1 round.

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Torgen misses with both of his saps!
Hugging is totally fine. :-)
The girl feels the embrace and does not resist as she is still dazed.
[Dice= will ] d20+ + -
The misfortune does not take hold of the girl!
Evin is up!!
What is the team's status? Is Fas dying?

GM Nowruz |

stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Perc(Torgen) (+2 vs unusual stonework): 1d20 + 2 ⇒ (10) + 2 = 12
Perc(Belayneh): 1d20 + 3 ⇒ (4) + 3 = 7
Perc(Fascili): 1d20 + 6 ⇒ (2) + 6 = 8
Perc (Grilgoth), +2 with Alertness: 1d20 + 0 ⇒ (8) + 0 = 8
Perc (EVIN): 1d20 + 3 ⇒ (6) + 3 = 9
Suddenly, from behind the boulders a Tiefling with horns appears without you all noticing anything!!
He thrusts his shortsword into Torgen’s back and hits a kidney!!
short sword, flank, sneak attack : 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 231d6 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
He looks at Richelle and orders, ”Kill him!! Now!!!“
Coming out of her daze, she hesitantly draws her longsword and slashes across Torgen’s chest.
longsword , flank: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d8 + 1 ⇒ (2) + 1 = 3
YOU ARE ALL UP!

Torgen. |

Torgen is rather taken aback by the sudden appearance of the tiefling behind him. He spits out a mouthful of blood and glares at the newcomer.
"You'll need to try harder than that pal." he growls, before apparently reassessing his options and initially attacking Richelle with his Saps.
Sap: 1d20 + 2 ⇒ (14) + 2 = 16
Non-lethal bludgeoning damage: 1d6 + 3 ⇒ (6) + 3 = 9
Sap: 1d20 + 2 ⇒ (9) + 2 = 11
Non-lethal bludgeoning damage: 1d6 + 1 ⇒ (1) + 1 = 2
The initial attack will be on Richelle, but if she is knocked out the second one will be on the tiefling. Either way he will then take a step towards Belayneh.

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With Richelle down Grigoth gets back to her feet. She steps forward and attempts to puncture the naughty Tiefling with a crossbow bolt.
To Hit,Light Crossbow: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 3
Maybe not with that roll. :)

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“You weaklings will all die!!“ the horned man shouts.
With the unexpected appearance of the tiefling, Fascili trains his bow on the newcomer, moving into a more favorable position before loosing an arrow.
Ranged (longbow) v tiefling: 1d20 + 2 ⇒ (17) + 2 = 19Damage (P): 1d8 ⇒ 6

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Belayneh grasps his holy symbol and with another prayer to the Lady of Graves he unleashes a burst of healing energy.
Channel Positive Energy: 1d6 ⇒ 2 The tiefling is excluded.

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Fascili tries to bring the tiefling down with another arrow.
Ranged (longbow) v tiefling into melee: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Damage (P): 1d8 ⇒ 2

Torgen. |

“You weaklings will all die!!“ the horned man shouts.
"Well we'll all die at some point, just some of us sooner than others..." retorts Torgen, a glint of menace flashing across his eyes.
Torgen attacks the tiefling with both of his saps, stopping if the first one takes him down.
Sap: 1d20 + 2 ⇒ (16) + 2 = 18
Non-lethal bludgeoning damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sap: 1d20 + 2 ⇒ (14) + 2 = 16
Non-lethal bludgeoning damage: 1d6 + 1 ⇒ (6) + 1 = 7

Torgen. |

Torgen checks the tiefling . ”Hopefully he is still alive so he can answer questions and face proper justice.”
I assume he would be stable due to the non-lethal damage?

Torgen. |
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Torgen next retrieves a set of manacles and some rope from his backpack.
"I suggest we restrain them all first and then wake them up to see what they have to say for themselves. We probably want to keep this tiefling and the apprentices separate when we speak to them as he clearly has some sort of power over Tolwin and Richelle."
Torgen begins restraining the parties three unconscious assailants, searching each to see if they have anything of interest about their person.

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The witch nods.
"Good work everyone."
She gestures and speaks a word of power looking for any magical items on the three unconscious opponents. She also examines Tolwin and Richelle looking for any traces of magical enchantment.
Detect Magic is cast.

GM Nowruz |

You search them.
Gear: potion of-cure light wounds, mwk arrows (5), tanglefoot bag (2), thunderstone (2); Other Gear leather armor, longbow with 20 arrows, longsword, 48 gp
Combat Gear elixir ofhiding, potion of cure light wounds; Other
Gear padded armor, light crossbow with 1Ocrossbow bolts, short sword, thieves' tools

Torgen. |

”The cave is definitely the next place to check. I seem to recall that journal we found mentioned a ‘beast’ in the cave. Let’s see what information we can find out about it from our tied up friends.”
Torgen takes one of the healing potions plus the bow and arrows.
”I could use these if no one else needs them.”

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Grilgoth snags the Elixir of hiding.
"This looks interesting if we are going to be sneaky."
The witch says with a grin.

Torgen. |

”Belayneh if I move our captives closer together would you be able to channel to help bring them round and also heal any of us that are still injured?”
Torgen thinks for a moment, rubbing his beard. ”Or if anyone has any smelling salts maybe we could use those to wake them up instead?“

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Grilgoth shakes her head in disagreement.
"I think that we should tie them up and leave them unconscious for now. They are lucky to be alive at all if you ask me, especially the Tiefling who is behind it all."
"Once we have explored the cave then maybe we can revive the youths. One at a time and tied up. The other one we should carry back to town unconscious. He is just too dangerous an influence and I do not want to see anyone dead at the end of this."
Does anyone have any rope?

Torgen. |

"It may sound a little brutal, but if we wake them up and question them then we always have the option to put them to sleep again once we've finished. We've already got them tied up and manacled, so knocking them out again if we need to would be fairly straight forward."
"As it stands we don't know much about what is going on and it's always best to go into a potentially dangerous situation with as much information as possible. We also don't know if there are other dangers other than the cave. Maybe the 'beast' isn't in the cave any more and has been unleashed on the town and it would be good to know about something like that as soon as possible."
"To my mind, in the worst case, we wake them up and they are still ranting an raving about killing us and we need to knock them out again. But in the best case we may get some useful information. I would suggest waking up one of the apprentices first, but we've got limited healing resources and I wouldn't want to need to use more of them if we end up needing to wake up the others, so I think channeling would be the most effective way of doing it. Plus I also need healing and a channel would help with that as well."
"What does everyone else think?"

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"To waste divine magic simply waking up the miscreants for information which is unlikely to be useful; not a sound plan. As a by product of using the magic to shore up the party's healing, well, what the heck, right? But I am more compfortable facing what we need to face, than adding the variable of awakening them."

GM Nowruz |

I think that’s a majority for moving on.
You all move to the cave entrance.
This rock face towers nearly 30 feet and is punctuated in the middle with the dark opening of a cave mouth.
As you enter, the dank scent of moss hangs heavy in the air as the gloom in the cave thickens. Some daylight filters in to the mouth of the cave (the entryway is in low-light), but the caverns receding deeper in on either side are completely dark.
How do you want to deal with light, and what is your marching order/algorithm as you proceed into this cave?

Torgen. |

Torgen drinks a potion of cure light wounds to heal himself a bit, then draws his axe and a sap and heads towards the cave. Once at the entrance he has a look around for any useful clues.
cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Perception (+2 to notice unusual stonework): 1d20 + 2 ⇒ (6) + 2 = 8
Torgen is happy to go into the cave first. He will proceed cautiously keeping a look out for clues and potential hazards. He has dark vision.

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Fascili casts light on his holy symbol, making his way to the middle of the group. Leaving his fortunes to the divine, he follows off in whatever direction the person before him goes. With the cramped cave walls around him, he stashes his bow and draws his morningstar to his hand.
Fascili seconds the next the next suggestion regarding whether to go right or left at the entrance.

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Grilgoth nods as the light spell goes up. She takes a position right behind Fascili as they enter the cave.
While not exceptionally perceptive she keeps her eyes open. Her familiar stays out of sight in his protective case. She loads her crossbow with another bolt and has it in hand should she need to use it.
Perception: 1d20 ⇒ 19

GM Nowruz |

These cramped corridors smell like fungus and rot.
You can hear a violent thudding sound as well as muffled roaring coming from deeper within the
cave.
Ridges on the map represent sloping passages downward. Squares that are sloped are difficult
terrain. Are you taking your time and exploring the area, or moving quickly to find the creature?

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Perception: 1d20 + 6 ⇒ (20) + 6 = 26
"Shhh," cautions Fascili as he follows the others. "Hear that? A violent thudding sound. Also, a muffled roar. They are coming from deeper within the cave. I suggests caution." He advances and points in the direction of the noise.

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These cramped corridors smell like fungus and rot.
** spoiler omitted **
Ridges on the map represent sloping passages downward. Squares that are sloped are difficult
terrain. Are you taking your time and exploring the area, or moving quickly to find the creature?
Moving carefully

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GM Nowruz wrote:Moving carefullyThese cramped corridors smell like fungus and rot.
** spoiler omitted **
Ridges on the map represent sloping passages downward. Squares that are sloped are difficult
terrain. Are you taking your time and exploring the area, or moving quickly to find the creature?
Indeed.
Fascili tries to identify the smell to recall if there may be any scents of concern.
Knowledge (dungeoneering) re fungus and rot: 1d20 + 5 ⇒ (18) + 5 = 23

GM Nowruz |

No scents or other information of relevance.
After a minute of moving through the caverns carefully and exploring, you hear the loud *snap* of a chain breaking, followed by a bellow of triumph and loud, thudding footsteps.
Suddenly, a large, two-headed beast comes into view, wielding a nasty-looking flail in one hand and holding the dead, crushed body of an aged woman in the other hand.
The two-headed giant is wearing a large pendant that you clearly recognize as the pendant that was granted by the dragon to the town of Highdelve.
But you also see that strange cords are attached to the amulet and it is blood-covered.
+++++++++
All over the Ettin’s body strange bloody runes are carved into its skin.
These are diabolic runes which could be used to protect giants from draconic beings with the right focus. And the amulet could serve as exactly that focus. Essentially, you assume that Aureliax would not have been able to protect the town as it would not have been able to harm this Ettin.

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Knowledge (religion): 1d20 + 5 ⇒ (18) + 5 = 23
"Diabolic runes!" Fascili calls out, pointing at the markings on Ettin's body. "Could be possible protection from draconic beings. The amulet is likely serving as a focus for the runes. Aureliax would not have been able to protect the town as it would not have been able to harm this giant. I suspect if we can disrupt the amulet or the markings, we could disrupt the magics protecting it!"
He lowers his head and holds tight to his morningstar. "Goddess of Fortune, guide my hand."
Casts true strike.

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Grilgoth moves up cautiously taking a defensive position behind an outcropping of natural rocks that serves as a wall near the bottom of the stairs. She shoots her crossbow bolt hoping that it will connect with this monstrosity.
Light Crossbow, To hit: 1d20 + 2 ⇒ (4) + 2 = 6
Damage, Silver: 1d8 ⇒ 4
She has a quick look at the runes as well as she has clearly missed her target.
K-Planes: 1d20 + 9 ⇒ (7) + 9 = 16
"An Ettin, perhaps I should try to talk to it?"