
GM Mike...R |

I've moved the party to the entrance to the next area. Feel free to rearrange yourselves in that area (although don't move any further forward than the current positions, or move any of the black shapes covering the hidden areas). I'll reveal what you find in that area in about 12 hours time.
If Rani is interested in swimming in the pool below the waterfall...
The thick water in the pool, as with the water flowing under the bridge sheds a dim, bluish-green light.
Also note that if Rani want's to swim she will take a -5 on the swim roll due to the strange consistency of the water here. Swimming will also impose a -2 on the will save above to avoid being fatigued.

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Orenjii examines the arrows and skulls. Let me know if I need more than one check per pile.
Spellcraft, Arrows: 1d20 + 10 ⇒ (5) + 10 = 15
Spellcraft, Skulls: 1d20 + 10 ⇒ (6) + 10 = 16

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"You don't seem to like those water much."Arxoias says to Rani, "There is a time and place for swimming and here is neither a good time or a good place." She takes out a scroll of Lesser Restoration and hands it to Rani. "Try not to cause any magic mishap."
Rani could UMD the scroll, DC23

GM Mike...R |

The party head north from the bridge. Ahead of them they see a column of rock which splits the path in two. They push beyond this feature and find another cave with similar geological features to the one they have just come from. Their eyes are immediately drawn to the caves western corner which is occupied by a large creature with rocky hide studded with crystals. The creature does not look happy about the party's intrusion into its cave, and immediately attacks...
Init(Rani): 1d20 + 4 ⇒ (11) + 4 = 15
Init(Arxoias): 1d20 + 7 ⇒ (15) + 7 = 22
Init(Renart): 1d20 + 3 ⇒ (2) + 3 = 5
Init(Orenjii): 1d20 + 4 ⇒ (12) + 4 = 16
Init(Blue): 1d20 + 1 ⇒ (11) + 1 = 12
Init(Green): 1d20 + 1 ⇒ (14) + 1 = 15
ROUND 1:
Arxoias
Orenjii
Rani (fatigued?)
Monster
Renart
(Bold may act)
I assume everyone will heal up to full health with healing wands prior to entering the cave, but let me know if you don't. I'm also happy for Rani to UMD the scroll before the fight starts, or use any other method available to remove the fatigued condition if available.

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Yes, Orenjii will operate the wands and heal herself.
The android tries to identify the creature.
Knowledge: 1d20 + 8 ⇒ (14) + 8 = 22 (Arcana exactly this; Nature is 1 higher; Planes is 2 higher; Religion is 4 higher)

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Musket touch: 1d20 + 9 ⇒ (8) + 9 = 17Deadly Aim: 1d12 + 10 ⇒ (10) + 10 = 20
Arxoias firs a warning shot at the monster then reloads a bullet.

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Yeah ... that stuff's weird Rani sighs. And it looks so pretty too
She accepts the scroll, then hands it back. Actually I gotta Lesser Restoration Wand, if you'd be so kind.
Assuming Orenji can use it as well
Rani has a look at the creature.
k local: 1d20 + 6 ⇒ (19) + 6 = 25

GM Mike...R |

Does Rani have an ability which would allow her to sneak while being observed (e.g. hide in plain sight)? As she would be starting her turn and ending her turn in areas that the creature has a clear line of sight to, she wouldn't be able to stealth without something like that (unless of course the creature happened to be blind or similar).
If Rani was stealthing to try and set up a sneak attack and avoid attacks of opportunity, she does know that the creature is currently flat footed as it hasn't acted yet in the combat. As such she could attack this round without stealth and still achieve both of those as the flat footed condition would allow sneak attack and prevent attacks of opportunity (unless the creature had uncanny dodge or combat reflexes).

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The restorations are not on the witch spell list, and Orenjii's UMD is only +1. I can give it a try.
The android steps out and stares at the local creature.
evil eye: -2 to attack rolls for 7 rounds, reduced to 1 round on a DC 16 Will save.

GM Mike...R |

Monster will save vs Evil Eye: 1d20 + 3 ⇒ (20) + 3 = 23
The creature manages to avoid the worst of Orenjii's Evil Eye.
I'll give Rani a chance to change her action if she wants to following the clarification above, before I move on to the monsters turn.
ROUND 1:
Arxoias
Orenjii
Rani
Monster -20 (evil eye (attacks 1 rnd))
Renart
(Bold may act)

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The restorations are not on the witch spell list, and Orenjii's UMD is only +1. I can give it a try.
The android steps out and stares at the local creature.
evil eye: -2 to attack rolls for 7 rounds, reduced to 1 round on a DC 16 Will save.
A lv2 CL3 scrolls require DC23 UMD, you can't beat it with a nat 20 unfortunately.
If the VTT game on PaizoCon's friday didn't get cancelled, Arxoias would have level up to 6 and get a inquisitor level, which will allow her to do a caster level check to use the Lesser Res scrolls. Alas, not enough attendence.
GM Mike...R |

Rani's strike misses and the monster lashes out at her...
Monster bite vs Rani (inc Evil Eye): 1d20 + 7 ⇒ (5) + 7 = 12
Monster claw vs Rani (inc Evil Eye): 1d20 + 8 ⇒ (9) + 8 = 17
Monster claw vs Rani (inc Evil Eye): 1d20 + 8 ⇒ (6) + 8 = 14
...but all of its attacks also miss.
As this happens a second similar monster come around the corner from the east and attacks Orenjii...
Monster claw vs Orenjii: 1d20 + 10 ⇒ (18) + 10 = 28
Damage vs Orenjii: 1d6 + 11 ⇒ (5) + 11 = 16
...dealing a solid blow to the android.
As she darts out of the way of the monster attacking her Rani also notices that the wounds dealt to it by Arxoias' musket seem to be closing up.
ROUND 1:
Arxoias
Orenjii -16
Rani
Monster (blue) -15 ((evil eye (attacks 1 rnd))
Monster (green)
Renart
(Bold may act)

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It's regenerating Rani calls out.
She tries stabbing again.
rapier: 1d20 + 10 ⇒ (14) + 10 = 24 piercing: 1d4 + 5 ⇒ (3) + 5 = 8
She feels a bit better about hitting it now. She prefers not to strike first - it's too ... murderhobory.

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"Anyone got fire?" Arxoias shoots at green.
PBS vs Touch: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25Deadly Aim: 1d12 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Rapid Shot vs Touch: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12Deadly Aim: 1d12 + 10 + 1 ⇒ (8) + 10 + 1 = 19

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"Only a single incantation."
Orenjii casts touch of combustion and hurls a card infused with flame at the green opponent.
+1 Returning Harrow Card: 1d20 + 7 ⇒ (12) + 7 = 19 +1 within 30 ft.
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6 +1 within 30 ft.
Fire Damage: 1d6 ⇒ 5 Reflex DC 15
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (1) + (1) + (4) = 6
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}
"The Hidden Truth. May my flames reveal the certainty of your defeat."

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Renart will step back, draw and throw an Alchemist's fire at the northern corner of blue and then Mr. Badger will attempt to dart around their legs and attack green.
Alchemist fire: 1d20 + 12 ⇒ (18) + 12 = 301d6 ⇒ 6
acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
bite: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (2) + 3 = 5

GM Mike...R |

Rani's rapier finds its mark, landing solid blow against her opponent. Meanwhile Arxoias find the lumbering brute she targets is extremely easy to hit with her weapon, striking it twice.
Monster (green) reflex vs touch of combustion: 1d20 + 3 ⇒ (9) + 3 = 12
Orenjii's card likewise hits and sets the beast on fire, as does Renart's alchemist's fire. However, Mr. Badgers is unable to avoid the monster's attack as he closes with it...
Monster (green) claw vs Mr. Badger: 1d20 + 12 ⇒ (9) + 12 = 21
Claw damage vs Mr. Badger: 1d6 + 7 ⇒ (3) + 7 = 10
...taking damage, which missing with his own attack. The two creatures then attack, going for accuracy rather than power following the failure of the first monster to land any blows so far...
Monster (blue) bite vs Rani: 1d20 + 11 ⇒ (3) + 11 = 14
Monster (blue) claw vs Rani: 1d20 + 12 ⇒ (10) + 12 = 22
Monster (blue) claw vs Rani: 1d20 + 12 ⇒ (17) + 12 = 29
Claw damage vs Rani: 1d6 + 7 ⇒ (3) + 7 = 10
Claw damage vs Rani: 1d6 + 7 ⇒ (2) + 7 = 9
Rend damage vs Rani: 1d6 + 9 ⇒ (2) + 9 = 11
...it has more luck this time hitting with both claws, which allows it to do further damage by rending Rani's flesh. As it does the second beast lashes out at Mr. Badger...
Monster (green) bite vs Mr. Badger: 1d20 + 11 ⇒ (17) + 11 = 28
Monster (green) claw vs Mr. Badger: 1d20 + 12 ⇒ (14) + 12 = 26
Monster (green) claw vs Mr. Badger: 1d20 + 12 ⇒ (5) + 12 = 17
Bite damage vs Mr. Badger: 1d8 + 7 ⇒ (8) + 7 = 15
Claw damage vs Mr. Badger: 1d6 + 7 ⇒ (1) + 7 = 8
...hitting with a claw and a bite. Both creatures wounds appear to still regenerate, seemingly unaffected by the fire.
I'll also roll greens reflex save vs the continued burning from touch of combustion (remember anyone next to green will also need to make a reflex save vs the fire)...
Monster (green) reflex vs touch of combustion: 1d20 + 3 ⇒ (4) + 3 = 7
Fire damage: 1d4 ⇒ 4
ROUND 2/3:
Arxoias
Orenjii
Rani -30
Monster (blue) -24
Monster (green) -52
Renart
Mr. Badger -33
(Bold may act)

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Mr. Badger will attempt to finish off green before stepping back.
bite: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 3 ⇒ (3) + 3 = 6
reflex to not burn to death: 1d20 + 8 ⇒ (12) + 8 = 20
Renart will rush up, trying to dodge blue's swings, and, in an act of pure athletic stupidity, attempt to wrestle the flaming brute.
acrobatics: 1d20 + 14 ⇒ (18) + 14 = 32
grapple: 1d20 + 14 ⇒ (3) + 14 = 17

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"We should have save the fire for the killing bow. It will only the halt regeneration temporarily."
Arxoias continue firing at the green monster.
Musket touch PBS: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22Deadly Aim: 1d12 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Rapid Shot touch PBS: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25Deadly Aim: 1d12 + 10 + 1 ⇒ (1) + 10 + 1 = 12

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Rani stabs back. I could be in trouble here
rapier: 1d20 + 10 ⇒ (19) + 10 = 29 piercing: 1d4 + 5 ⇒ (3) + 5 = 8
confirm: 1d20 + 10 ⇒ (12) + 10 = 22 piercing: 1d4 + 5 ⇒ (2) + 5 = 7
before stepping back.

GM Mike...R |

Just for clarity, the fire does not appear to be shutting down the creature's regeneration at all, even temporarily.
Mr. Badger savages his opponent, landing all three of his attacks, however the creature remains standing. Arxoias follows this up, blasting the foe with her first shot and dropping it (I'll assume Arxoias targets her second shot at blue once green drops? Let me know if not), before hitting the remaining creature with her second shot.
Meanwhile Renart manages to slip past the monster's reach, but doesn't manage to successfully grapple it. However, Rani's strike does find its mark leaving a significant wound on the creature.
ROUND 2/3:
Arxoias
Orenjii
Rani -30
Monster (blue) -51
Monster (green) -91 (unconscious)
Renart
Mr. Badger -33
(Bold may act)

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The blue enemy gets a look from Orenjii.
evil eye: -2 to attack rolls for 7 rounds, reduced to 1 round on a DC 16 Will save.

GM Mike...R |

As Orenjii has already evil eyed blue for attacks it's not possible to target attacks again. Does she want to target something different (e.g. its AC)?
Monster (blue) will vs Evil Eye: 1d20 + 3 ⇒ (16) + 3 = 19
The remaining creature avoids the worst effects of Orenjii's evil eye and then strikes out at those members of the party that it can reach...
Monster (blue) bite vs Rani: 1d20 + 11 ⇒ (11) + 11 = 22
Monster (blue) claw vs Rani: 1d20 + 12 ⇒ (12) + 12 = 24
Monster (blue) claw vs Renart: 1d20 + 12 ⇒ (12) + 12 = 24
Bite damage vs Rani: 1d8 + 7 ⇒ (4) + 7 = 11
Claw damage vs Rani: 1d6 + 7 ⇒ (3) + 7 = 10
Claw damage vs Renart: 1d6 + 7 ⇒ (1) + 7 = 8
...Knocking Rani unconscious and wounding Renart. Both monsters then continue to regenerate (although green also needs to take the second set of fire damage from the alchemist fire..
Fire damage: 1d6 ⇒ 1
ROUND 3/4:
Arxoias
Orenjii
Rani -51 (unconscious on -6 hp)
Monster (blue) -47 (evil eye (??? 1 rnd)?)
Monster (green) -86 (unconscious)
Renart -8
Mr. Badger -33
(Bold may act)

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"Knock them unconscious first then throw them into the river!" Arxoias open fires at the blue monster twice.
PBS touch: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23Deadly Aim: 1d12 + 10 + 1 ⇒ (12) + 10 + 1 = 23
PBS touch Rapid Shot: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27Deadly Aim: 1d12 + 10 + 1 ⇒ (10) + 10 + 1 = 21

GM Mike...R |

Arxoias shoots the remaining creature twice and it drops. Meanwhile Rani's condition stabilises, although she remains unconscious.
Although the creatures are regenerating, I'll drop out of combat as you are able to do enough damage to them to keep them from waking up. If you want to suffocate them, one other option available to you would be to smother them, which would avoid the need to move the bodies, the risk of blocking the stream or risk that the water does something strange.
Searching the cave the party find various gnawed bones and other remains, presumably previous victims of these creatures. Among these remains are a number of items which still seem to be in good repair and which also detect as magical, specifically...
There is a passage leading north from the cave into an unexplored area.
What do you want to do next?
END OF COMBAT STATUS:
Arxoias
Orenjii
Rani -51 (unconscious and stable on -6 hp)
Monster (blue) -90 (unconscious)
Monster (green) -86 (unconscious)
Renart -8
Mr. Badger -33

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CDG to buy us time to suffocate: 4d12 + 40 + 4 ⇒ (6, 11, 10, 11) + 40 + 4 = 82
CDG to buy us time to suffocate: 4d12 + 40 + 4 ⇒ (6, 3, 9, 9) + 40 + 4 = 71
Arxioas will reloads bullet to Coup de Grace the monsters, so they will suffocates to negative hip point before they regen to positive. After that, she will guards the north passage till the team is healed up and ready to go.

GM Mike...R |

The party finish off the monsters and start getting ready to move on.
As there is only one set of tunnels that the party have not explored yet, I'll assume that is where you are going to go next and move you into the tunnels as far as the next cave entrance. Let me know anything else you want to do before leaving the cave where you fought the creatures (e.g. Any healing you want to do and how you want to wake up Rani who is currently stable but unconscious). I've put you in the usual party marching order but feel free to rearrange your tokens if you want to change that before we move on to the next area.

GM Mike...R |

I'll assume that everyone has healed up to full using their wands before moving on, but let me know if not.
The passage on the far side of the cave from the one the party entered through slopes gently downwards, before linking up with the unexplored tunnel leading from the first cave they encountered. Turing right at the junction the passageway widens and rises in a series of natural steps towards a new cavern. The air at the top of the stairs is musty and still. The eastern end of this new area opens into a larger chamber with ceilings reaching 20 feet high. Small brown fungi grow along the floors and walls, and a patch of purple crystals is embedded in the ground near a still pool in the northeast. Shattered fragments of an ancient statue lie in a heap on the eastern wall, a multitude of deep-set eyes still visible as they stare sightlessly into the room.
What do you want to do?

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It'll take nine charges to get Rani up to full.
k religion: 1d20 + 3 ⇒ (19) + 3 = 22
Hey. Believe it or not - I've heard of this guy. Azathoth, an outer god of entropy, madness and mindless destruction.

GM Mike...R |

Perc(Rani): 1d20 + 12 ⇒ (8) + 12 = 20
Perc(Arxoias): 1d20 + 11 ⇒ (18) + 11 = 29
Perc(Renart): 1d20 + 4 ⇒ (9) + 4 = 13
Perc(Mr. Badger): 1d20 + 5 ⇒ (11) + 5 = 16 (scent)
Perc(Orenjii): 1d20 + 3 ⇒ (2) + 3 = 5
As Rani enters the cave both her and Arxoias start to notice the sound of low off tempo singing coming from within and suspect this cave may contain some sort of haunt...
Init(Rani): 1d20 + 4 ⇒ (17) + 4 = 21
Init(Arxoias): 1d20 + 7 ⇒ (8) + 7 = 15
Init(Renart): 1d20 + 3 ⇒ (18) + 3 = 21
Init(Orenjii): 1d20 + 4 ⇒ (20) + 4 = 24
Both Rani and Arxoias get to act before the haunt in the surprise round. The haunt seemed to trigger as Rani stepped into the square just in front of where she was standing (i.e. two squares in front of Arxoias and Renart).
SUPRISE ROUND:
Orenjii
Rani
Renart
Arxoias
Haunt

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Spellcraft, Chain Shirt: 1d20 + 10 ⇒ (7) + 10 = 17
Spellcraft, Longsword: 1d20 + 10 ⇒ (6) + 10 = 16
Spellcraft, Amulet: 1d20 + 10 ⇒ (11) + 10 = 21

GM Mike...R |

The volume of the discordant singing rises, it fills the area with the tuneless sound of thousands of voices that carry with them images of enemies. They gnaw at Rani's mind, seeking to unshackle her senses from reality and drive her to madness and violence...
Rani needs to make a will save (vs compulsion) to resist the maddening effect of the singing.