As the girls progressed, trying to stick to hug the wall to their left as close as possible, they couldn't help but unfortunately make noise as their equipment accidentally clattered against the rock. From the East tunnels the noise of movement and heavy steps grew louder and they could sense tremors under their feet and the source got closer, massive shadow cast on the walls in the low illumination of the fungi and luminescent plantlife.<br/><br/>A hulking, elephantine behemoth emerged from the caverns three pairs of glowing eyes searching for the disturbance that caused it to stir. The two barbarians were in plain view of it and it let out a low growl that grew into a lour roar as it started towards them!<br/><br/>Unless they felt confident to confront the monster, all they could do was run down the corridor that sunk into a hole with slowly trickling water, another underwater passage, smaller so the massive creature could not follow through it if the girls risked it.<br/><br/>(http://www.d20pfsrd.com/_/rsrc/1474177018090/bestiary/monster-listings/magical-beasts/gray-render/Gray%20Renderda61.png)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body">The creature rolled an 18 initiative. The girls must beat its score to escape, the underwater tunnel within dash range. If they don't go first then it will get within melee range on its turn but have no time to attack, however this means the girls have to either <br/>A: take an opportunity attack to dash and try to reach the water on their turn<br/>B: use their action to disengage on their turn, leaving them with a single move to approach the escape route. This means the creature will be able to attack them on its next turn before the girls could reach the water.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Party</div><div class="spoiler_body"><div class="floatright">(https://dncache-mauganscorp.netdna-ssl.com/thumbseg/1068/1068662-bigthumbnail.jpg)</div><strong>Talya</strong><br/><em>Medium humanoid (human), chaotic good</em><br/><br/><strong>Armor Class</strong> 13 (leather)<br/><strong>Hit Points</strong> 20 (3d8, 1 spent)<br/><strong>Speed</strong> 30 ft.<br/><br/><strong>STR</strong> 11 (+0) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 12 (+1) <strong>INT</strong> 11 (+0) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 11 (+0)<br/><br/><strong>Skills</strong> Nature +4, Perception +5, Stealth +6, Survival +5<br/><strong>Senses</strong> passive Perception 15<br/><strong>Languages</strong> Common<br/><br/><strong>Keen Hearing and Sight:</strong> Talya has advantage on Wisdom (Perception) checks that rely on hearing or sight.<br/><br/><span class="bbc_u"><strong>Actions:</strong></span><br/><strong>Multiattack:</strong> Talya makes two melee attacks or two ranged attacks.<br/><strong>Paired Hunting Knives</strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.<br/><strong>Veikko's Longbow</strong> <em>Ranged Weapon Attack:</em> +4 to hit, ranged 150/600 ft., one target. Hit: 1d8+2 piercing damage.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Map and features of the area</div><div class="spoiler_body"><div class="floatright">(https://image.ibb.co/i7aMta/cave6.jpg)</div>Map scaling: 1 square = 20 feet. The party enters from the South.<br/>Difficult terrain: the ground is rocky and uneven, counting as difficult terrain for land movement.<br/>Illumination: Luminescent moss and fungi barely provide low-light visibility.<br/>Walls and ceiling: Unless noted differently, the ceiling is between 20-40 feet high, uneven and rocky along with the walls. Climbing the walls has a DC of 16.</div></div>