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With +2 to saves Electra would have managed the Fort save.
11+4+2=17 But for the sake of story, let´s stay with it.
"This is indeed strange, but... it works!"

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"Very strange indeed."
Chip begins to heal himself.
Wand of Cure Light Wounds (Chip) (x8): 8d8 + 8 ⇒ (2, 8, 6, 7, 2, 2, 2, 6) + 8 = 43
8 charges left on the wand he has XD

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Anybody else need healing?
@Chip: is it okay if Parrim heals you with her wand? I'll take the 8 charges of mine

GM Aarvid |

SorryElectra the +2 was on perception- not saves. So much for posting while rushing out the door to work .

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Oggil, while not as badly hurt as Ibaz, still limps.
"As making a knife for your neighbour, so would using my wand on me be." states the dwarf as he hands over his wand to have Parrim cure him.
clw: 2d8 + 2 ⇒ (6, 4) + 2 = 12
He gestures to the fallen pathfinder. "You may use my wand on him if you would prefer."

GM Aarvid |

Mueritt’s forge (her name engraved on the anvil) contains masterwork tools for both armor and weapon crafting. It also contains a wall that displays several weapons, including one copy of most every simple and martial weapon and two finely crafted warhammers. Six manacles sit in a pile in the corner of the room, each secured with a lock.
Tanbaru exclaims from Electra's face...
Yep! She was one of the vile gray dwarves who performed the evil acts causing the disruption to my life. She deserves death!

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Still stunned from his nearly death experience, Ibaz realized he was far from her enemy and strikes in the wind! sorry, hadn't the map at hand when posted.
Turning to Parrim, he asks to be healed with his wand.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
I'm better now.
Nothing of use for me. Says Ibaz after looking at the weapons.

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Oggil secures her into the manacles on the wall.
"We want to know more of this place, and the young dwarves who were taken away..." he tells the mask.

GM Aarvid |

@Varian - the warhammer is +1, but also had spell of Weapon of Awe upon it, which eventually expires.

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"WEll.. looksie here.." says Oggil.
He points out a secret compartment in the base of the anvil.
"Any of you able to detect traps?" he asks hopefully.
He then checks around the rest of the room, looking for other hidden locations.
perception: 1d20 + 14 ⇒ (15) + 14 = 29 +2 if stone

GM Aarvid |

Is anyone doing anything with the unconscious bodies, taking anything or trying the locks? If not, moving on...
Varian does not detect any magic on the key Oggil found. However, it appears out of place here (and was hidden fairly well).

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Well, if our guide wants to do something with them (he seemed to *really* be holding a grudge), he is welcome to. For my part, I intend to strip them of valuables, and move on.

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Oggil removes all the magic items from both of the bodies, and secures them both in manacles.
"Those warhammers over there? " he points.
"Be they enchanted? They are fine pieces of work, and worth taking with us."

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Parrim, I already marked my charges so if it's good with you I'd just like to keep it with his using his own.
Chip starts taking any valuables he can find after tending to himself. He holds up anything he thinks is magical to those who know more about it.
He asks the mask "What exactly did she do to you? I'm a believe in redemption personally but it depends on how vile she was."

GM Aarvid |

Tanbaru speaks to Chip from Electra's face...still a bit odd to see.
A religious fanatic, this Mueritt is one of the gray ones who causes us great harm.
The mask pauses, as if reflecting on the experience.
I was formerly one of a pair of dosojin kami, guardians of travel and roadways. We protected this location when it was a temple of Yamatsumi, as well as the pilgrims who came to pay their respects. When the great one lifted this mountain into her tapestry, our ward was torn in two, and my counterpart Jiraku was left behind in the Material Plane.
The trauma of this separations enraged me. When the duergar defaced the temple, I had failed in my task of protecting my ward, and reformed into this mask form as an oni. I only served the duergar as a way to cling to physical existence, but I resent them and hope to have my revenge. Mueritt was one of their leaders, the other we have not yet found. Ironwhip he is called. Come let us find him!
The mask starts to direct Electra into the exit deeper into the mountain once again.
Finish healing, gather up any materials, let me know if any other actions with the two unconscious.
Two of the wall weapons are masterwork. Searching the dwarf woman, you found other items.

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Right then. We'll strip her of all her equipment.
Since she had a (presumably) fully-charged Wand of CLW, perhaps we should have used that for healing from this encounter?

GM Aarvid |

Tanbaru responds to Ibaz's quesition...
Kami are ancient, mystical, and otherworldly spirits created eons ago by the gods. Originally their purpose intended as guardians of those parts of nature that could not protect themselves.
Wand charges could have been used off the newly discovered wand...so some of the charges could be expended from it while healing proceeded.

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Do we have any idea how many charges it has? Just for convenience sake? I'm happy to get my two back if there are enough.
"The trapped pig rescued from the mud by a hunter may have not a friend but a foe. But the rain that soaks the explorer may also wash clean his wounds. What we expect is not always what we get" notes Oggil to the mask.
"Your cousin may yet live. If you wish we could return you to the material world and see if you may be reunited."
He looks around the room. "Which way to Ironwhip?"

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Knowledge (Religion) (Untrained): 1d20 + 1 ⇒ (20) + 1 = 21 - Asumming that Yamatsumi is common enough...
"I see. Let us see if we can convince their leader or anyone else for redemption, and if not, I suppose their fate is sealed."

GM Aarvid |

Chip recalls a bit about Yamatsumi.
Yamatsumi is the Tian-Min god of winter, mountains, and volcanoes. His holy symbol is an erupting, snow-capped volcano.[2]
Tanburu says.
Enough. Lets find the other. This way!
Once again the mask directs you down several tunnels and corridors, deeper into the mountain fortress. Several times you hear large bands of the gray dwarves rushing about, probably looking for you.
I need a survival roll to find the way and avoid the various patrols. Assists are possible.
You hear off in the distance, behind you.
Intruders! This way, they have defiled the forge of Droskar!
Where is Mueritt? This way!

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Oggil does his best to help find the way through the maze of passages.
survival-aid: 1d20 + 4 ⇒ (9) + 4 = 13
"Maybe we should have ended her ways." he sighs.

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SurvAid: 1d20 + 1 ⇒ (17) + 1 = 18

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"Thanks for the pointers..."
Survival : 1d20 + 12 ⇒ (18) + 12 = 30 - +8 with the aid anothers above, and another +3 if it has to do with tracks.
"I think it's this way."

GM Aarvid |

So 30+10 with all the assists....that will be enough with just a bit to spare
You manage to elude the last major squad of gray dwarf guards seeking you. Tanbaru leads you through a large cavern and to a pair of double doors, closed and marked with ancient runes.
He's here. I can feel him...the traitor. Make him pay!
You hear movement and voices from within.
Map is updated.

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Quick update, once we hear voices, Chip would like to buff up Zipper with a Wand of Mage Armor.

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Ibaz renews his mage armor and casts Bull's strength, False Life, protection from evil on himself. Then draws his wand of shied and he's ready to use it once the door is open.
Let's find him and get rid of him once and for all.
False Life THP: 1d10 + 5 ⇒ (2) + 5 = 7

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Electra quickly asks the others to hold her arm and casts hasts on those she can feel on her arm.

GM Aarvid |

You can take time to apply buffs if you like. I will kick us off once everyone has posted their preps. Keep track of charges/durations.

GM Aarvid |

Ok, moving on...
After a handful of seconds (figure 2 rounds of buffing) the double doors burst open with a loud bang and you see several large grey dwarves hustling about with waraxes.
Inside the sanctum is a large, multipurpose room. Two rows of stone benches face a lectern, which sits in front of a stylized iron anvil. A thin curtain of water trickles down from the ceiling behind the anvil. Beyond this curtain, a slick ramp descends into a large open window, which reveals the roaring waterfall just beyond. A sturdy table in the southeast corner bears a pile of bloodstained ropes. Barred doors lead out of the room to the east and west.
Inside you hear a booming voice, deeper in the room.
Come Pathfinders. I have been expecting you.
I have heard much about you, and want to meet those who would invade our home uninvited.
Not in initiative during this parley,
but rounds are ticking for buffs. Actions?

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Slowly moving in Electra smilingly, but cautiously.

GM Aarvid |

As Ibaz and Electra approach the double doors, with Chip and Zipper close on their heels (botting his movement per request),
they see the large dwarf in the back of the room.
A proud duergar in gleaming armor stands next to a corpse in tattered clothing. The duergar narrows his eyes at the intrusion, and gestures toward the undead creature next to him.
“This one warned me that you would come. His people are trapped, scattered across the realm like dead leaves. His hate for you was strong. I let him stay, to tell me more about this Pathfinder Society—this band of thieves and braggarts. Even after he blasphemed Droskar’s name, I kept him to remind me of your coming.”
In a sudden fit of violence, the stout priest shoves the zombie down the ramp. Helpless on the slippery surface, it falls prone and slides into the torrent of falling water.
Ironwhip holds out his hand and grins menacingly, still clutching a scrap of torn cloth affixed to a stylish bronze pin.
Oggil: 1d20 + 4 ⇒ (17) + 4 = 21
Electra: 1d20 + 8 ⇒ (2) + 8 = 10
Parrim: 1d20 + 4 ⇒ (17) + 4 = 21
Varian: 1d20 + 9 ⇒ (10) + 9 = 19
Chip: 1d20 + 2 ⇒ (16) + 2 = 18 - +2 in urban
Ibaz: 1d20 + 2 ⇒ (1) + 2 = 3
Ironwhip: 1d20 ⇒ 2
Duergar: 1d20 ⇒ 15
DESTROY THEM!
And with that the other dwarves laugh and raise their war axes.
Ibaz you were only able to get the first 2 buffs off in the 2 rounds before the doors opened...Bullstr and False Life.
Feel free to adjust action accordingly.
Chip immediately understands why there was no allegiance between the Grey Dwarves and the Aspis as he sees the discarded undead Aspis plummet over the waterfall as a tool tossed to the dumpster.
=== Round 1 (Party Hasted) ===
18+Parrim(), Oggil(), Varian(), Chip(, MgAmr), Zipper(, MgAmr)
15-Red_Dw(), Green_Dw(), Blue_Dw(), Purple_Dw()
10-Electra(), Ibaz( ,BullStr, False Life)
5-Ironwhip()
Bold are up...

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Parrim starts bringing courage to her companions, and moves up.
All have +2 morale bonus to Attack & Damage (and Charm / Fear saves)
9/22 rounds

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Varian moves forward, and causes a small nova to open up around the four large dwarves, who have some kindly positioned themselves together.
Fireball: 5d6 ⇒ (4, 2, 3, 6, 6) = 21 Fire damage. DC 19 Reflex for half.

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Mage armor is just on Zipper. Doesn't help Chip unless there are ghosts which we've had no reason to assume there are.
Free Action
"Zipper, attack!"
Move Action
Chip moves up, drawing out his longsword as he goes. Provokes assuming they are not flatfooted and/or combat reflexes etc.
Standard Action
He takes a single swipe at the dwarf in front.
Longsword Attack (Power Attack, Inspire Courage): 1d20 + 12 - 2 + 2 ⇒ (4) + 12 - 2 + 2 = 16
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18
+4 favored enemy Aspis and direct associates
+2 favored enemy Evil Outsiders
Same goes for Zipper.

Zipper |

Move Action
Zipper moves up as instructed. Also provokes.
Standard Action
He bites the closest dwarf!
Bite Attack (Inspire Courage): 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Bite Damage (Inspire Courage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

GM Aarvid |

Parrim starts her inspiring battle song while advancing towards the double doors.
Varian follows closely behind her, but as he looks into the room, he incants and points a firey bead into the room, which blossums into a burst of fire. All four of the large dwarves are scorched.
4d20 ⇒ (8, 3, 13, 4) = 28
They scream in pain as the fire burns them. The fire also appears to have scorched into a barred cell beyond them to the west.
Finally, Chip and Zipper move up on the duergar standing in the doorway. They both take their shots with blade and tooth and manage to drop the gray dwarf.
Ahhhhhgggg!!!! as he shrinks to normal size.
The other three, badly scorched, move in to avenge their lost ally.
FOR DROSKAR!!!!
vs Chip axe: 1d20 + 5 ⇒ (4) + 5 = 9 axe: 2d8 + 4 ⇒ (5, 2) + 4 = 11
vs Zipper axe: 1d20 + 5 ⇒ (10) + 5 = 15 axe: 2d8 + 4 ⇒ (7, 6) + 4 = 17
Both miss badly with their axes slamming into the doorframe and stone chips fly out from the heavy impact.
The third one rethinks and with a wave of a hand, disappears from sight.
=== Round 1 (Party Hasted) ===
18+Parrim(sings), Varian(), Chip(, MgAmr), Zipper(, MgAmr)
15-Red_Dw(-21), Green_Dw(gone?, -21), Blue_Dw(dead), Purple_Dw(-21)
10-Electra(), Ibaz( ,BullStr, False Life),Oggil(delayed)
5-Ironwhip()
Bold are up...

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Oggil rushes forward and punches the first the the duagar.
attack red,haste: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15 Plus save vs stun. d6 is fire

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Electra quickly weaves anythor incantation, summoning a Lantern archon by her side.