
GM Fuzzfoot |

The caretakers give you directions to the supplies (these will be important for the whole game, not just your part), and they find their own way to safety (you hope).
Back in side, you have searched the rooms that are uncovered, and now have a few doors to consider.

![]() |

How many potions did they hand Sereniti?
In the hallway, MOrs pushes forward—wanting to be able to put himself between threats and his team members—then he looks at the two doors.
"Double doors first," he grunts, nodding to the doors near Blanmeiux.

GM Fuzzfoot |

Just to keep things moving, I won't wait for a second opinion that I normally would, because there isn't anything of concern here.
The doors are unlocked, and you hear nothing behind them. You prepare yourselves to carefully open the doors to find.... more double doors.
You spend a few minutes performing the same door opening ritual, and this time you are greeted by a blast of cold air.
This is a cold room. The floors are covered with gray flagstones. The walls are lined with stone cubicles with iron doors and bronze nameplates. The room is dark, as only a minute amount of light enters from three tiny windows near the ceiling.
You search around for Aspis agents, but find none. You do find cadavers in some of the iron doors. Luckily, they do not stir.

![]() |

In case a Perception check will help...
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
If nothing more is found, Mors grunts, "We should keep movin'. Aspis certainly won't wait around for us to make an appearance."

GM Fuzzfoot |

Opening the door, Blanmieux sees a blur as an arrow flies straight at him.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (3, 2) = 8
"Here they come!" he shouts.
Amazingly enough, the arrow does only a modest amount of damage.
Blamieux: 1d20 + 0 ⇒ (6) + 0 = 6
Hakon: 1d20 + 3 ⇒ (19) + 3 = 22
Hanzo: 1d20 + 2 ⇒ (3) + 2 = 5
Mors: 1d20 + 1 ⇒ (5) + 1 = 6
Sereniti: 1d20 + 0 ⇒ (18) + 0 = 18
Thaddeus: 1d20 + 3 ⇒ (14) + 3 = 17
Opponents: 1d20 + 3 ⇒ (17) + 3 = 20
As he knocks another arrow, Hakon gets a chance to move.
Round 1 (Bold may act)
Hakon
Red Sniper
Sereniti
Thaddeus
Mors
Blamieux
Hanzo

![]() |

This might suck for you Blan. You'll still be Flat Footed on the sniper's next go, and it looks like he's getting sneak attack. If he crits, he could seriously damage you.

![]() |

Also GM, you've got Hanzo's Initiative wrong. It's a +8.

![]() |
Yeah. This the problem with invulnerable, no uncanny dodge.
Blanmieux looks at the arrow who hurt him a little.
"ouch" he says without conviction." That hurt. So, could you explain why you are here? "
-Posted with Wayfinder

GM Fuzzfoot |

@Hanzo, thanks - I noted the correct init.
@Hakon - yes, the group has cleared the rest of the visible area, if that's what you mean by south.

![]() |

"I have a wand of obscuring mist, I could move in, set it off, so we can close better with the archer" says Sereniti, and then changing the subject, continues, "they gave me to lesser restoration potions,"

![]() |
From what he says, there others. Maybe they are waiting at this other door behind him. We just have to toss a chicken or something related inside. And they will lose their surprise., Blanmieux says.

![]() |

she will pull a bless wand, take a 5 foot step to better position if needed, and cast it from the wand - giving her and her allies, +1 morale bonus to hit and to fear saving throws

GM Fuzzfoot |

Will Save, DC 15: 1d20 + 1 ⇒ (4) + 1 = 5
Hakon's quick thinking saves Blanmieux, as the archer is blinded by the glitterdust, ruining his next shot. He draws his rapier to try an put up some defense.
End of their round Will Save, DC 15: 1d20 + 1 ⇒ (14) + 1 = 15
The archer does manage to clear his vision enough to see what's coming next.
Sereniti casts bless, boosting the party's morale and providing some courage.
Round 1 (Bold may act)
Hakon* - Casts Glitterdust
Red Sniper# (no longer blinded) - Fails save, draws rapier, makes save
Sereniti* (Blessed - Casts Bless
Thaddeus*
Mors*
Blamieux*
Hanzo*
Active conditions:
# Glitterdust = Any creature covered by the dust takes a -40 penalty on Stealth checks.
* Bless = +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws (4 minutes remaining)

![]() |
Blanmieux rages and moves beside the aspis
"let's try to keep one alive to interrogate" power attack: 1d20 - 2 + 2 + 9 ⇒ (10) - 2 + 2 + 9 = 19 dom: 2d4 + 16 ⇒ (3, 1) + 16 = 20
rage effect superstition, +3 spell +2 attack, +2 dommage +2 will +8 temporary hp
-Posted with Wayfinder

![]() |

I can move you, but i'm not sure which square you're intending to be in. There is no square where a flank would be possible (because of the way the wall sticks out in the square south of the Aspis archer). Do you want to be in the nearest threatening square? Or do you want to move a few square past him to try to keep him from easily fleeing (though this will open you to an AoO from him because of your movement ... though you could try to deny this via Acrobatics). Let us know.

![]() |
I move him... and there obstacle I have seen. So we can't flank him but i think the barrels are just an obstacle so the aspis have cover but if we enter where the barrel are, it is difficult terrain.

![]() |

Hanzo darts in after Blan, his kusari gama whirling above his head. He holds off on any attacks, though, waiting to see if there are more foes.
Move 30ft, ready an attack for another enemy, or on the one adjacent if it somehow survived that massive blow from Blan.
Readied Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

GM Fuzzfoot |

As Blanmieux slides up next to him, the sniper pokes at him with his rapier, but he is way off target.
AoO Attack: 1d20 ⇒ 5
Blanmieus response is a massive strike, but it does not put the archer down. Hanzo rushes up to finish the job.
We will stay in initiative however.
Round 1 (Bold may act)
Hakon* - Casts Glitterdust
Red Sniper# (no longer blinded) - Fails save, draws rapier, makes save
Sereniti* - Casts Bless
Thaddeus*
Mors* - Double move
Blamieux* - Move and attack
Hanzo* - Move and attack
Round 2 (Bold may act)
Hakon*
Red Sniper - unconsious and bleeding
Others?
Active conditions:
# Glitterdust = Any creature covered by the dust takes a -40 penalty on Stealth checks.
* Bless = +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws (9 rounds remaining)

![]() |

Mors hustles straight past the downed Aspis agent, grinding to a halt in the next doorway as he looks for the next threat.
"Good idea, but be quick. We'll need to keep movin'."
Double move to hold this room (map updated).
Perception (next room): 1d20 + 2 ⇒ (8) + 2 = 10

![]() |

Thanks, Mors. I’m back in full force, today.

GM Fuzzfoot |

Round 2 (Bold may act)
Hakon* - Double move to get up to doorway.
Red Sniper - unconsious and bleeding
Others - ??? (you hear some incantations)
Sereniti*
Thaddeus*
Mors* - Moved to doorway, didn't perceive anything (I think you have another standard action if you want to use it)
Blamieux*
Hanzo*
Active conditions:
# Glitterdust = Any creature covered by the dust takes a -40 penalty on Stealth checks.
* Bless = +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws (9 rounds remaining)
Hakon* - Casts Glitterdust
Red Sniper# (no longer blinded) - Fails save, draws rapier, makes save
Sereniti* - Casts Bless
Thaddeus* - catching up (move and pick up wand)
Mors* - Double move
Blamieux* - Move and attack
Hanzo* - Move and attack

![]() |

Hanzo darts in after Blan, his kusari gama whirling above his head. He holds off on any attacks, though, waiting to see if there are more foes.
Move 30ft, ready an attack for another enemy, or on the one adjacent if it somehow survived that massive blow from Blan.[dice=Readied Attack]1d20+7
[dice=Damage]1d6+1
I had already done an action for this round. :)

GM Fuzzfoot |

@Hanzo - I had that as your round 1 action, since your blow was necessary to put down the red sniper.
Mors can see that he has entered into a library. Large stacks of esoteric volumes dedicated to the topic of necromancy are stored here. A single hooded lantern has been left on the floor and is still lit.
He also sees into the next room, a spies a strange metal cage filled with dancing ethereal mists.

![]() |

Ah, I see. I missed that part. This round is just a move to keep up with Blan, then, and delay my standard until something happens.

![]() |

Mors posted for me already, and I’m fine with that action. I’ll add that he snagged it with his tail...

![]() |
i was thinking our priest stabilise the priest.
Blamieux, happy that this aspis bastard was down calm himself.
ouf... I need a minute for that fatigue to pass.
He walks to see what is waiting in the other side.
Nothing
Invisiblity!
and he walks close to the Library.
I don't want to be close to the inevitable fireball. he thinks.
-Posted with Wayfinder

GM Fuzzfoot |

Apparently it wasn't really clear, so perhaps this will help. The first round went rather quick, but I have kept notes of each person's actions for each round. Many of you have short changed yourself actions, I believe because you do not see the enemy. Some have intentionally delayed, but I believe the general interest was to "catch up". Meanwhile, though, your enemies have been buffing themselves, and so I stayed in initiative to keep it straight and fair - thinking you all might do some as well. At this point, though, I am going to proceed with round 3, and just let me know if I read anyone's intention incorrectly.
A sound of a bowstring snapping is the first you are aware of an arrow aimed for Mors. The white arrow bursts into pure energy as it slams into Mors chest.
Attack: 1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29
Crit confirm?: 1d20 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14 Whew - good thing your AC isn't Dex based...
Nonlethal Damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (4, 3) = 9
Please make a DC 11 Will save or fall asleep
Meanwhile, you spot a man casting a spell in another corner of the library. he suddenly replicates!
Mirror image: 1d4 + 1 ⇒ (1) + 1 = 2 copies.
Party is up!
Round 3 (Bold may act)
Red Sniper - unconsious, stable, tied up
Blue Sniper - visible after firing
Green Sorcerer - casts mirror image
Hakon*
Sereniti*
Thaddeus*
Mors* - Moved to doorway
Blamieux*
Hanzo*
Active conditions:
# Glitterdust = Any creature covered by the dust takes a -40 penalty on Stealth checks.
* Bless = +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws (8 rounds remaining)
Hakon* - Casts Glitterdust
Red Sniper# (no longer blinded) - Fails save, draws rapier, makes save
Sereniti* - Casts Bless
Thaddeus* - catching up (move and pick up wand)
Mors* - Double move
Blamieux* - Move and attack
Hanzo* - Move and attack
Hakon* - Double move to get up to doorway.
Red Sniper - unconsious and bleeding
Others - ??? (you hear some incantations)
[b]Sereniti* - double moved forward long spear in both hands
Thaddeus* - DM moved up to party
Mors* - Moved to doorway
Blamieux* - out of rage, fatigued
Hanzo* - delay

![]() |

Okay cool. I wish I had time to use a Scroll of Protection from Evil, but drawing is one action too many. Ah, well…
Will, DC 11: 1d20 + 7 ⇒ (5) + 7 = 12
More grunts at the impact, then staggers a half-step before shaking his head, clearing it. ”Gods damn me,” he mutters before whispering a quick prayer. ”Any’a you got a heal to put on me while I wipe the floor with these ass-hats? Ah, well.”
Without waiting for a response, he thunders across the room to hack brutally at the archer.
Swift to use fervor for Divine Favor, then Charge Blue.
bastard sword: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d10 + 11 ⇒ (5) + 11 = 16
AC is 18 for the round.

![]() |

Hanzo smiles under his mask.
You want to copy yourself, then? I have no choice to attack all of you!
The warrior dashes forward, and to those who can see, flames start licking at his fingers, and by the time he's close to the spellcaster, there's a full blown inferno raging in his hands. He laughs as he throws the blast at the spellcaster, and simply says
Dodge this.
Spell like ability to cast burning hands with caster level equal to character level. It's good to be the ifrit. I'm trying to hit him and his copies, all in one go.
Burning Hands Damage: 3d4 ⇒ (3, 2, 4) = 9

![]() |

DC 11 Reflex for half, by the way.

![]() |

Sereniti will take a five foot step forward. She will Misfortune the person 30 feet south (will DC 17), and then Chant -to extend it a round.
Misfortune means he rolls twice and takes lowest for all saving throws.