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Nemesis approaches Oleander with her wand, a plain, polished eucalyptus shaft tipped with a pyramidal sapphire.
cure light wounds wand on Oleander: 1d8 + 1 ⇒ (6) + 1 = 7
Oleander's pain momentarily flares before vanishing, as though the wound was cauterized.

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"Even better. It is just a scratch left, it'll heal overnight. .."
She turns her attention back to the captured elf.
"At least there were only two of them. Did the other look like she had odd hair?"

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Assuming someone will use Sritaro's wand on Kamu to heal the dino.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
And topped off dino!
He then says. "Ussse it to wake him up."

GMG |

The elf comes to, looks at his bound arms and stares at you all, not speaking.
Assuming you have bound him, removed his spell component pouch and more of that cautious stuff pathfinders do ;-)

GMG |

His stuff
alchemist’s fire (3)
thunderstone (2)
light crossbow with 20 bolts
disguise kit
silk rope (100 ft.)
spell component pouch
spellbook

GMG |

"I already told you! We are here to prevent brigands from using the fort as a hideout."

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"And we've already said, we don't believe you."
"You'll also note that until you started burning us, we were careful not to do anything that might kill you. That makes us either slavers, or your best friend when it comes to getting out of here in one piece."
She removes the elves cloak, clothes and especially his boots. She'll leave him his modesty, for the moment.
"Now I suggest we play a game called 'You answer my question, and I give you some clothes. Are those mosquitos biting yet? They will be soon. Nasty diseases from mosquito bites"
intimidate: 1d20 + 3 ⇒ (19) + 3 = 22 <- hopefully get a circumstantial bonus on that one.

GMG |

"Heh, can't blame a man for trying! We are actually aspis agents, told to guard the entrance to the fortress from any intruders."

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"Good. Good. Here, have a pair of pants. Let's see if you can earn some more clothes back."
She tosses trousers to the elf.
"Now, where is the entrance, and what is within the fortress?"

GMG |

"It is in that corner" he signals with his head, and indeed, you find a trapdoor in a corner of the derelict fortress.
"You will find your doom down there, Cetenna will make short work of you, best flee before she comes up to investigate"
Whatever you do, you can not get anything else out of him.
Disclaimer: assuming you do not do anything that would require me to record an alignment change to evil on your chronicle ;-)

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Sritaro is pleased as Oleandor finally starts allowing the man to be dressed again. "Ssscetenna has much to answer for.", Sritaro replies, moving to the trapdoor and awaiting the party's readiness.

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"Let's get his over with. We should knock him back out before head down though." Silas suggests, greatsword ready to clobber the elf back into unconsciousness.

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"This Cetenna... she have weird hair?" asks Oleander.
"I think we'll keep your boots and cloak for the moment. And these other things which might cause problems. "
That is anything valuable or magical or that would let him attack us
"Now be a good lad and run along. Really, I would have thought better of you than joining a load of losers like the Aspis."

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Nemesis begins to go through their plunder. She reads the scrolls without difficulty, looking with interest at the scroll describing a potent work of conjuration and taking it for herself, then offering the other two to Quinray and Fuzzfoot.
"These are...interesting," She explains to them. "If you ever wondered what you'd look like if you became a ghost, these will answer your curiosity."
She hands Fuzzfoot the potion. "You're good with these, right?"
Spellcraft on cloak: 1d20 + 5 ⇒ (1) + 5 = 6
Nemesis stares at the cloak blankly. "This is enchanted...but I have no idea how. Whoever made this had a strange understanding of magic."
Spellcraft on first wand: 1d20 + 5 ⇒ (16) + 5 = 21
Spellcraft on second wand: 1d20 + 5 ⇒ (16) + 5 = 21
The first two wands, on the other hand, she recognizes effortlessly. "Ah, the shield and sword of the Wizard. Mostly faded, though." She shrugs and hands them to Quinray. "Use them in good health."
Spellcraft on third wand: 1d20 + 5 ⇒ (9) + 5 = 14
She looks mildly uncomfortable as she studies the last one. "I feel like I should know this one..." She shrugs, relaxes, and gives up. "...but I don't."
She holds it and the cloak out to Quinray or Silas. "Anyone else want to look?"

GMG |

Quinray identifies the other items
You can read the spoilers
"Weird? Don't get me started! She looks like that darn badger of her!"

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"Of course, let me take a sniff of that."
After putting the potion under his nose, and then swirling it around as he watches the patterns, Fuzzfoot finally nods and says "Basic curative solution. Should heal minor bumps and scrapes upon imbibing."
Identify Potion: 1d20 + 7 ⇒ (13) + 7 = 20

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"That badger? Is she a druid?" asks Oleander.
She gestures at the wands.
"May pay to use that wand of protection from evil. I'd love a hit from that before we go down if you are able."
Pointing to the scrolls she adds
"Maybe whoever is in the lead should get that used on them. It might buy a few seconds of confusion."

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"We should probably drain that wand dry on everyone who plans to stand in the front lines." Silas suggests, "These guys have all been somewhat nasty."

GMG |

"I don't know what she is and have probably said too much already"
Remember that protection from evil only lasts 1 minute, it is not that much. And also: good remark Silas!

GMG |

After you discover that the man won't tell anything more you decide to move down. Downstairs torches are lit, providing enough light to see by.
In the first room you notice an obstructed archway leading west and another archway to the south.
The second room was once used as a storage room. Water drips
slowly from a leak in the roof in the northwest corner, forming a muddy puddle on the floor. Human and animal tracks cover the floor.
Oleander peeks around the corner and notices a long corridor that ends in a room. Various archways go north and south.

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Survival: 1d20 + 4 ⇒ (13) + 4 = 17
"Fool! Can't you see the animal tracks?!? Badgers and weasels, just like we were warned!"

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Takes ten for..21
"There are a lot of them. I hope we don't meet a swarm of the things. Does anyone have alchemists fire?"
Turning to the wizards she adds "Not that it will help much against the druid, but do you have that wand of protection handy?"
She then stealthily moves down the passageway.
stealth: 1d20 + 12 ⇒ (16) + 12 = 28
She peers into the side rooms as she goes past them.
perception: 1d20 + 11 ⇒ (17) + 11 = 28
So long as they are empty, keep moving me slowly forward

GMG |

Oleander peeks into the first room to the left. Hastily constructed bunks line the south wall of the small barracks. Mold covers the walls, and the stench of decay is thick in the air. Open archways on the east and west ends of the room lead north.
She then continues through the corridor and looks into the next archway, to the north. The room that this corridor once lead to is now completely ruined.
In the distance Oleander sees a giant weasel grooming itself..
What are the others doing while Oleander is scouting?
Perception: 1d20 + 7 - 6 ⇒ (15) + 7 - 6 = 16

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Nemesis leads the others in a simple benediction.
"May Fire clear my path to victory..."
"May Fire clear your path to victory..."
"May Fire clear your path to victory..."
etc...
I cast guidance on as many people I have time for, in the following order: myself, Silas, Fuzzfoot, Sritaro, Quinray, Kamu.

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Survival: 1d20 ⇒ 11
Fuzzfoot follows Oleander's lead, and pulls out a couple of alchemist's fires, ready to throw. "I should be able to light things up pretty good, if need be."

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NB: EDITED
Quickly Oleander retreats, explaining the situation.
"I bet the woman is close by. Do you want to use the scroll to summon help? As soon as the summoned monster appears, we fire missiles at the weasel. We can get three against one here in the doorway, plus missile fire from the others. Sritaro I think you should be front and centre." she says quietly.
"Or should we save the scroll and just try to pull the weasel and handler down here towards us? That may be safer. Then if the woman comes, you could summon the monster behind her.."
Oleander readies her bow, if the weasel or anything else starts down the corridor towards her from the other end, she'll drop a load of arrows into it.
She tells her wolf to Guard.

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"Not sooty likely. Unless you're truly certain our mastermind is just around the corner, this scroll represents a treaty with powers that would be wasted on that weasel - they may not even deign to answer me if I can't make a good petition. Let's just smoke it and move on."

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Silas casts Shield on himself, then nods to the others to signal his readiness.
ETA: I'll wait to see what the others do before posting my surprise round action.

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darkwood heavy crossbow: 1d20 + 3 ⇒ (9) + 3 = 12 At least it's flat-footed....
damage: 1d10 ⇒ 5
if I missed, high says I can retrieve my bolt: 1d100 ⇒ 96

GMG |

Initiative
Nemesis: 1d20 ⇒ 6
Oleander: 1d20 + 3 ⇒ (4) + 3 = 7
Sritaro/Kamu: 1d20 + 2 ⇒ (5) + 2 = 7
Quinray: 1d20 + 1 ⇒ (10) + 1 = 11
Fuzzfoot: 1d20 + 3 ⇒ (20) + 3 = 23
Silas: 1d20 + 1 ⇒ (13) + 1 = 14
W: 1d20 + 4 ⇒ (10) + 4 = 14
C: 1d20 + 6 ⇒ (13) + 6 = 19
B: 1d20 + 4 ⇒ (4) + 4 = 8
Surprise Round
Silas - Shield 1/10 rounds
Oleander
Wolf
Fuzzfoot
Quinray
Sritaro
Kamu
- - -
Weasel 5 damage
Nemesis' bolt hits the weasel!

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Sritaro and Kamu move forward to engage the enemy ferret. double move since I can't run with the clustering and tight corridor :P

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Oleander fires off a shot.
"Were you not listening? Stay here where our numbers can help!"
attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Fuzzfoot tosses a pellet grenade down the hall (15' from the entrance). It should explode in 1d4 ⇒ 2 rounds. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage + 4 damage (from Int) in a 10-foot-radius burst (Reflex DC 15 halves).
Ranged Touch Attackvs AC 5: 1d20 + 7 ⇒ (5) + 7 = 12

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"Baiting", is all Sritaro says.
Thanks for the reminder GM. Moved myself back into an appropriate location.

GMG |

UMD DC20: 1d20 + 9 ⇒ (10) + 9 = 19
Oleander's shot kills the weasel! Quinray tries to activate the wand of protection from evil on Sritaro before the two lizards moves out, but fails to activate the wand. Fuzzfoot lights the fuse on his pellet grenade.
Given that the pellet grenade is a variant fuse grenade you need to light the fuse which is a move action (and therefore the only thing you can do in the surprise round), you may change your action if you want.
Surprise Round
Silas - Shield 1/10 rounds
Wolf
Fuzzfoot
Actions for Silas, Wolf? Does Fuzzfoot want to light the fuse?