
GM ShadowLord |

Is that your 'Wake up GM!' post? :)
Speaking of not dying, you need to make your fort check + your -HP as you are currently dying and may lose more HP's.
Cid's arrow would have hit had he a clear shot, but his companions block the way and as he shoots around him it bounces off the walls.
Nym faces much the same issue. So many people crowd the small area that he does not have a clean shot at the enemy. He adjusts his ray so that it won't hit Saphera and it barely misses the target.
Grym swings around the hallway and peers to the south. It appears it's empty and a cool breeze blows in from the western door.
The armed man swings in such blinded rage at Saphera his attack is laughable.
1d20 + 4 ⇒ (2) + 4 = 6
Party is up! Well... Troyst is DOWN, but you know. ;)

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Round 4 Mage Armor AC 17
... was Missy able to cast Infernal Healing on Troyst last round? That would give him Fast Healing 1 ... so he would be stable and healing 1 per round after that correct?
Middy continues to attack ...
Bite: 1d20 + 1 ⇒ (4) + 1 = 5 for Piercing: 1d6 + 1 ⇒ (3) + 1 = 4 and
Tail Slap: 1d20 - 4 ⇒ (18) - 4 = 14 for Bludgeoning: 1d6 ⇒ 5
Missy will either complete her casting of Infernal Healing on Troyst this round or if completed last round will pick up her long spear and attack with that ...
Lg Spear: 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2 (with -4 to hit for soft cover)

GM ShadowLord |

I read the casting time as 1 round and not 1 standard action. That means you cast now in round 3 and it doesn't kick in until the beginning of your round 4. That means Troyst still needs to make his save and potentially lose a HP.
Both Missy and Middy are all unable to land a hit on the heavily armored man.
Nym's attack lands on the armored man this time, freezing him. Apparently the tongue direction matters.
Don't forget about the cover bonus too Nym.

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

I read the casting time as 1 round and not 1 standard action. That means you cast now in round 3 and it doesn't kick in until the beginning of your round 4. That means Troyst still needs to make his save and potentially lose a HP.
Dooh! ... missed that :-) Thanks

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Round 4 Action
Shield of faith AC 24 / T 15 / FF 21 / CMD 20
Duration -4/20 rounds
Saphera draws her blood soaked blade from the limp body of the she-devil then glances sideways at the distraught man to her right. With a lightening fast pivot, the young inquisitor brings her heavy shield to bear. After a quick forward thrust with her over-sized blade, Saphera attempts to recover her momentum by shifting her weight into a tight backward recoil.
(Move action) Study target on the heavy armored man, (Standard action) Attack the heavy armored man.
(Attack) Cold iron bastard sword: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
(Damage) Cold iron bastard sword: 1d10 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10

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Don't forget about the cover bonus too Nym.
I didn't forget about it. Does a 13 touch attack hit? I don't think he has cover from me. If I pick my best corner I can draw a line to all 4 of his corners without going through a square. I don't believe a line going along a square is considered passing through a square.

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As the sounds of battle continue from the guardroom, Grym circles through the chambers, his eyes darting around in search of other threats.
Perception, with Inspiration: 1d20 + 1d6 + 10 ⇒ (15) + (6) + 10 = 31

GM ShadowLord |

Grym swings around the corridor and sees a set of steps leading west down into the ice, but no other agents. He continues to swing around until he circles back.I played him at the edge of the grease, you may reposition as you wish.
Cid's arrow uselessly bounces off the wall behind the man.
Angered and in pain the man roars and swings his weapon towards Saphera but is unable to put together a credible swing.
Party up!
1d20 + 4 ⇒ (9) + 4 = 13

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Round 5 Mage Armor AC 17; Inspired
Middy continues to attack ...
Bite: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15 for Piercing: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 and
Tail Slap: 1d20 - 4 + 1 ⇒ (19) - 4 + 1 = 16 for Bludgeoning: 1d6 + 1 ⇒ (1) + 1 = 2
Missy will attack with her long spear ...
Lg Spear: 1d20 + 1 + 1 - 4 ⇒ (13) + 1 + 1 - 4 = 11 for Piercing: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 (with -4 to hit for soft cover)

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Round 5 Action
Shield of faith AC 24 / T 15 / FF 21 / CMD 20
Duration -5/20 rounds
Bringing her sword into an obvious right handed attack, Saphera attempts to mislead her target into an incorrect defensive posture. After telegraphing her intended attack, the young inquisitor redirects her momentum at the last moment sending her large blade the opposite direction.
(Attack) Cold iron bastard sword: 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
(Damage) cold iron bastard sword: 1d10 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

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Grym sheathes his sword and nocks another arrow at the remaining agent. "Salutations, wastrel!"
Shortbow, with Point Blank Shot and Inspire Courage: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
Damage, with Point Blank Shot and Inspire Courage: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
In case it matters, Grym has Precise Shot, so he takes no penalty for firing into the melee.

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Saphera pulls a wand from her belt and invokes its power to heal. After speaking the command word, she places a warm hand on Troyst and releases the wands positive energy.
.
.
.
.
Round 6
(Wand)Cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Round 7
(Wand)Cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Round 8
(Wand)Cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Once the brawler looks to be stable, Saphera checks each of her allies for injury. "If you have any wounds, let me know."
After a quick inventory of everyone's health, the young inquisitor invokes her god given power and attempts to stabilize the two men laying on the ground. (Cast stabilize on the two bad guys. Saphera will ignor the Tiefling.) After releasing her spell, she bends over and checks both men for breath and a heartbeat. (Taking 10+8 on a heal check.)

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Question: I did not spellcraft the infernal healing Misy cast on Troyst and she never stated that she cast that evil spell. Would a heal check of (10+8=18) allow me to know that Troyst's wounds are quickly healing on their own?
With a warm smile, Saphera responds to Troyst. "You haven't missed to much. Try to rest while we search the area."

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

"Right ... search the area."
Melisandre will take a spin around the room looking for anything interesting or out of the ordinary ...
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
... and being really happy everybody is still alive, doesn't concentrate very well on her search.

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If I remember right, conjuration spells like grease aren't dismissible, but it shouldn't be a problem once combat is over.
Grym tries to stifle a smile as the last Aspis agent falls, but he fails. His face quickly returns to a serious look, though he breathes a sigh of relief as Troyst rises from the floor.
Hopefully the battles to come will not be in such awkward environs.
The half-elf conveys his reconnaissance to the rest of the party. He then turns to the fire, searching for any manuscripts that might have survived the Aspis agents' lack of concern for history.
Perception, Take 10, with Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (5) = 25

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I didn't think I could dismiss it either, but I looked it up. If the spell has a duration with (D) in it you can dismiss the spell as a standard action. My level one grease wand only has a duration of 1 minute anyways >.>
Nym looks at his wand of grease incredulously. "This wand is not worth what I paid for it at all!" Nym folds his arms and frowns.

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If there is a (D) indicated under duration of the spell it is dismissible. You can see listed under the spells description / duration that Grease Is dismissible, indicated by the (D).
You can view the definition of (D) Dismissible listed under Magic on the online pathfinder reference document.
That being said, I'm not sure how that pertains to a spell created from a wand or scroll.
"The wand will have it's uses. If someone gets into a grapple that they can't get out of. That wand will be worth its weight in gold."

GM ShadowLord |

Searching the three Aspir agents reveals the following items:
* masterwork chainmail, heavy wooden shield, heavy crossbow with 10 bolts, longsword, cleats*, cold weather outfit, bronze Aspis Consortium badge, 6 gp
* potion of cure light wounds, chain shirt, masterwork heavy wooden shield, battleaxe, light crossbow with 10 bolts, cleats*, cold weather outfit, bronze, Aspis Consortium badge, 26 gp
* oil of magic weapon, potion of cure light wounds, thunderstone, masterwork studded leather, short sword, daggers (5), cleats*, cold weather outfit, thieves’ tools, bronze Aspis Consortium badge, 23 gp
A search of one of their packs reveals an exquisite tiny silver statuette, a gold seal, such as one would use to mark letters and
edicts, with the imprint of a 10-tusked elephant. Some words are written in a foreign script.
The book fueling the fire is titled Mizravrtta Brahmodya. A party member may attempt to remove the book from the flames as a full-round
action, taking 1d4 ⇒ 1 points of fire damage(a successful DC 12 Reflex save halves this damage)

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After pouting about his wand's poor performance Nym notices whats burning in the fire. His eyes go wide and he leaps to yank the book out of the flames.
reflex: 1d20 + 4 ⇒ (17) + 4 = 21
"Youch!" Nym does his best to preserve what he can by patting out the flames. He scowls at the fire as if it had some sort of willful malicous intent. As he stares at it something dawns on him...
Religion: 1d20 + 8 ⇒ (12) + 8 = 20
"This fire seems to be made where a statue should be standing. Its missing!
Linguistics: 1d20 + 8 ⇒ (17) + 8 = 25
The seal makes a stamp with the Vudranian script?

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Knowledge religion: 1d20 + 6 ⇒ (16) + 6 = 22
This area looks like a place of worship. Based on some of the decor, I believe the layout looks consistent with the worship of a Vudran god named Meenashdu. I agree that a statue should be present where the fire is now. This is what the society feared. Vandals and looters are quick tearing this place apart."
Unaware that Troyst's condition is resolving itself, Saphera continues invoking the power of the healing wand.
(Wand) Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4 (On Troyst.)

GM ShadowLord |

Question: I did not spellcraft the infernal healing Misy cast on Troyst and she never stated that she cast that evil spell. Would a heal check of (10+8=18) allow me to know that Troyst's wounds are quickly healing on their own?
Missed this, sorry Saphera, yes that is perfectly fine.
The seal makes a stamp with the Vudranian script?
Correct.

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Saphera watches in amazement as Troyst's wounds finish closing on their own. Relieved the brawler has fully recovered from the ordeal, Saphera finally exhales and relaxes for moment.
"We should finish scouting this section of the building so we don't have an unwanted surprise coming from behind."
"These consortium badges might come in handy later. The cleats will be helpful when moving on the slick ice. Hmm....there are two potions of cure light wounds, an oil that will make your weapon magical, and a thunder-stone. Do we have anyone interested in these items, or any of the mundane equipment laying around?"
(Did either of the two men I stabilized survive? If they did Saphera would secure them with a rope.)
Saphera gathers up the remainder of the unclaimed items and stows them away, then heads to the west exit and begins exploring the area.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

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Huh -- I could've sworn grease didn't have the dismissible mark. I need to have a talk with some folks who have left my characters flopping around in grease after battles . . . >:-(
Grym nods at his companions' assessment of the room's contents. His jaw seems almost locked as he follows Saphera.
"Unless someone objects, I will carry the thunderstone. A good loss of hearing might help these otyughs learn the value of the written word. Let us hasten, before they destroy aught else."

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Saphera glances outside, making sure no one is lurking around.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
(If no other bad guys are lurking around on the ice, apply the following.)
Satisfied the area is clear of combatants, Saphera heads back to the rest of the group then begins exploring east.
(Saphera will be using the take (10)+9=19 option for perception while exploring.)

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Grym stays close to Saphera, helping her scan for more Aspis agents. He keeps an arrow in hand, ready to fire at any threats.
Perception, Take 10, with Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (3) = 23

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Melisandre follows the group once we start exploring again, keeping toward the back of the party.

GM ShadowLord |

The party heads east but doesn't get very far. While it looks like the fortress once had led this way the ice seals it off and prevents further exploration. The only viable path is to head back north from the main entrance way.
I cleaned the map up some, my fog of war was less than perfect. You have two choices for new territory. You can turn west into a room above the main corridor or continue north and around to a set of steps leading up.

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Only 10 rounds ... so only 10 HP back total

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Saphera scowls at the dead end. "What would you like to ask them Cid?"
Moving north, Saphera continues around the circular wall to the first unexplored door. Carefully she peers around the corner, looking into the room.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12

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Grym smirks at the thought of interrogation. "Perhaps we should let Troyst inquire how many more Aspis we should expect to encounter. He deserves a chance for . . . conversation."
He moves north with Saphera, continuing to assist in reconnaissance.
Perception, Take 10, with Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (2) = 22

GM ShadowLord |

Saphera peers into the room and sees a shrine that looks as though it was constructed yesterday, its intricate stonework unblemished by time, vandals, or weather. A statue of a beautiful four-armed woman bearing a scroll in each hand rests beneath a tall spire. Images of daring acts of heroism, long journeys, and unrequited love fill the walls.

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Saphera stands quietly at the entrance, watching and listening for any sign of additional consortium.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Knowledge religion: 1d20 + 6 ⇒ (4) + 6 = 10
If there is no sign of combatants, Saphera will move into the room taking (10+9=19) on the perception, and search the room.