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Chamius continues to cheer the party on as he advances towards the large door. With a wave of a hand and a chanted spell, he covers the ground in front of Durm with ectoplasmic slime. Casting grease; the enemy on the other side of the door has to make a DC 14 Reflex save or fall over.

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Ecum steps toward the thug in the middle of the room and attempts to take him down with her earthbreaker, or in the alternative, her bite!
earthbreaker (two-handed, power attack, RAGE!, inspire courage): 1d20 + 4 - 1 + 2 + 1 ⇒ (11) + 4 - 1 + 2 + 1 = 172d6 + 4 + 3 + 2 + 1 ⇒ (5, 3) + 4 + 3 + 2 + 1 = 18
bite (power attack, RAGE!, inspire courage): 1d20 + 4 - 1 + 2 + 1 ⇒ (17) + 4 - 1 + 2 + 1 = 231d4 + 3 + 2 + 2 + 1 ⇒ (4) + 3 + 2 + 2 + 1 = 12

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Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Angrboda's Burning Disarm spell hurts the man's sword hand greatly, knocking him unconscious from the total damage he's sustained.
Ecum, if you want to change your actions for this round, since your target is already down, you can do that.
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
LOL - Snake eyes on my pair of reflex saves in this post
The unarmed man at the front door slips on Chamius's Grease spell and falls on his rear end.
Round 3:
Celstri - Move, total defense
Syl'las (-8) - Total defense
Enemy S - Casts Shield from scroll
Chamius (inspiring courage) - Grease
Angrboda - Burning Disarm
Up now:
Ecum
Enemy I (prone)
Durm

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acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
The enemy who fell prone stands back up and walks out of the greased area to confront Ecum.
Round 3:
Celstri - Move, total defense
Syl'las (-8) - Total defense
Enemy S - Casts Shield from scroll
Chamius (inspiring courage) - Grease
Angrboda - Burning Disarm
Ecum - Double move
Enemy I - Stands up from prone and moves towards Ecum
Up now:
Durm
Round 4:
Up now:
Celstri
Syl'las (-8)

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Durm steps up, assumes dragon style and punches the man. "Perhaps you should stay down."
Attack: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage NL: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16

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Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20
Casting Defensively: DC 17: 1d20 + 8 ⇒ (12) + 8 = 20
Celstri moves in, sliding on Chamius' grease before stopping and finishing his incantation. A wild gesture comes forth from the elf as a colorful spray of lights erupts from the wizard's fingers towards the person trying to hide from the group!
Color Spray, Will DC 17
Oh my... I made it across! Yay!

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Will save: 1d20 + 2 ⇒ (6) + 2 = 8
Celstri steps up and shoots a rainbow at the enemy in black, who falls unconscious.
Battle over
You'll have less than a minute to strip the last enemy of possessions and tie him up before he comes out of being unconscious and stunned, but I'm assuming you'll have him well grappled by then, at least.
So you have that sorcerer and the alchemist you captured yesterday, and any other Aspis agents you stabilize and take alive. None of them are happy about being captured, as it seems they all would have preferred to fight to the death.
After midnight, Delroya returns with a ship and crew to clear out the contents of the warehouse, insuring that the Aspis drugs will never make it to the streets. She thanks you for your assistance.
And that's pretty much the end of the adventure. I'll make a wrap up post later, and fill out and post the chronicles. See the discussion thread for paperwork issues.

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Drum grapples the unconscious agent until he can be properly hog-tied.
Thanks for the run, Fromper!

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After midnight, Delroya and her contacts arrive to move the goods from the warehouse, and she sends some items to the Pathfinder Society in thanks for their assistance.
When you return to the Grand Lodge, Ambrus Valsin personally thanks you for their successful mission, stating that they dealt a major blow to the Aspis Consortium’s operations on the Isle of Kortos, and prevented a great deal of suffering from spreading across the Inner Sea region. Because you didn’t use Lord Avid’s writ, he speaks highly of your discretion among the nobility of the Isle of Kortos (see the boon on the chronicle sheet).
Because of your excellent work, Delroya attends your meeting with the venture-captain, and Valsin commends you for representing the best qualities of Pathfinders. Delroya herself remains quiet during the meeting, but her demeanor has softened a great deal since the ordeal in Diobel, and it is clear that she feels at home among the Pathfinders, and she states that she’s agreed to join the organization. You earn the Inside Knowledge boon listed on this scenario’s chronicle sheet.