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Will: 1d20 + 6 ⇒ (7) + 6 = 13
Morka will heal his friend in the grown with his wand.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 — on Aldran.

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Fearing for Aldran's life,and knowing her skill with the crossbow won't do much difference, Desynthia rushes to the prone dwarf's body to check on his life.
A sudden dart of energy forms on her palm when she touches the stout warrior, healing a few wounds... to the surprise of the white haired young woman
Heavenly fire on (hopefully!) Good target: 1d4 + 1 ⇒ (3) + 1 = 4
Taking a few liberties here for storytelling purpose, as Heaveny fire is supposed to be a ranged touch attack. As it is used to heal and not to harm, on a prone and unconscious target, I hope you won't mind.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
Sarvijna feels the full force of the negative energy HP updated
In response, he runs over to the foe and draws the cold iron dagger he borrowed before slashing at his target
Melee Cold Iron Dagger attack: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 ⇒ 1 damage
Perhaps that will teach you to listen to reason! he screams, but with considerable pain.

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Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Sarvijna feels the full force of the negative energy HP updated
In response, he runs over to the foe and draws the cold iron dagger he borrowed before slashing at his target
Melee Cold Iron Dagger attack: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 ⇒ 3 damage
Perhaps that will teach you to listen to reason! he screams, but with considerable pain.

GM Z..D.. |

With Sarvijna's strike, the cleric falls.
You all have a single round to prepare for the next wave.
From overhead comes the sound of breaking glass, followed by a rain of shards from the sunlight-reflecting mirrors above. Gloom floods the chamber as more of the attackers shimmy down the ropes. Fighting from the dais where he addressed the Pathfinders, Kreighton Shaine shouts, “Our assailants seem unwilling to negotiate. Someone capture one and get some answers!”
On the way down to the floor, several of the attackers destroy mirrors, causing it to be dim lit.
orange init: 1d20 ⇒ 2
red init: 1d20 ⇒ 13
blue: 1d20 + 2 ⇒ (4) + 2 = 6
Everyone gets a single round to prepare for the next round before the next wave of duegar arrive. Then Morka may act a second time after the new ones arrive

GM Redelia |

Kreighton Shaine steps over the bodies of fallen duergar and addresses the hall. “I’m stating the obvious when I say we are not alone. Some of our comrades managed to capture one of the attackers, a cursed dwarf known as a duergar. It seems the citadel was once in their hands, but a demon they call ‘The Horned One’ wrested Jormurdun from them and now rules from the sky citadel’s throne room. Our mission has not changed. It is still imperative that we study what we discover—not only for posterity but also in case the dwarves who built Jormurdun left behind any tools that we might turn against the demons and duergar. Now where was I before being interrupted? Ah, the stairways! Our early reconnaissance shows that the stairs to the north lead to what we’re calling the temple district, and those to the south lead to the armorer’s district. Spread out, help to secure the district you’re investigating, and find the path to that throne room. Above all: explore, report, and cooperate!”
GMs, you may now begin part 3. The cathedral is claimed, and the armorer’s and temple districts have been discovered, and so are available to your tables. We will move on to Part IV on approximately February 4. Please make sure the map of Jormurdun which I have posted in the GM thread is in your campaign header so your players can see it.

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Aldran stands up and shakes his head.
"Baa, what the heck hit me"
He pulls his healing potion and drinks it.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
The dice hate me

GM Z..D.. |

So before you depart, you locate on the cleric, 3 potions of CLW, chainmail, heavy steel shield, heavy mace, light crossbow with 20 bolts, wooden unholy symbol of Droskar, 21 gp.
On the big one, whos gear returns to medium size when he is knocked unconscious, chainmail, heavy steel shield, mwk warhammer, light crossbow with 20 bolts
On the rogue. 2 potions of CLW, a tanglefoot bag, chain shirt, rapier, light crossbow with 20 bolts
As the two large duergar move in, some more experienced agents move in and take them out with ease.
Time to move on. Armorer's district and temple district. Which way do you wish to go.

GM Z..D.. |

I also added the scenario map of the cathedral. It will display what area that are available to search

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Picking up the MW Warhammer
"If no one wants dis' fine hammer, I could put it to good use."
Aldran would also like to drink a CLW potion form the ones found.
He picks Armorer's district of course.
If someone needs a MW weapon, Aldran already has a warax so take the warhammer.

GM Z..D.. |

Going with the rule of two. As soon as someone else wants the armorer district, we will move on.

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Potion: 1d8 + 1 ⇒ (5) + 1 = 6
Morka will skiff a potions down himself as he brushes the dust from the encounter of his armor.
if there are any more of those big dwarfs running around, we should go to the armourers to secure it first. Who knows what might be outing around there! Let’s go team!

GM Z..D.. |

The rocky, rubble-filled tunnel corridors open onto a great circular chamber, beneath a domed ceiling twenty-five feet above. At the center of this space crouches a sturdy round edifice of stone, rimmed with a collar of dark metal, a chimney directly above it in the ceiling overhead. A pungent smell clings to the chamber’s walls. This must be one of Jormurdun’s fabled forges.
Closer visual examination of the long-cold forge reveals runes of ancient pedigree inscribed into the metal along its rim. However, they are badly obscured by caked on soot.

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Hey, where are the arms? You know. The armorer should have cool weapons and armies lying around! This isn’t exciting...why is there nothing here! We WASTED our time!
Morka stops towards the forge to wipe of the soot to try and figure out why this place is empty. He is slightly irritated...

GM Z..D.. |

The runes flare to life as Morka touches the metal rim. Slag in the forge glows and spews out burning metal.
Aldran: 1d20 + 1 ⇒ (20) + 1 = 21
Yangrit: 1d20 + 3 ⇒ (6) + 3 = 9
Sarvijna: 1d20 + 4 ⇒ (11) + 4 = 15
Desynthia: 1d20 + 2 ⇒ (7) + 2 = 9
Morka: 1d20 + 5 ⇒ (11) + 5 = 16
red: 1d20 + 5 ⇒ (10) + 5 = 15
blue: 1d20 + 5 ⇒ (1) + 5 = 6
Aldran and Morka go

GM Z..D.. |

Immunities
Weaknesses
Special Attacks

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Aaaah! The forge is cursed! ...note to self, detect magic first next time! Morka runs back drawing an arrow and letting it lose against red.
Kn Planes: 1d20 + 1 ⇒ (5) + 1 = 6
Morka takes aim and looses an arrow at the enemy!
Shortbow+Point Blanc: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6 -- arrow damage

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Earlier, Yangrit would have downed a potion of CLW and brought along any that were left over (two per my count as of now), as well as the tanglefoot bag.
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

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Taking the potion
CLW Potion: 1d8 + 1 ⇒ (1) + 1 = 2
I just looked and noticed that I did not roll for the potion.
yup the dice hate me.

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Sory GM, travelling to Switzerland today and the fog meant that I spent 90 extra minutes on the tarmac followed by an aborted landing!
Sarvijna would like to drink a CLW potion if there is one left (which I think there is) for 1d8 + 1 ⇒ (5) + 1 = 6 healing taking him back up to full strength but if all the potions are gone he remains at 3/9 HP.

GM Z..D.. |

@ Sarvijna, No problem.
Botting Aldran
Aldran moves up and readies a strike against the elemental as it approaches.
attack: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 3 ⇒ (2) + 3 = 5
As expected, the elemental rushes Aldran and is met by the dwarf's axe. The elemental returns the strike.
attack: 1d20 + 4 ⇒ (14) + 4 = 181d4 + 1d4 ⇒ (2) + (4) = 6
The dwarf's hit throw off the elementals strike causing it to miss.
Yangrit, Sarvijna and Desythia go

GM Z..D.. |

whoops, I completely forgot that you damaged it.
Retcon:
Morka sends a bolt through the elemental's chest. The elemental goes for Morka only to get caught by Aldran's axe. It then blinks out of existence, most likely sent back to its home plane.
Yangrit, Sarvijna and Desythia go

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It looks like the area where we are starting from is covered with rubble. I played it like rough terrain, just in case.
Sighing in grumpy resignation, Yangrit hustles towards the blue opponent, stopping a bit out of its range. Come to me!
Full round run

GM Z..D.. |

It doesn't say it as such, so I do not count it as such.

GM Z..D.. |

Desynthia plants a bolt into the elemental.
Sarvijna go; Yangrit if you need to adjust due to rubble go ahead. Will post again when I wake up.
Blue: 5/11

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Sarvijna moves full speed toward the yellow elemental but is too far away to strike. GM can you confirm is I was able to grab a CLW potion?

GM Z..D.. |

There was one left over, so it is yours
The small elemental moves up to Yangrit and lashes out.
attack: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 1d4 ⇒ (3) + (4) = 7
But the dwarven monk prooves too difficult to hit.
Party is up

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Morka takes aim and looses an arrow at the enemy!
Shortbow+Point Blanc: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6 -- arrow damage

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Yangrit contemptuously curls her lip at the elemental as she swings her kama downward in a vicious strike, quickly followed by a swift upper cut with her left fist.
Flurry of Blows: 1d20 + 1 ⇒ (11) + 1 = 121d6 + 2 ⇒ (1) + 2 = 31d20 + 1 ⇒ (3) + 1 = 41d6 + 2 ⇒ (6) + 2 = 8

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Shooting in a melee could be dangerous,especially when your allies are more numerous than your foe, so the young woman lowers her crossbow, wisely bidding her time
Delays

GM Z..D.. |

Botting Sarvijna
Sarvijna moves up, dagger in hand and strikes at the elemental.
attack: 1d20 + 2 ⇒ (7) + 2 = 91d4 ⇒ 2
But the slash misses.
The elemental takes a swing at
1 Yangrit, 2 Sarvijna: 1d2 ⇒ 1
attack: 1d20 + 4 ⇒ (19) + 4 = 232d4 ⇒ (4, 1) = 5
Yangrit is hit by a fiery fist. Takes 5 fire damage and needs a DC 11 reflex save or catch fire
Party is up

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Morka tries again. This time using the full momentum of his movement to lock the arrow into the bow.
Shortbow+Point Blanc: 1d20 + 7 + 1 - 4 ⇒ (9) + 7 + 1 - 4 = 13 — firing into melee
Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7 -- arrow damage

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Aldran moves up, coming as fast as he can with his short legs. And get behind the elemental. Doing a might overhand cut with his warax.
Attack: 1d20 + 6 - 1 + 2 ⇒ (8) + 6 - 1 + 2 = 15
dice+attack-power attack+flank
Damage: 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13
"Can any one join this party?"

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Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Yangrit takes the blow with a grunt and an angry glare. She immediately clamps a hand over the spot, snuffing out any chance there was of any flames taking hold.

GM Z..D.. |

Botting Sarivjna
The monk another strike
attack+flank: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 161d4 ⇒ 4
Botting Yangrit
Yangrit strikes with the kama.
attack: 1d20 + 1 ⇒ (15) + 1 = 161d6 + 2 ⇒ (1) + 2 = 3
The remaining elemental blinks out of existence.
Out of Combat
Now with elementals gone, they can finish investigating the forge and to decipher the writings that was under the soot.
If you speak dwarven, you gain +5 circumstance on this check

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Liguistics: 1d20 + 1 ⇒ (6) + 1 = 7 -- here's to hoping!
Good work everyone! MIGHTY work! This seems to be some sort of smelter. Maybe this is where the dwarfs managed to build their weapons! I wonder how old it is, oooooh! Do you think we can turn it on, Aldran?

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I guess I can try to read the inscription on that thing if no one else can. Shall I cast comprehend languages? Morka scratches his head as he prepares himself to weave the rather simple but useful spell.
If no one else can make the check, and the GM thinks that casting the spell will be helpful, Morka will do so. Assume I do so if you’d like to move us along GM Z..D..

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Yangrit is untrained in Linguistics, but does speak Dwarven. She'd be happy to help out as much as she can. Here's the roll, just in case it's needed.
Aid Another (Dwarven): 1d20 ⇒ 4
...never mind.

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Thanks for botting me - am now back from work travels
This language is, I’m afraid, beyond my skill to comprehend says the Monk before gulping down the CLW potion to restore his vitality

GM Z..D.. |

With the party incapable of deciphering the writing they move on.
Deeper into the armorers district or head to the temple district.
Heads up,it seems we are the first success in the armorers district