
GM Hawthwile |

Purple Reflex vs DC 17: 1d20 + 2 ⇒ (3) + 2 = 5
Purple Reflex vs DC 17: 1d20 + 2 ⇒ (15) + 2 = 17
Edgar Fly to Hover vs DC 15: 1d20 + 13 ⇒ (12) + 13 = 25
Green Will vs DC 20: 1d20 + 8 ⇒ (4) + 8 = 12
Two mummies crumble to dark dust as Yojimbo's sword cuts deep, the third burns away in Noke's flames, and the last explodes from Edgar's burst of light.
Round 4! Bold may act!
Grey (-11, Invisible)
Edgar (-54, Flying 10 ft high)
Narika (-15)
Kiku
Yojimbo (-54, CZ, Poisoned)
Hamish (-64, Unconscious, Stable (-4/14), Heroism, CZ)
Shiro (-21)
Noke (Flying 5 ft high)
Red (-23)
Blue (-33)
Green
Yellow
Purple
Brown
Black (-57)
White (-57, Charged)
Orange (Digging out)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (4/9)
- Inspire Courage +2
What do you do?

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Seeing the situation turn dire around him, Shiro clenches his sword and begins swinging it wildly around him in a circle like a cyclone in hopes of culling the undead.
Taking a risk and using Ki to add extra attack to flurry instead of AC. His order of targets in the event mummies drop is the following: White > Black > Blue > Red. When he ends his turn, he enters Bastion Stance (increasing AC/CMD by 2). In the likely event that he is attacked in the coming mummies' turn, he will immediate action use Elusive Target on the first attack that looks like it is going to hit him.
Flurry Attack 2: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Flurry Attack 3: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Flurry Attack 4: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Flurry Ki Bonus Attack: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Flurry Haste Attack: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Attack 2 Crit Confirm: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Ki Attack Crit Confirm: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Haste Attack Crit Confirm: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Ki Attack Crit Confirm Portfolio Re-Roll: 1d20 + 12 + 1 + 5 ⇒ (11) + 12 + 1 + 5 = 29
Damage 1: 1d10 + 8 ⇒ (6) + 8 = 14
Damage 2: 1d10 + 8 ⇒ (8) + 8 = 16
Attack 2 Additional Crit Damage: 2d10 + 16 ⇒ (1, 2) + 16 = 19
Damage 3: 1d10 + 8 ⇒ (10) + 8 = 18
Damage 4: 1d10 + 8 ⇒ (7) + 8 = 15
Ki Attack Damage: 1d10 + 8 ⇒ (2) + 8 = 10
Ki Attack Crit Damage: 2d10 + 16 ⇒ (6, 1) + 16 = 23
Haste Attack Damage: 1d10 + 8 ⇒ (2) + 8 = 10
Haste Attack Crit Damage: 2d10 + 16 ⇒ (2, 7) + 16 = 25
Elusive Target: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31

GM Hawthwile |

Shiro's sword is a whirlwind of steel - and in the aftermath, only one mummy remains standing!
Round 4! Bold may act!
Grey (-11, Invisible)
Edgar (-54, Flying 10 ft high)
Narika (-15)
Kiku
Yojimbo (-54, CZ, Poisoned)
Hamish (-64, Unconscious, Stable (-4/14), Heroism, CZ)
Shiro (-21)
Noke (Flying 5 ft high)
Red (-53)
Blue
Green
Yellow
Purple
Brown
Black
White
Orange (Digging out)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (4/9)
- Inspire Courage +2
What do you do?

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Narika digs in her pack, and holds out a wand where any of her companions can use it. wand of burning hands, CL1; it's not much, but if it lets someone else do fire damage, you're welcome to it. You'll have to use your own move action to grab it, since Narika used hers to fish it out.
Another flower of fire blossoms at the icky undead from where Narika points.
damage: 9d6 ⇒ (2, 3, 4, 1, 4, 5, 2, 4, 2) = 27

GM Hawthwile |

Assuming Narika is aiming at the undead threatening Shiro.
The last mummy standing tries to dodge the incoming blast...
Reflex vs DC 20: 1d20 + 2 ⇒ (3) + 2 = 5
...and is sublimated by the heat, leaving only a dark stain on the snow. With a horrible, unintelligible shriek, the buried mummy finishes escaping from the permafrost and stands surrounded by a cloud of black dust. Ainamuuren moves along the rune, restoring the final piece of a long gash. The freshly-laid ice flashes with blue light as the existing rune grows and connects to the new pieces, and Ainamuuren nods in satisfaction.
I believe that Narika has the wand of Ice Shape. It would take a full-round action and an Intelligence or Dexterity check to use it (or a similar ability over ice and snow) to successfully repair a square of broken rune should anyone be inclined to assist Ainamuuren.
Round 5! Bold may act!
Grey (-11, Invisible)
Edgar (-54, Flying 10 ft high)
Narika (-15)
Kiku
Yojimbo (-54, CZ, Poisoned)
Hamish (-64, Unconscious, Stable (-4/14), Heroism, CZ)
Shiro (-21)
Noke (Flying 5 ft high)
Orange
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (5/9)
- Inspire Courage +2
What do you do?

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Noke flies a step to the last undead and starts a misfortune hex on the purple undead and cackles!
5 ft step. Purple makes a DC 20 Will save vs. Misfortune.
Hover : 1d20 + 12 ⇒ (5) + 12 = 17

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Grateful for the momentary reprieve, Kiku steps under Edgar and chants a healing spell.
I’m unsure of the best way to represent that on the map
”Dalenydra, the Blessed Attendant, grant us your healing. Cura!”
She then touches Hamish’s unconscious body and some of his wounds close up.
Cura Cure Moderate Wounds: 2d8 + 9 ⇒ (3, 3) + 9 = 15

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Yojimbo had been waiting patiently for a chance to heal, and not wanting to deal with the complexities of Kiku attempting to touch him while displaced, he simply takes the wand from Kiku’s hand and attempts to activate it on himself.
Use Magic Device: 1d20 + 14 ⇒ (10) + 14 = 24
Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 5) + 3 = 15
He then passes on Contagious Zeal to dear injured Edgar.
Temp HP for Edgar: 1d6 ⇒ 4

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Hamish's eyes open and looks around, only seeing ash on the ground nearby, "Thank you. How long was I out? Ah well, doesn't matter, there are still enemies. Did we get that invisible construct yet?"
He stands and casts a spell on himself, mending his wounds a bit more.
Move to Stand, Standard to Cast CMW on himself for 2d8 + 6 ⇒ (1, 5) + 6 = 12.

GM Hawthwile |

The mummy tries to resist Noke's twisting of the fates...
Will vs DC 20: 1d20 + 8 ⇒ (1) + 8 = 9
...but it cannot escape her power!
??: 1d100 ⇒ 42
As Kiku steps underneath Edgar, she stubs her toe on something in the snow - something small, hard, and most likely invisible. But neither she, Yojimbo, nor Hamish are troubled as they cast their spells.
I also forgot to mention that a character will need to be adjacent to a broken section of rune to repair it.
Round 5! Bold may act!
Grey (-11, Invisible)
Edgar (-54, Flying 10 ft high, CZ)
Narika (-15)
Kiku
Yojimbo (-39, CZ, Poisoned)
Hamish (-37, Heroism, CZ)
Shiro (-21)
Noke (Flying 5 ft high)
Orange (Misfortuned)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (5/9)
- Inspire Courage +2
What do you do?

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Narika moves to where she is adjacent to damaged rune someone please move me; having map issues but hopefully not too exposed. She then tries to use the wand they were given to make repairs.
She then uses her magic to create a ball of fire on top of the last mummy. flaming sphere, map help needed again.
damage: 3d6 ⇒ (4, 4, 6) = 14 reflex DC 19 negates damage; sphere will last for 9 rounds

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Shiro moves over closer to the mummy, dropping his sword towards the end of his movement and pulling his rope dart out. He will flick his rope dart at the creature as it attempts to emerge, for good measure.
Ranged Attack vs. Orange: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
The universe seems to have begun balancing out my karma with all of those natural 20's I just rolled.

GM Hawthwile |

Botting Edgar
Seeing the healing spells going off below him, Edgar decides to join in...
Cure Moderate Wounds: 2d8 + 7 ⇒ (3, 8) + 7 = 18
Fly to hover vs DC 15: 1d20 + 13 ⇒ (4) + 13 = 17
...and feels a bit better as his bruises mend themselves. As Narika approaches a broken section of rune, the blackfrost cloud surrounding the breach swirls around her...
Fortitude vs Poison: 1d20 + 8 ⇒ (18) + 8 = 26
...but she ignores it and summons a flaming sphere to join Shiro in harassing the newly-emerged mummy...
Reflex vs DC 19: 1d20 + 2 ⇒ (16) + 2 = 18
Reflex vs DC 19: 1d20 + 2 ⇒ (3) + 2 = 5
...which screams in pain as it burns before racing towards Shiro and swinging wildly...
Slam, PA, ??, Charging vs AC 23: 1d20 + 14 - 2 + 1 + 2 ⇒ (2) + 14 - 2 + 1 + 2 = 17
Slam, PA, ??, Charging vs AC 23: 1d20 + 14 - 2 + 1 + 2 ⇒ (13) + 14 - 2 + 1 + 2 = 28
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (8) + 7 + 4 + (4) = 23
...and swings too wildly to land a blow - but the dust cloud surrounding it envelopes Shiro...
Shiro Fortitude vs Poison: 1d20 + 8 ⇒ (4) + 8 = 12
Acid/Cold damage: 2d6 ⇒ (3, 6) = 9
...who coughs as the blackfrost gets into his lungs. If you have a reroll available and wish to use it, just include it in your next post and we'll retcon as needed.
Ainamuuren moves across the pit to another section of broken rune. Icy light spreads from his hands and begins repairing the damage, but the saumen kar starts to cough as well.
Shiro, you should have an AoO against the mummy should you wish to take it.
Round 6! Bold may act!
Grey (-11, Invisible)
Edgar (-36, Flying 10 ft high, CZ)
Narika (-15)
Kiku
Yojimbo (-39, CZ, Poisoned)
Hamish (-37, Heroism, CZ)
Shiro (-30, Poisoned) - AoO available against Orange
Noke (Flying 5 ft high)
Orange (-21, Misfortuned)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (6/9)
- Inspire Courage +2
What do you do?

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Kiku's breathing is steadily returning to normal as the battle comes more-and-more under control. She raises her hand to begin casting a spell, but then quickly remembers her stubbed toe.
Concentration to Cast Defensively DC 17: 1d20 + 20 ⇒ (2) + 20 = 22
"Arquerros, the Golden Bulwark, protect this phantom so he might defend us from evil. Protect!"
She charges with pale silver energy, which then flows through her etheric tether to Yojimbo, who then releases it into a shield that flickers a moment and disappears.
She casts Shield on Yojimbo. Since it operates as a touch spell when used with Share Spells, he should be able to deliver it onto himself, which means we won't need to worry about the whole displacement miss chance weirdness
She then advances into the ruined structure, motioning for Yojimbo to follow.

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Yojimbo attempts the tap himself with the wand again.
UMD: 1d20 + 14 ⇒ (4) + 14 = 18
He grunts in annoyance and almost tosses the wand away reflexively. He follows Kiki in and takes up position a few feet in front of her.
Finally in range of Shiro, Yojimbo tosses Contagious Zeal onto him.
Temp HP for Shiro: 1d6 ⇒ 5

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Noke sees that the undead is beyond her cackle and flies higher to the last undead.
She then readies an action to cast glitterdust should the construct appear.
20 ft high now . DC 18 Will save vs. glitterdust blinding. .

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Shiro, you should have an AoO against the mummy should you wish to take it.
My rope dart is a ranged weapon, as opposed to a reach weapon; I can't take AoO's with it, unfortunately. Swift Ki point to add extra attack. If another Fort Save is needed, included one in the dice rolling.
Shiro coughs as he takes a 5-foot step backwards, and unleashes a flurry of attacks with his rope dart.
Flurry 1 vs. Orange: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 23
Flurry 2 vs. Orange: 1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 14
Flurry 3 vs. Orange: 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Flurry 4 vs. Orange: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28
Flurry Ki vs. Orange: 1d20 + 10 + 2 + 1 ⇒ (7) + 10 + 2 + 1 = 20
Flurry Haste vs. Orange: 1d20 + 10 + 2 + 1 ⇒ (6) + 10 + 2 + 1 = 19
Flurry 4 Crit vs. Orange: 1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21
Damage 1 vs. Orange: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage 2 vs. Orange: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage 3 vs. Orange: 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage 4 vs. Orange: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Crit Damage 4 vs. Orange: 1d4 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage Ki vs. Orange: 1d4 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage Haste vs. Orange: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Fort Save Vs. Poison: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30

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Hover DC 15: 1d20 + 13 ⇒ (6) + 13 = 19
"Nicely done all. Nicely done. Let's see if I can locate that construct for ya."
From his place above the icy ground, he mumbles a few arcane words and forms a ring with his hands. Peering through, he looks around the region.
"Allen, go assist with the fixing of the runes."
Cast See Invisibility
If I see it, I will point it out

Allen Poe |

The raven nods and flies off towards Narika. "I can't activate the wand, missing the required hands an all, but I'll pass along the guidance of Pharasma to any that try."
AkA He readies to cast guidance on Narika if she activates the Ice Shape wand

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Quick post, busy most of today.
Hamish gives a rousing speech to Inspire his allies again and then moves over with the group.
Standard to Inspire Courage and Move to get over near Narika and Kikko.

GM Hawthwile |

I've always ruled displacement as a non-issue for allied benefits - the character isn't moving out of the way and might even move into the way of a touch to deliver the spell. The trick is when the displaced (or mirror imaged) character is unconscious. Hopefully we won't have to open that can of worms!
As the other Pathfinders move into position and cast various spells, Shiro's dart pierces the mummy again and again - but each strike doesn't seem fully effective, and the undead creature remains standing when Shiro finishes. As Edgar looks around him, he spots the construct directly beneath him - staring straight at him with unblinking eyes. As he points it out to Noke, she unleashes a burst of glitter...
Will vs DC 18: 1d20 + 3 ⇒ (11) + 3 = 14
...and the construct doesn't seem to follow Edgar's position as exactly as before - though it still looks at him as he hovers. As Allen and Hamish enter the cloud, it swirls around them...
Allen Fortitude vs Poison: 1d20 + 1 ⇒ (1) + 1 = 2
Acid/Cold damage: 2d6 ⇒ (2, 3) = 5
Hamish Fortitude vs Poison: 1d20 + 8 ⇒ (3) + 8 = 11
Acid/Cold damage: 2d6 ⇒ (2, 3) = 5
...and the blackfrost burns them as it settles onto their skin and lungs. (If you have a reroll you want to use, include it in your next post and we'll retcon as needed.)
Round 6! Bold may act!
Grey (-11, Blinded 1/6)
Edgar (-36, Flying 10 ft high, CZ)
Allen (-5, Poisoned)
Narika (-15)
Kiku
Yojimbo (-39, CZ, Poisoned)
Hamish (-42, Heroism, CZ, Poisoned)
Shiro (-30, Poisoned, CZ)
Noke (Flying 5 ft high)
Orange (-48, Misfortuned)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (6/9)
- Inspire Courage +2
What do you do?

GM Hawthwile |

Narika, from what I can tell from your profile you should be adding your Dex modifier (+5) to the roll. Can you walk me through how you got +10?
The remaining mummy steps closer to Shiro and swings with unnatural speed...
Slam, PA, ?? vs AC 23: 1d20 + 14 - 2 + 1 ⇒ (8) + 14 - 2 + 1 = 21
Slam, PA, ?? vs AC 23: 1d20 + 14 - 2 + 1 ⇒ (15) + 14 - 2 + 1 = 28
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (6) + 7 + 4 + (2) = 19
Slam, PA, ?? vs AC 23: 1d20 + 14 - 2 + 1 ⇒ (20) + 14 - 2 + 1 = 33
Slam, PA, ?? vs AC 23: 1d20 + 14 - 2 + 1 ⇒ (1) + 14 - 2 + 1 = 14
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (7) + 7 + 4 + (4) = 22
Slam, PA, ?? vs AC 23: 1d20 + 14 - 2 + 1 ⇒ (1) + 14 - 2 + 1 = 14
Slam, PA, ?? vs AC 23: 1d20 + 14 - 2 + 1 ⇒ (2) + 14 - 2 + 1 = 15
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (5) + 7 + 4 + (4) = 20
...but Noke's dark powers turn several threatening blows away before they can touch the monk. The tupliaq stands unmoving beneath Edgar as Ainamuuren finishes restoring another broken section of the rune.
Round 7! Bold may act!
Grey (-11, Blinded 2/6)
Edgar (-36, Flying 10 ft high, CZ)
Allen (-5, Poisoned)
Narika (-15)
Kiku
Yojimbo (-39, CZ, Poisoned)
Hamish (-42, Heroism, CZ, Poisoned)
Shiro (-30, Poisoned, CZ)
Noke (Flying 5 ft high)
Orange (-48)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (6/9)
- Inspire Courage +2
What do you do?

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Re: casting buffs on displaced people. Thank you, GM! I appreciate it <3
Kiku draws her wand of mage armor and steps next to Yojimbo. She taps Yojimbo with it then spins around and points at the construct. ”Please, Yojimbo, protect Edgar and us by defeating the construct!”

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Yojimbo nods and then attempts to activate his held wand once more.
UMD: 1d20 + 14 ⇒ (1) + 14 = 15
As the wand fizzles, locking him out, he grumbles then drops it at Kiku’s feet before dashing over to fulfill his command.

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Coughing at the wretched poison inhaled, Hamish reaches out and blesses Narika with a boon, "*cough* use it *cough* well!" He then steps out of the dust, putting himself between the remaining mummy and her as Yojimbo moves to address the other threat.
Cast Heroism on Narika, Move out of Poison. Do I need more saves or just to move out of it? Free to keep up Inspire Courage.

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Flying up and backwards a few feet as the construct appears nearby, Edgar tosses an icicle at the foe.
"Have at thee fiend!"
Ray of Frost vs glittery creature: 1d20 + 6 ⇒ (19) + 6 = 25
Cold Damage?: 1d3 ⇒ 3

Allen Poe |

*Cough*Cough*
"Wow, that stuff burns!" whines Allen. Quickly reactivating the blessing on Narika, he swoops towards Hamish.
"I don't like that stuff."

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Noke delays.

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Shiro will drop his rope dart as a free action and pull his nine-section whip out as a move action. He will then reach down to pick up his sword as his standard, intentionally leaving an opening to bait the mummy. The monk enters Bastion Stance at the end of his turn.
In the likely event the mummy takes an AoO on Shiro, he will immediate action use Redirection; attempting to trip the mummy with his whip. It also would need to make a DC 18 Reflex Save or become sickened for 3 rounds if his Redirection lands; though I am not sure if it actually can be affected by such things. Until next round, Shiro will only be threatening with his whip until he can drop it and switch to two-handing his seven-branched sword (which seems more effective against these creatures).
Fort if needed for Poison: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26
Redirection if Needed: 1d20 + 13 + 4 + 1 + 1 + 2 ⇒ (6) + 13 + 4 + 1 + 1 + 2 = 27

GM Hawthwile |

As Yojimbo and Kiku prepare to tackle the construct, Hamish's belief that Narika can save the day is enough to steady her hand. As she draws new connections between the pieces of rune, the ice flows over the new sections and glows brightly. Edgar tries to float in the air (oddly enough I believe this counts as a 'hover')...
Fly to Hover vs DC 15: 1d20 + 13 ⇒ (10) + 13 = 23
...and his icy attack seems to freeze a bit of ivory off the construct.
Realized I forgot to roll to un-blind the construct at the end of last turn. Oops! Fixing that now...
Will vs DC 18: 1d20 + 3 ⇒ (12) + 3 = 15
...and still blind.
Shiro's hunch is correct as the mummy swings at his perceived dropping guard - but it quickly finds itself on the ground for its troubles...
Reflex, ?? vs DC 18: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
...and it lashes out, undeterred by its sudden drop in elevation...
Slam, PA, ??, Prone vs AC 25: 1d20 + 14 - 2 + 1 - 4 ⇒ (5) + 14 - 2 + 1 - 4 = 14
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (1) + 7 + 4 + (4) = 16
Slam, PA, ??, Prone vs AC 25: 1d20 + 14 - 2 + 1 - 4 ⇒ (20) + 14 - 2 + 1 - 4 = 29
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (5) + 7 + 4 + (4) = 20
Crit Confirmation: 1d20 + 14 - 2 + 1 - 4 ⇒ (20) + 14 - 2 + 1 - 4 = 29
Crit damage: 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Shiro Fortitude vs Cold: 1d20 + 8 ⇒ (6) + 8 = 14
...and as the cold chill of the mummy's hand slows Shiro, he falls to the ground in a heap of feathers next to the monstrous undead creature. Ainamuuren moves to the second to last break in the rune and closes it, but the effort on top of the poison seems to be taxing him and flecks of blood litter the permafrost as he coughs. The construct remains focussed on Edgar...
Will vs DC 18: 1d20 + 3 ⇒ (11) + 3 = 14
...but it does not seem to notice as Yojimbo approaches.
Round 8! Bold may act!
Grey (-14, Blinded 3/6)
Edgar (-36, Flying 15 ft high, CZ)
Allen (-5, Poisoned)
Narika (-15, Heroism)
Kiku
Yojimbo (-39, CZ, Poisoned)
Hamish (-42, Heroism, CZ, Poisoned)
Shiro (-59, Unconscious, Bleeding Out (-8/10), Poisoned, CZ)
Noke (Flying 5 ft high)
Orange (-48, Prone)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (8/9)
- Inspire Courage +2
What do you do?

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Hamish yells out as he sees Shiro drop, "I can heal Shiro, but maybe not enough to get him back up. Anyone else got something they can do for him or at least weaken that Zombie. That BALL OF FIRE over there maybe? We got this, almost there!"
He dashes around, skirting the mummy and leans down to touch Shiro with his free hand as he holds up his shield facing the mummy, at least it still has to stand before it can get me.
Free to keep up IC, Move 30 ft, Standard to cast CLW on Shiro for 1d8 + 5 ⇒ (8) + 5 = 13 healing.

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@GM Kiku has Varisian Tattoo (transmutation) so her Haste is at +1 caster level, and thus would last 10 rounds instead of 9
Kiku gasps again as she witnesses the flurry of action between Shiro and the mummy he's in melee with.
"Just a moment, Hamish!"
She stows her wand of mage armor, then draws another wand and attempts to activate it.
UMD: 1d20 + 15 ⇒ (13) + 15 = 28
She succeeds and fires off three missiles of force energy at the remaining mummy.
Magic Missile (CL 5): 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10

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Yojimbo unleashes another torrent of iaijutsu strikes. The smaller combatent throws off his rhythm, and his first couple of attacks are far less proficient than usual. If they hit, it'll be a miracle :/
Slam 1 (haste, inspire, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 - 2 ⇒ (2) + 12 + 1 + 2 - 2 = 15
Slam 1 Damage (inspire, contagious zeal, piranha strike: 1d10 + 1 + 2 + 2 + 4 ⇒ (9) + 1 + 2 + 2 + 4 = 18
Slam 2 (haste, inspire, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 - 2 ⇒ (5) + 12 + 1 + 2 - 2 = 18
Slam 2 Damage (inspire, contagious zeal, piranha strike: 1d10 + 1 + 2 + 2 + 4 ⇒ (3) + 1 + 2 + 2 + 4 = 12
Haste Slam (haste, inspire, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 - 2 ⇒ (17) + 12 + 1 + 2 - 2 = 30
Haste Slam Damage (inspire, contagious zeal, piranha strike: 1d10 + 1 + 2 + 2 + 4 ⇒ (4) + 1 + 2 + 2 + 4 = 13
Don't know the construct's DR situation, so just FYI that Yojimbo's attacks are slams and he has magic attacks, so they are considered bludgeoning and magic. Sadly, they won't be considered good-aligned until next level, if that matters
Yojimbo finally passes on the Contagious Zeal to his own master.
Temp HP for Kiku: 1d6 ⇒ 3
I have a new respect for this spell, as I think that temp HP might be what kept Shiro from being dead right now

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...and as the cold chill of the mummy's hand slows Shiro, he falls to the ground in a heap of feathers next to the monstrous undead creature.
A shiny gem hanging from a necklace around the tengu's neck shatters when the mummy strikes him, restoring some vitality to the monk.
Aegis of Recovery: 2d8 + 3 ⇒ (8, 7) + 3 = 18
I think that Crit with the natural 20 confirmation was long due coming to me for what I rolled earlier. Not sure if the Aegis would trigger to leave him standing, or if it would trigger after he fell prone/dropped everything from being unconscious. Will leave up to the GM.
I have a new respect for this spell, as I think that temp HP might be what kept Shiro from being dead right now
Absolutely. And as a complete side note/reminder, Shiro did give you a scroll of breath of life before the trip to use in case of emergencies.

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Oh I remember! She has her own scroll in a wrist sheath for just such occasions. The issue this round with healing you was more that Yojimbo needs to be where he is to take out the construct, and it would take Kiku outside tether range to get to you

GM Hawthwile |

I personally rule that effects such as talisman of life's breath and aegis of recovery would trigger with the damaging effect, cancelling some of it out in effect. That would leave Shiro standing at 10 hp - which I'm sure would still be worrisome enough for everyone's actions to play out as posted. Unfortunately, that would mean the mummy would take its last attack against Shiro.
As Shiro's amulet shatters, the mummy swings one last time...
Slam, PA, ??, Prone vs AC 25: 1d20 + 14 - 2 + 1 - 4 ⇒ (9) + 14 - 2 + 1 - 4 = 18
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (1) + 7 + 4 + (1) = 13
...but it only hits the ground. Hamish moves around the mummy cautiously and lays a healing hand on Shiro's singed feathers.
Kiku, it's mostly flavor, but remember that stowing an item is a move action - as is drawing one. Dropping the wand is the free action that would let you draw and activate the new wand in one round.
Kiku's conjured pellets slam into the mummy as Yojimbo slices at the construct, slamming into the blind creature once, twice, thrice in quick succession.
I know that the spring-loaded scroll case isn't PFS legal, and the wrist sheath doesn't mention scrolls. Is there a PFS ruling saying scrolls are storable there? I remember being corrected on this before, but I can't remember which was I was taught.
Round 8! Bold may act!
Grey (-57, Blinded 3/6)
Edgar (-36, Flying 15 ft high, CZ)
Allen (-5, Poisoned)
Narika (-15, Heroism)
Kiku (CZ)
Yojimbo (-39, CZ, Poisoned)
Hamish (-42, Heroism, CZ, Poisoned)
Shiro (-28, Poisoned, CZ, Un-hastened)
Noke (Flying 5 ft high)
Orange (-58, Prone)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (8/10)
- Inspire Courage +2
What do you do?

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Noke focuses on Shiro now and tries to bring luck of Chaldira into his life!
Fortune hex, cackling to extend.

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Edgar flies away (10ft) and continues lobbing tiny ice darts at the creature below him.
"You guys doing ok over there?" he asks Hamish.
Ray of Frost: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage?: 1d3 ⇒ 2

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Hamish hollers back across the battlefield, "Fine, just fine. Not dead yet. You?"

GM Hawthwile |

Whoops! I said in the text that Kiku's magic missiles hit the construct, but when I was figuring out damage I put them on the mummy like she intended. So ignore the text, the numbers below are correct.
Botting Narika and Shiro
Narika moves in on the last broken section of rune, moving her ball of fire to harass the fallen mummy...
Narika Fortitude, Heroism vs Poison: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Reflex vs DC 19: 1d20 + 2 ⇒ (2) + 2 = 4
...and its icy flesh bubbles and melts from the heat. The mummy screams as it dissolves into black goo that stains the blood-soaked snow. With the threat in front of him gone, Shiro makes his way around the blackfrost to Kiku and her healing wand. The construct lashes out at Yojimbo, but without being able to see him its swings are wild...
Since it is blind, displacement won't increase the miss chance.
Bite vs AC 30: 1d20 + 15 ⇒ (5) + 15 = 20
Miss (1 = Hit): 1d2 ⇒ 1
Bite damage: 1d8 + 10 ⇒ (4) + 10 = 14
Claw vs AC 30: 1d20 + 15 ⇒ (10) + 15 = 25
Miss (1 = Hit): 1d2 ⇒ 2
Slashing damage: 1d4 + 5 ⇒ (2) + 5 = 7
Claw vs AC 30: 1d20 + 15 ⇒ (18) + 15 = 33
Miss (1 = Hit): 1d2 ⇒ 1
Slashing damage: 1d4 + 5 ⇒ (1) + 5 = 6
...but the ghostly warrior is prepared for the onslaught and dodges two of the blows easily as the third opens a small nick on his leg. The construct tries again to shake off the blindness...
Will vs DC 18: 1d20 + 3 ⇒ (10) + 3 = 13
...but still doesn't seem to track Yojimbo's movements. Still coughing, Ainamuuren moves away from the pit.
Indistinct, but horrible whispers fill Narika's ears, and she just barely catches a glimpse out of the corner of her eye of a shadowy figure flitting out of sight.
Round 9! Bold may act!
Grey (-57, Blinded 4/6)
Edgar (-36, Flying 15 ft high, CZ)
Allen (-5, Poisoned)
Narika (-15, Heroism)
Kiku (CZ)
Yojimbo (-40, CZ, Poisoned)
Hamish (-42, Heroism, CZ, Poisoned)
Shiro (-28, Poisoned, CZ, Un-hastened)
Noke (Flying 5 ft high)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (9/10)
- Inspire Courage +2
What do you do?

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Suddenly on his own, Hamish presses his hand to his chest and whispers the mantra to heal. Feeling a bit better he starts moving around the outside of the excavation cheering his allies on and working to set up some aid for the spirit.
Free to keep up IC, Cast CLW on self for 1d8 + 5 ⇒ (1) + 5 = 6, Move 60 ft w/ haste.
Yeah dice-roller? It's gonna be like that huh?

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Kiku drops her magic missile wand and picks up the cure moderate wounds wand. "I am truly glad that you are okay, Shiro. Dalenydra, the Blessed Attendant, has surely blessed us all today." She then taps Shiro with the wand.
Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 1) + 3 = 7

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Yojimbo is surprised that his earlier attacks were all able to strike home, even with the creature blinded, and relaxes himself somewhat, letting himself continue to feel the flow of his attacks. Perhaps he smiles underneath his ectoplasmic mask, but no one will ever know.
Slam 1 (haste, inspire, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 - 2 ⇒ (7) + 12 + 1 + 2 - 2 = 20
Slam 1 Damage (inspire, contagious zeal, piranha strike): 1d10 + 1 + 2 + 2 + 4 ⇒ (3) + 1 + 2 + 2 + 4 = 12
Slam 2 (haste, inspire, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 - 2 ⇒ (12) + 12 + 1 + 2 - 2 = 25
Slam 2 Damage (inspire, contagious zeal, piranha strike): 1d10 + 1 + 2 + 2 + 4 ⇒ (2) + 1 + 2 + 2 + 4 = 11
Haste Slam (haste, inspire, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 - 2 ⇒ (9) + 12 + 1 + 2 - 2 = 22
Haste Slam Damage (inspire, contagious zeal, piranha strike): 1d10 + 1 + 2 + 2 + 4 ⇒ (5) + 1 + 2 + 2 + 4 = 14

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hover 5 ft step : 1d20 + 12 ⇒ (20) + 12 = 32
Noke continues to focus on Shiro now and tries to bring luck of Chaldira into Yojimbo‘s spiritual life as well!
Fortune hex, cackling to extend further on Shiro and Yojimbo.

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Shiro, feeling much better now with all of the healing, advances over to Yojimbo to provide him some assistance in disabling the construct.
Attack vs. Construct: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Fortune Hex: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage: 1d10 + 8 + 2 ⇒ (8) + 8 + 2 = 18
If needed:
Bodyguard for Yojimbo: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

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Comfortable with the turn of the battle, Edgar flies over the beast and fires another cold dagger.
remembering i.c. finally...
Ray of Frost: 1d20 + 6 - 4 + 1 + 1 ⇒ (6) + 6 - 4 + 1 + 1 = 10
cold damage: 1d3 + 1 ⇒ (2) + 1 = 3

Allen Poe |

With a simple glance towards Edgar, Allen shakes his head. "Let me guess, you're out of useful spells again. You should consider learning some that work on mindless things."
Making his way to Narika, he blesses her to finish to task.
cast guidance

GM Hawthwile |

The construct crumbles beneath Yojimbo's blow, leaving the battlefield strangely quiet after so much mayhem just seconds before.
Adjusting Noke's hex to Narika, Botting Narika
Narika draws lines in the snow, and ice flows from the wand in her hand to fill them as Noke's dark powers guide her hand...
Dexterity, Heroism: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Dexterity, Heroism: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
...and as the last section of rune is repaired, the entire icy construction flashes like lightning. Deep below the ground, a rumbling sound and shaking indicates the collapse of some cavern or hole. Frozen silence fills the cold air as the blackfrost begins to dissipate.
Out of Combat! Damage Report:
- Edgar (-36)
- Allen (-5, Poisoned)
- Narika (-15)
- Yojimbo (-40, Poisoned)
- Hamish (-42, Heroism, Poisoned)
- Shiro (-28, Poisoned)
"Pathfinders!" calls a weak voice from behind the barricade. "The blackfrost... the poison... here, quickly!"
I need Fortitude saves from the following folks as the poison continues its dirty work:
- Allen
- Yojimbo
- Hamish
- Shiro
What do you do?