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No, no, it's right-side up. That thing just needs to stand still.
Shortbow: 1d20 + 6 ⇒ (2) + 6 = 8 Ok, the dice roller obviously hates me.
Once again, Bevek's shot goes wide.

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Gob tries again with his disruption spell.
Ranged touch: 1d20 + 3 ⇒ (18) + 3 = 21
Miss chance: 1d100 ⇒ 76
Damage: 1d6 ⇒ 5
"You're right, it does work better if you use all five fingers."

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Hoping his last stone has better luck of finding the invisible ghost, Malachite launches once again. Watching the rock arch high into the air, he cheers when it strikes the invisible ghost, causing a bit of damage at least.
His stones spent, Malachite steps back allowing anyone with a chance to damage the poltergeist to get nearer.
Mal magic stone throw: 1d20 + 4 ⇒ (19) + 4 = 23
Miss chance, low is miss, high is hit: 1d100 ⇒ 65
Dmg, magic stone, vs undead: 2d6 + 2 ⇒ (2, 2) + 2 = 6

GM Bold Strider |

Gob and Malachite's attack successfully disperse the poltergeist, however it seems that the malevolent energy still lingers in the room.
Hustavan punches Mu on the shoulder. Good show, chap! He grins at his fellow elder. Mighty swordsmanship.
internal injuries, probably from falling.
None of the cultists possessed anything of value.
---
Moving into the next room, the group finds four evenly-spaced canvas walls run parallel to each other in a row stretching from north to south through the middle of this room. On both sides of each wall hang dozens of paintings, drawings, and sketches of a variety of violence-themed scenes. A solid wooden door is in the middle of the south wall and a heavier, oaken door is in the middle of the north wall.

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Figures. Can auto-succeed the heals and I'm not down there to check 'em.
With the spirit laid to rest again, Baern checks on his allies in the pit. He crosses the bridge, trailing the rope off of it to allow them an means of climbing the other side.

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Crossing the bridge, Bevek turns to Gob as he passes:
Are you sure you didn't cast 'Curse Weapon' on this thing? Cause I used to be able to hit something with it.
He eyes the grizzly artwork as he passes through the room.
Hold on. Let me check this door for traps.
Find Traps: 1d20 + 8 ⇒ (4) + 8 = 12
I'm guessing he didn't find anything. Let's just hope I'm getting all the low rolls for the whole party.

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After screaming his head off for about a half minute Shu finally gathers his wits, or what passes for them, and shuffles to the front of the group again.
"Dammed ghosts! Dammed cult that raise undead! Shu's reputation must precede him, for they knew had power to destroy it!"
Perception: 1d20 + 10 ⇒ (8) + 10 = 18

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Brewslee looks around at the group as they proceed through the door. He catches a glance with Gob as he makes a swirling 'crazy' motion at his head and points at Old Shu.

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This gallery is where Fel Bustrani kept his collection of tragedy- and accident-themed art. The works each depict some horrible event—the tragic death of a child hit by a wagon, a building collapse killing dozens of workers, and so on. The largest painting, on the far left canvas wall, depicts the interior of a large, elegantly-appointed opera house where rotting undead creatures feed on the living. All of you know this to be the opera house where you met your new best friend Hustavan!
Do you think they painted that before or after the zombie attack... muses Hustavan to no one in particular.
As Shu and Bevek explore for traps, they determine that the room is safe. The group readies to move through the next door and as soon as Shu touches the door, the party is engulfed in flames!
Hustavan runs around on fire. AHHHH!!! IT BURNS!
Fire Damage: 6d6 ⇒ (5, 3, 1, 4, 2, 5) = 20 DC 25 Reflex Save for half
The room is on fire!
Status:
1st: Brewslee @ 17/17 HP; Gob @ 23/23 HP; Baern @ 47/52 HP; Bevek @ 16/16 HP; Shu @ 38/41 HP; Mu @ 35/35 HP; Malachite @ 24/24 HP

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Reflex Save: 1d20 + 6 ⇒ (20) + 6 = 26 Evasion for 0 damage.
Just before the trap goes off, Bevek catches just the slightest sound of something wrong. He manages to turn away and duck as the room explodes into flame.

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After the initial explosion, Bevek will hastily move through the door, dancing away from the flames as necessary.

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Need a Nat 20
Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
"Either way, this would be a great piece t' bring back. If prophetic, we must needs know what we be dealing wi--"
*KABOOM!!*
"Sweet Dawnflower's scimitar! Fire! The light! It burns!"
Baern is unable to shield himself from the blast, even with the aid of his allies.
Seeing the painting going up, Baern takes his (mundane) cloak and tries to douse the fire on the painting.
"We can at least take something back!"
If only I were like one of those clergy types who could make water from the very air.
27/52 HP

GM Bold Strider |

Baern tries to put out the flames. Going to use the extinguish rules from Valley of the Veiled Flame
Direct exposure to the flame by occupying the same square at the end of your turn results in an additional 2d6 fire damage.
Other creative/magical solutions are possible too.
Status:
1st: Gob @ 3/23 HP; Bevek @ 16/16 HP; Baern @ 27/52 HP; Brewslee @ 17/17 HP; Shu @ 38/41 HP; Mu @ 35/35 HP; Malachite @ 24/24 HP

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Cheers, I'm never certain about which checks aid in putting out the fires.
Survival: 1d20 + 9 ⇒ (12) + 9 = 21
Baern uses his knowledge of survival to smother some of the flames on the opera house painting.

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DC 25 Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Shocked by the explosion and slow reacting enough to really feel the burn, Malachite withdraws from the room also, nursing his charred rocky flesh.
"A bit of healing, and I don't mind going back in there to try to quell the fires."
He passes his wand of CLW to Gob, to see if he will do the honors?
AT 4/24 hp

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"... the power to destroy it!" *KABOOM!!* "Aeii!"
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
"Fah! Burned by fire?! I am the master of fire!" Despite his protests, Shu pats himself out and makes a hasty withdrawal!
Once safe he gets out his infernal wand and heals himself.
2 charges from the wand of infernal healing. Anyone else needs it, let me know.

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Mu knocks down Hustavan as Baern puts out the fire in his square, saving the painting that he was looking at. The rest of the art is being consumed by the fire, however.
1st Round Actions:
Brewslee-?
Mu-Move/Overrun
Shu-Double Move
Malachite-Double Move
Bevek-Move
Gob-Move
Baern-Draw Cloak/Put Out Flames
Status:
1st: Gob @ 3/23 HP; Bevek @ 16/16 HP; Baern @ 27/52 HP; Shu @ 18/41 HP; Mu @ 15/35 HP; Malachite @ 4/24 HP; Brewslee @ 17/17 HP;

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Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Brewslee is caught in the full center of the explosion as he falls unconscious to the ground in the middle of the fire.
Current HP -3/17

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Everyone regroups outside of the burning room and after a second they realize that the whole group isn't there. The people closest to the door can see the crumpled form of Brewslee on the ground, bleeding from the explosion and his gi catching fire.
Fire Damage: 2d6 ⇒ (1, 6) = 7
The fire spreads throughout the room.
1d13 ⇒ 5
1d12 ⇒ 7
As the artwork and furnishings begin to burn, light smoke begins to fill the room.
Status:
1st: Gob @ 3/23 HP; Bevek @ 16/16 HP; Baern @ 27/52 HP; Shu @ 18/41 HP; Mu @ 15/35 HP; Malachite @ 4/24 HP; Brewslee-Bleeding Out @ -10/17 HP;

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Heading toward the door, Baern sees the form of his fallen comrade. He wades into the flames and opens the door.
Next turn, grab him, move with him through the door and cast CMW [(2d8+7)1.5]

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Seeing Baern bringing the wounded Brewslee through the flames, Malachite downs his Potion of Fire Resistance rushes back in and try to put out the flames in the square immediately next to Brew's body, so they have a safe path back to the door.
With the magical protection from the flames on board, he will stay in the burning room, trying to aid Baern and Brew, and then work on saving the art.
Reflex DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
If Gob can still hit me with my own CLW Wand before I go, I wouldn't hate it...The potion is Fire Resistance 10, so I should be safe from most damage rolls for a while...

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@Baern: That is too many actions for your follow-up round. You would have to use your standard action to make a reposition/drag maneuver or cast a heal.
@Malachite: That is too many actions for a single round. Move: Draw Potion; Standard: Drink Potion; Move: Move into room; Standard: Put out flame.
Status:
1st: Baern @ 27/52 HP; Malachite @ 4/24 HP; Gob @ 3/23 HP; Bevek @ 16/16 HP; Shu @ 18/41 HP; Mu @ 15/35 HP; Brewslee-Bleeding Out @ -10/17 HP;

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I wasn't sure we were in actual rounds. Sorry :( Considering Brew is on his last leg, I will take the roll and put out that fire first, hopefully getting, saving the potion and hopefully getting a shot of CLW from my wand via Gob's action. If Baern can put out the flames on Brew or move him to my safe square, we might still save him, and then go back for the art, with the potion on board.
LMK if that doesn't work either.

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Gob will cast a charge of infernal healing for Brewslee and then one on himself. He looks at the wand offered him and says, "If that is a cure wand you are mistaking me for some sort of priest."

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Still smoking himself, Mu spends the next minute trying to heal the drunken disciple.
Use Magic Device wand CLW: 1d20 + 6 ⇒ (15) + 6 = 21 >>1d8 + 1 ⇒ (7) + 1 = 8
Use Magic Device wand CLW: 1d20 + 6 ⇒ (7) + 6 = 13
Use Magic Device wand CLW: 1d20 + 6 ⇒ (13) + 6 = 19
Use Magic Device wand CLW: 1d20 + 6 ⇒ (16) + 6 = 22 >>1d8 + 1 ⇒ (6) + 1 = 7
Use Magic Device wand CLW: 1d20 + 6 ⇒ (7) + 6 = 13
Use Magic Device wand CLW: 1d20 + 6 ⇒ (19) + 6 = 25 >>1d8 + 1 ⇒ (7) + 1 = 8
That's +23hp, then with Gob's infernal, he should be good.

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"Bring him here!" Shu produces another wand that works a bit faster then the infernal, but perhaps a little less reliably.
Shu will ready an action to use a wand of cure light wounds.

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Bevek will move back into the room and work on putting out the fire.
Reflex: 1d20 + 6 ⇒ (8) + 6 = 14 Targeting square to the west.

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@Mu: It would if you could draw the wand, move and cast in the same round. You couldn't have drawn it last round due to the overrun action.
Bevek moves into the room and attempts to put out part of the fire, but he isn't able to do much against the growing blaze engulfing Bevek.
Malachite: Extinguish/Move
Bevek: Failed Extinguish/Move
Baern: Open Door/Move
Shu: Draw Wand/Ready Heal
Gob: ?
Mu: ?

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Brewslee's body smolders. It seems he was easily suseptible to the flames with all of the alcohol he drank.

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Brewslee's body smolders. It seems he was easily suseptible to the flames with all of the alcohol he drank.
Nicely done.

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If it's alright with the GM I would have started casting Infernal healing last round since I didn't get a chance to use my standard. Then I can move in poke Brewslee and move back out. Then start casting on the wand again.

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@Gob: That would be fine if you have a way to draw a wand with less than a move action. If you have a spring-loaded wrist sheath, then you could do that but you wouldn't be able to move back out in the same round. You would be adjacent to Brewslee.
Malachite: Extinguish/Move
Bevek: Failed Extinguish/Move
Baern: Open Door/Move
Shu: Draw Wand/Ready Heal
Gob: ?
Mu: Draw Wand/Ready Heal

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Unless I pulled it from my belt as part of my move then no.
-Posted with Wayfinder

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Only brining this up to save Brews.
On the list of actions draw weapon has a footnote mark which reads. If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.