
GM Derek W |

The door to the warehouse is open, and no traps were sprung, so you are free to move in when ready.
Walter scans the area, but no one else is in the vicinity.

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Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
The door open, Malfeas sneaks into the warehouse, his eyes scanning for possible traps or theives while he lurks in the shadows.

GM Derek W |

Mal moves forward cautiously, nearly invisible to his companions. He can't seem to find any traps, but as he steps about 15' into the warehouse, he hears a quiet 'click'. Suddenlty two objects fall from the ceiling nearby, and flames burst out! Two crates soon catch on fire!
Sorry Mal, the DC to detect was 25!
Fortunately, the group can tell the location of the keg via the scroll's magic.
Here's the deal. You can extinguish the flames with a DC 15 Survival check - that does 1 square. DC 20 will extinguish 2 squares. The keg is the yellow circle, the grey rectangle is an object, but you'll have to get closer to know what it is. The orange dots are squares that are on fire.

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No worries, hard to be upset when I'd have almost needed a Nat 20 to see it, lol. Can I act again to try and put out the fire, or do we need to wait for the other 3 to do something? Also, can you aid another on these "put out" checks?

GM Derek W |

You guys don't need to act in strict turn order, but each time you post, you can only take 1 round's worth of actions. You may all take new actions starting now. You can aid each in the "fire brigade" effort, but you must both be adjacent to the burning square. Also, I need to roll each round to see if the fire spreads, so please post one action only until everyone's gone, then I'll post, and so on.

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”Hey guys, there is fire here. Get in here and help put it out or we’ll burn down the building and everyone will know something’s up.” class Malfeas as he hurries into the room.
It’s only a small spot of fire now right? Could Malfeas just smother it with his body? Like put it out, but take damage at the same time? Or what about take actions to move objects away from the fire so it can’t spread?
Still have an action left, waiting on answers before he finishes his action

GM Derek W |

The fire is on top of piles of crates, tarps, and other stacked wares. You might be able to pull the burning ones into the pathway so they can't spread, but the floor is not clean, and contains small bits of flammable materials everywhere (splinters, bits of cloths, etc.) using Survival allows you to gather earth and other non-flammable materials in order to smother the flames.
Although my dots are small, they are meant to show that the whole square is on fire (because obviously fire spreads is 5' squares!) I'd allow you to smothers the flames with a DC 15 Acrobatics check, as you jump on the flames and roll around to smother them, along with you sustaining 1d6 fire damage.

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We'll go with that since Acrobatics is a +8
Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
Lol, Figures, could have gone with the safe route
Malfeas leaps into the fire, spinning like a top as he corrals the burning embers with his feet. Once they've made a nice pile, he assumes the lotus position, and smothers them beneath his weight.

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Johann will dodge past the flames and try to hide in the shadows of the crates while sneaking around to where he senses the Keg is.
Acrobatics if needed to dodge the flames: 1d20 + 3 ⇒ (7) + 3 = 10 Hopefully that will do it.
Perception to see anyone hiding: 1d20 + 6 ⇒ (5) + 6 = 11
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22 I am ninja! You can't see me!

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Seeing others rush to the location of the keg, Naurin shouts out, "Hey! There may be more fire traps! Go atop the boxes like the 'hot lava' child's game!" while she rushes to put out flames with her woolen traveler's cloak.
I'm not sure which are still active fires.

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Gunther will move to the remaining fire and attempt to put it out also.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
Sorry guys, I've been out of town, then caught the crud and have been very sick. Now getting over my illness.

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I forgot the roll, although I was hoping my way wasn't Survival...
Survival Roll: 1d20 - 2 ⇒ (14) - 2 = 12
Yeah, for pretty much that reason.

GM Derek W |

Gunther and Mal are able to smother the flames, though sitting on them causes Mal a great deal of pain and injury.
Fire dmg.: 1d6 ⇒ 6
For this next part, I'm making assumptions for your next turns.
Johann and Arya stay near the wall of the warehouse, and avoid springing other traps. Johann reaches the keg, with Arya right behind.
They can see a large footlocker (The grey square). It's not locked, but the lid is heavy and must be opened from the center (where Arya is standing).
Assuming you follow the path they took, there are no more fire traps. A careful inspection of the locker by Johann and Arya reveals no traps there, either.
They open the chest, and find several letters from local collectors and aristocrats offering to purchase the keg. The footlocker also contains a client list, the Scarab of the Dawnflower (which has been embedded into the footlocker), a Pure Legion uniform, and several official papers identifying "Parani" as a former member of the Pure Legion and detailing why she left Rahadoum. Also in the footlocker are some potions, which the group identifies as a potion of delay poison, a potion of cure light wounds, a suit of masterwork half-plate armor, and a golden statue of Iomedae worth 600 gp.
What now, guys?

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Fanning off his bottom and hearing about the potion, Malfeas pipes up, "Mind if I drink that to help with my burns?" And since you cant keep anything we find...
Pot: 1d8 + 1 ⇒ (8) + 1 = 9

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"First, we should stash all of the important papers safely in a backpack - I'll do that. Then, I will help carry one end of the footlocker, and we will need to carry - or roll - out our stolen keg, too. There are two wagons out front; perhaps one of them will be functional and we can use it to haul the evidence to Graycloak headquarters."

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Johann will search the warehouse for any signs of people hiding, or anything else untoward.
If I can, I will take 20 for 26. Otherwise take 10 for 16. Keep in mind this has been less than 10 minutes so Johann's mutagen is still in effect.

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"Carefull Johann!" Naurine exclaims, "There is probably at least one trap per likely pathway from each door, maybe more! One pressure plate from one door likely would not secure this place enough. We got what we were looking for, it seems, and I would hate to send the place up in flames."

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Johann stops his search when Naurin speaks. "That's true, but... by the gears! This is too easy! There must be some kind of trap or something going on here. We must away, quickly, before my mutagen wears off and before we are discovered!"

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Sorry that your mutagen won't be active for the 'big finish', which must be next - meta-gaming it - since this wasn't it.

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We could hang out outside, make the bad guys wait for us. ;)
"Now that we are safely outside, I say that we slightly down an alley but where we can still see this warehouse and then pause for a little while. See, before we leave for the Graycloak headquarters, we should read through and catalog the evidence we have discovered. That way, if some of it should go 'missing' in Graycloak headquarters, we will have some proof still."
"Walter, would you like to do the reading and recording? And Walter, as her most obvious target, I believe you should have the potion to delay poison."
"Johann, you could brew another dose of your own potion."
"The rest of us will keep watch, both of the warehouse and for any 'Graycloaks' or rooftop snipers."

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Walter is extremely suspicious of the ease of the finding of the items!
He is continually searching for any harmful devices in and out of the warehouse, along with Johann.
Walter asks Abadar for His 'guidance' in this time of need!
perception: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Yes, we need to get this evidence to safety,
although I think that taking them directly to Grandmaster Torch would be a better idea!

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"As always, you make a good point, Walter, but I think that, as evidence, it should go first to the proper legal authorities, so as to not further complicate the relationship between the Graycloaks and the Pathfinder Society."

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Are we just waiting on a summation on our "loot the room" actions? Do we have any leads remaining? Gamer sense tells me there should be a climactic battle between us and the ringleader with her remaining cronies, but I can't tell how we're supposed to get there when we just drag all this stuff back to the society.

GM Derek W |

I think I can help you out there.
Arya and Naurin and able to pry the Scarab out of the chest. Arya pockets it. The party loads the evidence and keg onto the cart, and begins walking back through the God's Market.
As you pass down a lane between rows of tents, all of a sudden you see two arrows flying towards you from the top of a tenrt as a lone figure appears!
Arrow 1: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Arrow 2: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
The first shot barely misses Walter, but the second hits him with a sickening thud.

GM Derek W |

That was the surprise round. With her stealth and potion, you guys didn't have achance of spotting her, sorry!
Initiative:
Malfeas: 1d20 + 6 ⇒ (9) + 6 = 15
Arya: 1d20 + 4 ⇒ (2) + 4 = 6
Naurin: 1d20 + 3 ⇒ (18) + 3 = 21
Walter: 1d20 + 2 ⇒ (10) + 2 = 12
Gunther: 1d20 + 1 ⇒ (14) + 1 = 15
Johann: 1d20 + 1 ⇒ (15) + 1 = 16
Parani: 1d20 + 6 ⇒ (20) + 6 = 26
Well guys, let's see how this plays out! Things could get pretty crazy here.
Round 1;
The order: *Parani*, Naurin, Johann, Malfeas, Gunther, Walter, Arya

GM Derek W |

The archer shoots again!
Arrow 1: 1d20 + 11 - 2 - 4 ⇒ (20) + 11 - 2 - 4 = 25
Confirm crit.: 1d20 + 11 - 2 - 4 ⇒ (15) + 11 - 2 - 4 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Crit damage: 2d8 + 4 ⇒ (2, 5) + 4 = 11
The first arrow slams into Naurin with incredible force, dropping her to the street. Take 14 points of damage
Arrow 2: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
The second shot takes Walter in the chest, knocking him down as well!
Naurin at -4 HP, Walter is at -7
Map coming in just a bit! Things look bad now, but you guys should still be able to pull through. Her tactics were to shoot the "religious" characters first.

GM Derek W |

Next Up:
Naurin
Johann
Malfeas
Gunther
Walter
Arya
Naurin and Walter, roll Fort. saves to stabilize.

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Malfeas leaps into action, and taking a step closer to the woman. Focusing on the first, perfect shot, and then quickly sending another one up at the archer, he smiles a wicked grin as he sees their trajectory. The arrows fly swift and true, burying themselves in the woman’s chest. "Not so funny when you're on the receiving end is it?"
Perfect shot 1: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 1 ⇒ (5) + 1 = 6
Perfect shot 2: 1d20 + 4 ⇒ (3) + 4 = 7
Second arrow: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 1 ⇒ (5) + 1 = 6
Confirm Crit: 1d20 + 4 ⇒ (18) + 4 = 222d8 + 2 ⇒ (5, 5) + 2 = 12
Discard the 7. 24 damage, lowest to hit is 22
EDIT: since he's outside of 30', it's only 20 damage, not 24. I don't get point blank yet.

GM Derek W |

Mal's arrows strike home, leaving deep wounds in the woman's body, but she is still up and fighting.

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"Take her alive, you can do it...", Naurin gurgles weakly - possibly only to herself - before crumpling in a heap.
Fort save Round 1: 1d20 + 2 ⇒ (16) + 2 = 18
Stabilization check (DC 14), round 1: 1d20 + 2 ⇒ (6) + 2 = 8
Crud... Maybe you shouldn't have drank that CLW potion, Malfeas...
I am not sure what round we are exactly, so here is #2
Stabilization check (DC 15), round 2: 1d20 + 2 ⇒ (16) + 2 = 18
So, stable now, assuming the poison isn't doing HP or CON damage, at this point.

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Johann gives a scream of anger at seeing his friends shot down, and runs forward while reaching into his pouch for a bomb, then tossing it as soon as he is in close range. 20 ft move to the square two to the right of gunther's icon, that should be within 20 ft of the archer.
One other thing -- has 10 minutes passed yet, or not? If not, add +2 to this attack for dexterity.
Ranged touch attack: 1d20 + 4 ⇒ (14) + 4 = 18 The bomb sails in a pefect arc, smashing the archer in a direct hit! I'm assuming her touch AC isn't 19.
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
BOOM!
Johann decides the time is ripe for a quip:
"I hope you don't mind the fireworks, I always like to give my foes..." Johann pauses and takes off his goggles, "a warm welcome!"
YEAAAAAAAAHHHHHH!

GM Derek W |

Johann, I did a double-take too when I read her stats. At the next tier she's got a +15 to hit, plus Manyshot and an iterative attack. So yeah, this fight is no slouch. And you can still add the +2 for your mutagen.
Johann's bomb explodes, casuing Parani to waver for a moment. She collects herself and remains upright! Still, her wounds are very serious and quite visible, even to you on street level.
She has sustained 29 points of damage. She hasn't got many HP left, and it shows.
Next up:
Gunther
Arya
*Parani* - if she makes it!

GM Derek W |

Yes, you're stable now Naurin. I didn't have her use poison this time, either.

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Arya moves forward four and left two (30' movement) and misfortunes the archer (DC 15 Will)-Roll 2 D20s and take the worst roll for a round. Hopefully I have some cover from the bldg? Sry guys. I don't have much to offer. 1st scenario with Arya. No potions/wands. If the archer fails the save, it should hurt her +11 attack and limit a Crit chance.