
![]() |

Cyrus moves into the hallway checking to see if there are any threats to the group.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

GM Crash |

No one hears anything from any of the five doors on the sides of the hallway. Only door that has noise behind it is the door at the end of the hallway. Opening the doors on the sides reveals what must be the servant's quarters. When you check the insides of these rooms you find some extra servant's clothes that you can use to disguise yourselves with. If you wish to Disguise yourselves with these clothes, it will cost you 5 minutes but it will reward you with a +10 circumstance bonus on Disguise or Bluff checks to impersonate a servant.

![]() |

Cyrus will don one of the sets of servant's clothes making sure his weapons are as hidden as possible.

![]() |

No one hears anything from any of the five doors on the sides of the hallway. Only door that has noise behind it is the door at the end of the hallway. Opening the doors on the sides reveals what must be the servant's quarters. When you check the insides of these rooms you find some extra servant's clothes that you can use to disguise yourselves with. If you wish to Disguise yourselves with these clothes, it will cost you 5 minutes but it will reward you with a +10 circumstance bonus on Disguise or Bluff checks to impersonate a servant.
If I had massive Cha bonus and Bluff was my class skill I'd claim my rifle was a "cleaning tube" used for some of the more difficult areas and able to clean through the filth in the piping about the place.

GM Crash |

Suejo can't hear anything through the door but Captain Lee can detect thoughts.
I need to get a new platter of cheese.
So many people.
He figures out that there are some more servants outside this door. Suejo is able to open the door a crack without drawing any attention. He sees servants going through the door to his north but no one going through the door to the west.

![]() |

Cyrus moves closer to Suejo. "Is it clear?" He whispers.

![]() |

Cyrus edges to the front and watches the hall.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

![]() |

Perception (Aid Another): 1d20 + 7 ⇒ (8) + 7 = 15
Taicho moves up with Cyrus to help watch the hall ...

![]() |

Taicho will attempt to unlock the door ...
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26

![]() |

The Halfling Caviler with his wolf mount attempt the crossing:
Perception Caelin: 1d20 + 8 ⇒ (17) + 8 = 25
Perception Beau: 1d20 + 4 ⇒ (17) + 4 = 21
STealth Caelin: 1d20 + 6 ⇒ (17) + 6 = 23

![]() |

Cyrus keeps a watchful eye on the hall as Taicho picks the lock.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

GM Crash |

Taicho picks the lock, opens the door and the party rushes inside the room. The furniture in this luxurious sitting room is covered by drop-cloths, and buckets of paint sit against walls where erotic murals are in the process of being replaced by a neutral institutional taupe. An enormously tall gilt frame leans against the wall. A door to the southwest a door is propped open by a bucket and displays the half-dissolved inscription, “Where Love Comes to Die.” The bucket is full of a mixture of turpentine and varnish.

![]() |

Perception Beau: 1d20 + 4 ⇒ (10) + 4 = 14
"What in the nine hells! This is... This is simply... I mean who in their right mind would display such, such....
The halfling turns is head this way and that as he examines the discarded erotic painting of Zarta, the beautiful Chelish woman who serves as the diplomatic envoy to Absalom and who you are currently searching for. Strangely enough, although the cavalier had a disgusted look on his face, he never looks away from the painting...

![]() |

Cyrus guards the eastern door as the rest of the group searches the room.
perception: 1d20 + 8 ⇒ (19) + 8 = 27

![]() |

[dice=Perception Beau]1d20+4
"What in the nine hells! This is... This is simply... I mean who in their right mind would display such, such....
The halfling turns is head this way and that as he examines the discarded erotic painting of Zarta, the beautiful Chelish woman who serves as the diplomatic envoy to Absalom and who you are currently searching for. Strangely enough, although the cavalier had a disgusted look on his face, he never looks away from the painting...
Jan shrugs
"If she wants to pose, let her. A little view of nudity never hurt anyone. Get's the blood pumping." Jan states as he looks to the halfling and then smirks before nudging him softly with the butt of his rifle "Come on, you can have more private time with the painting later, if you wish. I don't know what Zarta would think."
![]() |

"Come on, you can have more private time with the painting later, if you wish. I don't know what Zarta would think."
"Hrupphh!"
Caelin inquisitively looks at the gunslinger with a twisted neck.

GM Crash |

After looking through Zarta's sitting room, they push open the door that the bucket is propping open. This extravagant bedchamber is dominated by a massive four-poster bed that takes up half the room. Red-varnished wardrobes and vanities complement the black silk sheets on the bed, which appears to be in the process of being dismantled. The walls of the room have been stripped of the portraits that once hung there, faint outlines of the art pieces being all that remain. The exception to this is the eastern wall, which is occupied by an elaborate woodcutting depicting but a single nymph in a seductive pose, garbed in nothing but a necklace bearing an amulet shaped like the Asmodean star.

![]() |

Cyrus takes the lead into the next room and begins to search it.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Turning to the rest of the group."We have a hidden door over here." When any of the group members come over Cyrus leans over toward the painting and squints. "Look a keyhole in the middle of the amulet."
Cyrus steps back and readies a dagger in his right hand.

GM Crash |

There is a set of keys hanging from the keyhole. On the key ring are the key to this room (of course), another regular looking key, and one odd looking key that ends in the shape of an Asmodean cross.
Seeing the keys hanging in the door lock, Cyrus quickly pockets them.
Here is a brief refresher.

![]() |

Thanks Crash
As Cyrus moves to pull his dagger he feels something in his pocket. ... ah the set of keys ... Cyrus pulls them out of his pocket and tries each one until he finds the key that its the lock. He opens the door.

![]() |

"Let me guess, it was the Asmodean Cross key that fit..."
Beau reaffirms his grip on his bardiche with his right hand and pets Caelin on the neck with his left.
-Posted with Wayfinder

![]() |

Jan reaches for his rifle as Cyrus attempts to open the door and keeps his weapon aimed.
"Let us hope I don't need to fire this weapon." he states keeping his aim steady and finger on the trigger.

![]() |

Taicho nods, indicating that he too is ready to proceed.

![]() |

Asmodeus was always a bit too... strict for my taste. Nonetheless, I like what she's done to the place. After you, master gunslinger.
Jan shrugs, seeing as how he has now been elected as the point man and advances forward.
"Don't worry if you get in the way. I'm a good shot." he states simply as he advances slowly with the firearm raised in front of him.
GM Crash |

As Cyrus turns the key, everyone notices a vortex appearing in the room accompanied by a twister sound. Then in the vortex's spot appears two devilish looking creatures.
Beau: 1d20 + 5 ⇒ (14) + 5 = 19
Captain Lee: 1d20 + 2 ⇒ (19) + 2 = 21
Cyrus Geitus: 1d20 + 9 ⇒ (20) + 9 = 29
Jan Westhaven: 1d20 + 6 ⇒ (3) + 6 = 9
Suejo: 1d20 + 5 ⇒ (12) + 5 = 17
Taicho Munetoshi: 1d20 + 3 ⇒ (19) + 3 = 22
Devils: 1d20 + 3 ⇒ (8) + 3 = 11
First Round
Cyrus
Taicho
Captain Lee
Beau
Suejo
Devils
Jan
Players in bold act first.

![]() |

"We are under attack." Cyrus says not to loudly as he throws his dagger at the closest imp.
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
I will move and draw my longsword once I can get some room.

![]() |

Round 1 Holy Weapon Balm 1/10
Seeing the winged outsiders appear, Taicho retrieves his Holy Weapon Balm and treats 10 arrows for his short bow ...

![]() |

Caelin with Beau on mount spins to face the vortex... with the first creature appears within range of the duo, the pair strikes
Bardiche melee atk vs imp: 1d20 + 1 + 3 ⇒ (1) + 1 + 3 = 5
Damage?: 1d8 + 3 ⇒ (4) + 3 = 7
Caelin bite vs imp: 1d20 + 5 ⇒ (18) + 5 = 23
Damage?: 1d6 + 3 ⇒ (3) + 3 = 6
Caelin Trip vs Imp CMD: 1d20 + 5 ⇒ (10) + 5 = 15
The halfling caviler is unprepaired for the wolf's lunge and he completely misses, but the wolf manages to get a tooth or two in.

![]() |

Knowledge(Planes): 1d20 + 9 ⇒ (17) + 9 = 26
Lee, slightly startled at first, then grins maniacally.
Swift action to enter Dark Half 5/6
Menacing purple flames suddenly surround him, and with a flick of his wrist sends waves of pain through one of the devils' minds.
Caster level check vs spell resist (if any): 1d20 + 2 ⇒ (4) + 2 = 6
Standard action to cast empowered Mind Thrust I
Damage: 2d6 ⇒ (3, 1) = 4x1.5 = 6, DC16 will save for half

GM Crash |

Delaying Suejo for now.
Cyrus throws the dagger he was holding, but hits the back wall.
Taicho gets ready to fight the devils.
Captain Lee identifies these devils as imps. They have a DR 5/good or silver, they are Immune to fire and poison, resistant to acid and cold by 10, and do not have SR. Will Save: 1d20 + 4 ⇒ (13) + 4 = 17 Captain Lee sends pain into the head of one of the imps, shortly before the imp was attacked by Caelin.
The one taken down by Caelin attacks the wolf from the ground with its tail while the other one attacks Beau himself. Sting Caelin: 1d20 + 8 ⇒ (12) + 8 = 201d4 ⇒ 4+poison. Fort Save DC 13 or be poisoned. Sting Beau: 1d20 + 8 ⇒ (20) + 8 = 281d8 ⇒ 8 Confirm Crit?: 1d20 + 8 ⇒ (11) + 8 = 191d4 ⇒ 1 Beau takes 9 damage+poison. Fort Save DC 13.
First Round
Suejo
Jan
Second Round
Cyrus
Taicho
Captain Lee
Beau
Imps
Party is up!
Imp number 1, 4 damage
Beau 9 damage
Caelin 4 damage

![]() |

Can't remember if Tiny creatures still get an AoO so I'm going to fire off in it's face anyway. Going to be a normal bullet as the rifle is already loaded. I'm assuming it's still a -4 being the creature is right in front of me.
"Filthy fiends! Get back to hell!" Jan calls out as he aims his musket at the closest creature and pulls the trigger.
attack Vs touch: 1d20 + 5 - 4 + 1 ⇒ (20) + 5 - 4 + 1 = 22 -4 from Mellee and +1 from PBS
Threat?: 1d20 + 5 - 4 + 1 + 1 ⇒ (9) + 5 - 4 + 1 + 1 = 12 another +1 from trait bonus
Damage: 1d12 + 1 ⇒ (2) + 1 = 3
Unless that crit confirms that'll be 0 damage :p
Considering I'm stuck where I am can I use the remaining actions to do another standard action to reload or will I have to wait for next turn? If I have the chance I'd like to reload with a silver bullet as I'm sure Lee would point out to us to use Silver.

![]() |

Round 2 Holy Weapon Balm Arrow - 1/10
Taicho fires an arrow at one of the devils ...
Comp Sh Bow: 1d20 + 5 ⇒ (11) + 5 = 16 for Piercing: 1d6 + 2 ⇒ (3) + 2 = 5
and Holy: 2d4 ⇒ (1, 4) = 5 with Reflex DC10 or another Holy: 1d4 ⇒ 4 next round.

![]() |

Caelin Fort Save: 1d20 + 6 ⇒ (15) + 6 = 21
Beau Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25
Round 2
Caelin yips as the imp's stinger pierces his barding, but his constitution is greater than the poison and he re-engages the foul beast. Beau attacks the other imp that stung him.
Caelin's Bite
Caelin bite vs prone Imp 1: 1d20 + 5 ⇒ (9) + 5 = 14 (–4 penalty to AC against melee attacks.)
Damage?: 1d6 + 3 ⇒ (6) + 3 = 9
Beau Bardiche Mounted - 1d8+3/19-20 (2 handed)
Bardiche melee atk vs Imp 2: 1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18
Damage?: 1d8 + 3 ⇒ (2) + 3 = 5

![]() |

Cyrus draws his Silver Light Mace as he moves thru Suejo to get into the melee. As he engages the Imp to the east hoping that the group can end the battle quickly by ganging up on one target.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Not being use to wearing so many clothes Cyrus's arm get caught in the extra clothing and his swing sails wide of the Imps's head.

GM Crash |

Sorry about the wait guys. It's been a busy week. Here we go.
Will save: 1d20 + 4 ⇒ (19) + 4 = 23 The imp is able to shake off some of the damage. Jan's shot showed promise, but when it hit the imp it didn't affect it. Taicho's aim was off by a hair. Both imps get hit by Beau and Caelin, but only the prone imp was affected by the attack.
It looks like the prone imp healed a little, then they both attack again. Prone Imp: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 Sting Beau: 1d20 + 8 ⇒ (14) + 8 = 221d4 ⇒ 4 Caelin's Fort Save is being used so you don't have to worry about the poison this time.
I forgot that prone attackers get a -4 to attack so I am retroactively changing the damage done to Caelin. The attack would have been two below the required roll. Beau is disabled now.
Second Round
Suejo
Jan
Third Round
Cyrus
Taicho
Captain Lee
Beau
Imps
Imp number 1, 6 damage
Imp number 2, 8 damage
Beau 13 damage, disabled

![]() |

Round 3 Holy Weapon Balm Arrow - 2/10
Taicho fires another arrow at one of the devils ...
Comp Sh Bow: 1d20 + 5 ⇒ (10) + 5 = 15 for Piercing: 1d6 + 2 ⇒ (3) + 2 = 5
and Holy: 2d4 ⇒ (2, 4) = 6 with Reflex DC10 or another Holy: 1d4 ⇒ 4 next round.

![]() |

Jan decides to take a 5ft step back and reload his musket with a silver bullet, ready for the next round.
Assuming I can't convert a move action into a standard to fire the weapon as it takes a standard to reload.

![]() |

With an overhead swing Cyrus attacks again with his Silver Light Mace.
Attack/Damage: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 2 ⇒ (2) + 2 = 4

![]() |

The wolf feels his rider's grip loosen and intensifies his attack on the pinned imp.
Caelin's Bite
Caelin bite vs Imp: 1d20 + 5 ⇒ (6) + 5 = 11
Damage?: 1d6 + 3 ⇒ (4) + 3 = 7
Caelin Trip vs Imp CMD (if needed): 1d20 + 5 ⇒ (4) + 5 = 9

GM Crash |

Unable to connect with their attacks, Caelin and the rest of the party are able to see both imps heal a little. The prone one stands up (drawing aoo's from Caelin, Cyrus, and Beau if desired) and they both attack Cyrus since they seem to sense the silver in his weapon.
Imp 1: 1d20 + 8 ⇒ (13) + 8 = 211d4 ⇒ 2+poison Fort Save DC 13 Imp 2: 1d20 + 8 ⇒ (3) + 8 = 11
Third Round
Suejo
Jan
Fourth Round
Cyrus
Taicho
Captain Lee
Beau
Imps
Imp number 2, 6 damage
Beau 13 damage, disabled
Cyrus 2 damage