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Cody tries to force the Eastern door. Invoking the Bull strength animal aspect for both Panda jr and Cody, the hunter get's panda to help break the door.
handle animal to force door vs DC25: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Cody Str check w/+1 str: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Panda aid Str check w/+1 str: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11 +2 aid for 24 total.

GM_CariMac |

Cody and Panda attempt to force the Eastern door, but don't manage to get the door open. He gets the sense that force isn't the best choice on this door.
Stephani went around the building to the northernmost door and attempted to force it open, but her foot slips and she doesn't manage to kick the boarded up door open.

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Joining his paladin companion, Hastard attempts to lend a hand.
"Well get it her."
Str Aid: 1d20 + 1 ⇒ (8) + 1 = 9
Or not
"Nord, put your weight into it." He orders.
Handle Anima DC 25: 1d20 + 13 ⇒ (8) + 13 = 21
The boar snorts at the man, but doesn't move.
-Posted with Wayfinder

GM_CariMac |

Even with Dusklord's aid the Northernmost door doesn't budge. Hastard slips on a bit of mud, and isn't able to help. Nord just ignores the command and sniffs on some interesting trash next to the door. Amazingly Starling sees the exact place to push against the weakened doorway and the door opens with a creak.
E'li Strength to Aid: 1d20 + 1 ⇒ (5) + 1 = 6
Starling Strength to Aid: 1d20 + 0 ⇒ (20) + 0 = 20
The building is filled with old boxes and bales pilled haphazardly throughout the warehouse. There are enough holes in the ceiling that light filters in.
I moved your characters inside the northern door. Anyone who moves to the white triangle on the map needs to give me a perception check, please.

CariMac |

The smell is of dust, and old straw with a underlying hint of oils, and rotting clothing. From the doorway of the warehouse Dusklord does not notice anything out of order.
Did you move further into the warehouse beyond entering the doorway?

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I don't see that you've posted a link to the map...
Dusklord frowns as they observe the silent warehouse.
"You are not expecting me to go in first, are you?" he asks. "Surely those of you with armor as thick as your skulls can take the lead..."

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Cast Climb aboard Nord! ;-)
The armored gnome rides in behind Stephani. "And my armors not that thick" he mutters as they pass Dusklord.
Hastard Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Nord Perception: 1d20 + 7 ⇒ (16) + 7 = 23

GM_CariMac |

There's a link to the map in my alias. I've also added it to the header. I didn't realize I hadn't put it there.
The boxes reach the ceilings in most places, and they look rickety as if they might fall if too much weight is put on them.

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Okay, seeing the map now. Thanks!
"We should take care of these crates," Dusklord says. "If we climb on them, they could fall, or they could also be a cunning trap," he adds.
He follows after Stephani.
perception: 1d20 + 6 ⇒ (12) + 6 = 18

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The warpriest also looks around
1d20 + 4 ⇒ (11) + 4 = 15 perception

GM_CariMac |

This is persnickety and I haven't thought of a way to do this over PbP well. Yes there are traps. No one has made the DC to find them.
Here's what I suggest you move forward, and do Perception checks if you'd like. You can take 10 you cannot take 20. If you go past the trap. I'll back your tokens up to the point that something happens. I don't want to bog this down if we can manage to avoid it.

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Dusklord suggests a marching order and the group moves forward cautiously.
I'm going to take a little liberty here and advance the whole party into the warehouse on the map. If anyone wants to move somewhere else, feel free. We'll take 10 on perception as we go.

GM_CariMac |

Stephanie takes a couple of steps forward after turning the corner. She and Hastard hear an ominous click. Immediately after the click there is the sound of breaking glass. With a whoosh several of the piles of boxes and debris are on fire.
Casting create water has a 50% chance of extinguishing a square, while higher-level spells with the cold or water descriptor extinguish 1 square per spell level squared (1 square at 1st, 4 squares at 2nd, 9 squares at 3rd, and so on) unless the spell specifies otherwise.
Encourage the players to come up with other creative ways of extinguishing the flames.
Cody: 1d20 + 3 ⇒ (17) + 3 = 20
Dusklord: 1d20 + 4 ⇒ (1) + 4 = 5
E'li: 1d20 + 2 ⇒ (1) + 2 = 3
Hastard: 1d20 + 0 ⇒ (6) + 0 = 6
Starling: 1d20 + 4 ⇒ (1) + 4 = 5
Stephani: 1d20 + 0 ⇒ (5) + 0 = 5
Ouch I'm sorry four 1s.
Round 1 Bold May Go
Cody: 20
Fire: 10
Hastard: 6
Dusklord: 5
Starling: 5
Stephani: 5
E'li: 3

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Cody shifts 5ft away from the fire and tells panda "Be on guard!" He then begins casting a spell to summon aid from the elemental plane of water.
1 round action (takes until start of my next round): casting summon nature ally II

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On his turn he would like to ask Rowdrosh to send water to put out the flames as he casts create water.

GM_CariMac |

Cody begins to cast as spell while the fire spreads to more squares. E'li prays to Rowdrosh and creates water. The Created water makes a lot of steam, but fails to put out a square.
High Puts Out a Square: 1d100 ⇒ 39
Round 1/2 Bold May Go
Cody: 20
Fire: 10
Hastard: 6
Dusklord: 5
Starling: 5
Stephani: 5
E'li: 3

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Dusklord and his familiar both make efforts to put out the fire next to them.
"They knew we were coming...it's a trap!" the wizard states sourly.
survival vermithrax: 1d20 ⇒ 11
survival dusklord: 1d20 - 2 ⇒ (18) - 2 = 16

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Cody continues to chant his spell while the others take there actions. Once the summing spell is complete the magic causes a small water elemental to appear between him and the fire.
Having just completed his summoning magic having started before, Cody quickly cast a create water spell over the center square of the closest fire showing the elemental what needs to be done.
Create Water {link} caster water success > 50%: 1d100 ⇒ 17
The small elemental taking the hint reaches out to touch the fire nearest it using it's drench touch to put out up to a large fire.
Small Water Elemental {link} 1 of 4 rounds.

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"Nord! Our last adventure required us acting the part of firemen too! Remember, poking it with my lance wasn't the answer." exclaims the gnome.
"This time, lets try stamping it out." he suggests. Hastard begins fanning the flames from his seated position. Meanwhile, Squealy begins stamping on the flames.
Survival Hastard: 1d20 + 0 ⇒ (7) + 0 = 7
Survival SE Nord: 1d20 + 1 ⇒ (18) + 1 = 19
Oops frogot the handle animal check DC 25
Handle Animal: 1d20 + 13 ⇒ (14) + 13 = 27

GM_CariMac |

Starling Survival: 1d20 ⇒ 4
Round 2/3 Bold May Go
Cody: 20
Fire: 10
Hastard: 6
Dusklord: 5
Starling: 5
Stephani: 5
E'li: 3
Nord and Dusklord manage to put out a square each. Stephani and Starling are less than effective at putting out the flames.
Cody summons a small water elemental, and shows it what the task is. It puts out the remaining fire in front of the group. The other fire spreads toward them.
I've looked everywhere I could think of to find what a large fire is opposed to a small fire. I went with the large template. If someone knows, please point me to the resource. Thanks.

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Loping deeper into the warehouse, the pair continue to try stopping the spread of the flames. Hastard fans the fires, while Nord stomps on the flames.
Hastard Survival: 1d20 ⇒ 7
Nord Survival: 1d20 + 1 ⇒ (20) + 1 = 21
Need another HA Check?: 1d20 + 13 ⇒ (15) + 13 = 28

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Dusklord grudgingly continues his fight against the spreading fire.
"Surely, the proper spell would make short work of this, had I prepared differently for today!"
survival: 1d20 ⇒ 16
survival: 1d20 - 2 ⇒ (9) - 2 = 7

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Cody cast another water spell on the far side of the fire and motions for the water elemental to move up and drench the fire.
caster water success > 50%: 1d100 ⇒ 26 fail
The small water elemental move forward and touches the fire.
small water elemental {link} 2 of 4 rounds

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Dusklord and Vermithrax advance and continue their efforts to put out the flames.
"There is someone here..." he mutters.
survival: 1d20 ⇒ 12
survival: 1d20 - 2 ⇒ (1) - 2 = -1

GM_CariMac |

The Pathfinders with the help of the Water Elemental manage to put out the flames. The smoke is not so think that you can't see through it and it isn't causing any discomfort.
The fires are out. I still need perception rolls if you move forward. Yes more possible traps.

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Dusklord coughs softly as he breathes in the smoke-hazed air.
"Be on your guard. Someone has been waiting for us, and does not like that the gig is up. We should find who we seek here..."
perception: 1d20 + 6 ⇒ (16) + 6 = 22
I've taken the liberty of moving the whole group to the next intersection, with the water elemental taking the lead.

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perception: 1d20 + 9 ⇒ (7) + 9 = 16
Cody and Panda follow along.
The small water elemental leads the way looking for more fire to douse.
Water elemental 3 of 4 rounds.

GM_CariMac |

Perception Elemental: 1d20 + 4 ⇒ (7) + 4 = 11
I need more Perception checks from everyone. I'd roll them, but as the last time there are consequences."

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Glancing around the cramped warehouse, the gnome feels uneasy.
'I think he's right. Someone knew we were coming' he considers.
Nord trudge along where he's lead, sniffing the air for trouble. His red eyes begging for a fight.
Hastard Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Nord Perception: 1d20 + 7 ⇒ (7) + 7 = 14
-Posted with Wayfinder

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Cody continues to look around as they move further into the warehouse.
perception: 1d20 + 9 ⇒ (4) + 9 = 13
The small water element looks as well
perception: 1d20 + 4 ⇒ (9) + 4 = 13
elemental round 4 of 4

GM_CariMac |

Thank you Starling. The way I read it water elementals float. Lucky for you.
Starling stops everyone before they step on yet another trap. She leads them on an alternate path to the left where the party discovers a footlocker sitting in a corner of the warehouse.
Several letters from local collectors and aristocrats offering to purchase the keg are in plain sight on top of the footlocker.
The footlocker contains Parani’s 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 two potions, a statue of Iomadae, and a suit of half plate armor that radiates a magical aura.

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Dusklord examines all of the items and evidence they have found. "This should prove helpful in our investigation," he says as he looks through the letters. Perhaps we have enough to reach a conclusion, in fact,"[/b] the wizard adds.
He informs the group as to what all of the items do, as well as the worth of the statue.
"Perhaps I will donate my share to charity," he says.
spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25
spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32
appraise: 1d20 + 10 ⇒ (18) + 10 = 28
spellcraft: 1d20 + 12 ⇒ (6) + 12 = 18

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Nodding at the wizard, Hastard glances around. "Would still be best to subdue to culprit so they can face justice."
Eyeing the Agile armor, he advises the others "That does look well made, but I think I'll stick with my current armor. Any of you others are free to grab it."
Hastard Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Nord Perception: 1d20 + 7 ⇒ (11) + 7 = 18

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"Oh, my! That looks nice. Here, help me with this."
Stephanie will remove her masterwork half-plate to upgrade to the newly found suit.
"Look how it moves with me!"