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Map up later tonight (I know, I know!). But it is the next round. There are two squares that are on fire. The debris looks to be like kindling wood and will spread quickly. You get your standard "combat" round actions. A quick glance at the scroll indicates that the keg is still in the north east section of the warehouse.

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"Two of us can probably handle this fire ... the rest can go after the keg!"

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Meridyth's spell douses the flames of one of the fires. The other fire continues to grow and threatens to spread. Mutar rushes to the northeast corner of the warehouse, seeing the now full size keg sitting in the corner.
Ahna, Stullun, Helgoron, Zephri
Map is updated, let me know if there are any issues.

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My sincerest apologies for the lack of posts, should be back to normal now - my 40 hour week turned into a 72 hour one thanks to staff quitting without notice and illness.
Zephri catches fire and throws himself to the floor hoping to douse the flames by rolling - and sincerely hoping they do not reach his powder horn.
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10

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Ahn attempts to put out the second fire using his cloak ...
if necessary: 1d20 ⇒ 8

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Stullun follows Mutar and ends up just behind him as he quickly rummages through his pack. He then pulls out a potion of infernal healing, handing it to the dwarf. "Drink this before you succumb to those burns!"
Stullun should be 10' behind the dwarf with one square between them.

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If the fire is not yet out, or any party members are still on fire:
Meridyth attempts to mount her tiger, to get a lot closer to the dwarf, and casts 'Create Water' on another fire, yelling "डांग यह तुम मूर्ख बौना विस्फोट, मैं तुम्हें ठीक कर सकता है तो यहाँ वापस जाओ!"
Quick Mount: 1d20 + 5 ⇒ (4) + 5 = 9 Yay Failure! Auto succeed Guide with Knees, but moving on a mount . . .
Concentration: 1d20 + 6 ⇒ (12) + 6 = 18
Move action: Mount my Tiger. Standard Action: Cast 'Create Water'. Free Action: Guide with Knees to move a double move on the Tiger.
If no fire, same as above, but move all the way to the dwarf, and cast Cure Light Wounds from wand. Since I am making the same checks either way, I think it is best to let the failure above stand rather than roll again below? CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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Zephri and Ahna are unable to douse their own flames (take 1d6 fire damage this around also please.). Meridyth is able to put out the last fire and the immediate danger passes.
Mutar round the corner and sees the Keg, now transformed to its full size sitting harmlessly in the corner. Next to the keg is a "suspicious" looking foot-locker. Inside the footlocker, is a group of letters. These letters indicate several collectors who are willing to purchase the keg. In the bottom of the locker are offical papers identifying the master-thief. Her name is Parani, a Rahadoum female, and former member of the Pure Legion. Her uniform of the Pure Legion and a Scarab of the Dawnflower are also located in the locker.
Magic radiates from the locker and the gang is able to to find potion of delay poison, a potion of cure light wounds, and a suit of masterwork agile half-plate armor.
Those on fire, make rolls each "turn" to put out the fire, taking 1d6 until you are extinguished. The Map is updated. Perception checks please.

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fire damage: 1d6 ⇒ 6
Reflex Save (DC 15) w/Rolling to douse: 1d20 + 4 ⇒ (11) + 4 = 15
The damage puts Ahn at 0.
He rolls on the ground anyway (rolling to douse gives a +4) ... is that enough action to push him to "dying"? If so, Ahn is at -1 ...
Ahn purchased a 25 charge CLW wand earlier ...

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Ahn tries to stabilize ...
Fort DC (11): 1d20 + 3 ⇒ (19) + 3 = 22
HP: -1 and stabilized.
His cure light wounds wand slips from his hand (he was grasping for it as he put out the flames), and rolls across the floor.

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Even though not particularly affected by the fire, Helgoron does his best to extinguish the flames.
Reflex Save: 1d20 + 4 ⇒ (12) + 4 = 16
And is finally successful, immediately moving to assist Ahn that has fallen unconscious, laying one hand on his companions and allowing the Inheritor to fuel his healing power.
Casting CLW on Ahn: 1d8 + 1 ⇒ (2) + 1 = 3
Wow...
As Ahn opens his eyes, Helgoron nods gravely - "Good to have you back my friend"

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Meri, noting Ahn's condition, rides over to Helgoron with hand open, as if requesting the wand. If she is able to grasp the wand from Helgoron's hand, she triggers the wand for Ahn as well.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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HP: 11/11
Ahn's eye's pop open.
"I smell cooking ... what's for dinner ..."
Sitting up he looks at Meridyth and Helgoron, "Much better, thank you ... please use the wand on anyone else who needs it ... I have not yet mastered the use of such items."
As a Warrior of the Holy Light he can't automatically use spell trigger items and does not yet of UMD

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Rolling Zephri still cannot extinguish the flames and is clearly on the verge of passing out as the pain wracks him. He finally manages to extinguish them with a last effort, but the vigorous motion is too much and he passes out.
Reflex: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Fire: 2d6 ⇒ (3, 4) = 7
Reflex: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27

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It takes a few minutes, but the Pathfinders are able to keep from becoming charred.
Stullun looking around the warehouse sees a shadowy figure move from the boxes near the entrance.
See my post above about what you all saw when finding the keg. I'll give you a moment to sort things out. Then, everyone gets a move action OR a standard action. The figure was to the south west of where you are now currently on the map.

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"Should use that potion on any more cure's to save the wand. We need to secure these documents"
Stullen is the only one that saw the figure right?

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Ahn moves 15' to the left so as not to be in a cluster of friendlies when all hell breaks loose.

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"There is someone sneaking by the door! Get him!" Stullun rushes towards the shadowy figure.
Don't know where I am and where the figure is on the map at this point, so I don't know if I can take other actions.

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Several of the Pathfinders dash towards the figure. Suddenly the figure revels herself, a dark-skinned archer. She looks dead at Helgoron and fires her bow. Attack Helgoron: 1d20 + 11 ⇒ (18) + 11 = 29 for Damage: 1d8 + 2 ⇒ (5) + 2 = 7. The arrow is true and strikes the Paladin square in the arm.
NPC: 1d20 + 6 ⇒ (12) + 6 = 18
Helgoron: 1d20 + 0 ⇒ (3) + 0 = 3
Stullun: 1d20 + 1 ⇒ (17) + 1 = 18
Meridyth: 1d20 + 5 ⇒ (8) + 5 = 13
Mutar: 1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (12) + 1 = 13
The figure on top of the boxes curses at Helgoron- You and your foolish gods will die for your own worthless cause. Just die! She screams as she unleashes a hail of arrows at the young Paladin.
Attack Helgoron: 1d20 + 9 ⇒ (8) + 9 = 17 Miss
Attack Helgoron: 1d20 + 9 ⇒ (11) + 9 = 20 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Initiative Order: NPC, All of the PC's
Map is updated. The figure is on top of the boxes. The boxes require a DC12 climb check to get up and count as difficult terrain to move across them.

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Zephri rushes forward taking a position on the other side of the pillar to Helgoron and sending a bullet flying to bite deeply into the woman's dark flesh!
Ranged Touch: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d12 + 1 ⇒ (11) + 1 = 12

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Seeing the danger and knowing he is weakened, Stullun cast a spell for protection then climbs atop the boxes to confront the archer, with his blade beginning to crackle with magic.
Spell is shield making AC 19 and Stullun takes 10 to climb for a 15. Swift action arcane pool to enchant blade.

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Meridyth guides her mount to Helgoron, and aims the wand in her hand at the paladin.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Once to the boxes, she dismounts, and orders her companion to attack the woman. After all a good distraction is better than a great plan any day.
Quick Dismount: 1d20 + 5 ⇒ (16) + 5 = 21
Success!
Ijit's Climb: 1d20 + 1 ⇒ (1) + 1 = 2
"Poor kitty, you can try again later."

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Ahn moves to the spot 4 left and one down and starts climbing.
Climb: 1d20 - 4 ⇒ (18) - 4 = 14

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Helgoron, sorry about that. Kept forgetting about that buff you had up.
Zephri takes a defensive position but finds his aim to be true. The bullet pierces the lady's flesh and she screams in pain. It appears to only be a flesh wound and she is able to continue to fight on. Stullun climbs up the boxes as his blade starts to glow, casting an soft glow around the room. Helgoron climbs up the boxes swiftly and finds himself face to face with the dark skinned woman. Meridyth runs by Helgoron before he gets his start up the boxes and cast her spell. Her animal companion is only to partially get up the boxes. Ahna climbs on top of the boxes to get a better view of the fight on the southern side of the warehouse. Mutar makes sure that the woman won't escape.
The lady drops her bow and in a fluid motion brings her great axe up towards Helgoron's head. This time your god's won't save you. Like all things with faith, you will eventually be let down. Attack: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d12 + 3 ⇒ (9) + 3 = 12 The axe connects and the paladin comes crashing down on top the boxes.
Map is updated. PC's turn.

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Zephri moves fifteen feet south loading another paper cartridge and sends another bullet flying once more dealing a telling blow!
Ranged Touch: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d12 + 1 ⇒ (11) + 1 = 12

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From his perch ahn casts produce flame and hurls a ball of flame at the woman.
ranged touch: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d6 + 1 ⇒ (4) + 1 = 5

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Seeing the paladin crumple under the might blow, Meri makes a mad dash up the crates to attempt to heal the paladin.
Climb: 1d20 - 2 ⇒ (19) - 2 = 17
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Meanwhile, her companion continues its attempt to climb as well.
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
To Hit: 1d20 + 1 ⇒ (11) + 1 = 12
Damage, if Hit: 1d6 + 1 ⇒ (6) + 1 = 7

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The Pathfinders continue their assault on the woman and she is hit several times in the process. Screaming a Helgoron who bounced off of the boxes and still manages to keep his weapon at the ready, You will not take me alive. Your false gods and their idols sicken me! attack: 1d20 + 6 ⇒ (9) + 6 = 15. This time the bloodied woman's strike isn't a accurate as her previous strikes and Helgoron is easily able to dodge the blow.
PC's turn. Map is updated. Also Meridyth I don't have a token for your AC, but she is right next to the NPC. Also remember your mission from GM Torch... try to take the assassin alive. Currently she looks to be heavily wounded.