
The Many-Faced GM |

Wreck and Gyorgy are able to cut down the remaining two goblins. The fires still burn on a few houses. To the southeast and southwest are two public fountains still full of water.
Combat is over.
Make one Perception check.
The sounds of a man screaming for help can barely be heard.
The sounds of the man screaming are coming from the flaming house on the west, north of the southwestern fountain.

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Perception: 1d20 + 2 ⇒ (6) + 2 = 8
This was not how Henry was expecting to be spending his evening.
"I've been injured."

Mikal Karoly |

perception: 1d20 + 4 ⇒ (12) + 4 = 16
"Perhaps we should help put the fires out... maybe after a bit of healing goes around... for a change, I'm fine, but others are not."

'Gar' Duncrick |

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
"Yeah, I got progged a few times. Probably for running my mouth so much. But better sticking an old beer barrel like me than Henry and you lot, ain't that right lad. Lets see to rounding up some buckets while any healing gets readied."

NotPFS Wreck |

Perception: 1d20 + 3 ⇒ (17) + 3 = 20+5 vs sight
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Gyorgy Elberion |

perception: 1d20 ⇒ 17
Gyorgy starts wiping the blood from his scarf with great care, he even tries to hack up some spit but is surprised to find that his mouth is too dry.
He is broken from this reverie by the talk of fire.
"We'll have to knock on some doors: get people and buckets for a chain."

NotPFS Wreck |

Wreck begins to look around franticly
"Screaming. Man be screaming. Maybe help?!" he raises his voice so that those around him could hear him over the other noises of the town
almost hard to believe he made that...
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Mikal Karoly |

"I don't hear anything... where ? can you tell where it's coming from? Probably from the fire I'd guess... let's go! Maybe more goblins?"
Heads toward the nearest fire, without actually waiting for a response from Wreck.

'Gar' Duncrick |

He must have earholes in that mask
Gar starts to follow the half-elf swordsman but looks back to Wreck, "This the right way? But he keeps moving without waiting for an answer.

NotPFS Wreck |

"Not know! Too much fire. Noise. But hear him!"
can he gauge where its coming from? General direction?
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The Many-Faced GM |

Clea hears it too!
Clea Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Wreck can tell that the calls for help are too faint to be coming from the near house, they're coming from farther away. You can work together to actively find the source. Everyone can make another Perception check as Aid Anothers (DC 10) with the highest result being the one the aid anothers will be added to. The DC is still 25.

Mikal Karoly |

perc: 1d20 + 4 ⇒ (13) + 4 = 17

NotPFS Wreck |

Perception: 1d20 + 3 ⇒ (7) + 3 = 10
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Clea Starshine |

many apologies for my slow post rate, real life issues of the lose your job kind have been drawing my attention. Should be right now.
perception: 1d20 + 5 ⇒ (9) + 5 = 14

The Many-Faced GM |

As everyone spreads out and quiets down to focus on listening, a faint cry for help can be heard coming from the flaming house on the west, north of the southwestern fountain. A man's voice cries out "PLEASE, SOMEONE HELP ME!"
The closer you get, the clearer the pleas become. Someone is trapped in the burning building.

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"Hold on, we hear you!" Shouts Henry.
What's the burning house look like in terms of obstacles? Could I just walk in?

The Many-Faced GM |

The house is made of solid wood and is well constructed, but the fire has taken it's toll. The door is not locked, but fallen debris has forced it shut. Thick smoke is rolling out of the windows on the upper floor, and most of the second level is ablaze.
It's a DC 18 Strength check to force the wooden door open. Or you can try to damage the door. It's hardness 5 with 20 hit points remaining.Once inside you'll potentially need to locate and rescue the man. Or you could try to climb to the second level and enter through a window. Of course there are possibly other options as well.
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

NotPFS Wreck |

STR: 1d20 + 6 ⇒ (7) + 6 = 13
STR: 1d20 + 6 ⇒ (5) + 6 = 11
STR: 1d20 + 6 ⇒ (13) + 6 = 19
Wreck looks at the door then to the other options he could see
"Try to break door. Look at other ways. Will try to get through here" he still struggled with this Common tongue, but he will try to help how ever he can
so 3 tries and he's through the door. 18 seconds
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Mikal Karoly |

Mikal tries to force the door... or aid someone stronger in doing so.
str check: 1d20 ⇒ 1
but manages only to hurt his shoulder....

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"I think he's upstairs - let's take the easy way up...."
Henry has one trick left - he takes out a length of rope and throws it up to the second-story window, where it magically ties itself securely in place.
Animate rope to the rescue!

Clea Starshine |

Clea smiles. let me see if I can help with that
channel energy: 1d6 ⇒ 5
As pulse of healing energy washes over the party, healing scatches and bruises.

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"I should think so," Says Henry as he begins climbing, commanding the other end to tie securely around himself.
Climb: 1d20 - 1 ⇒ (8) - 1 = 7 Hopefully the DC is 5....

The Many-Faced GM |

Yes, it's a DC 5 Climb check to scale the rope with the wall to brace against.
The voice is coming from the second floor.
In the time it takes Wreck to batter down the door, Henry has reached the second story window. Both see nothing but thick smoke bellowing out of the entryways. The others watch as the rescue operations continue. The pleas for help continue on and are much louder this close to the source, but seem to echo throughout the structure.

Mikal Karoly |

Mikal will attempt the climb as well..
climb, taking 10: 10 + 3 = 13
once up top, he will try to pinpoint the direction of the cries...
perception: 1d20 + 4 ⇒ (18) + 4 = 22

NotPFS Wreck |

Pleased that the door is no more an obstical, he procedes to enter the building. Searching for the source of the cry
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The Many-Faced GM |

"Here! I'm over here! Where are you?" the voice calls out.
Between the fire and the smoke, its tough to see anything. Visibility is limited to barely 20 feet. The nobleman is no where to be seen but his voice echoes through the halls.
The roll20 map has been updated. While not technically in combat, please limit your actions to combat based turns due to the effects of the smoke. If you are actually in the building, you need to make Fortitude saves at the start of your turn.
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

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Fortitude save, guidance: 1d20 + 1 ⇒ (11) + 1 = 12
While the heat doesn't bother Henry, the smoke most definitely does. He staggers forward, trying to find the poor man.
I'd double-move, but I've only been given so much space. If there's a door, I open it.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Mikal Karoly |

fort save dc 15: 1d20 + 4 ⇒ (19) + 4 = 23
Mikal manages not to breathe in too much smoke and he tries to listen for the voice and follow it.
perc: 1d20 + 4 ⇒ (14) + 4 = 18

NotPFS Wreck |

FS: 1d20 + 4 ⇒ (7) + 4 = 11
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'Gar' Duncrick |

Gar winded from running and fighting is quick to suck in a lungful of smoke.
fort save: 1d20 + 2 ⇒ (2) + 2 = 4
Between coughs he tries to follow the cries.
perception: 1d20 + 4 ⇒ (13) + 4 = 17

The Many-Faced GM |

"Upstairs. I...am...up" The man's words are cut short as he is wracked by severe coughing and then finally falls quiet.
Henry and Mikal can both make out what look like expensive boots laying on the floor in a doorway ahead.
The roll20 map has been updated.

Mikal Karoly |

fort dc 15+1: 1d20 + 4 ⇒ (15) + 4 = 19
Mikal moves to the doorway and reaches in, grabbing the legs in those boots... (I assume that move and grab/pick up is all i can do in one round)

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Fortitude save: 1d20 ⇒ 7
"Good..." Says Henry weakly as he begins to stagger from all the smoke....
Do you want to roll the nonlethal damage, DM?

NotPFS Wreck |

Since they sounded to have found him, he moves back outside and calls to them
"Will catch! Throw down!"
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Mikal Karoly |

Mikal drags the unconscious man to the window and after checking for a clear spot with Wreck at the bottom, throws the man over his shoulder and starts climbing down, hoping Wreck can catch them if he falls.

'Gar' Duncrick |

Gar coughs out the smoke as others rush past him. Once he hears the others have found the man he moves back to the door and fresher air. But he stays ready to try again if anyone needs help...but with the moment to collect his thoughts, he is leery of the flaming building supporting his weight.
fort save: 1d20 + 2 ⇒ (14) + 2 = 16

The Many-Faced GM |

Mikal Fort save vs. DC 17: 1d20 + 1 ⇒ (3) + 1 = 4
Mikal grabs a hold of the unconscious man and begins to pull him across the floor but the smoke seems to choke off all air in the room and Mikal starts coughing. Henry continues coughing and finds it almost impossible to catch his breath. Wreck and Gar ready below to catch any that make it to the window. Clea prays to Desna that everyone will be alright. Gyorgy stands just outside the second floor window but is unable to see the others from his current position.
Henry takes 4 points of nonlethal damage from the smoke.
Nonlethal Smoke damage to Henry: 1d6 ⇒ 4
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Wreck: First level, outside
Gar: First level, outside
Gyrogy: Second level, outside
Clea: First level, outside
Henry: Second level, inside
Mikal: Second level, inside