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Bocke protests as the club comes down. "[B]We're the cleaning crew? Your boss sent us to test your response time? We're moving the pickled fish to airtight containers! We're-[b]"
*BONK*
Hello darkness, my old friend.

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Droo and Vinegar move to block the interlopers' escape. "AH HA! STAND AND DELIVER! For you have both have fallen into my clever trap! Surrender now, and you shall not be treated poorly."
She has Vinegar move to cover the doorway (I am assuming there is a lot of difficult terrain here) and then readies an action to skewer the first miscreant that draws near enough to poke with her lance. Note: She might get an AoO as well.
THREAT!
confirm?: 1d20 + 6 ⇒ (13) + 6 = 19 additional damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Vosk Lazav |

And we're had. Damn it. Vosk turns around, just in time for Bocke's head to be swiftly clubbed. He pouts. Double damn it.
Heading towards the latest source of his problems, he sets his hands in anticipation of casting a spell. "Together now, hold steady!"
________
Ready to cast Daze (DC 16) on the first foe that moves in the direction of the room he is in.

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Mr. Reed is down?! Adrenaline pumps through the Professor's aged veins. She hasn't felt this terrified--and alive in decades! Too bad she doesn't have ten minutes to spare so she could switch out her spells. Tough luck. Do what I can. She backs up to stand beside the desk and casts Grease on the floor in the doorway. (marked in orange; lasts 1 minute)

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Moderately interested by the possibility of more chaos, Theld moves closer.
Move, placing myself between Molvil and other guards.

GM Hawthwile |

While the other Pathfinders prepare themselves, the professor is the only one to take immediate action as she lubricates the entrance to the back office (and Bocke). One of the guards struggles to keep his footing...
Green Reflex vs DC 15: 1d20 + 1 ⇒ (9) + 1 = 10
...and hits the floor with a heavy whomp!
Botting Gorrig
Gorrig moves to join Theld, fists held ready to defend.
The fallen guard stands and tries to walk carefully through the grease...
Green Acrobatics vs DC 10: 1d20 + 4 ⇒ (12) + 4 = 16
...and moves slowly into the back office - only to have his mind accosted by Vosk's magic!
Green Will vs DC 16: 1d20 + 4 ⇒ (15) + 4 = 19
Shaking his head, the guard roars something incomprehensible and stomps towards the magician. Gorrig's fist lashes out...
Unarmed Strike vs Green: 1d20 + 5 ⇒ (1) + 5 = 6
Nonlethal Bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10
...but catches only air!
The other guard, seeing the grease, decides to go after the closer target and rushes towards Droo. Her lance skewers him in the belly, but this only seems to make the half-orc even more angry! He raises his club and tries to knock the gnome off her mount...
Club vs Droo AC 19: 1d20 + 6 ⇒ (1) + 6 = 7
Bludgeoning damage: 1d6 + 6 ⇒ (5) + 6 = 11
...but his weapons swings harmlessly over Droo's head.
Yellow also provokes an AoO from Droo for leaving a threatened square.
Seconds
Round 2! Bold may act!
Yellow (-15)
Green
Molvil
Vosk
Droo
Vinegar
Theld
Gorrig
Bocke (-12 (-2), Unconscious, Stable)
Environmental Effects:
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
What do you do?

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"HO! HA HA! GUARD! TURN! PARRY! DODGE! SPIN! HA! THRUST!" **WHIFF!**
lance v yellow (AoO): 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d6 + 2 ⇒ (3) + 2 = 5

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"Something amiss here. I'll run through it again from the top to see where it went wrong. Vinegar could you back up a smidge? NOW! HO! HA HA! GUARD! TURN! PARRY! DODGE! SPIN! HA! THRUST!" **WHIFF!**
lance v yellow: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d6 + 2 ⇒ (5) + 2 = 7
"AH HA, GOT IT!"

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Theld stalks up behind the guard and attempts to render him inert.
Masterwork Nodachi {flank}: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 1d10 + 1 ⇒ (4) + 1 = 5

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I thought I had edited my last post with my Con check but it didn't take. In all honesty, it failed. If you rolled for me, it should be DC 13 and I should be stable this turn, not last turn.
Con, DC 13: 1d20 + 1 ⇒ (13) + 1 = 14

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Honestly, they ought to be able to take him. While the menfolk are busy, the Professor calls out: "Mr. Lazav, if you still have the keys, will you kindly toss them to me, or set them on the desk so I can grab them?" She then moves over to the hidden panel and tries to open it.
Which type of check should I roll, if any?

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Being presented so nicely with a target, Gorrig tries to drop the nearer guard (green) with two quick jabs.
Flurry of Blows 1: 1d20 + 5 ⇒ (7) + 5 = 12
Nonlethal damage: 1d6 + 4 ⇒ (1) + 4 = 5
Flurry of Blows 2: 1d20 + 5 ⇒ (5) + 5 = 10
Nonlethal Damage: 1d6 + 4 ⇒ (6) + 4 = 10
However, like before he manages to hit only air. I am not giving these people a good impression, am I?

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However, like before he manages to hit only air. I am not giving these people a good impression, am I?
At least you and the gnome did not seen each other. ;)

Vosk Lazav |

Vosk sighs. "Names in front of our foes? Must we endeavor to expose every bit of information we have?" he asks in exasperation. Regardless, he tosses the keys onto the table for the Professor. "I'll state my home address next!"
"Please, do try to hurt our most pressing complication," he suggests to Gorrig before tapping him with his crystalline wand.
________
5ft step, move action to put the key on the table, Vanish on Gorrig. Attack from invisibility gives the attacker a +2 to hit and is vs flat-footed AC.

GM Hawthwile |

Unfortunately, Theld couldn't move into a flanking position without leaving a threatened area or passing through the grease. Also, I don't believe Vosk is currently threatening to provide a flank - but the attack still hits, so no worries!
The guard swings at Theld as the soldier moves around him...
Green AoO vs Theld AC 16: 1d20 + 6 ⇒ (1) + 6 = 7
Bludgeoning damage: 1d6 + 6 ⇒ (4) + 6 = 10
...but his foot slips on a bit of oil left on his boot and the swing goes wild. Theld's sword strikes true, but the impact pushes the guard out of the way of Gorrig's ill-timed punches. Droo, meanwhile, fumbles a bit with her lance after the unexpected success of her first blow. Vinegar chomps down hard on the guard's calf, but can't pull the massive man over.
@Molvil, it would be a safe assumption that the wall safe is locked shut, and from your current position you can see that it has a combination lock built into the door. You could try to unlock it, either with the correct code or with Disable Device, or you could attempt to break the safe open with a Strength or Sunder check (irrevocably damaging it in the process).
As Gorrig fades from sight, the guard looks around confusedly before wheeling around to face Theld. He swings his club again, then roars in the soldier's face...
Green Club vs Theld AC 16: 1d20 + 6 ⇒ (14) + 6 = 20
Bludgeoning damage: 1d6 + 6 ⇒ (1) + 6 = 7
Green Intimidate vs DC 15: 1d20 + 6 ⇒ (16) + 6 = 22
...and both the force of the blow and the intensity of the ferocity facing him shakes the normally unflappable Theld.
@Theld, you are shaken for 2 rounds.
The other guard follows Droo out the door, again trying to knock her from her perch as he bellows in pain and frustration. If the force of his club doesn't do the trick, perhaps his bad breath will!
Yellow Club vs Droo AC 19: 1d20 + 6 ⇒ (19) + 6 = 25
Bludgeoning damage: 1d6 + 6 ⇒ (3) + 6 = 9
Yellow Intimidate, Larger vs DC 11: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22
He is the chandlery guard, guardian of the chandlery! Droo quivers before him!
@Droo, you are shaken for 3 rounds. Remember that this also applies to your skill checks.
Seconds
Round 3! Bold may act!
Yellow (-21)
Green (-5)
Molvil
Vosk
Droo (-9)
Vinegar
Theld (-7)
Gorrig (Invisible)
Bocke (-12 (-2), Unconscious, Stable)
Environmental Effects:
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
What do you do?

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Flurry of Blows 1 (vs flat-footed): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Nonlethal damage: 1d6 + 4 ⇒ (4) + 4 = 8
"Wanna know why I worship the sun goddess?" Gorrig swings, but the grease under the thug makes his movements unpredictable.
Flurry of Blows 2 (vs normal): 1d20 + 5 ⇒ (17) + 5 = 22
Nonlethal damage: 1d6 + 4 ⇒ (5) + 4 = 9
He fades back into view and (I assume) collides his fist into the man's temple. "I can see in the dark," he growls. "You--"
Intimidate (free action with Enforcer): 1d20 + 7 ⇒ (2) + 7 = 9
You've gotta be kidding me.
What would likely have been a fear-inducing moment is utterly ruined when Gorrig momentarily loses his balance on the grease.

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@Molvil, it would be a safe assumption that the wall safe is locked shut, and from your current position you can see that it has a combination lock built into the door. You could try to unlock it, either with the correct code or with Disable Device, or you could attempt to break the safe open with a Strength or Sunder check (irrevocably damaging it in the process).
Well, shoot. Stymied by a locked door, the Professor scoops the keys up from the desk, pressing her lips into a thin line as Vosk chastises her. At first, she is irritated at him, but then it occurs to her that he is right. They are not in "proper society" right now, and named names could perhaps be traced back to them, and to the Pathfinder Society. Ugh. It seems I have some no-longer-useful habits to unlearn.
She takes a few steps to the other door and opens it to check on Droo. I've heard her shouting, so she's still alive. Of course, the whole neighborhood can hear her, too. She tries to use the key if one is necessary from this side. If there is enough action left, she'll peek out the door.)

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Initially surprised by the rage released, Theld exults in the scream. He finds a catharsis that nearly causes him to loose his grip. He smiles with manic glee. "Tell me more." He then ties to stab the guard through the heart.
Nodachi: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Damage: 1d10 + 1 ⇒ (10) + 1 = 11

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Intimidate v yellow (demoralize, smaller, intimidated): 1d20 + 8 - 4 - 2 ⇒ (14) + 8 - 4 - 2 = 16
"WHY OF ALL THE INFERNAL CHEEK! TO STRIKE ONE OF YOUR BETTERS IS TO INVITE DEATH! VINEGAR MAIM HIM!"

Vosk Lazav |

With plenty of steel and muscle headed for the nearest guard's soft bits, Vosk flicks another risk for another wand as he heads out the door the Professor has handily opened. "Thank you madam!"
His latest wand at the ready, he gestures from the roof to the floor. Obeying his arcane command, what appears to be a large piece of wood slides down to conceal the door. "Nowhere to go but through me, swine! The wee one'll have to strike your back!"
________
Secret Message, DC 15: 1d20 + 12 ⇒ (3) + 12 = 15 Barely! Droo, Vosk is trying to tell you the barrier is an illusion.
Move to behind the bar, swift to draw the wand from a wrist sheath, standard for Silent Image (DC 11 Will if he interacts with it).

GM Hawthwile |

The guard somehow instinctively dodges Gorrig's first fist, but the monk's second taps him solidly on the head. Even as Theld delights in these strange new feelings, his sword arm remembers its training and opens a deep gash in the guard's chest. Molvil opens the other door to the back office, allowing Vosk to make a quick exit and drop an imaginary wall down next to Droo. The gnome gives back as good as she got, but her small size and the slight quiver in her voice make her intimidating shout less effective than she would have hoped for. Perhaps in sympathy, Vinegar licks the guards's leg rather than bite it.
As the "wall" comes down, the guard roars in frustration. Turning around, he spots Vosk behind the bar. With a bellow of rage, the half-orc races across the chandlery floor with extraordinary speed, pushing chairs and tables out of the way as if they weighed nothing, and swings his club at the wizard...
Yellow Club, Shaken vs Vosk AC 12: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12
...but the memory of the gnome and her mention of devils puts a slight shake into his arms, and the club merely brushes Vosk's prominent belly.
Unfortunately, Droo can't take the action to interact with the illusion until her turn and thus can't take the AoO. Actually, scratch that. Droo only took a standard action last round - go ahead and roll a Will save (including the Shaken penalty) against DC 11. If successful, Yellow would provoke an AoO from leaving a threatened square.
In the back office, the surrounded guard growls - a low and guttural sound. He swings his club again at Theld...
Green Club vs Theld AC 16: 1d20 + 6 ⇒ (14) + 6 = 20
Bludgeoning damage: 1d6 + 6 ⇒ (2) + 6 = 8
...and catches the soldier in the arm. Turning around, the guard points the bloody end of the weapon at Gorrig. "Látom a gyomrát és a rohadékot előttem."
Green Intimidate vs Gorrig DC 13: 1d20 + 6 ⇒ (18) + 6 = 24
Seconds
Round 4! Bold may act!
Yellow (-21, Shaken 1/1)
Green (-25)
Molvil
Vosk
Droo (-9, Shaken 2/3)
Vinegar
Theld (-15, Shaken 2/2)
Gorrig (Shaken 1/3)
Bocke (-12 (-2), Unconscious, Stable)
Environmental Effects:
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
- Grease (orange square)
- Illusionary wall (red rectangle)
What do you do?

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Just wondering if Gorrig moved into flank (or plans to). I have included the flank in the attack roll.
Hoping to be the destructive force to end such a champion, Theld channels a bit of power from beyond to his strike.
More of the same {Shaken/flank}: 1d20 + 3 - 2 + 2 ⇒ (10) + 3 - 2 + 2 = 13
More of the same {Shaken/flank} GM Reroll: 1d20 + 3 - 2 + 2 + 1 ⇒ (13) + 3 - 2 + 2 + 1 = 17
Damage {Destructive Smite}: 1d10 + 1 + 1 ⇒ (10) + 1 + 1 = 12

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Yep, moved to flank. This will cancel out my attack penalty from shaken.
"I... I..." No longer sure of himself, Gorrig tries a pair of retaliatory swings.
Flurry of Blows 1, shaken, flanking: 1d20 + 5 + 2 - 2 ⇒ (1) + 5 + 2 - 2 = 6
Nonlethal damage: 1d6 + 4 ⇒ (2) + 4 = 6
Flurry of Blows 2, shaken, flanking: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21
Nonlethal damage: 1d6 + 4 ⇒ (5) + 4 = 9
He misses on the first but connects on the second. "Most gyengeség vagyok!?" he bellows.
Intimidate (free action with Enforcer): 1d20 + 7 ⇒ (9) + 7 = 16
If successful, green is himself shaken for 9 rounds.

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Shaking her head slightly in disapproval, the Professor mentally gripes: You make a better wall than a doorway yourself, Mr. Lazav. With you blocking me, I cannot do a thing to help. Hmm... The boys will soon have this one down, I'm sure. Mr. Reed! Her eyes snap over to the prone figure of Bocke, lying in her magical grease puddle in the doorway. She swiftly strides around the gentlemen's skirmish toward him, taking care to tread carefully on the grease.
Acrobatics to avoid breaking her brittle hip: 1d20 ⇒ 18
Only then does she realize that Vosk had placed himself between her and danger. Perhaps he didn't intend to do so, but then again, he has been full of surprises.
Next round she'll pull out her potion of CLW and pour it down Bocke's throat.

GM Hawthwile |

Theld Miss chance (1 = Miss): 1d5 ⇒ 2
Theld calls forth the power of an uncaring universe to surround his sword, which doesn't seem to care either as it cuts through the air. The blade strikes the guard in the arm, but the universe decides to care just a little bit and the blade skitters off bone to slice deep into the half-orc's chest. The guard staggers from the impact, stepping past Gorrig's first swing. The monk compensates on his second attack, which again strikes the guard squarely in the jaw. As Gorrig speaks, he spits blood back in the monk's face. "Szánalmas."
@Gorrig - that Intimidate check would have been successful, but since you already tried to demoralize him last round the DC increased by 5.
Seconds
Round 4! Bold may act!
Yellow (-21, Shaken 1/1)
Green (-28, -18 nonlethal), Staggered)
Molvil
Vosk
Droo (-9, Shaken 2/3)
Vinegar
Theld (-15, Shaken 2/2)
Gorrig (Shaken 1/3)
Bocke (-12 (-2), Unconscious, Stable)
Environmental Effects:
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
- Grease (orange square)
- Illusionary wall (red rectangle)
What do you do?

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Actually, scratch that. Droo only took a standard action last round - go ahead and roll a Will save (including the Shaken penalty) against DC 11. If successful, Yellow would provoke an AoO from leaving a threatened square.
Will save: 1d20 + 0 - 2 ⇒ (16) + 0 - 2 = 14
lance v yellow (AoO, shaken): 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15 damage: 1d6 + 2 ⇒ (6) + 2 = 8
She spurs Vinegar forward after her fleeing foe.

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lance v yellow (shaken, maybe flank? {not added in}): 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Random musings for those of us who are unconscious:
Should the grease be under Bocke's body, or over it?

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I would think it targets the floor, much like if she targeted a weapon, it is just the weapon. The hilt is greased under the wielder's grip.

Vosk Lazav |

"Pah! Is that all you've got!?" Vosk taunts the Half-Orc. After setting a wand on the counter, he begins rubbing the palm of one hand against the back of the other. "You don't have to like me, but you will respect me!" he declares, delivering a mighty backhanded slap across his assailant's face.
"Like you mean it now, show the brute what for!" he urges the Gnome. Let's not give this animal a chance to really start beating me!
________
20% Miss Chance: 1d100 ⇒ 97 Smack!
Dazing Touch vs Yellow (Touch): 1d20 - 1 ⇒ (17) - 1 = 16
It didn't matter in this case, but since Vosk successfully passed the secret message to Droo about the illusion, would she have had a +4 bonus to her save? Free action to drop wand of Silent Image, Standard to use Dazing Touch! If the daze works, he will move adjacent to Gorrig. Otherwise, he will just 5ft step back.

GM Hawthwile |

You know what's stupid? Dazing Touch is a spell-like ability, meaning it provokes an AoO if you use it next to a creature. Which you'd have to do in order to, you know, touch them.
Droo's lance pierces both the "wall" and the departing guard's calf. She spurs her mount after him, again skewering the half-orc's torso with her weapon. The guard staggers from the blows, but still has enough wits to swing his club at Vosk as the wizard prepares his sorcery.
Yellow AoO, Shaken vs Vosk AC 12: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12
For narrative purposes, Droo's actions were lumped together. While technically the guard wouldn't still be shaken after she had taken her turn, block initiative does weird things like this occasionally and I'm happy to rule them in favor of the players.
The breeze from the club's passing ruffles Vosk's impeccable mustache as the guard cowers slightly from the unexpected return of the fearsome cavalier. The wizard's backhanded slap strikes the half-orc squarely in the face, and he wobbles for a few moments before falling face-down on the floor in a pool of rapidly-spreading blood.
He was only staying upright after Droo's attacks due to Orc Ferocity, but he falls unconscious at the end of his next turn and Vosk's dazing meant no actions. Woo!
In the back office, the remaining guard lashes out one more time at Theld...
Green Club vs Theld AC 16: 1d20 + 6 ⇒ (11) + 6 = 17
Bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12
...and with a mighty crack, sends the soldier toppling to the ground before falling over himself.
We're out of combat, but given how close some folks are to death I'd like to stay in initiative for just a little longer.
Seconds
Round 5! Bold may act!
Yellow (-34, Unconscious, Bleeding Out)
Green (-28, -18 nonlethal), Unconscious, Stable)
Molvil
Vosk
Droo (-9, Shaken 3/3)
Vinegar
Theld (-27 (-10/12), Unconscious, Bleeding Out)
Gorrig (Shaken 2/3)
Bocke (-12 (-2/12), Unconscious, Stable)
Environmental Effects:
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
- Grease (orange square)
What do you do?

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"Well that went well!" Droo says without a hint of irony.
She returns to looking at the shiny bottles.

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"We've got allies down," Gorrig says grimly, trying to help Theld stabilize. "Stay with me, buddy."
Heal (untrained): 1d20 + 2 ⇒ (5) + 2 = 7

Vosk Lazav |

Pleased with his handiwork I'll see myself out now, Vosk revels in the moment. He barely registers the sickening crack as Theld's skull cracks, as adrenaline rushes through his body, the feeling of power that comes with strike a man so hard that he collapses to the floor, but something in his subconscious tells him he is needed in the other room.
Ambling confidently back in, he sees Gorrig doing what he can to help Theld. "Hmm. Step aside, I've just the thing," he requests. Fishing a wand out of his bag, a cruelly twisted piece of burnt wood, he prods the man's wound. Slowly, the skin begins to crawl back across his wounds and the slight depression in his skull starts to inflate.
"Probably needs another hit, but unfortunately the arcane isn't as effective in expediting recovery as the more common divine magic," he explains calmly.
________
Does anyone NOT want Infernal Healing? Looking at all the damage the party has sustained, it looks like Droo and Bocke could use 1 and Theld 3. I'll take the charge used on Theld just now off, otherwise I'll wait for acceptance before taking the rest off.

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Bocke's opinion can be summed up with a math equation:
divine healing > infernal healing > death

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Theld has no aversion to Infernal Healing. However, once conscious, I can use his own wand of CLW to heal himself.

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The Professor looks up from digging her only potion of Cure Light Wounds in time to see Vosk grant healing to Theld. "Ah, Mr. Lazav. Excellent. Would you be so kind as to give Mr. Reed a tap of that wand as well? It would be wise to save this potion for when you are otherwise occupied."
Once he responds, she continues: "Now, it appears the lock on that safe has a combination. Would anyone in our party know how to unlock it? Do remember that we have been asked to avoid damaging the building. I would consider anything built into its walls to be a part of it." She gives a meaningful look to Theld before she starts. "OH! Ms. Nettlezum! Oh, dear! That one is bound to cause trouble out there." She bustles out of the room to fetch Droo.
I assume Vosk will agree to heal Bocke. If for some reason he does not, Molvil will pour the potion down his throat before remembering Droo.

GM Hawthwile |

While Vosk brings Theld and Bocke back to consciousness, Molvil carries the heavy ledger (finger still faithfully marking the previously open page) back into the main room. She finds Droo unconcernedly inspecting the bottles behind the bar while Vinegar sniffs curiously at the unmoving half-orc lying facedown in a puddle of blood.
Looks like the final damage was:
- Droo (-9)
- Theld (-28)
- Bocke (-12)
What do you do?

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"OH! Ms. Nettlezum! Oh, dear! That one is bound to cause trouble out there." She bustles out of the room to fetch Droo.
"AH!" Droo drops the bottle in surprise. "What? I wasn't doing anything. Why are you yelling? I thought this was supposed to be a stealth mission?"

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Bocke regains consciousness and sits up, waiting for the infernal healing to run its course.
Bocke looks at the guards.
"I suppose there's no pretending this didn't happen. Let's get the contents of that safe and get out of here."
Bocke searches the guards to see if any of them carries a helpful slip of paper with the combination.

Vosk Lazav |

Vosk sighs as he straightens his clothes. With a snap of his fingers, his guard disguise melts away, revealing a familiar balding head. "Time for an uncomfortable conversation. We've three bodies to handle. Nobody seems dead yet, but we should consider keeping them unconscious and hidden until we are ready to skip town. They've all seen us and I suspect this will complicate, well, everything," he advises.
Having said his piece, he helps search both rooms for any sign of what the combination is.
________
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
No worries Theld, Vosk's got this! Bocke is down 2hp and the wand has used 5 charges. Bocke, if you want the extra 2, lmk. Sorry if this has been posted before, but is there a check for the safe besides disable device?

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Theld lumbers to his feet. Something akin to respect lays in the nod he offers to Vosk. He then draws a wand of his own and begins to activate the magic.
So as a single casting leaves Theld at -1 hp, it looks like it would take two (2) charges of Infenal Healing to bring Theld to consciousness. This would put him at 9/17 hp
CLW Theld: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Theld: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Bocke: 1d8 + 1 ⇒ (5) + 1 = 6
Theld is back to full. Will Bocke need more healing?

GM Hawthwile |

Bocke and Vosk dig through the guards' pockets and find similar bottles and vials as the first guard carried, as well as similar sets of keys. They do not find any scraps of paper or parchment with cryptic messages written on them however. Upon closer inspection, the door to the safe seems to have a combination dial of four digits.
What do you do?

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Heal: 1d20 + 6 ⇒ (16) + 6 = 22
Bocke ties up the two living guards and gives them a tap with his wand of cure light wounds.
CLW: 1d8 ⇒ 4
CLW: 1d8 ⇒ 3
He thanks Theld.
"I feel as good as new!"
Bocke will look around the room for clues.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

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"Come, Ms. Nettlezum. We need your assistance. The safe in the office has a combination lock, but we do not know the combination. Can you help us look for a record of it?" Barring that, we can let her try to crack it randomly for a few minutes, I suppose.
Professor Masaendri bustles back into the office and begins searching it again.
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Shucks.