
GM Valen |

There remains some "house-keeping" to be done before we get too far into the adventure, but I see no reason not to get started.
Having been summoned to the Grand Lodge, you enter the officer of Venture-Captain Ambrus Valsin to find a leshy standing on a chair behind a large oak desk covered in documents.
Picture has been added to Slides.
“Ah, you’ve arrived! What a relief!" declares the leshy. "I am Rain in Cloudy Day, one of the Society's newer initiates and I must admit that I’m a bit overwhelmed at the moment. I could use your help."
"The Pathfinder Society leadership is in a closed-door meeting right now, reviewing the latest news from Iobaria, the distant land where the Society has focused its efforts of late," explains Rain in Cloud Day. "I can’t wait to hear more about all the interesting things our agents discovered there! But, while they’re busy, I’ve been asked to catalog the flood of correspondence from our Inner Sea lodges. Just look at all these letters! Ambrus—that is, Venture-Captain Ambrus Valsin—asked me to sort and summarize all of it, but there’s so much! And, I’m not ashamed to admit that with my relative inexperience, all of it seems urgent! I’ve got to put a report together, but I’m overwhelmed by all the unfamiliar names and places!"
"Here, take these letters," he urges, pointing to a stack of correspondence nearly his own size. "See what you can make of them. I’d hate to miss something important and disappoint the venture-captain, and I think the meeting is almost over.”
"Review them quickly, please," he says, handing you each a document from the stack. "The closed-door meeting is likely to be almost over."
Rain in Cloudy Day hands out two letters from Andoran and Cheliax, a pair of letters from Osirion and Qadira and a letter from Taldor as well as one originating in the City of Absalom.
This portion of the adventure is mostly a means of providing teasers for further Pathfinder Society adventures. It is a bit of a "slow burn", but the adventure picks up pace significantly afterwards.
All PCs are welcome to read over the letters linked above. However, each PC must choose a letter that that PC will attempt to learn more about. One PC must choose two letters to attempt to learn more about. Only one skill check made by a single PC can be attempted for each document. Each handout indicates which skills a PC can use for that document from the Analyze Valsin’s Correspondence activities to determine what they recall about the lodges and regions in question.
These skill checks are Secret checks. Once you have chosen the letter you will attempt, simply post the skill you wish to attempt and the appropriate modifier.
As is customary for a PFS 2e adventure, each PC begins with 1 Hero Point. As GM I should periodically award a Hero Point to one player in recognition of compelling roleplaying or heroic actions. This adventure provides reminders at specific points when Hero Points might be appropriate to distribute--usually after a significant encounter or about 10 days of play. However, I do tend to forget so feel free to "ask" for one if you think I may be overdue in awarding one (or more).

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Excitable fella, Corkin thought as the papers were shoved into his hand. The halfling looks around trying to pass the documents off to someone else before he reluctantly muttered, ”Glad to help…,” His emerald colored eyes slowly lower and he begins to scrutinize the papers. Lost in thought he runs his fingers though his thick, unruly mop of cinnamon colored hair, ”Hmmm.”
Nature: 1d20 + 6 ⇒ (10) + 6 = 16 Document #6 Absalom

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Ebir looks at the leshy and his stack of documents, and frowns momentarily. After a few seconds of hesitation, he brislky moves to the table, and picks up the documents one by one. He reads them with interest, and raises an eyebrow once or twice.
Kn Religion: 1d20 + 3 ⇒ (12) + 3 = 15
Letter #1 - Missive from Andoran. I don't have any other relevant skills for the papers. And I am not sure if this is a success, so I am not sure whether to say something about the building, and if so, how much.
"I would love to help further, but I know next to nothing about most of these areas. Perhaps after a few visits..."
He offers the letters to the other agent beside him. "Before we are tasked with anything else, my name is Ebir. Pleasure to meet you."

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The halfling is distracted from his reading by Ebir’s words, I know I’ve seen them around the lodge but their names escape me. He lifts his eyes from the document before him and offers, ”Of course introductions are the place to start. I’m called Corkin.” He quickly turns toward the rest of his companions, ”Well met.”
Corkin returns his focus back to the documents before him and searches his memory, Sixwing Drake… that rings a bell.

GM Valen |

His emerald colored eyes slowly lower and he begins to scrutinize the papers. Lost in thought he runs his fingers though his thick, unruly mop of cinnamon colored hair, ”Hmmm.”
[dice=Nature]1d20+6 Document #6 Absalom
As noted above, these checks are secret checks, so I will make the roll for the PC and convey the information learned, if any. These checks are secret because failure can result in a PC obtaining "false" information.
The red-haired halfling recalls that Harbormaster Hansara Molnesh is one of the city’s many harbormasters in charge of managing the cargo flowing to and from Absalom on hundreds of ships each day. She is known for her uncanny ability to predict the weather.
He reads them with interest, and raises an eyebrow once or twice.
[dice=Kn Religion]1d20 + 3
Ebir knows that the Pathfinder lodge in Almas, capital of Andoran, is also
known as the Cathedral of Aroden. The building was formerly a church to the now-deceased god of humanity. Andoran is a nation devoted to democracy and personal freedom. It was the birthplace of the old Liberty’s Edge faction of the Pathfinder Society, which focused on opposing tyranny. Among numerous other amenities for Pathfinders, the Cathedral boastsan extensive library staffed by homunculi and other constructs.
Crit success for Ebir!

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Corkin raises his gaze and holds the letter he reviewed up, ”If I were the venture captain I’d have someone at the docks at noon tomorrow. According to Harbormaster Hansara Molnesh it will be ready by then and she is seldom wrong.”
He places the documents on the oak desk and eagerly awaits to hear what the other letters reveal.

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"I'm not sure how bent is the leadership on keeping the Almas Cathedral in their possession, but it should be worth it for the library at least. Or maybe relocate the scrolls and tomes. Someone is challenging the Society's ownership, it seems."
He offers a brief smile to Rain - "But, I'm sure you were aware."

GM Valen |

I can do any of the remaining letters at +4 between a +4 in Pathfinder Society Lore and +4 in occultism
Dendri knows she could help with many of the letters, so waits for her companions to make their choices first.
We are down to four players. grimdog73 and Kalderaan have both informed me that they have dropped.
Am I correct that Dendri will be attempting to evaluate the remaining 4 letters?

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Well, I was waiting for Kalderaan, but if he's dropped then...
On one corner of the room, an elegant figure adorned in an inelegant coat riddled with baubles and trinkets that glimmer in the light of the room, merely leans against the wall with both arms crossed. Though her demeanor wasn't unfriendly, she made clear that her forte wasn't the histories behind each of these letters, if not by her refusal to step forward and take one, then by the first words she spoke since the start of the meeting.
"Don't know how much help I'll be, so if you wanna take point, you can go ahead." Her voice rang out, jerking her neck towards Dendri to urge her to make take her pick out of the letters.
"As for introductions, the name's Varia. I'm good with my sword, and with drinks, not much else." She continues after a short pause, a tiny smirk in the corners of her lips.
I'll leave it to Dendri since I don't have any relevant skills here xD That is, unless I must pick at least one letter, in which case I'll read the one from Taldor I suppose.

GM Valen |

I'm happy to do as many as the rules allow, as long as I'm not stepping on anyone's twos.
Your consideration is commendable, but step on! This table is intended to be a place where new players can try out things and take some chances. If there are any "missteps", I will be sure to note and correct them.
Drawing upon her knowledge of the Pathfinder Society, Dendri discerns no additional information from missive from Cheliax.
Considering the correspondence from Osirion, Dendri notes that the Sandswept Hall in Osirion’s capital was for many years one of the most active Pathfinder Society lodges, due to being located in one of the oldest and most prosperous empires in the Inner Sea. Osirion’s interests once warranted the dedication of an entire Pathfinder Society faction, a group that eventually tied itself to the Scarab Sages to pursue ancient knowledge and the artifacts known as sage jewels.
Qadira, Dendri recalls as she scans a letter, is the westernmost satrapy of the great Padishah Empire of Kelesh. Qadira also once commanded its own faction within the Society, which it used to promote its trade interests across the Inner Sea. That faction eventually became the Exchange, a group more broadly dedicated to influence via commerce.
Yet, it is the note from Taldor that most resonates with Dendri. Perhaps, her own powerful ego and haughty obstinacy allows her to better understand the power struggles found within the dwindled empire. For the nation of Taldor was once a sprawling empire andhas long sought to restore its former glory. Lady Gloriana Morilla is a former venture captain who supported the rise of Taldor’s new monarch, Grand Princess Eutropia. The noble woman once led the Taldor faction of the Pathfinder Society. Under her leadership, that faction became the Sovereign Court, which sought to secretly steer politics across the Inner Sea. It is rumored that Gloriana Morilla is somehow linked to the Guild of Wonders, an illicit group of assassins, spies, and poisoners based in Absalom.
Muesello is the current venture-captain of the primary Pathfinder lodge in Taldor, and he spends much of his time tinkering with custom wayfinders for Pathfinder agents.
Rain in Cloudy Day is quite grateful for each piece of information that has been shared with him and he eagerly writes everything down in his notebook. "As a brand-new Pathfinder agent, I am especially curious about the information you gave pertaining to the Pathfinder Society’s older factions."
Well done! A total of 6 Correspondence Points!
"I wonder if all of these events might be related," Rain begins, but before he can ask for more details to include within his report, the broad form of Venture-Captain Ambrus bursts into the room.
The tall man with tan skin and dark, meticulously groomed hair throws open the doors and strides into the office. Venture-Captain Ambrus Valsin clearly has something urgent on his mind.
Rain in Cloudy Day jumps up to interrupt him, proclaiming that the report summarizing the correspondence is ready. The venture-captain, taken aback, accepts the journal that Rain shoves into his hands. Rain watches expectantly as Valsin skims the report.
Ambrus Valsin nods to those gathered and says in a gruff voice, “Ah, yes. Thank you Rain, agents. Let me see… this is all quite worrying! Your thoroughness is praiseworthy.
"Unfortunately, we cannot act on any of this right now," he notes. "Another urgent matter has come up, right on our doorstep. I need agents to go to the Blakros Museum and meet with Curator Adjutant Seshuun, who is temporarily in charge."
"I do not have any details, but she’s requested the Society’s immediate presence, and she seems upset. We’ve worked hard to establish a working relationship with the museum, and I do not want it to fall to pieces now with everything else going on. Please help the curator with anything she may need, and if you can, try to make a good first impression."
“Rain and I will remain here and bring this report to the Society’s leadership. Some of this is quite serious, and we’ll take it all the way to the Decemvirate if needed!”
As the Venture-Captain begins to scan the report prepared by Rain, the leshy approaches you all.
"Thank you again for your help," Rain in Cloudy Day says as he reaches for a small box below the desk. He removes the lid from the box, revealing a series of vials holding colored liquids, all packed within dirt. Brushing off four of the vials, he hands them to you all, [b]"You have my most sincere gratitude. Please, take these, there is a minor healing potion for each of you."
"I also have an acid flask, a vial of alchemist’s fire, a tanglefoot bag, and a thunderstone in here. I offer you all to take two of these items as a token of my gratitude and as, I hope, a help on your new assignment."
Each PC has a minor healing potion and the party may choose two items to take from Rain. Feel free to post vote on items and any questions you may have for Valsin or Rain.

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Corkin looked over the offered vials and asked, ”Which will it be?”
I’m fine with any but I vote for alchemist fire and acid flask.

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A pleasure, gents.", Ebir nods courteously to the venture captain and Rain. He then comes over to Corkin and looks at the vials. "Eeenie, meenie, miny, mo... Your guess is as good as mine. Personally, I am always good with some bottled fire."

GM Valen |

"I can do plenty of different damage types, so someone who needs to be able to hurt odd creatures should pick what they want to carry."
I will take this as a second vote for whatever deals damage, which counts as a second vote for acid flask.
Having received their reward from Rain, the party can readily make its way to the Blakros Museum to meet with Curator Adjutant Seshuun.
If you wish, you can stop to purchase equipment in Absalom along the way.
Each PC begins with 1 Hero Point.
The journey from the Grand Lodge in the Foreign Quarter to the Blakros Museum in the Wise Quarter is uneventful.
Arriving at the Blakros Museum, you find gardeners and landscapers busily hauling plants and building materials through the gardens that flank the path leading to the imposing, multistory building that is the Blakros Museum. Its outer walls are crafted almost entirely from a single chunk of volcanic rock. A woman stands near the entrance, speaking with several of the workers in a calm yet commanding voice. She has deep blueish-purple skin and vibrant teal markings, denoting her ancestry as one of the aquatic azarketi.
"Greetings," the woman begins, as she turns from her discussion with a trio of workers. "I am Seshuun and serve as an interim curator here at the Blakros Museum, as the official curator, Nigel Aldain, is on something of an unofficial administrative leave at the moment."
"Please pardon me, but I am currently directing the museum’s exterior renovations, and have little time for much else at the present," she continues. "May I ask what business you have at the museum?"

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Corkin takes note of the Flauna and flora around the museum. He approaches Seshuun and in his most officious voice replied, ”Greetings Curator Adjutant Seshuun Venture Captain Ambrus Valsin set us in response to your request for assistance.”
Knowledge (nature): 1d20 + 6 ⇒ (14) + 6 = 20

GM Valen |

Corkin takes note of the Flauna and flora around the museum. He approaches Seshuun and in his most officious voice replied, ”Greetings Curator Adjutant Seshuun Venture Captain Ambrus Valsin set us in response to your request for assistance.”
“So, you’re the ones Valsin sent to fix this mess. No, not the gardens. The shipment!" Seshuun concludes. A tone of irritation is evidence in her voice. "You know, the relics? The Iobarian relics? Surely you can explain why the shipment hasn’t been delivered yet. The Sixwing Drake should have arrived with the relics by now, but I’ve heard no word. We can make the gardens look as authentic as we want, but nobody is going to visit an empty exhibit. The recent business with the curator, Nigel Aldain, has tarnished the museum’s reputation enough as it is. I can’t allow the Society’s delays to cause further problems. You look like you might have questions. Please tell me you can help?"
You may indeed have questions. If so, feel free to make them in your next post. Also, per Ambrus Valsin’s request, the PCs may wish to make a good first impression on Seshuun. The curator seems eager for the PCs to be on their way, but is happy to engage in a brief conversation about interesting relics, her job at the museum, or her area of study. Each PC can attempt a DC 15 Diplomacy check to Make an Impression, or a DC 12 Academia Lore, Azarketi Lore, or Iobaria Lore check to Recall Knowledge. There is no penalty for failure, but there are rewards for success so these are open checks.

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Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
Ebir looks around the place, and at Seshuun, with a frow. "So you're like the head gardener here, right? I'm sorry - could you direct us to someone that is responsible for the shipment you mentioned?"
Sorry, bad roll.

GM Valen |

Ebir looks around the place, and at Seshuun, with a frow. "So you're like the head gardener here, right? I'm sorry - could you direct us to someone that is responsible for the shipment you mentioned?"
“I’m not the head gardener,"[/b] Seshuun replies indignantly. "I am a professor of azarketi history by trade, and I’m temporarily in charge of the museum’s exhibits. I’d like this to become a more permanent role, so I’d appreciate if you can help make sure the exhibit goes up without further delays.”
We can help but what exactly are these relics,” the halfling inquired.
“Several interesting items, I’m told!" Seshuun responds with evident enthusiasm. I’m not sure the Society has even had time to look over all of them yet. I still need time to catalog them, so this delay is causing quite a headache.”
"Now, I hope that I have made it clear that my time is quite limited," she continues with growing impatience. "Do you intend to help me or not?"
No critical failures so far. I suspect that, as the two PCs in the party with the highest Diplomacy modifiers, both Dendri and Varia may each want to make an attempt.

GM Valen |

It appears that Varia's player has not made any posts anywhere on the forums since Varia's last. I did not get a response to my PM sent a few days ago. We may be down a player. Would the party prefer to bring in a pregenerated character to bring the party up to four? Or should I try and see if I can't recruit us another player?

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An elf wearing a finely-tailored suit and wielding a giant spatula steps out of the shadows and addresses his fellow Pathfinders. "Hi guys! I seem to have been forgotten in all the ruckus—that tends to happen sometimes--but that's ok because I'm here now."
Then, turning to the acting curator, he says, "Greetings, Madame Curator. A pleasure to make your acquaintance. My friends and I will be happy to help." He sets his spatula aside and offers a hand as introduction.
Diplomacy to Make an Impression: 1d20 + 4 ⇒ (12) + 4 = 16

GM Valen |

Then, turning to the acting curator, he says, "Greetings, Madame Curator. A pleasure to make your acquaintance. My friends and I will be happy to help." He sets his spatula aside and offers a hand as introduction.
A second success!
Rahnboo is posting from my account as the player is my daughter.
The words of the recently-arrived elf and human sorcerer put Seshuun at ease. The action curator relaxes. "My apologizes for being brusque with you," she states. "My new job has me on edge. Like you, I am working hard to make a good first impression, and I admit that any disruptions to my careful plans and schedules quickly frustrate me. I am, truly grateful for any help you can provide and hope that the Blakros Museum can assist the Society in its efforts as well."
Seshuun reaches into an open crate and hands you a torch, which is already burning!
"This is an everburning torch," Seshuun explains, offering the magic item to you. Remarkably, the torch sheds light constantly, requiring no oxygen and generating no heat. Seshuun then suggests with no small hint of amusement, "It may help you find the shipment."
"Now, go. Make haste to the docks," she urges. "You are impressive and I would very much be interesting in speaking with you more, but it must wait until you’ve retrieved the relics."
The scenario suggests that I hand out a Hero Point now, so I will give one to Dendri for making the first good impression on the curator. The Hero Point has been added to the Slide.
You are able to journey from the Blakros Museum to the docks in a fairly short amount of time. The waterfront teems with activity and the sights and sounds of one of the Inner Sea’s larges ports. Having navigated through the crowded streets of the city of Absalom, you are free to approach any one of the dozens of dockworkers.
Among them is a a tall, broad-shouldered Garundi woman with weathered
bronze skin and graying hair. She is directing a small group of dockworkers who are busy loading barrels onto a sleek, blue-sailed ship emblazoned with the name Sixwing Drake in faded paint.
"Hail!" calls the woman as she sees you approach. "What business do you have here at the docks?"

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Ebir nods at the new arrival while he tries to focus on what the head gardener has to say. A little confused by he fact that a gardener is taking care of the exposition-to-be, he looks around for anyone else that could seem to be in charge, but fails to find anyone else that could be.
He lets others speak to Seshuun, but eventually decides to follow orders, and leaves for the dock. "People will do all kind of work these days.", he expresses his disdain for the situation. "An arborist of some sort? Setting up a museum display? Who the hell hired that person for the job? No wonder it ended up being a delayed mess."
When they reach the docks, Ebir walks up to the woman that greeted them. "Good day. This here is the Sixwing Drake? It was supposed to have a shipment for the Blackros Museum, but the items never arrived. We're here to look into it. Are you in charge?"

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We went all the way to the Blackros Museum and we didn’t even get to go inside, the halfling thought sullenly as the party made their way to the docks and the Sixwing Drake. Along the way he can’t help but ask their overlooked companion, ”Are you a chef of some sort?”
When they arrive at the docks Corkin gazed at the ship while Ebir conversed with the Garundi woman. He sighed, All the grand stories of pathfinders and I’m stuck as a delivery boy.”
Welcome aboard Rahnboo

GM Valen |

I forgot to remind the players about choosing starting consumables based upon your choice in schools. Feel free to make those selections now, if you have not already.
When they reach the docks, Ebir walks up to the woman that greeted them. "Good day. This here is the Sixwing Drake? It was supposed to have a shipment for the Blackros Museum, but the items never arrived. We're here to look into it. Are you in charge?"
"I am Harbormaster Hansara Molnesh,: replies the Garundi woman as she frowns in confusion. “And someone already came by to get the shipment. At least… I think they did? They were… hmm. To be honest, I can’t remember. Come to think of it, everything that happened this morning is all… cloudy. Wait, why are the workers loading cargo on the ship?!”
She turns to the crew gathered on the docks and the Sixwing Drake and shouts, “Hey, listen up! The Pathfinders are here for the
shipment! Let’s get to work!”
Moments later, a dockhand on the upper deck steps rigidly toward a stack of barrels and says something inaudible over the din of the harbor.
A series of massive explosions obliterates the Sixwing Drake, spewing flames and charred debris onto the docks.
Suddenly, a pair of fiery, winged creatures emerge from the flames! They turn their attention towards you!
Picture of creatures now on Slides.
The dozen surviving dockworkers stumble about in awe for a moment before Hansara Molnesh commands them to start putting out the mundane fires that threaten to spread to other docks. She shouts to the you, “We’ll take care of the fire—you handle those living flames!”
+1 for Scouting activity
Corkin, Perception: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Dendri, Perception: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Ebir, Athletics: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Rahnboo, Perception: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Creature (red), Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Creature (yellow), Perception: 1d20 + 3 ⇒ (14) + 3 = 17
One of the flying flames (red) rushes forward with rapid speed and breathes a bout of flame on much of the party!
Breath weapon, fire damage and 1d4 persistent fire, basic Reflex save (DC 17): 2d4 ⇒ (3, 2) = 5
Dendri, Ebir, and Rahnboo may each attempt a Reflex save to reduce damage.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, but it usually takes 1 minute.
A PC can take steps to help oneself recover from persistent damage, or an ally can help, allowing the PC to attempt an additional flat check before the end of their turn. This activity requires 2 actions, and it must be something that would reasonably improve chances, such as trying to smother a flame. This allows the PC to attempt an extra flat check immediately, but only once per round.
Combat map of Docks now on Slides.
FEELING THE BURN! - Round One Begins!
PCs in bold may act
Creature (red)
Rahnboo -5 HP (Reflex save to reduce)
Corkin
Creature (yellow)
Dendri -5 HP (Reflex save to reduce)
Ebir -5 HP (Reflex save to reduce)

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Idiot! That’s what happens when you start sulking… you almost get burnt to death, the halfling chided himself.
Corkin quickly recovered and moved to the side to get a clear shot at the beast that hadn’t attacked yet. The ranger takes a second to analyze the creature as he quickly raises his crossbow and sets his sights on it. His brow furrowed in concentration as depressed the crossbows trigger and let the bolt fly.
Crossbow @ yellow: 1d20 + 7 ⇒ (9) + 7 = 16
Damage (crossbow ace, hunters edge): 1d8 + 1d8 + 2 ⇒ (7) + (3) + 2 = 12
(◆) Stride, (◆) Hunt Prey, (◆) Attack

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Along the way he can’t help but ask their overlooked companion, ”Are you a chef of some sort?”
“It’s a family heirloom.” Rahnboo replies. “My grandfather knew a storm giant that liked to cook.”
Welcome aboard Rahnboo
Thanks.
Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11
At the docks, Rahnboo wants to tell what the flaming creature is.
+4 Arcana(?)
"Does anyone know what this thing is?" Rahnboo calls out, still smoldering from the fiery breath. He concentrates and casts daze at his attacker (red).

GM Valen |

His brow furrowed in concentration as depressed the crossbows trigger and let the bolt fly.
The flying foe dodges the bolt.
At the docks, Rahnboo wants to tell what the flaming creature is.
+4 Arcana(?)
Arcana or Nature. Secret check made.
Alas, Rahnboo is raked with flames and is unable to recall any helpful information about this creature.
He concentrates and casts daze at his attacker (red).
Red, Will save: 1d20 + 7 ⇒ (20) + 7 = 27
The creature readily shakes off the magical effect.
Persistent fire damage: 1d4 ⇒ 4
Rahnboo continues to burn.
The second creature (yellow) next flies forward and breathes, catching the three scorched Pathfinders a second time.
Breath weapon, fire damage and 1d4 persistent fire, basic Reflex save (DC 17): 2d4 ⇒ (2, 4) = 6
Dendri, Ebir, and Rahnboo may each attempt a Reflex save to reduce damage.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, but it usually takes 1 minute.
A PC can take steps to help oneself recover from persistent damage, or an ally can help, allowing the PC to attempt an additional flat check before the end of their turn. This activity requires 2 actions, and it must be something that would reasonably improve chances, such as trying to smother a flame. This allows the PC to attempt an extra flat check immediately, but only once per round.
FEELING THE BURN! - Round One Cont'd!
PCs in bold may act
Creature (red)
Rahnboo -15 HP (1 Reflex save to reduce; persistent fire)
Corkin
Creature (yellow)
Dendri -11 HP (2 Reflex saves to reduce; persistent fire?)
Ebir -11 HP (2 Reflex saves to reduce; persistent fire?)

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Rahnboo tries to dodge the fiery breath!
Reflex save: 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point, Reflex save: 1d20 + 5 ⇒ (13) + 5 = 18

GM Valen |

Rahnboo avoids most of the breath, but catches enough to go unconscious.
FEELING THE BURN! - Round One Cont'd!
PCs in bold may act
Creature (red)
Rahnboo (dying 1, prone, persistent fire)
Corkin
Creature (yellow)
Dendri -11 HP (2 Reflex saves to reduce; persistent fire?)
Ebir -11 HP (2 Reflex saves to reduce; persistent fire?)

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Reflex 1: 1d20 + 5 ⇒ (12) + 5 = 17, so that's 3 damage.
Reflex 2: 1d20 + 5 ⇒ (10) + 5 = 15, full damage 6
Before I do the actual post, there's something I want to clear up here regarding the persistent damage. From the rules I saw, it states that the roll to end the persistend damage is a flat check once you take damage from the source. This is outside of our turns, then? Or can I spend 2 actions to make a flat DC15 check to put out the flames? Or try to, rather.

GM Valen |

[dice=Reflex 1]1d20 + 5, so that's 3 damage.
[dice=Reflex 2]1d20 + 5, full damage 6Before I do the actual post, there's something I want to clear up here regarding the persistent damage. From the rules I saw, it states that the roll to end the persistend damage is a flat check once you take damage from the source. This is outside of our turns, then? Or can I spend 2 actions to make a flat DC15 check to put out the flames? Or try to, rather.
The 2 actions to put out the fire must be taken during your turn. If successful, no fire damage is taken.
If the fire is still burning at the end of your turn, then persistent damage is taken and then the flat check to end persistent damage, in this case the flames, is made. Does that clear things up?
FEELING THE BURN! - Round One Cont'd!
PCs in bold may act
Creature (red)
Corkin
Rahnboo (dying 1, prone, persistent fire)
Creature (yellow)
Dendri -11 HP (2 Reflex saves to reduce; persistent fire?)
Ebir -9 HP (persistent fire?)

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Thanks. It does.
Ebir sees Rahnboo disappearing from his peripheral vision. He curses under his breath, quickly reaches for the elf, and -both of them burning- lifts him up with both hands. It seems there is a faint light emanating from his palms. He looks the elf in the eyes as this happens. When he sees the elf come to his senses, he gives him an apologietic look for what he is about to do. "I hope you can swim, friend.", before Rahnboo responds, he attempts to throw him off the dock, and into the water.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
"You think a little fire scares me? Think again.", he states as he draws his blade, and grips it in both hands.
Flat check after my turn: 1d20 ⇒ 17
Crunch: ◆ Lay on Hands (6HP heal on Rahnboo) | ◆ Throw Rahnboo into the water to stop the burning (Athletics - Shove, I guess) | ◆ Interact to draw the blade
I am actually sorry, if that put a wrench in your plans, but not being grouped up is probably for the best. And it will stop the flames, at least.

GM Valen |

"I hope you can swim, friend.", before Rahnboo responds, he attempts to throw him off the dock, and into the water.
Shove works and a crit success, which was needed for the 10 feet movement!
Rahnboo's flaming form plunges into the water, sating the flames as the positive energy infused by the champion bring the elf again to consciousness.
Ebir takes persistent fire damage before the Flat check.
Persistent fire: 1d4 ⇒ 2
Dendri slaps at the flames, trying to put them out.
I think this is another reflex save...
Trying to put out the flames allows for an immediate DC 15 Flat check, actually. So that is a fail. However, Dendri gets a second DC 15 Flat check at the end of the round after taking persistent fire damage.
Persistent fire: 1d4 ⇒ 2?: 2d4 ⇒ (3, 2) = 5
The winged flaming creature (red) flies forward and snaps at Ebir!
Fly
Melee Strike, jaws (finesse): 1d20 + 9 ⇒ (10) + 9 = 19
Damage piercing, fire: 1d6 + 1d4 ⇒ (3) + (4) = 7
The burning puncture wounds nearly (CORRECTED) drop Ebir.
The creature turns its attention to Dendri.
Fly
[b]FEELING THE BURN! - Round Two Begins!
PCs in bold may act
Creature (red)
Corkin
Rahnboo -9 HP (wounded 1)
Creature (yellow)
Dendri -13 HP (DC 15 Flat check v. persistent fire)
Ebir -18 HP (dying 1, prone)

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The halfling quickly reloads his crossbow and let’s another bolt fly. Caught up in the rhythm he immediately reloads the crossbow.
Crossbow @ yellow: 1d20 + 7 ⇒ (20) + 7 = 27
Damage (crossbow ace, hunters edge: 1d10 + 1d8 + 2 ⇒ (4) + (3) + 2 = 9
(◆) Reload, (◆) Attack, (◆) Reload
Edit will have to look up this editions crit rules.
Edit looks like it just doubles .

GM Valen |
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Edit will have to look up this editions crit rules.
Damage is doubled and any crit effects from weapon are applied. Nevertheless, double damage will end the fiery target.
A VERY well-timed crit!
FEELING THE BURN! - Round Two Cont'd!
PCs in bold may act
Creature (red)
Corkin
Rahnboo -9 HP (wounded 1)
Creature (yellow) -18 HP
Dendri -13 HP (DC 15 Flat check v. persistent fire)
Ebir -18 HP (CORRECTED)