
GM Zin |

Zim and Iladora both try to fight the fires in front of them, but neither is able to beat them down.
Menudo heals himself quickly, then Milo and Menudo both dash through the flames into the next room. Milo finds an opening to dart through safely, but the flames flare up in Menudo's face, scorching him.
damage, fire, Menudo: 1d6 + 4 ⇒ (1) + 4 = 5
Milo runs into the next room past Theron, while Menudo tries and fails to put out more flames.
Edit: Theron, since you're starting your turn in a room that is more than half flames, you need to make a Reflex save to avoid damage from falling debris.
Round 8 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp; DC 16 Reflex save pending)
Zim

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Red steps forward and tries again to clear the doorway.
Combat Maneuver Bonus: 1d20 + 6 ⇒ (2) + 6 = 8
He grumbles that he is not red because of an affinity for fire...

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reflex: 1d20 + 5 ⇒ (20) + 5 = 25
Ok..work on that lock...it's attached to the wall...I'm taking these two with us...is it possible to take them both with us? we might not have time to free her from the wall and the dude...i would be encumbered i asssume...

GM Zin |

Other than the challenge of moving them together if they're still chained together, it's certainly possible to get them both out of the house. Assuming you don't let them get harmed by the growing fire, they both are able to walk out, at this point; no need to encumber yourself as things stand.
Red gets a better position, but still can't put the flames out.
While he decides what to do next, Theron deftly dodges a burning ceiling tile!
Round 8 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp)
Zim

GM Zin |

botting Theron
Combat Maneuver DC 16, Theron: 1d20 + 8 ⇒ (12) + 8 = 20
Theron beats at a bit of flame in the burning room, then steps out of harms way into the bedroom.
Round 9 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp)
Zim

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Combat Maneuver Bonus: 1d20 + 6 ⇒ (7) + 6 = 13
"Oh, for the love of little skull bugs..."

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Milo stows his wand for now, freeing his hands to pull out his thieves' tools. "We'll get you both out of here," Milo says to the man and woman as she studies the chains binding them. Then he bellows over his shoulder, "Iladora! We need your sword!"
Move to stow, move to draw tools, 5-ft step closer to fireplace for better access to the rest of the chain.

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Ref Save: 1d20 + 4 ⇒ (14) + 4 = 18
Menudo moves closer to Theron, but can't see a way to get to the fire next to the captives in time. Instead, he opts to keep trying to beat out the flames to his east.
CMB: 1d20 + 6 ⇒ (5) + 6 = 11

GM Zin |

sorry..didn't realize i was up...my bad!
You still are :)
Red and Menudo both find the flames too intense to put out. Keeping them from spreading seems to be all they can do for the time being.
Milo approaches the table with his tools out, hoping to get the chained pair free quickly. "Oh thank you!" the woman cries out, a desperate gratitude in her voice. "You've got to help him! I'm worried he's going to die!!!" Her eyes fall to the dagger in his side and she jerks her gaze away. "She made me swallow the key..." she blubbers, quickly shoving a finger down her throat but only gagging, not throwing anything up. "Such twisted games!!!" she screams in frustration.
All the while that she goes on, the man opposite her on the chain grunts and groans in pain as he feebly tries to pull his hand free of the manacle, doubled over in his seat in pain.
You notice a deep gash in the center of the table, as if the dagger had been stabbed into it with significant force, as well as a small stack of gold coins placed suspiciously near the edge of the table.
Knowledge (local) or Profession (gambler) DC 15:
The arrangement resembles that of a brutal game called knivesies.
Menudo
Round 9 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp)
Zim
I know the flames are tough, and you've all had the most brutal series of rolls; it's frustrating for me too! Fwiw, I checked everyone's stats, and over half of this party has a 50% or better chance to clear flame from a tile. I know it's been discouraging, but you fully have the capabilities to turn this around if you get just a couple of rolls to fall in your favor.

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Huh...he's alive...luckily for him.... Theron says, a bit surprised to see that the man still breathes.
Milo...work on the lock...I'll try to keep the flames off you guys... he moves to smother the fire.
CMB: 1d20 + 8 ⇒ (9) + 8 = 17

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Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (local): 1d20 + 5 ⇒ (15) + 5 = 20
Bluff: 1d20 + 4 ⇒ (18) + 4 = 22
Nine Hells. Milo notices and recognizes the signs of the game, which lead him to suspect how and why the man was stabbed, but he manages to hide any trace of those thoughts from his face as he sets about his task. I have so many questions for when we're all safely out of here.

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Zim aims another cascade of water at the fire in the doorway, hoping to get it put out finally.
CMB: 1d20 + 0 + 4 ⇒ (5) + 0 + 4 = 9 eyeroll
She takes a quick look around the room behind her to make sure nothing is on fire there and steps back to give folks room to move through the corridor.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10 Can't win for losing

GM Zin |

Theron approaches the table and puts out the flames that were most threatening. Theron, you may make the Perception check that I spoilered for Milo, above.
Iladora tries to put out more flames, but can't quite smother them.
Zim grows increasingly frustrated as her efforts fail to put out any flames.
Round 10 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp)
Zim

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Combat Maneuver Bonus: 1d20 + 6 ⇒ (11) + 6 = 17
Finally extinguishing the flame by the door, Red calls out, "There's a clear path! Can we leave now?"

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Milo sets to work trying to unlock the chain from the fireplace first, because at least then they can move the two people trapped here.
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30 (full-round action)
Hail Calistria! It's about time something went our way in this scene!

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Oh, pox on it anyway! Making no progress with the flames in front of her, Iladora pushes her way through to the next room in the hopes of clearing a path for the escapees.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
CMB vs doorway square (next to Red): 1d20 + 8 ⇒ (9) + 8 = 17

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We're moving...now! Follow beside me...got it? Theron says to the woman as he grabs the man and lifts him up somewhat carefully, given the situation.
if she follows right beside me, would that be alright? I carry him and she's with me...until we get clear of the flames and Milo can work on the lock...we're getting a bit closes here...

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Zim casts another splash of water on the fire along the path (or the one Iladora was fighting if the two along the direct route were doused), then moves back into the entry room.
CMB: 1d20 + 0 + 4 ⇒ (13) + 0 + 4 = 17 (Forgot the roll)

GM Zin |

Just realized that I spoilered the initial room description when Theron was the first to enter, and never updated it so more could see.
The master bedchamber is filled with a massive canopy bed draped with silk sheets and littered with an assortment of small trinkets and relics, all scattered among piles of scrolls and parchments. To the west, hunched at the foot of a small reading table, lies a bespectacled man with a sinister-looking dagger protruding from his abdomen. The man’s right hand is chained to the right wrist of a woman who screams frantically as she thrashes to pull a second chain binding both parties to the flue of the fireplace. The chain rattles but doesn’t give. Smoke billows throughout the room, as flames lick from burning overhead timbers.
Red puts out the fire that's been blocking the doorway!
Milo frees the pair from the fireplace flue, though they remain chained together.
Iladora rushes into the burning room, and clears a wider path for people to escape by. The Reflex save ended up being unnecessary because of Red's work, but thanks for staying on top of it!
Theron picks up the man, who squirms and convulses at the disruption. Theron's strength is more than enough to corral the man's struggles, however. "Oh! Ohhhh!!!" the woman hesitates, grateful but concerned. "Those things, on the bed. Grab as many as you can!!! Some are very valuable; some we need for the auction." She points at the bed, and moves there herself, grabbing a couple small trinkets and a scroll or two. I moved Theron around to the other side of the table as he can't reach the man from where he is presently.
Menudo puts out more fire!
Zim puts out the last fire in the first hallway!
Round 11 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp)
Zim

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"We cannot tarry long."
Menudo moves to the bed and uses his shield as scoop, to transfer some of the valuables to his backpack.
"Now let's go, these things aren't worth your life."

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”Menudo, grab what she says!” Iladora barks. We can work out how important they are later. She, meanwhile, moves toward more flames to keep them from spreading.
CMB: 1d20 + 8 ⇒ (5) + 8 = 13
Targeting that first square along the wall. Not that it matters this time.

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Since she doesn't see any more fire, Zim waits for her team to come out, holding her wand ready.
Did Zim put out the fire in the hallway? It's still on the map. She will tag the dying/injured man with her wand if she can as they go by.

GM Zin |

Did Zim put out the fire in the hallway? It's still on the map. She will tag the dying/injured man with her wand if she can as they go by.
Yes, she did. I forgot to remove it from the map.
Iladora tries to beat down more fire, but her position from atop the loveseat makes that awkward and she can't quite get it smothered.
Menudo moves to the bed and scoops up a number of the trinkets into his shield.
Zim wait in the main room, ready for the other Pathfinders to join her. Zim can still take actions if she chooses.
Round 11 (bold may act!)
Iladora
Menudo (-6/28 hp)
Milo
Red
Theron (-26/40 hp)
Zim (delay)

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"Here, let the professional handle this part. Just get these two out of here, and don't let the place burn down before I'm out," Milo says to the others, as he puts away his thieves' tools and moves to the bed.
Move to stow, move to move. He'll do the full-round action to bundle up everything in the coverlet next round, per the discussion thread.

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Red will try to put out one last flame to make the path out easier.
Combat Maneuver Bonus: 1d20 + 6 ⇒ (2) + 6 = 8
"Now would be a really good time to get out of here."

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If Zim can see the flames from where she is, she will attempt to put them out. Otherwise, she's staying out of the way.
CMB: 1d20 + 0 + 4 ⇒ (1) + 0 + 4 = 5

GM Zin |

The path is clear enough that you can escape the house without difficulty now. If anyone wants to do anything else in the house that hasn't been noted already, let me know with your next post.
Theron hefts the bleeding man on his shoulder and half-walks/half-carries him out as the woman trails behind, still chained together.
Milo finishes gathering up the items from the bed, letting Menudo dump his stash from his shield into the blanket before bundling everything together to carry out.
As soon as Theron gets the man outside, he collapses to the ground, blood spewing forth around the dagger that remains protruding from his stomach. A Heal check would be required to safely remove the dagger without causing more damage.
At the same time, several members of the Pure Legion arrive on the scene; you recognize Captain Kazima among them. As the Legionnaires form a perimeter around the courtyard, Kazima approaches you. "What happened here?"
I've placed your tokens around the courtyard; feel free to adjust as you like; Theron needs to start within 5' of the man, as he was his support to get outside.

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Milo lags a bit behind the others on the way outside, as he needed a moment to gather the valuables that the chained woman (who he guesses must be the manor's owner, Inusi Mendalari) requested help with. He wisely lets others do the talking, rather than draw too much attention to himself.
Milo will attempt to aid a Heal check to help the man (Torvad?), if asked. He's untrained, but has a +3 Wisdom modifier. He can also work on unlocking the chains, but is a bit wary of pulling out his thieves's tools in front of the Legionnaires.

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Can Milo look around for anything of interest we might have missed? Sneak thief and all that.
Zim makes sure her holy symbol is tucked firmly away before she kneels by the injured man, trying to stay on the cleaner side if at all possible. Over the dying man's body, she answers the Legionnaire's question a little abruptly. "We arrived here to find the door locked and smoke coming from the roof. Once we got in, we could hear screams, but when we opened the front door to find the source, we were set upon by a festrog and a mummy. Thankfully, some of my people are handy with a sword, so we were able to get in and rescue folks. Now, if you don't mind, I'm trying to save this man's life."
Zim sets out her bag of tools and rolls up her sleeves. "Can someone help me with this?" she asks wrapping her hand in a clean rag before touching the dagger.
Milo aid: 1d20 + 3 ⇒ (7) + 3 = 10 If you don't mind me rolling
Heal: 1d20 + 7 ⇒ (8) + 7 = 15 Plus aids, if any

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Theron sets the man down carefully, given the circumstances. He sits down, the effort from the battles and the rescue taking their toll. He grabs a flask of water and downs it in one go.
As she said...need a minute or ten...wait...she said something about swallowing the key...make her puke and you might be able to unchain them...or wait a day or so....ha! Ow...son of a ..think I popped a rib back there...blast it! he stifles a laugh, as the pain kicks in.

GM Zin |

"Yes, of course. The fire is what drew us; the brigade is already on the way." Kazima explains. "Please go ahead and attend to the man!"
Zim cautiously extract the dagger, and she's pretty sure that she got it out without causing any further damage, though the man grunts and grimaces with pain nonetheless. "Please...." he wheezes. "It hurts so bad!!!"
You see that the wound left by the dagger seeps with black, ichorous blood that refuses to close or clot.
Closing the wound will require an additional Heal check to stop the damage; the bleeding can also be stopped with a successful spell that restores at least 1 hit point to the target (which is obviously problematic if it's a divine spell).
2 points of bleed damage

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Zim's right, Milo would naturally keep an eye out for any other interesting items. But he might be loaded down enough to make gathering more stuff impractical, unless it looks really important to their mission.
Milo sets down his burden to help Zim treat the wounded man.
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
"I'm pretty sure that dagger was poisoned or enspelled," he says to Zim, keeping his voice low as they work together.
And I'll go ahead and roll his next aid to help Zim: Heal: 1d20 + 3 ⇒ (8) + 3 = 11

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Heal: 1d20 + 7 ⇒ (8) + 7 = 15
Zim blinks at the site of the blood pooling in the wound. "I think you're right, Milo." She pulls out some more bandages, pressing them to the wound. "Think it's too dangerous for a wand?"
Heal to stop the bleeding, healing kit: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 plus aids

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I've moved Zim and Milo adjacent to the man.

GM Zin |

"I don't know if trouble finds you, or you find trouble, but you're right at the beating center of a lot of strange happenings today," Kazima ponders as Zim continues to work on the bleeding man. Zim presses and holds on the wounds with a bandage pack for a bit, then peels up a corner gently; it seems the bleeding has actually stopped!
Still hunched over, the man leans in towards Zim and whispers. "Thanks... You're the Pathfinders, right?" At a confirming nod from Zim he continues. "Thank goodness... the auction is at 10 tomorrow, right under their noses. Museum of Philosophy and such, in the Grand Souk. You'll need this." He surreptitiously hands over the bidding banner you need.
Kazima interrupts. "Any more of those little statues involved in this one? And what about that dagger? That looked strange; I'd like to take a look at it."
The dagger does indeed have a unique and strange design. If someone would like to prevent the Pure Legion from getting their hands on it, they could attempt a Sleight of Hand check to replace it with a normal dagger.

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Eh, Milo's a halfling, his dagger's completely the wrong size to pass off for the almost murder weapon.
"We haven't seen any more of those statues, but the two undead we fought inside were covered in gold dust like what those cursed artworks shed," Milo volunteers, seeing no harm in sharing a detail that Kazima's people will find on their own soon enough.

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Zim's head comes up when Theron mentions his injuries. To Milo, "Hold this here for a while longer." She gets to her feet and shakes out her robes before heading to her injured companion.
"Let me check you out, too. We would have been dead without your aid."
Heal: 1d20 + 7 ⇒ (13) + 7 = 20 (I think this is enough.)
Zim frowns for a moment. Should we say something while the Pure Legion is here... Catching Theron's eyes with her for a moment, she says, "Hmmm, I'm not sure. It's hard to tell with all the injuries."
Bluff: 1d20 + 8 ⇒ (4) + 8 = 12

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Menudo keeps his voice as flat as he can as he tells Kazima:
"There were more infected dead in there. We dismembered the bodies, so if they do rise they shouldn't be much of a threat. Still, it should be looked into." He points the direction of the corpses. "Also, there's a really ticked off horse in the stable."

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Jus doing my job..making sure everyone comes back whole. I'll be fine...nothing a few bottles of good wine can't fix...that thing sure packed a punch. Too bad he didn't hit my head...can't hurt anything there...ha! Ow...son of a motherless goat! Can't laugh...hurts like a bugger... Theron says too focused on the pain to catch Zim's drift.
Hey Kazima...where can someone go to get treated for an ailment...I want to make sure I don't rot away or anything like that...an alchemist or something?

GM Zin |

Zim can confirm the necrotic infection that Theron picked up, and that it's just that an nothing more. Details in the combat posts above; it will require a new save tomorrow, though it's a pretty low DC. If Theron makes the save tomorrow, it never takes hold at all, otherwise he'll take the ability damage.
The woman you rescued finally speaks up. "Excuse me... Captain, is it? I'm Inusi Mendalari; this is my family estate. What happened her tonight is... I don't even know how to explain it. But if these brave folks hadn't come along, my friend and I would be dead! I can explain everything in due time, but right now my friend is injured and needs to get to an apothecary. Would you please let them take him there? Their own man is hurt, too, and if I'm not mistaken, that dagger is some evil religious item and the wound needs urgent attention! The dagger was brought here tonight by the attackers; it's not any of ours, I assure you! Please, let them go get help; I'll explain everything once they're on their way to help!"
Captain Kazima nods her head and waves you off. "Yes, yes," she agrees. "Please, go; go get help." She gives you directions to an apothecary not too far away on foot. "They won't be open this time of night, but they'll respond to an urgent knock." She motions a Legionnaire to collect the dagger as she turns back to Inusi for the rest of the story.
I'm thinking I need to get some skill checks to let you walk out with a comforter full of assorted (potentially illegal) trinkets. Open to other ideas, but I'm thinking either Bluff or Stealth from Milo (your choice) with a +2 circumstance bonus for every DC 10 Bluff or Stealth from other Pathfinders. Basically, each PC can aid with their choice of skill, regardless of which skill Milo chose.
You can visit an apothecary for non-divine aid tonight, or just hole up someplace by yourselves and do your own stuff out of sight; Torvad knows an inn that won't ask questions (there are always inns that don't ask questions). Please let me know what you do for Theron's disease to prepare for his save tomorrow, if anything. Azir is large enough to shop for anything you have enough fame for--if not at this time of night, at least first thing in the morning--so any non-divine option you can find from the core Rulebook (or your chronicle sheets) is fair game.
This is an overnight, so you get to heal from a night's rest and restore spells and daily abilities. Zim (or anyone; it's not trained) can use Heal to Treat Disease (10 min action) tomorrow when Theron makes his save, for a potential +4 bonus.

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Red's Heal is +6, so doesn't mind helping with all the healing. His symbol didn't come with him (not that he casts any helpful spells).
Bluff, Aid: 1d20 + 2 ⇒ (13) + 2 = 15