
GM Bret |

Sorry, thought I had responded to this already.
The group does not find any traps or other hazards on the door.
You had already searched the small room to the left of the entrance. It was the cloak room.
You then check the door down the short hallway to the left of the entrance and find it also asks any traps or hazards and it unlocked.,
Gaius, guidance: 10 + 8 + 1 = 19
Aid Cracking John: 1d20 + 2 ⇒ (4) + 2 = 6
Aid Azalmak: 1d20 + 5 ⇒ (16) + 5 = 21
Aid Cara: 1d20 + 6 ⇒ (15) + 6 = 21
Aid Evelyn: 1d20 + 6 ⇒ (4) + 6 = 10
You open the door and look in.
Once-fine furniture, now ripped and faded from neglect, adorns this chamber. Two large mirrors have been set on the north wall here, but cracks and dark stains mar their silvery surface, and many pieces are missing. A lute rests against the back of a stained red velvet sofa.

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@GM: The site likes eating posts and notifications.
Gaius will cast a spell to examine the room if there is anything magical in it.
Detect Magic. :)

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Being a Pathfinder, John goes to collect the lute!
Perception: 1d20 + 2 ⇒ (5) + 2 = 7

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Being a Pathfinder, John goes to collect the lute!
[dice=Perception]1d20+2
Ba dum tss!

GM Bret |

John notices that although the lute is finely crafted, the bridge on the neck is damaged and two strings are broken. It is worth taking, but would be easier to sell if it weren’t damaged.
Broken Masterwork instrument.
No one sees any signs of danger or other creatures in the room.
“Who are you, trespasses?”
“Who sent you here?”
“What are you looking for?”
There is enough time to reply between each of the questions.

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Gaius moves to the next door to repeat the 'checking' process.
@GM: Same routine as before please. :)

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Azalmak raises a hand at Cara's question, signifying a pause.
"We are investigators. Who are you?
He looks around, trying to place the voice.
"We were sent by concerned parties. Where are you?"
He looks to his companions mouthing Do you hear that?
"Answer my questions before I tell you more."

GM Bret |

Cracking John: 1d20 + 2 ⇒ (12) + 2 = 14
Gaius Marius: 1d20 + 8 ⇒ (5) + 8 = 13
Azalmak: 1d20 + 5 ⇒ (14) + 5 = 19
Cara: 1d20 + 6 ⇒ (7) + 6 = 13
Evelyn: 1d20 + 6 ⇒ (14) + 6 = 20
Azalmak begins a conversation but none of the rest of you detect whom he might be speaking to. You are only getting half of a conversation.
It is clear that no one else in the party can hear the voice. As it continues the conversation, you realize there is no echo. It is as if the voice were only in your head.
"We are investigators. Who are you?”
“I lived in the house long ago. I don’t remember who I am.”
”We were sent by concerned parties. Where are you?”
“Oh good! Then someone knows about me. Was it a relative who sent you? Do they have a name?”
”Answer my questions before I tell you more."
“I am answering them as best I can. Who am I? Do you have the skills to help me?”

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Seeing that his companions are not hearing what he is, he fills them in. "I believe I'm speaking to the spirit of a former resident, at least that is what they are telling me. They don't know who they are, but have asked for help."
He addresses the voice again. "We were sent by Mayor Trinelli of Saringallow. Do you recognize that? We have many skills, perhaps if you tell me what help you need, we can put some to use."

GM Bret |

"We were sent by Mayor Trinelli of Saringallow. Do you recognize that? We have many skills, perhaps if you tell me what help you need, we can put some to use."
“Mayor Trinelli? I don’t think I know him. Do you think I come from Saringallow?”
“Do you have anyone that can dispel evil or call on divine blessings?”

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Seeing that his companions are not hearing what he is, he fills them in. "I believe I'm speaking to the spirit of a former resident, at least that is what they are telling me. They don't know who they are, but have asked for help."
He addresses the voice again. "We were sent by Mayor Trinelli of Saringallow. Do you recognize that? We have many skills, perhaps if you tell me what help you need, we can put some to use."
"I'm relieved to hear that. I was beginning to fear maybe some enchantment had taken hold of you."

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"I'm relieved to hear that. I was beginning to fear maybe some enchantment had taken hold of you."
"My fears of such have yet to be abated," John mumbles to himself as he struggles to hear any other voices present.

GM Bret |

Cracking John: 1d20 + 9 ⇒ (16) + 9 = 25
Gaius Marius: 1d20 + 7 ⇒ (8) + 7 = 15
Azalmak: 1d20 + 0 ⇒ (1) + 0 = 1
Cara: 1d20 + 3 ⇒ (12) + 3 = 15
Evelyn: 1d20 + 0 ⇒ (15) + 0 = 15
1d20 ⇒ 131d20 ⇒ 13
Only Azalmak seems to be hearing this other voice.
Can you hear my companions? We may be able to help, but we need to know more about your plight. What form must the blessing take?
“Right now I can only communicate with you. How many companions do you have helping you?”
“Any sort of blessing that might affect a spirit or devil. I think maybe I got caught in a devilish trap.”
“If your companion gets their power from a god, which god? That might tell me something.”
“Please help me!”

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** spoiler omitted **
Only Azalmak seems to be hearing this other voice.
** spoiler omitted **
** spoiler omitted **
@GM: Would Detect Magic and a Spellcraft check help see what's going on?

GM Bret |

@GM: Would Detect Magic and a Spellcraft check help see what's going on?
You could try that. You could also ask Azalmak to describe his experience and work off of that.
Doing the Detect Magic would be as per identifying a spell.Otherwise it is either Knowledge Arcana or Knowledge Planes working off Azalmak’s description.
Doing it off Azalmak’s description would cause a noticeable pause in his conversation.

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"Azalmak, can you describe anything about who or what is communicating with you? Does the 'voice' sound like it's in your ear or just in your head? Do you see anything? Has it told you its name, where/when it lived, any kind of identifying information? What kind of divine assistance is it requesting?"

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"I hear it in my mind. It claims not to know who it is, or where it comes from, but it claims to be stuck in some sort of 'devilish trap.' It wants to know what god we serve, and thinks something that affects spirits or devils might work."

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"I am no holy man or diviner, but something does not seem right to me." John grunts aloud. "We did not come here expecting to find something good. And I doubt, if such were here, that we would encounter it so easily."
He picks up the instrument looted earlier and allutdes to the timing of Azalmak's unusual behavior. "Could this 'voice' be tied to this?"

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"I hear it in my mind. It claims not to know who it is, or where it comes from, but it claims to be stuck in some sort of 'devilish trap.' It wants to know what god we serve, and thinks something that affects spirits or devils might work."
"I agree with John that something isn't right. I would guess it's something that has been trapped that wants to be freed and will say whatever it can to achieve its goal. Let's leave the room and see if the voice still speaks to you."
Knowledge Planes: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

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** spoiler omitted **
** spoiler omitted **
Which way does the group want to go?
@GM: Back the way we entered, quickly, I'll move the tokens to the room I think we entered from - back to the room with the main doors.
"Let's go back the way we came and we'll deal with this later. I recall from my studies that telepathy is a non-magical means of communication used by many creatures from the outer planes. Most will only use it to communicate with a single creature at a time. Given the history of the Sarinis I don't think we want to free anything they may have summoned."

GM Bret |

Azalmak’s Bluff: 1d20 - 1 ⇒ (20) - 1 = 19
The group goes back into the front entryway. Having already searched this room, you go to the room to the north. None of you detect any traps or hazards on the door.
Gaius, guidance: 10 + 8 + 1 = 19
Aid Cracking John: 1d20 + 2 ⇒ (4) + 2 = 6
Aid Azalmak: 1d20 + 5 ⇒ (5) + 5 = 10
Aid Cara: 1d20 + 6 ⇒ (1) + 6 = 7
Aid Evelyn: 1d20 + 6 ⇒ (19) + 6 = 25
The floor, walls, pillars, and fireplaces of this majestic ballroom are all made of polished marble. On the north side of the room, a grand staircase with divided flights leads up to a balcony overlooking the ballroom floor. An angel of black marble is standing menacingly on a platform behind the middle landing of the staircase.
A giant centipede showing signs of being affected by Demon Bile is on the couch.
Cracking John: 1d20 + 2 ⇒ (10) + 2 = 12
Gaius Marius: 1d20 + 8 ⇒ (12) + 8 = 20
Azalmak: 1d20 + 2 ⇒ (16) + 2 = 18
Cara: 1d20 + 1 ⇒ (9) + 1 = 10
Evelyn: 1d20 + 3 ⇒ (10) + 3 = 13
Green Giant Centipede: 1d20 + 2 ⇒ (5) + 2 = 7
Mystery: 1d20 + 2 ⇒ (11) + 2 = 13
Round 1:
By now you know what a giant centipede exposed to Demon Bile is.
Bolded may act.
Gaius
Azalmak
Evelyn
Mystery
Cracking John
Cara
Green Centipede

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Evelyn smiles at Alazmak prowess.
THat will teach him not to be a couch potato instead of getting outdoors and build muscles!
If ever the insect is still living, the swashbuckler attacks it with her rapier
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d6 + 1 ⇒ (1) + 1 = 2

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Gaius enters the room and fires a cold iron arrow at the corrupted bug!
MW Composite Longbow (+1 Str) with Point Blank Shot: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 121d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

GM Bret |

Gaius’s arrow missed but Azalmak rushes across the room and kills the bug in a single strike.
With the bug dead, what is Evelyn doing? Right now she isn’t even in the room and probably could not see Azalmak or Gaius through the wall.
Round 1:
By now you know what a giant centipede exposed to Demon Bile is.
Bolded may act.
Gaius
Azalmak
Evelyn
Mystery
Cracking John
Cara
Green Centipede

GM Bret |

Evelyn doesn’t see anyone else in the room. Just as she is about to tell everyone it is safe, an arrow flies across the room at Gaius.
Mystery arrow: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Piercing damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Stealth: 1d20 + 16 - 20 ⇒ (7) + 16 - 20 = 3
Everyone sees a mite trying to hide under the piano. Unfortunately it struck a chord.
Picture of the creature on Slide 8.
Round 1:
By now you know what a giant centipede exposed to Demon Bile is.
Bolded may act.
TickLick
Cracking John
Cara
Green Centipede
Round 2:
Gaius 6 damage
Azalmak
Evelyn

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Gaius winces in pain but moves further into the room and fires an arrow at the slight mite!
MW Composite Longbow (+1 Str) with Point Blank Shot: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
@GM: In case we need a Knowledge check for the mite:
Knowledge Nature: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Wow these are some crap rolls; retirement here I come.

GM Bret |

Gaius shoots but aims a bit high. The arrow misses the mite.
Considering I have lost count of how many mites you have faced, I think that you know what you want to about them at this point. I wasn’t asking for a knowledge check.
Round 1:
By now you know what a giant centipede exposed to Demon Bile is.
Bolded may act.
TickLick
Cracking John
Cara
Green Centipede
Round 2:
Gaius 6 damage
Azalmak
Evelyn

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John follows the sounds of battle, taking up a position with his mace at the ready.
Double move

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Evelyn moves forward to assist Azalmak in striking the mite!
Aid Azalmak's Attack: 1d20 + 5 ⇒ (16) + 5 = 21

GM Bret |

John and Evelyn get into position. Evelyn does a fancy pirate salute that causes the mite to slightly drop their guard to attacks from Azalmak. Success on the Aid
Seeing that he was obviously spotted, the mite takes two guarded steps over to the closed door.
Round 2:
By now you know what a mite or giant centipede exposed to Demon Bile is.
Bolded may act.
TickLick 2 damage
Cracking John
Cara
Green Centipede
Round 3:
Gaius 6 damage
Azalmak +2 to attack for first attack
Evelyn

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Gaius tries to hit the TickLick!
MW Composite Longbow (+1 Str) with Point Blank Shot: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 271d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

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John swings his mace at the mite!
Melee (mwk cold iron heavy mace) v TickLick: 1d20 + 8 ⇒ (9) + 8 = 17
Damage (B): 1d8 + 4 ⇒ (8) + 4 = 12

GM Bret |

I am going to assume cold iron arrow and bolts for those shots, otherwise the creature would have 2-4 hp left…
With successive hits from Gaius and Cara along with John’s mace the mite goes down! It was a much tougher mite than previous ones you’ve battled.
Combat over
Looking around, you would guess this used to be the ballroom of the estate.
Searching the mite, you find he had two potions of cure light wounds and two tanglefoot bags on him along with a bow and arrows sized for him. Size small
Go ahead and search the place

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Gaius heals himself up and then searches the room carefully for any traps, secret doors, or anything else interesting.
@GM: Taking 10 for an 18, hopefully someone else can aid him. As for arrows that's why Gaius bought more cold iron arrows; he's using only those for the time being unless something pops up that requires different materials.
@Players: I'd say Azalmak and John each take a CLW potion for themselves.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9