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The duration of summon ability is 1 minute/level. Rat disappears after 2 minutes have passed.
Navatsiyk takes the wand she earlier helped Omero to hide. "Quick, if you know how to activate this, do it now."

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@Turrel
Do you leave Omero there to die? :)
Checks heal skill... um.
The duration of summon ability is 1 minute/level. Rat disappears after 2 minutes have passed.
Navatsiyk takes the wand she earlier helped Omero to hide. "Quick, if you know how to activate this, do it now."
Turel is jolted into realization that he might be able to help with the wand.
Use Wand (DC20 Use Magic Device): 1d20 + 5 ⇒ (14) + 5 = 19
*nervous laugh* any guidance?

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Fortitude: 1d20 + 6 ⇒ (20) + 6 = 26
Snorri is impatient. "We'll just give him one of these." He pours a potion down Omero's throat.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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Beat me by seconds. We can use the wand instead, or keep the charges for later.

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Navatsiyk wrote:The duration of summon ability is 1 minute/level. Rat disappears after 2 minutes have passed.
Navatsiyk takes the wand she earlier helped Omero to hide. "Quick, if you know how to activate this, do it now."
Turel is jolted into realization that he might be able to help with the wand.
[dice=Use Wand (DC20 Use Magic Device)]1d20+5
*nervous laugh* any guidance?
Nava helps with guidance. Using both potion *and* wand we could bring back to consciousness.

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How are you friend? Can you continue or do we need to take a breather?
Turel looks concerned.

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Snorri has a higher UMD if we want to use the wands more. Otherwise, ready to continue.

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Agreed, if we have wands or a potion they should be employed now. After this first scenario Turel will be purchasing one with 2pp.

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Snorri has a higher UMD if we want to use the wands more. Otherwise, ready to continue.
Please preemptively make some using Omeru's wand of CLW. worst case scenario, if he objects we retcon/roll back the charges and healing but rolls now help us move on.

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Omero struggles a bit to sit up and groans. "Did we get it?"
Omero reaches his hand out for his wand while popping the cork out of a potion of cure light wounds he had on him and drinking it down.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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"Hold on," Snorri says, indicating that Omero should lay still. "You're still pretty banged up. Let me try this." He takes the wand of Cure Light Wounds and tries to use it.
UMD: 1d20 + 9 ⇒ (8) + 9 = 17
If successful, I will let the wand's owner roll the healing.

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Close. I will try again.
Use Magic Device: 1d20 + 9 ⇒ (11) + 9 = 20

miteke |

CLW: 3d8 + 3 ⇒ (1, 1, 7) + 3 = 12
@Omero
take 3 charges from your wand. You are now at 21 HP and we can move on.
While waiting for the healing to complete, one of you notices that one of
the oil paintings in the room has been torn and some object is wedged between the picture and the back of the frame. Upon closer examination, the object is a linen envelope containing a will written in Osiriani by one Abbash Borkalik, naming his daughter Abeesa as his sole heir.
Just noticed there is a handout for the note you found on the guy that tried to plant evidence on you.
Now that Omero is healed you all move into the next room and open the two doors off the hallway with several oil paintings depicting abstract forms. The room to the left is a bedroom, and the room to the right is a small, well-furnished room with two large skylights facing left. The doorframe, bookshelves, and paintings along the left wall have shriveled into charred wisps under the intense heat of a raging fire which is fated to consume the manor unless something is done about it.

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Perception: 1d20 ⇒ 13
"Someone is screaming in the other room over there." Nava says and summons a small winged beetle

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Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Snorri checks quickly to see if there are traps on the door. If he sees none, he will open it- by normal means or by breaking it.

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Omero heaves a sigh of relief as his wounds knit themselves back together. "That was rather nasty."
Perception: 1d20 - 2 ⇒ (20) - 2 = 18
"Help is coming!" Omero yells as he moves up to the door to help Snorri break through it.

miteke |

Note: The fire is spreading. You can try to extinguish a square as an action by beating the fire with a curtain, tapestry, or rug (such as those found throughout the manor) and succeeding at a DC 12 combat maneurver. Other creative uses of spells like create water are also allowable.

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Perception: 1d20 ⇒ 8
The sylph tries unsuccessfully to put out fire.
CMB: 1d20 + 1 ⇒ (5) + 1 = 6

miteke |

Both attempts are unsuccessful and it looks like the fire spreads by 1d2 ⇒ 1 spaces into 1d3 ⇒ 2 Eegru's space!
Eegru takes 1d6 ⇒ 2 fire damage.
Snorri opens the door into the master bedchamber which 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.
We will start doing this by rounds now.
Eegru
Snorri
Navatsiyk
Turel
Omero
If you also make a DC 15 Knowledge (local) or Profession (gambler) check open this spoiler.

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Omero tries to open the door without breaking it.
Perception: 1d20 - 2 ⇒ (18) - 2 = 16

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Perception A: 1d20 + 8 ⇒ (5) + 8 = 13
Perception B: 1d20 + 8 ⇒ (17) + 8 = 25

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Knowledge Local: 1d20 + 7 ⇒ (5) + 7 = 12

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Snorri rushes to the woman. "Hang on! We'll get you out of here!" He pulls a pick from his pack and begins picking the lock to unchain her.
Disable Device: 1d20 + 10 ⇒ (15) + 10 = 25

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Omero looks at the man to see if he can spot any obvious signs of life.
Perception: 1d20 - 2 ⇒ (1) - 2 = -1

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While the others break into the next room, Turel tries to make a little progress against the flames, smothering some of the fire.
DC12 combat maneuver: 1d20 ⇒ 4
It's not going to be easy...

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Navatsiyk tries again to smother the fire.
CMB DC 12: 1d20 + 1 ⇒ (13) + 1 = 14

miteke |

Omero looks at the man to see if he can spot any obvious signs of life.
Perception: 1d20 - 2 ⇒ (1) - 2 = -1
You are quite sure he is dead. That does not take an action though so you still may do something.
Bold may take actions
Eegru
Omero
Navatsiyk: Extinguished a square
Turel: Failed to extinguish a square
Snorri: Begins picking the lock. Note that this is a full round action and you spent a move action getting there. But it looks to be going well!!

miteke |

Eegru also manages to extinguish a square. Omero moves towards the fire and attempts to help and succeeds in putting another area out.
1d20 + 6 ⇒ (8) + 6 = 14
The fire just spreads out again, filling the two areas just extinguished! Snorri finishes picking the lock.
Once freed, Inusi (the woman) rushes to the bed and begins gathering as many of the trinkets scattered about her bed as she can, cursing someone named Zaashakar; PCs can assist her if they’d like.
Torvad (the man) struggles and convulses violently because of the smoke and, of course, the dagger plunged into his stomach area, making any mundane medical help difficult. to make matters worse he is bleeding heavily from the wound. The dagger has some small writing in a strange language.
If you get close enough to read it:
Bold may take actions
Eegru:
Omero:
Navatsiyk:
Turel:
Snorri: Picked the lock and has a move action left

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As the lock pops open, Snorri moves to the man, drawing a potion as he goes. "Here, this will help." He also glances at the dagger.
Linguistics: 1d20 + 3 ⇒ (7) + 3 = 10

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Turel looks nervously at the man, but not being a medic he dare not touch the dagger!
Frustrated with his previous efforts he tries again to extinguish some fire. He ducks between his companions to try.
DC12 combat maneuver: 1d20 ⇒ 5
He suspects he might be making it worse.

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CMB: 1d20 + 1 ⇒ (6) + 1 = 7
Navatsiyk continues putting out the fire, even though it feels pointless.

miteke |

Botting Omero again. Omero succeeds in putting another area out.
1d20 + 6 ⇒ (9) + 6 = 15
It seems like you are barely keeping the fire under control as it spreads again to occupy the areas you just put out, probable because they are the most sensitive areas at the moment.
Bold may take actions
Eegru:
Omero:
Navatsiyk:
Turel:
Snorri:

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Turel continues to struggle with the flames. He constantly feels like they are going to overtake him.
DC12 combat maneuver: 1d20 ⇒ 7 I would like to buy a roll
He can't heal, and his CMB is nil. Is there something more productive he could be doing with his time?

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If the injured man accepted the potion, Snorri will move to put out the fires. Ignore the roll if he did not- in that case, Snorri would pour the potion down his throat.
CMB: 1d20 + 9 ⇒ (20) + 9 = 29

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Navatsiyk assists the woman gathering her belongings. "Time to get out of here, the fire is not in control." she says

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Okay, since Turel is not having success with the fire (and won't) can I switch this rounds actions to that? Are there rolls for assistant the old man's exit, or just "movement with/assisting him"?

miteke |

If the injured man accepted the potion, Snorri will move to put out the fires. Ignore the roll if he did not- in that case, Snorri would pour the potion down his throat.
Roll ignored. Turvid is quite incapable to taking a potion. You remove the dagger and immediately realize that the wound seeps with black, ichorous blood which is not clotting. You pour the potion down his throat and Turvid stops bleeding and the wound closes enough for him to act on his own, the the smoke is still a bother.
Okay, since Turel is not having success with the fire (and won't) can I switch this rounds actions to that? Are there rolls for assistant the old man's exit, or just "movement with/assisting him"?
Not this round since you already rolled.