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"Nivik, you will find the drake susceptible to spells based on the 'cryo' designation."
The detective fires another volley into the drake.
Merciful Longbow DA/SF/RS/PB: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 for NL Damage: 1d8 + 6 + 2 + 1d6 ⇒ (2) + 6 + 2 + (3) = 13
Merciful Longbow DA/SF/RS/PB: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 for NL Damage: 1d8 + 6 + 2 + 1d6 ⇒ (7) + 6 + 2 + (1) = 16
Merciful Longbow DA/SF/RS/PB: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 for NL Damage: 1d8 + 6 + 2 + 1d6 ⇒ (4) + 6 + 2 + (6) = 18

Venture Teller Play b'Post |

I'm guessing each of those hit, so two Intimidates to Demoralize...
"Do not mess with the chosen of Asmodeus!"
Ahhh, but you guess... incorrectly!

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Milton Smithson wrote:Ahhh, but you guess... incorrectly!I'm guessing each of those hit, so two Intimidates to Demoralize...
"Do not mess with the chosen of Asmodeus!"
Please tell me that the 31 hit at least!

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Seems like the sequence of events is a bit incorrect. Sai moved into flank with Milton at the end of the round, and then at the top of the next round, before the Ewari would act, Milton should have been able to go and benefit from the +4 flank bonus that Sai's menacing amulet gives. I see on the map that Ewari isn't in the same place, so it seems she moved before Milton, but she shouldn't have.

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Does Awen and his friends get a reflex save vs the splash dmg?
If so:
Awen Reflex: 1d20 + 11 ⇒ (13) + 11 = 24
Grog: 1d20 + 6 ⇒ (13) + 6 = 19
Cuchulainn: 1d20 + 5 ⇒ (6) + 5 = 11
Awen cries out as the drakes breath splashes over the little group. He quickly sends his friends back before turning his arrows against the foul creature.
Attack: 1d20 + 12 + 1 - 2 ⇒ (2) + 12 + 1 - 2 = 13
Attack: 1d20 + 7 + 1 - 2 ⇒ (1) + 7 + 1 - 2 = 7
Attack: 1d20 + 12 + 1 - 2 ⇒ (8) + 12 + 1 - 2 = 19
Dmg?: 2d6 + 2 + 1 + 1 ⇒ (2, 5) + 2 + 1 + 1 = 11

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Nivik will direct is Cold-Flaming Ball of Death, DC 19: 3d6 ⇒ (1, 1, 1) = 3 to strike the drake! He then elects to try and knock down the master!
Toppling Magic Missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9
Topple!: 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19

Venture Teller Play b'Post |

Negative to a Reflex on splash damage. Sorry Awen, my response to your question was in a post that got eaten. I didn't add it back in when retyping the post. (Does splash damage ever allow a Reflex-maybe I am doing it wrong? I couldn't find anything to suggest it does.)
Flaming darts of pure force pump repeatedly into the efreeti's chest she is knocked back by the force, but manages to resist falling. She is not so lucky against the mace of tiefling barristar. Milton's mighty swing sounds with a iron "crack" against the butler's skull knocking her to the ground in a crumpled heap of flames, flesh, and jewelry.
Nivik's sphere of freezing flames rolls into the drake, hissing as it collides with the creature's molten hide. Both the cloaked figures strike at the beast with their arrows, but few of the missiles penetrate the creatures skin.
The drake turns to Sai and screams in apparent fury. Stepping from the freezing cold it strikes at the human with teeth like tiny swords, claws like scythes, a tail cracking like a whip, and even stabbing with its molten wing-tips.
bite: 1d20 + 17 ⇒ (9) + 17 = 26, dmg: 1d8 + 7 ⇒ (8) + 7 = 15
claw1: 1d20 + 17 ⇒ (16) + 17 = 33, dmg: 1d6 + 7 ⇒ (2) + 7 = 9
claw2: 1d20 + 17 ⇒ (4) + 17 = 21, dmg: 1d6 + 7 ⇒ (3) + 7 = 10
tail slap: 1d20 + 15 ⇒ (18) + 15 = 33, dmg: 1d8 + 3 ⇒ (4) + 3 = 7
wing1: 1d20 + 27 ⇒ (2) + 27 = 29, dmg:
wing: 1d20 + 27 ⇒ (8) + 27 = 35
R2
Nivik (29): blasts Efreeti, freezes drake
Fendel (26): shoots drake
Milton (25): assumes too much.
Awen (23): misses drake
drake (19.7): Ref: 1d20 ⇒ 1, 1d6 - 1 ⇒ (1) - 1 = 0
Ka Kaw (19.4): <-- here now
Ewari (7): dropped
Sai (4): <-- here now
Milton: yes 31 hits 25 misses because she has ceased to be a target. Similarly she is not intimidated
Ka Kaw & Sai to finish the round!

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Sai twists and turns as she shifts from side to the side, dodging the furious attacks of the drake before she takes a short step inside its reach and retaliates with a rapid series of punches and kicks of her own. She tries to stun the drake with one of her blows in case she can not finish the beast quickly.
As she strikes out, she reaches down deep and touches the raw nerve that is her inner blood rage, making her attacks even more more furious, but her self control keeps that rage focused and silent.
5' step, swift action ki point for extra attack on full round flurry, free action blood rage
Flurry+divine favor+bless+bloodrage: 1d20 + 15 + 3 + 1 + 2 ⇒ (2) + 15 + 3 + 1 + 2 = 23 Stunning Fist DC18Fort
Flurry+divine favor+bless+bloodrage: 1d20 + 15 + 3 + 1 + 2 ⇒ (18) + 15 + 3 + 1 + 2 = 39
Flurry+divine favor+bless+bloodrage: 1d20 + 15 + 3 + 1 + 2 ⇒ (1) + 15 + 3 + 1 + 2 = 22
Flurry+divine favor+bless+bloodrage: 1d20 + 10 + 3 + 1 + 2 ⇒ (17) + 10 + 3 + 1 + 2 = 33
Magic Blunt damage: 2d6 + 19 ⇒ (3, 6) + 19 = 28 Dragon Ferocity, extra STR dmg on first attack
Magic Blunt damage: 2d6 + 17 ⇒ (6, 2) + 17 = 25
Magic Blunt damage: 2d6 + 17 ⇒ (1, 3) + 17 = 21
Magic Blunt damage: 2d6 + 17 ⇒ (6, 2) + 17 = 25

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Nivik repeats the process of trying to freeze the drake DC 19: 3d6 ⇒ (4, 5, 1) = 10 and then decides to reserve his spell resources and fetches his Wand of Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
I'm sure its some sort of self-effacing bias but I swear that over all of the years I've played this game my average MM damage is under 2.5 per dart. Its uncanny how often I roll a 1 on that dastardly d4 damage roll, especially with a wand.

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The detective fires again, but is slightly distracted as he also tries to notice any sign of alarms or other response to their assault.
Perception: 1d20 + 28 + 1d6 ⇒ (15) + 28 + (6) = 49
Merciful Longbow DA/SF/RS/PB: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 for NL Damage: 1d8 + 6 + 2 + 1d6 ⇒ (2) + 6 + 2 + (4) = 14
Merciful Longbow DA/SF/RS/PB: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 for NL Damage: 1d8 + 6 + 2 + 1d6 ⇒ (4) + 6 + 2 + (2) = 14
Merciful Longbow DA/SF/RS/PB: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 for NL Damage: 1d8 + 6 + 2 + 1d6 ⇒ (8) + 6 + 2 + (1) = 17
Confirm: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 for NL Damage: 2d8 + 12 + 2d6 ⇒ (5, 6) + 12 + (4, 2) = 29

Venture Teller Play b'Post |

The creature hisses at the cold sphere rolling along it belly-scales.
R: 1d20 ⇒ 3
Fendel then the drake.

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As requested, no flank applied, add +4 if flanking:
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 1 + 2 ⇒ (4) + 13 + 1 + 2 = 20
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 2 + 2d6 ⇒ (7) + 10 + 2 + (5, 5) = 29
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 1 + 2 - 5 ⇒ (17) + 13 + 1 + 2 - 5 = 28
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 2 + 2d6 ⇒ (1) + 10 + 2 + (1, 4) = 18
And the demoralize checks.
Intimidate: 1d20 + 17 ⇒ (12) + 17 = 29
Intimidate: 1d20 + 17 ⇒ (2) + 17 = 19
If I drop it.
"I said, do not mess with the chosen of Asmodeus!"

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Attack: 1d20 + 12 + 1 - 2 - 2 ⇒ (18) + 12 + 1 - 2 - 2 = 27
Attack: 1d20 + 7 + 1 - 2 ⇒ (2) + 7 + 1 - 2 = 8
Attack: 1d20 + 12 + 1 - 2 ⇒ (13) + 12 + 1 - 2 = 24
Arrow 1: 1d8 + 2 + 1 + 1 + 4 ⇒ (8) + 2 + 1 + 1 + 4 = 16
Arrow 3: 1d8 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
+PBS+Focused Shot+Deadly aim
Awen continues to send a stream of arrows at the creature, now firing just past Miltons ear as the battle shifts up the stairs and the Pathfinders repositions themselves. His other friends continue running from the room.

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I just had it pointed out to me that you cannot use Focused Shot with a full round action. My mistake!! My first arrow does 15 dmg not 16 if it hits.

Venture Teller Play b'Post |

The magma vomit continues to burn Fendel, Ka Kaw, Awen and the critters. the loyal creature whimpers as it person gets dropped by the Pathfinders. It's mouth gapes with as it retches again, but it blinks its eyes first and disappears with only an outline of itself in lava left. It reappers in the corner and gacks as another ball of vomit rockets toward Fendel. With an angry yelp it then moves to stand over the body of its person.
Fendel: 3d6 ⇒ (5, 1, 5) = 11
K, A & critters: 1d6 ⇒ 1
The pyroclastic vomit is supposed to continue burning for a couple of rounds and I forgot it in R2, so you get a freebie :)
v. Fendel fire: 6d6 ⇒ (3, 3, 3, 6, 4, 3) = 22 (R for 1/2), splash damage to everyone except F, N & S: fire: 3d6 ⇒ (1, 3, 4) = 8; rounds: 1d6 ⇒ 2
Ka Kaw & Sai to finish the round. Sai, it will provoke an AoO from it first move.

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Is it a full round action to put out/remove the pyroclastic goo?
Reflex: 1d20 + 13 ⇒ (14) + 13 = 27

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AoO: 1d20 + 21 ⇒ (17) + 21 = 38
magic blunt: 2d6 + 17 ⇒ (5, 3) + 17 = 25
As the drake begins to move, for just a small moment it is vulnerable to attack and Sai kicks out with a solid blow.
let's hope that was enough to drop it. If not, please accept the following action.
Sai rushes over to where the drake reappears, and leads with a powerful punch.
Attack: 1d20 + 21 ⇒ (10) + 21 = 31
magic blunt damage: 2d6 + 19 ⇒ (3, 1) + 19 = 23 first attack dragon ferocity, wasn't sure if the AoO should get it instead
-Posted with Wayfinder

Venture Teller Play b'Post |

Unlike fire I think the magma is considered too gooey to put out. All it says is 'After the magma cools, it crumbles to dust.' It remains for 1d3 rounds (which I thought was 3 and didn't roll it for either of them. 1d3 ⇒ 3, 1d3 ⇒ 2 .

Venture Teller Play b'Post |

With a heart-wrenching yip, the lava drake falls over its person. It isn't dead, thanks to Fendel's magical bow, but it is unconscious and its whimpers sound like those of someone stuck in a nightmare.
There is no apparent response to the brief fight.
The efreet has a masterwork Large falchion and a strange key with a symmetrical pattern of interlocking rays for its head.
Repeating the description of the entertaining room. This large room contains sofas and chairs upholstered in leather with a metallic sheen. A steel table is set with stone plates, crystalline cutlery, and gold-lined goblets. Doors to the north open onto a narrow terrace, and the portrait of a stern efreeti hangs along the west wall.
Fendel can deduce that the room has seen little use recently and is instead arranged to highlight the household’s wealth.
Edit: Fendel: 3d6 ⇒ (1, 4, 3) = 8, Fendel: 3d6 ⇒ (4, 1, 5) = 10, Fendel: 3d6 ⇒ (4, 4, 1) = 9
K, A, F, M 1d6 ⇒ 4, 1d6 ⇒ 4, 1d6 ⇒ 5 for three rounds post combat.

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With the lava drake dead, Awen shakes off the dust of the now cooled magma and rushes for his friends in the other room. Thanks to his heritage, the fires did not do nearly the damage to him that it did to them, even with a second blast added to the mix. He quickly pulls out a wand to heal his friends before he worries about himself.
CLW Grog: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Grog: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Cuchulainn: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Awen: 1d8 + 1 ⇒ (8) + 1 = 9
His friends and himself tended to, he returns to the other room to help as he can. "That was a rather sticky fight.. who is wounded.. Lets get you patched up before we go any further!"
Fendel et al. just make the rolls and I can deduct them from my wand if you like. I have 10 charges left.. might as well use it up and get a new one!

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CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
And 3 charges off my wand of Infernal Healing will top me off. Thanks Awen!

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Nivik will move into the room and give a cursory Detect Magic over the area in order to satisfy his own curiosity. He'll then go and examine the portrait while the others do their thing.

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No worries, Fendel!
Once Fendel is taken care of, Awen moves through the group, checking each one over to make sure they are well. Only then does he turn his attentions to the deceased and unconscious.
"What should we do with the drake?" Awen asks. "I would not needlessly kill such an amazing creature, but we can hardly leave it to cause havoc behind us.."
Heal: 1d20 + 9 ⇒ (1) + 9 = 10
I was checking to see if I could tell how long the creature was going to be out/how hurt is it.. but yea. That's not gonna happen.

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While the others are healing, deciding what to do with the drake, or surveying the room for magic, Sai heads over to door in the eastern wall of the grand entryway. The door that leads to one of the rooms marked on our map as a meeting room.
Quietly replying to Awen from over her shoulder, "Listening to its whimpers, we should kill the creature and end its suffering. Without its master it may just waste away until it dies and that would be truly needless. Of course, you would know better than I would know, how a creature such as this would behave once it awoke."
She casts detect magic herself, then inspects the door for traps, and if free of them, she opens the door and steps inside, scanning the room for magic. Take 10 on perception for a 31

Venture Teller Play b'Post |

Divine energy hovers over the burns on Awen's companions like a small dart. It stabs into the healthy flesh on one side and comes out the other, then twists in the air and stabs back in. Each time it comes out a line of small blue energy trails behind the dart. At the end of his incantation, the dart flies high, pulling the energy string tight and closing the wound until only healthy skin remains. I always hope I am not overriding the player's personal magic flavor description, so feel free to add your own. I prefer it to "seven hp back". EDIT: That said I do like the they bloody letters T.Hunt uses in Goblins when a character is dying. I will have to figure out how to put that into words (or at least not a thousand words).
Having it pointed out before, Sai notices this door is warded with similar cold energies. Both meeting rooms are warded this way.
Nivik looks closer at the efreet's portrait. It is of Xxojit Cinderfury, the current head of he household. Longhorn horns protrude from his bald head and his face sags more like a mortal's face than an immortal creature of the elements. Still his bearing, clothing and even the stern expression mark him as a noble.
Awen determines the drake will be out for an hour at the very least. Or does he...? >:)

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"We cannot afford any witnesses. Though magical companions are beyond my actual experience, it may be theoretically possible to communicate what happened, thereby potentially compromising our purpose for being here."
Leaving the drake for someone with a larger weapon, the detective joins Sai at the door. After confirming another ward, he attempts to disarm it if possible. I can disarm/disable magical traps.
Perception: 1d20 + 28 + 1d6 ⇒ (14) + 28 + (3) = 45 +2 for traps
Disable Device: 1d20 + 26 + 1d6 ⇒ (5) + 26 + (6) = 37

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Not a problem GM. I like the flavor there!
Awen moves over to the opposite corner of the room Labeled Storage and checks that room as well.
Perception: 1d20 + 16 ⇒ (8) + 16 = 24

Venture Teller Play b'Post |

Fendel forms a bit of mithril wire to short the arcane energy warding the door. When he is finished he has something quite like a snowflake, with symmetrical, interconnecting rays.
Hearing nothing inside he opens the door. Each of these meeting rooms contains a glass table etched with serpentine designs and high-backed glass chairs.
Pick one (east or west) and uncover it, roll another Disable Device for the other. Both have a door on the south.

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Anything in the room I chose?
After searching his first room, Awen joins Ka Kaw at the other meeting room door.
Disable Device: 1d20 + 15 ⇒ (11) + 15 = 26

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@KaKaw, actually Awen was up in the north western corner and Fendel is at the eastern door with Sai. Easy mistake as they use the same icon, only with a slightly different color. Fendel uses the black and white icon with the black border and Awen has the light green icon with the blue border. I moved your icon to be with Awen by the Western meeting room as per his last post.
Once Fendel has disabled the magical trap on the door, Sai steps into the room and inspects the room and the table she sees.
Perception: 1d20 + 21 ⇒ (1) + 21 = 22 lol, better than on an attack roll or save, at least as long as I have Fendel's preternatural perception to back me up that is.

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And that you do!
Fendel quickly joins Sai in searching the room. Seeing the other two heading to the other doorway, the detective mutters "I hope they know what they are doing." He sets that distraction aside and focuses on the task at hand. Perhaps this will be an opportune location for some of the evidence. It would be best to spread it around a little, otherwise it will seem suspiciously convenient for whomever discovers it.
Perception: 1d20 + 28 + 1d6 ⇒ (8) + 28 + (4) = 40 +2 for traps

Venture Teller Play b'Post |

Awen feels a bit of a chill as he touches the side of the lock, but doesn't release the arcane winter warding this door.
Inside is only the table, currently empty and clean. While leaving evidence on the table can work, it will be the only thing in the room and will stick out.
Listening at the door marked storage the party doesn't hear anything in particular, though the room doesn't have the empty echo of the meeting rooms.
two doors south (library & pool), storage & up the stairs with its four rooms. What say you?

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The detective decides this is not the place to leave evidence and decides to hold onto them a little longer. He moves on to the southern double-doors (Library). He once again takes precautions to circumvent any alarms or countermeasures.
Perception: 1d20 + 28 + 1d6 ⇒ (9) + 28 + (4) = 41 +2 for traps
Disable Device: 1d20 + 26 + 1d6 ⇒ (4) + 26 + (1) = 31

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Sai remains close by Fendel, shadowing his movements.

Venture Teller Play b'Post |

Felt-lined shelves from floor to ceiling cover every inch of wall space in this exquisite and relatively cool library. Each shelf contains a menagerie of books, ancient scrolls, maps, metal plates, and charts of all size, color, and design. A large table sits in the middle of the room, holding stacks of books and stray sheets of parchment. Exotic trinkets and baubles are interspersed in the multitude of items, with each shelf labeled in angular text.

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Fendel alerts the others to what they have found and then gets to work.I will be translating for everyone who joins.
He activates the magical sensing property of his wayfinder. Casting Detect Magic and scanning the room.
The detective heads to the contracts first.
Perception: 1d20 + 28 + 1d6 ⇒ (3) + 28 + (5) = 36
Then looking at the Magic research.
Perception: 1d20 + 28 + 1d6 ⇒ (15) + 28 + (2) = 45
And lastly the Lineages
Perception: 1d20 + 28 + 1d6 ⇒ (20) + 28 + (3) = 51
Does this seem like a better place to leave the incriminating evidence?

Venture Teller Play b'Post |

Fendel alerts the others to what they have found and then gets to work.I will be translating for everyone who joins.
He activates the magical sensing property of his wayfinder. Casting Detect Magic and scanning the room.
The detective heads to the contracts first.
[dice=Perception]1d20+28+1d6...*Does this seem like a better place to leave the incriminating evidence? ...**
*This shall take 10 to 20 minutes (as will each of the other areas Fendel has listed to examine). What will everyone else be doing?
**You can hide it under the sink in the kitchen if you deem it appropriate.*** I hope I didn't mislead you earlier, but yes this space will work.
***Do elemental beings of fire even need a sink?

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Sai remains on guard near Fendel in the event of some enemy happening by. She makes sure the doors remain open so she can watch the foyer and the other team across the way on the west side while still covering the detective as he finds the contracts and plants the evidence.
When the time comes, if her resist fire and mage armor are about to expire, she will reactivate them before the group moves upstairs.

Venture Teller Play b'Post |

Wait?!? Did we split the party? I assumed everyone is all together. If this is wrong let me know. In that case is where everyone & what are you dying?
EDIT: err... doing?