[PaizoCon] GM Zin's 10-10 The Shattered Shield (Inactive)

Game Master Lady Ladile

Maps & Handouts

Aurum Death & the Golden Statues:

Rumors among the gamblers, drifters, and vagrants of Azir describe a noble outlaw who has been extending help to the poor and downtrodden, asking for their secret devotion to Abadar in exchange for enough gold to realize whatever dreams they may hold.

While this patron’s residence is unknown, spending time in prayer with her has produced real golden relics that many believe come directly from Abadar’s First Vault. It is rumored that this patron bears one of the mystical keys to said vault.

Individuals involved with law enforcement know that these statues have been associated with several grim disappearances all over Azir, and many of these folk believe the statues are no boon, but the physical expression of fell magic. They further believe that the statues are somehow connected to a strange disease that causes an afflicted person’s skin, eyes, fingernails, and hair to crust over with flaking gold - an affliction that’s earned the nickname “aurum death” by locals.

Many have witnessed terrifying, gold-clad undead roaming the streets at night in some of Azir’s shadier areas. Some believe that these creatures arise from those slain by aurum death. The Pure Legion has been attempting both to locate the origin of these gold-clad creatures and to gain more information about this strange “servant of Abadar” and that individual’s possible connection to these unsettling events.

Inusi Mendalari:

VC Obo had mentioned that Torvad was last heard to be a guest of the noblewoman. You've learned that Inusi Mendalari is an architect of some renown, with connections to several other prominent nobles and architects throughout Rahadoum. In addition to her talent for design, she's known to have an interest in strange and exotic artifacts as well as a love for horses. She also has a teenage daughter named Nulalla.

The Sacred Cobra:

The Sacred Cobra is an illicit auction house for religious and historical relics, regularly moving to different locations to evade law enforcement. The Pure Legion has been attempting to identify the whereabouts of the Sacred Cobra auction house for some time, having conducted several unsuccessful raids on locations that are no longer in use. In a pinch, providing the Pure Legion with information about the Sacred Cobra’s location might help garner favor with the local garrison.

Torvad Shalzadin:

Torvad has an upstairs room in a tavern called the Efreeti’s Flame. The owner and keeper of the Flame hasn’t heard from him in weeks, but Torvad instructed the innkeeper to send any couriers bearing letters during this week to the Mendalari Estate in the Artisan’s Souk.

Torvad has been seen coming and going from a manor in the Artisan’s Souk that belongs to Inusi Mendalari, a prominent architect in the region. It’s rumored Torvad has been appraising a large collection of artifacts for her, but no one knows exactly what he’s been examining.

Torvad has grown exaggeratingly paranoid in the last few weeks, and several individuals report his claims that a strange creature with golden skin is stalking him. While no one has taken him seriously, he’s been walking the streets of Azir more heavily armed than usual.


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Dark Archive

CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

Riltar tries to finish the fire's expansion to the south.

Pouring half a gallon of water down on the fiery square in the south room BAB, DEX, Water Magic: 1d20 + 3 + 4 + 4 ⇒ (6) + 3 + 4 + 4 = 17

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Sorry about that! It's an alternate racial trait from the race guide. It replaces normal elven immunities. Should I put that somewhere specific?

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Knowledge (local): 1d20 + 8 ⇒ (11) + 8 = 19

Hellebore eyes the table and the pile of coins askance. As she sweeps them into a pocket, she pulls out her healing wand again to heal the injured man. "Tabar or Dimak, can one of you take care of the shackles so we can get out of here?"

The Concordance

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3 Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 2/3 | Abj. Impl. MF 6/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

Tabar steps towards the woman and nods at Hellebore.

disable device: 1d20 + 11 ⇒ (1) + 11 = 12

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke will attempt to smother the fire to his east. Not sure if Divine Favor applies to a CMB roll.

CMB, Divine Favor?: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

I guess it won't matter.

---

Bocke has Heal +6, but I wanted to make sure the fire didn't put any time pressure on us to get the skill check done.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Thanks for botting me, GM. I was indeed caught up in the festivities this weekend.

Birseko continues to use telekinetic projectiles to try to bring the tapestries down to smother the fire.

CMB, telekinetic projectile: 1d20 + 4 ⇒ (16) + 4 = 20

Liberty's Edge

Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4
Bocke Reed wrote:
Bocke will attempt to smother the fire to his east. Not sure if Divine Favor applies to a CMB roll.

I can answer that.

From aonprd:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.

Therefore, the answer is yes.

Dimak grabs the manacles and...

Strength, Raging: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 D'oh!

"Gnnnnnnhhhh!"

... fails to bend them even a little!
The already long lasting rage starts taking a toll on him, it seems...

Can Dimak try this Strength check again next round?
He certainly is stubborn enough... ;-)

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


Season of Ghosts

@Hellebore - No worries! Just note the specific trait with your other traits on your character sheet.

Hoping to buy some more time and maybe reduce the amount of property damage that's happening, Riltar continues playing firefighter as he pulls open the southern door and douses the flames within with water. And it works! The fire fizzles out, leaving this part of the house safe for the moment.

Hellebore takes in the macabre scene laid out on the desk before sweeping the coins into her pocket and drawing out her healing wand to try and help the injured man. Meanwhile, Tabar gets to work on opening the manacles but finds that they're trickier than he'd expected. But he's also certain that if he can do just a little bit better, they'll open! Dimak tries to simply break them but his hands slip and he's unable to wrench them open.

Oh man, those nat 1s! They're not one-shot tries though so you guys can try any of those options again on your next turn.

Bocke focuses his efforts on the small bit of fire remaining in the bedchamber and manages to finally put them out! Back out in the hallway, Birseko clears a little of the fire out of the solar room.

But there's still plenty of fire left, continuing to burn...

2d4 ⇒ (3, 3) = 6
______________

Round 10

Hellebore (Mage Armor)
Bocke (Divine Favor, Heightened Awareness, Fire Resist 4)
Dimak (-17; Raging, Infernal Healing)
Tabar (Energy Shield, Legacy Weapon (Heartseeker), Guidance)
Birseko (Acute Senses, Mage Armor, Mirror Image; 3 images)
Riltar (Antiplague; +1 Weapon Enhancement)

==============
FIRE FIRE HEH HEH

Active Conditions: None

Environmental Conditions:

Everyone is UP!

Mendalari Estate

Dark Archive

CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

Is the door opened north of Riltar?

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

"Are you guys okay?" Bocke shouts, without looking back. "I'm going to clear a path out of here."

CMB, DF: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

He involuntarily looks back and the flames escape him.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko continues to use his mind to bat at the tapestries in a possibly futile effort to smother the flames.

telekinetic projectile CMB: 1d20 + 4 ⇒ (18) + 4 = 22

Liberty's Edge

Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4

Dimak grabs the manacles again. He tries to break them with all his might and anger and...

Strength, Raging: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 LOL.

"Gnnnnnnaaaaahhhh!"

If a result of 10 is enough to break the manacles:
... succeeds!

"Ha! That's shoddy craftsmanship if it breaks so easily!" :-P

If not:
... fails again!

"Aaargh! This can't be! DIMAK IS STRONGEST THERE IS!" ;-)

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Hellebore attempts to help put out some more fire, pulling out a waterskin and emptying it over the closest section.

CMB: 1d20 + 5 ⇒ (12) + 5 = 17 (assuming I can do this as Dex instead of Str)

The Concordance

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3 Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 2/3 | Abj. Impl. MF 6/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

Tabar tries again!

disable device: 1d20 + 11 ⇒ (11) + 11 = 22


Season of Ghosts

Trusting his comrades to free the man and woman, Bocke focuses his attention on trying to clear a path through the flames...or rather, he tries to focus but there's a lot going on and he's unable to extinguish any flames. On the other side, Birseko fares better as he steps up to the door into the solar and manages to fling a tapestry over a section of flames.

Dimak tries yet again to force the manacles apart but his hands are slick with blood, sweat, and soot, and he's still unable to get a firm grip on them. However Tabar finally comes to the rescue as he manages to pop the lock on the manacles with a *click*.

Now freed, the woman leaps up and rushes over to the nearby bed and begins rummaging around underneath it, seemingly gathering up personal belongings and other such trinkets.

"Oh no, oh no...this has to be saved and I need to take *this* with me too, and *that*..." she mumbles frantically.

The injured man, meanwhile, continues to lay on the floor moaning and groaning. It looks like he'll probably need to be assisted, carried, or even dragged out of here.

Hoping to finish clearing a path, Hellebore steps up next to Bocke and flings the contents of a water skin over the closest section of flames, extinguishing them! For the moment, at least, there's a path through the burning room and back out into the hallway.

@Riltar - Alas, no windows either.
______________

Round 10

Hellebore (Mage Armor)
Bocke (Divine Favor, Heightened Awareness, Fire Resist 4)
Dimak (-17; Raging, Infernal Healing)
Tabar (Energy Shield, Legacy Weapon (Heartseeker), Guidance)
Birseko (Acute Senses, Mage Armor, Mirror Image; 3 images)
Riltar (Antiplague; +1 Weapon Enhancement)
==============
FIRE FIRE HEH HEH

Active Conditions: None

Environmental Conditions: None

Riltar is UP!

Mendalari Estate

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

It's almost like they didn't want us to have an easy way out.

Dark Archive

CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

Riltar turns north to extinguish a path for his fellow Pathfinders!

Pouring half a gallon of water down on a fiery square in the burning room BAB, DEX, Water Magic: 1d20 + 3 + 4 + 4 ⇒ (20) + 3 + 4 + 4 = 31

Liberty's Edge

Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4

Nice crit! Does this mean Riltar extinguishes more than one square?


Season of Ghosts

Sure, why not!

Riltar continues to spew water from his goblet in a concentrated stream, stepping just inside the solar as he does. This time the water seems especially effective, dousing a larger section of the fire than normal!

Still, there's plenty left to burn...

2d6 ⇒ (6, 2) = 8

...and it's as though the flames are trying to keep you all within the burning home. The fire creeps back in front of the northern door leading into the master bedchamber. Worse, the continuing flames are beginning to take a toll on the structural integrity of the solar as flaming debris begins to fall from the ceiling!

Riltar, make a DC 16 Reflex or take 2d4 ⇒ (1, 1) = 2 bludgeoning damage.
______________

Round 11

Hellebore (Mage Armor)
Bocke (Divine Favor, Heightened Awareness, Fire Resist 4)
Dimak (-16; Raging, Infernal Healing)
Tabar (Energy Shield, Legacy Weapon (Heartseeker), Guidance)
Birseko (Acute Senses, Mage Armor, Mirror Image; 3 images)
Riltar (Antiplague; +1 Weapon Enhancement, Pending Reflex)

==============
THAT’S A LOT OF FIRE

Active Conditions: None

Environmental Conditions: None

Everyone is UP!

Mendalari Estate

Dark Archive

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CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

"Ah, RATS!!!"

Reflex DC 16: 1d20 + 6 ⇒ (17) + 6 = 23

"...and that was a bit too close for comfort!" says Riltar, after ducking and rolling forward, avoiding a fiery wooden beam. "The roof... the roof...... the ROOF IS ON FIRE!"

Seeing that his magic goblet has run out of water, Riltar swiches to shooting rays of frost, aiming the rays at structural beams to cool them down and prevent their ignition!

Ray of Frost, Ranged Touch vs. AC 5, Cold Magic: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15

Liberty's Edge

1 person marked this as a favorite.
Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4

I understood that reference! ;-) And the next line of the song is perfect, as Riltar just ran out of water:

'...we don′t need no water, let the m**********r burn...' catchy tune...

"Stop that, lady, we need to get out of here!"

Dimak waits until/if (some of) his comrades have cleared a path through the fire.

Delay, but he will act this round as follows:

He then grabs the wounded man and tries to carry him out of the room as fast as he can!

carrying capacity with STR 21: medium load (306 lbs), heavy load (460 lbs)
current weight carried: 110 lbs
should be enough to be still at 30 ft speed (fast movement)...

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke will try to clear a path to the south.

CMD, DF: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Hellebore attempts to clear the path through the flames.

CMB: 1d20 + 1 ⇒ (19) + 1 = 20

She grabs the lady and tries to drag her through the flaming room.

The Concordance

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3 Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 2/3 | Abj. Impl. MF 6/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

What are the options to extinguish the fire except of create water or CMB? Tabar’s bonus is +0 CMB so quite fruitless. :-(

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko has very little he can do other than continue to try putting out some of the fire. Have we freed the two captives enough that we can get them out of the building? And if so, is there anything else (that we are aware of) that we need from the building before it burns down? It might be time to just evacuate...

Birseko eyes the fiery ceiling with alarm. Putting out the fire appears to be a lost cause. Instead of continuing to hurl drapery at it, he begins to scan the area, looking for any signs of any other living beings that may yet remain within the building.

Detect Thoughts, 60' cone. Round 1 simply tells him presence/absence of thoughts.


Season of Ghosts

Riltar manages to dodge the falling debris but his luck runs out when his goblet goes dry! The magus switches to frost rays in an attempt to try and tamp out the flames, but this proves a little trickier to manage than simply splashing water everywhere.

Bocke has better luck, managing to put out a section of fire that had reignited directly in front of the bedchamber door. Hellebore steps past the inquisitor and into the solar, managing to put out another section of flame and clearing a path through once more! Taking advantage of the opening, Dimak scoops the injured man up into a fireman's carry and races through the burning room and out into the hallway! As he does, he hollers at the woman to quit being ridiculous and follow him.

"Wha...bu...right! Okay! Oh, but Pateba's sculpture..." she frets but ultimately heeds the dwarf's advice and races after him.

Dimak's got the guy and the woman can move under her own power so you're good in regards to getting them out of the burning house!

As he sees Dimak comes barreling through the smoke and flames with an injured man over his shoulder and a woman following only a few steps behind, Birseko quickly begins scanning what he can of this section of the house, searching for any other living occupants that might be trapped. Aside from his comrades and the two individuals you've rescued, he doesn't sense any other thoughts within the range of his magic.

Seeing no other occupants within the master bedchamber, Tabar senses that it might be a good idea to get back out while there's a clear path back through the solar and moves that direction.

Went ahead and double-moved Tabar back out into the hallway, unless he'd rather stop in the burning room and try to fight the fires. Creative use of magic or other ideas are encouraged/allowed to give bonuses to your CMB checks to put out the flames!

GM Stuff:

Perc. Riltar: 1d20 + 4 ⇒ (10) + 4 = 14
Perc. Hellebore: 1d20 + 10 ⇒ (11) + 10 = 21
Perc. Birseko: 1d20 + 10 ⇒ (7) + 10 = 17 +2 if HA
Perc. Tabar: 1d20 + 9 ⇒ (11) + 9 = 20
Perc. Bocke: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

Hellebore, Birseko, Tabar:

When you hear the woman say something about a sculpture, you can't help but glance around the flaming, burning solar. And sure enough, you spot a marble bust of a lean and cruelly handsome woman sitting atop a bookcase that's somehow managed to not be completely incinerated yet. You're not sure what relevance it has to anything but you're pretty sure one of you could easily grab it on your way back out of the room.

The sculpture is indicated by the smiley icon on the map.

By this point you're all pretty certain that this room is a lost cause as the flames continue to reignite in patches, but all that's left now is for the rest of you to get clear and then you can fall back into the courtyard. Falling, flaming debris continues to rain down, proving a hazard for Riltar and Hellebore and anyone else within the solar...

Riltar & Hellebore, please make a DC 16 Reflex to avoid taking bludgeoning damage from the falling debris.
______________

Round 12

Hellebore (Mage Armor, Pending Reflex)
Bocke (Divine Favor, Heightened Awareness, Fire Resist 4)
Dimak (-15; Raging, Infernal Healing)
Tabar (Energy Shield, Legacy Weapon (Heartseeker), Guidance)
Birseko (Acute Senses, Mage Armor, Mirror Image; 3 images)
Riltar (Antiplague; +1 Weapon Enhancement, Pending Reflex)

==============
HUNK OF BURNIN’ HOUSE

Active Conditions: None

Environmental Conditions: None

Everyone is UP!

Mendalari Estate

Dark Archive

CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

Reflex DC 16 against falling burning lumber!!: 1d20 + 6 ⇒ (4) + 6 = 10

Riltar sees a large piece of timber falling right for his head. He rolls backwards as a reflex, but the large piece of wood connects with his right shoulder blade with a solid CRACK!

Riltar manages to get back on his feet, hoping the noise came from the fiery wood breaking on his back and not his shoulder fracturing.

No time to think about the pain... survival first... let's try this frost ray one more time for Hellebore and Bocke's sake and then let's get out of this mess...

Standard action to ray of frost the burning rafters; Move action to move out of the room; map location of Riltar updated

Ray of Frost, Ranged Touch vs. AC 5, Cold Magic: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19

Gah! these rolls!! :P

"HELLEBORE!! BOCKE!! LET'S GET OUTTA HERE!!"

The Concordance

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3 Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 2/3 | Abj. Impl. MF 6/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

Tabar grabs the marble bust of a lean and cruelly handsome woman sitting atop a bookcase.

He then tries to extinguis the fire.

cmb: 1d20 + 0 ⇒ (6) + 0 = 6

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Hellebore shrieks as the roof starts to cave in on her head.

Reflex: 1d20 + 5 ⇒ (14) + 5 = 19

Dodging nimbly to the side, she sees Tabar snatch a statue off the bookshelf, then continues running for the front door. She shouts at the woman as she races past, "Anything else important in the house? It's now or crispy!"

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke is only too happy to leave.

Assuming nobody's trapped by the flames, Bocke will just double move out. If someone ends up being trapped, Bocke will stay to help - either single move and put out fire, or single move and life a beam or whatever.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko follows the others while continuing to scan for any thoughts.

Standard action to continue concentrating on Detect Thoughts; Move action to single move

Round 2 of Detect Thoughts gives the number of thinking minds and the INT scores of each. I neglected to say before that I used a level 1 spell slot to cast this, rather than the 1/day SLA that the psychic class gives (the difference is that it makes the Will save DC 17, rather than DC 9!). Also, it continues to operate in a 60' emanation cone (which I presume I can choose the direction of each round) but not wanting to metagame, GM will you please decide which direction he would have pointed the cone.

Liberty's Edge

Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4

Dimak keeps hustling towards the courtyard, still carrying the injured man. double move

Somebody might need to heal the man again.
In a few rounds Dimak could use another tap of the wand of infernal healing for sure.
Also, tha barbarian cannot rage very much longer - he has exactly one round of rage left.

Dark Archive

CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

@Birseko: I 'think' the GM disclosed there's no other minds than our group detected in round 1; for this round you could instead angle your thought detection cone to the south instead to see if anyone's in the south rooms; just a thought: don't feel obligated to follow any of these suggestions! (I'm making it clear this is just an idea as I hate it when players try to tell others what to do: not the case here, just a potential other avenue available based on my own experience using the spell frequently with other characters. The spell has no chance of failing the Round 1 discovery, so usually if the GM says 'nothing here', you can 100% trust that it's time to move the scanner to another set of chambers. Cheers!)

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Hellebore has her wand ready and waiting.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

@Riltar, the issue is that we can see on the map that there is an area of the map as yet unexplored that presumably has some further adventuring for us. However, pointing the cone in that direction would be metagaming. That's why I'm asking the GM to decide which way Birseko is looking.

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Didn't we also notice a painting or something in the main room?

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Yes, but I think Tabar grabbed the thing from there.


Season of Ghosts

Riltar Damage: 2d4 ⇒ (3, 4) = 7

Riltar suffers some damage as he's clocked in the shoulder by a falling piece of masonry but quickly rallies and puts out the last bit of fire blocking the way back out. With everyone accounted for, you're able to rush back out of the house and into the courtyard - Tabar even manages to grab the sculpture on his way out! On the way out, Birseko continues scanning around for thoughts but doesn't detect anything else within the house.

And now we'll drop out of rounds. Good job!

Good thing, too. Dimak looks as though he's about to give out and the man slung over his shoulder certainly isn't in the best of shape. As soon as the dwarf sets him down on the ground, blood begins to spew anew from around the knife stuck in his stomach. Now that you've got a moment to actually look, you can see that his description matches the one you were given of Torvad.

The woman - presumably Inusi Mendalari - suddenly begins looking around frantically. "Nulalla...Nulalla! My daughter, where are you-hurk!" Her words are cut off as she spots the remains of the guards and servants strewn about the courtyard like streamers and she suddenly bends sharply at the waist, retching.

And then, as if matters couldn't get any more complicated, you hear the clanking of armor and shouts as a troop of Pure Legion soldiers comes rushing in through the unlocked gate. At their head, you recognize a familiar face - Captain Kazima Rufah.

"In the name of the Legion, what madness is this!?" Kazima calls out as she rushes over to where everyone is huddled up. "You, men, secure the perimeter and...is that smoke? Hustle! Do what you can to keep the flames from spreading any further!"

"Daughter...my daughter...*hack*..." Inusi gasps as her retching and vomiting subsides for a moment. "Stables...she might be in the stables..."

With a chill, you all remember the set of bloody footprints you saw leading to one of the stable doors when you passed through the courtyard earlier. But Torvad seems to be on the verge of bleeding out if something isn't done for him within the next minute or two...

Heal *or* Kn. Arcana *or* Spellcraft (DC 10):

You realize that the wound left by the dagger seeps with black, ichorous blood and refuses to close or clot.

Detect Magic + Spellcraft (DC 20):

You recognize this as a +1 Dagger named Weeping Torment that inflicts persistent wounds, dealing 2 points of bleed damage. Bleed from a wound caused by this dagger is particularly difficult to stanch. A creature can stop the bleeding with a successful DC 17 Heal check, but any attempt to magically heal a creature requires the caster to succeed at a DC 16 Caster Level Check or the spell fails. On a success, the magic works normally and stops all bleed effects on the victim.

______________

You may attempt to remove the dagger with a Heal or Sleight of Hand check, but failure will deal additional damage to Torvad. Once the dagger is removed, it'll take a second Heal check to stop the bleeding *or* the application of a spell that heals at least 1 HP of damage...but remember where you are.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Spellcraft DC 10: 1d20 + 14 ⇒ (20) + 14 = 34

Spellcraft DC 20, with detect magic: 1d20 + 14 ⇒ (13) + 14 = 27

"Ah, this is grave. This blade - somehow I recall its very name, though I cannot recall my own - it is called Weeping Torment and its wounds are not normal ones. I will let someone with steadier hands than mine attempt to remove the blade." If someone has Sleight of Hand (or better Heal), I'll wait for them to attempt the removal before attempting to stop the bleeding.

Turning to the guards he says, "Perhaps you have some athelas hereabouts? Some call it kingsfoil..." but before they have a chance to answer he turns his attention back to Torvad and then his eyes roll back into his head and his hands begin to move over the wound.

Spend 1 point of phrenic pool to roll twice and take the better result

Heal: 1d20 + 3 ⇒ (17) + 3 = 20 OR Heal: 1d20 + 3 ⇒ (14) + 3 = 17

Dark Archive

CN Male Halfling Magus (Kensai) 9 | Speed 30 ft. | AC 30, T 24, FF 19 | hp 66/66 | Fort +9, Ref +10, Will +11 | Init +11 | Percep +4 | CMD 25 | Spells 1st 10/6 2nd 4/4 3rd 3/3 Arcane Pool 9/9 | Reroll @ +4 1/1 | Conditions: antitoxin/plague; mirror image x3, shield; enduring blade (keen/shocking burst)

Arcana/Spellcraft DC 10: 1d20 + 10 ⇒ (9) + 10 = 19
Detect Magic + Spellcraft DC 20: 1d20 + 10 ⇒ (18) + 10 = 28

"Birseko is right! this thing will keep bleeding unless we expertly closes the wound!"

Riltar watches closely as Birseko expertly removes the dagger from the man's wound. Riltar then immediately sticks his fingers into the wound to prevent blood loss and applies pressure there until someone arrives with gauze, bandages and a wound stitching heal kit.

Heal, Aid Another for whoever will show up with some healing equipment...: 1d20 + 2 ⇒ (14) + 2 = 16


Season of Ghosts

Actually, Birseko does well enough with that first Heal check to successfully remove the dagger without causing further damage!

Though Birseko had initially planned to wait for someone with steadier hands than his own to remove this strange and dangerous dagger from Torvad's innards, he changes his mind at the last second and taps into a bit of supernatural power to quickly yank it out without worsening the wound!

*GGRHGH!*

Torvad grits his teeth and grunts in pain, then immediately relaxes...though he's not out of the woods yet, as the wound continues to bleed. Riltar does his best to plug the wound with his fingers until someone a little more skilled can apply some proper first aid.

Now that he's able to get a better look at the dagger Birseko notices some strange writing etched into the blade:

'ឈាមហូរដូចជាទឹកភ្លៀង។ ដល់ពាក់កណ្តាលអធ្រាត្រព្រះអម្ចាស់ខ្ញុំលះបង់ការឈឺចាប់នេះ។'.

Necril:

'Blood flows like pouring rain. To the Midnight Lord, I devote this pain.'

______________

One last Heal check to stop Torvad's bleeding, please!

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko spends his last point of phrenic pool (I don't think I've ever used 'em all!)

Heal: 1d20 + 3 ⇒ (1) + 3 = 4 OR Heal: 1d20 + 3 ⇒ (2) + 3 = 5 ouch! Glad this isn't pf2!

His eyes roll back into place and looks around, momentarily confused, then sighs with alarm. "Ah well. I don't suppose you do have any kingsfoil then? We might need it... His wounds are beyond my skill."

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Heal: 1d20 + 6 ⇒ (17) + 6 = 23

Bocke speaks Necril, and translates.

In Necril, Bocke responds, "Zon-Kuthon the Midnight Lord?"

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Hellebore kneels next to the man and mutters under her breath, "Should have bought a healer's kit..." Drawing on her remedial Healing knowledge, she tries to stop the bleeding.

Heal: 1d20 + 6 ⇒ (18) + 6 = 24

Under her ministrations with some help(?) from Birseko, the wounds stop weeping blood. She then closes her eyes, concentrates, and casts Stabilize just in case...

caster level: 1d20 + 4 ⇒ (7) + 4 = 11

...though the magic doesn't seem to have any effect. Seeing Dimak sway for a moment, she gets him to sit down before he falls over. She looks over her shoulder at Tabar and Bocke. "Can you check the stables? We saw those footprints earlier." She doesn't hold out much hope since Birseko didn't detect anyone.

Lifting her skunk out of her pocket, Hellebore whispers to it for a few seconds before putting her down on the courtyard floor. Belladonna flumphs over to the stables and sniffs around.

Perception, scent: 1d20 + 5 ⇒ (19) + 5 = 24


Season of Ghosts

Both Bocke and Hellebore have no trouble working together with Riltar to stabilize Torvad and stop his bleeding without having to resort to any magic at all, whether divine, arcane, or anything else. He still looks pretty rough, but you're certain that now he'll live to see another day. As the three Pathfinders hover over him, his eyes flutter open and he whispers, "I know why you've come. The Sacred Cobra auction house is currently being staged right under the Pure Legion’s noses, on the second floor of Azir’s Museum of Philosophy, Logic, and Natural History in the Grand Souk - and is scheduled to begin at approximately 10 a.m. in the morning. Thank you for the help, my friends."

He surreptitiously slides a small, intricately woven kerchief into Hellebore's hands. "Take this, you'll need it to get inside!"

More loudly now, he mumbles, "Oh...oh I feel...d-dizzy..." and then passes out.

Sense Motive (DC 15):

Actually, he's still conscious and you get the feeling that he's faking to avoid having to speak to the Pure Legion.

Meanwhile Bocke, able to read Necril, has no trouble translating the words written on the blade of Weeping Torment.

Kn. Religion (DC 12):

You know that 'Midnight Lord' is one of the names of the dark god Zon-Kuthon...which makes this dagger a religious artifact. You're not sure how or why it wound up in Torvad's gut, but you realize that the Pure Legion is likely going to confiscate it if they figure out what it is.

If you want to hide or otherwise obfuscate the nature of the dagger, make a Sleight of Hand or Bluff check - or something else creative.

Noting Inusi's words a moment ago - and the fact that she currently seems to be inconsolable - Hellebore suggests that a few of you check the stables. Birseko, his earlier magics still active, is able to move close enough to the stables and...he detects something! He senses the thoughts of not one, but two creatures from within the stables.

"I hate to impose on you folks further, but would you have a look while the rest of my men are occupied?" Kazima asks. "I'll stay here with these two," she gestures to Inusi and Torvad, "and see if I can get to the bottom of this."

To get started, Hellebore sends Belladonna over to sniff at one of the stable doors...

Hellebore:

Through your empathic link, you get a sort of, 'Ah hah!' moment after Belladonna sniffs around the stable doors. Rather than alarm, it seems more a feeling of, 'I recognize this.'

Mendalari Estate

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9

Knowledge Religion: 1d20 + 10 ⇒ (20) + 10 = 30

"Aye," Birseko whispers, "The Midnight Lord is one of his names. The Legionnaires are likely to take it if they realize what it is."

Birseko moves in the direction of the stables. I would ask what further information Detect Thoughts reveals but - I may be mistaken about this - I think he would have had to stop concentrating on it when he did the Heal checks?

GM, I assume that Mirror Image (5 minutes), Acute Senses (5 minutes), and Heightened Awareness (10 minutes) have all expired by now? If so, Birseko will use his wand to cast HA again, and will also enter the stables with his wand of Magic Missile in hand.

The Concordance

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3 Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 2/3 | Abj. Impl. MF 6/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

sense motive: 1d20 + 5 ⇒ (6) + 5 = 11

kn religion : 1d20 + 9 ⇒ (2) + 9 = 11

Hearing Birseko's comment, the ratfolk tries to distract the guards to take the dagger.

bluff to deceive: 1d20 + 9 ⇒ (12) + 9 = 21

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Since there are a couple of players who haven't responded, my turn can be delayed as needed.
Sense Motive: 1d20 + 4 ⇒ (14) + 4 = 18

Hellebore senses that Torvad isn't as unconscious as he says he is, but says nothing. Looking up at Kazima, she says, "This man is still in danger of dying. He will need more trained medical attention as soon as possible." Not having any skill in lying, she is trying to skirt the line of helping without saying too much.

Knowledge religion: 1d20 + 8 ⇒ (17) + 8 = 25

She recognizes the name Zon-Kuthon, though his portfolio isn't one she follows herself. After few moments, Hellebore rises, dusting off her knees and heads for the stables, giving Dimak a significant look as she goes. Thinking at Belladonna, "What do you scent?", the skunk continues snuffling further into the stables.

Perception (H): 1d20 + 10 ⇒ (16) + 10 = 26
Perception (B): 1d20 + 5 ⇒ (16) + 5 = 21

Sorry, I think I just stole everyone else's good rolls. Hellebore will heal anyone who doesn't look undead-related, while none of the Pure Legion is about. Hopefully we find the missing child.

Liberty's Edge

Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4

Dimak stops raging and immediately sets down the injured man.
He then sits down right next to him, trying to make it look like it was intended to do so (and not forced by fatigue).

Bluff: 1d20 - 2 ⇒ (19) - 2 = 17

"Uh... that... was... nothing... *wheeze*"

GM Ladile wrote:
And now we'll drop out of rounds. Good job!

Dimak is fatigued for twice the rounds he was raging. 12 rounds * 2 = 24 rounds = 2 minutes and 24 seconds

For the next 3 minutes or so he only takes deep breaths of fresh air in order to clear his lungs of smoke, trying to regain his strength.

Dimak spends this period resting before attempting any skill check.

---

I assume Dimak can hear Torvad's whispering as he sits right next to him.

Sense Motive: 1d20 + 0 ⇒ (1) + 0 = 1 D'oh!

Aid Bluff: 1d20 - 2 ⇒ (1) - 2 = -1 :-( Two natural ones in a row? o_O

After hearing from Birseko that the guards would take the Weeping Torment, Dimak discreetly draws his own dagger and smears his blood on it before putting it silently on the ground next to Torvad.

When Kazima asks for help (and Hellebore already gave him a look as well), Dimak gets up and exclaims: "Of course, of course! I'll go check the stables!"
He draws his longhammer and starts moving towards the stables.

After the infernal healing has faded, Dimak is at 29/35 HP.

@Hellebore:
A-HA! So it was you who stole all the good rolls while I was busy typing this post! I knew something wasn't right... ;-)

Dark Archive

N (she/her) elf witch 5 || HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 || Spells: 3rd 1/2, 2nd 4/4, 1st 4/5 || Active Conditions: mage armor, fly

Sorry! That is impressively awful.

Liberty's Edge

Gameday XV Special: #06-00 Legacy of the Stonelords Dwarf Barb. 6 /Cleric 1 | HP 73/73 (94/94) DR 3/- | AC 13 T 9 FF 10 | CMD 24 (+4 vs br/trip) | F: +12 R: +7 W: +6 (+2 vs Poison/Spells/SLAs, +2 vs Charm & Comp., -2 vs Disease) | Init +5 | Perc +15 | SM +4

Let's just hope Tabar's bluff roll is high enough.

Although, Hellebore could make her own bluff check to divert the attention from the Weeping Torment to Dimak's dagger.
Or maybe she can use a hex (evil eye, misfortune)? I am not familiar with hexes, so I do not know if a target recognizes when it is affected by a hex...
Just brainstorming, please ignore at will. ;-)

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