Hrolf 'Beastheart' Hakonson
|
Hrolf and Jake will lead the party north next.
Hrolf 'Beastheart' Hakonson
|
We'll make a clockwise loop going north up column A.
Ryster Demarkarios
|
Ryster raises he hand for a stop. Do you want me to scout ahead while remaining in the shadows? he whispers.
Hrolf 'Beastheart' Hakonson
|
"Spread out if you'd like, just keep an eye out."
After coming to the intersection at A3, Hrolf and Jake head east towards the center of the warehouse.
Hrolf 'Beastheart' Hakonson
|
Once we get to the intersection on the eastern side of the warehouse, we'll check the NE alcove ending in Z1 and then back down towards X9.
Ryster Demarkarios
|
Ryster follows the group, trying to stay in the shadows with his bow at the ready.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Hrolf 'Beastheart' Hakonson
|
Hrolf growls in frustration.
"Damned coward must have fled..."
Daimonji
|
"Or maybe they ain't home yet, or they're cooped up 'n invisible," Daimonji grumbles.
"Either way, I don't like this one bit. Someone come with me so we can go keep an eye on the door. I'll go keep an eye on the door." A pause, then: "Someone come with me if they like. Splittin' up spells trouble."
Daimonji'll be sticking around F15, though mostly making sure no one comes in or out rather than making a thorough search.
Hrolf 'Beastheart' Hakonson
|
Hrolf will stand guard at Q9.
Ryster Demarkarios
|
| GM Sloth |
D 1d20 + 7 ⇒ (18) + 7 = 25
T 1d20 + 9 ⇒ (18) + 9 = 27
H 1d20 + 6 ⇒ (2) + 6 = 8
I 1d20 + 5 ⇒ (15) + 5 = 20
J 1d20 ⇒ 7
The initial sweep through the warehouse reveals nothing. It seems the place is abandoned.
As the party begins to split up and begin a more thorough search, Hrolf feels a wooden board beneath his feet snap. His foot doesn't sink through the floor, but the plank itself seemed to split rather easily. Too easily, in fact.
A second later, the sound of glass breaking all throughout the warehouse is heard. Dozens of jars containing alchemist's fire rains down from ceiling, crashing into crates and igniting them. The warehouse seems to be going up in a blaze!
Touch Attack vs. Hrolf: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 ⇒ 1
Reflex Save: 1d20 - 1 ⇒ (13) - 1 = 12
1d6 ⇒ 5
1d6 ⇒ 1
The orange squares are completely on fire. If you are standing in one at the start of your turn, you will take an additional 1d6 of fire damage.
Initiative Time!
Daimonji: 1d20 + 2 ⇒ (14) + 2 = 16
Hrolf: 1d20 - 2 ⇒ (11) - 2 = 9
Iolande: 1d20 + 1 ⇒ (4) + 1 = 5
Jake: 1d20 + 4 ⇒ (6) + 4 = 10
Ryster: 1d20 + 1 ⇒ (9) + 1 = 10
Tiasar: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1:
Tiasar
Daimonji
Jake
Ryster
Flames
Hrolf
Iolande
Hrolf 'Beastheart' Hakonson
|
"I'm fine", Hrolf barks. "Get out of the building. This place is coming down."
On his turn, Hrolf will exit the building.
Daimonji
|
Daimonji, apart from the rest of the party, only sees fire. He could easily exit right now, but instead, he curses up a storm and runs back to the rest of the group.
No Pathfinder left behind, Grandmaster Torch likes to say.
Double-move to J5.
Hrolf 'Beastheart' Hakonson
|
Hrolf moves to S11 and starts to open the door.
Ryster Demarkarios
|
Ryster sprints toward the western door.
Run 4x speed. (4x20=80ft) I believe that puts Ryster at F14
Hrolf 'Beastheart' Hakonson
|
Round 2
Hrolf finishes opening the door and steps outside.
"Outside. Everybody. Now!"
Daimonji
|
It seems Hrolf and Jake have their escape handled. Daimonji dashes back when he came from, though Iolande seems distracted by something. The tiefling gently reminds her they need to leave. "Out!!"
Welp, backtracking. Double-move to G15.
Ryster Demarkarios
|
| GM Sloth |
The flames begin to spread more and more quickly, devouring everything within the warehouse with great ferocity. Thick smoke has begun to pour over the warehouse's interior, while also rising into the evening sky.
Everyone still inside the warehouse needs to make a DC 15 Fortitude save at the beginning of your turn. Failure means you cannot move, as your are overwhelmed with smoke in your lungs and begin coughing and choking.
Tiasar
Daimonji
Jake
Ryster
Flames
Hrolf
Iolande
Iolande
|
Fortitude 1d20 + 4 ⇒ (16) + 4 = 20
Iolande keeps herself steady as the smoke starts to get thicker. "Thanks. Let's go." She starts to move backwards towards the nearest exit.
Starting at F4 and going south, how far can we get with the foot locker this round?