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Lexel still pinching his nose shut with one hand removes his morningstar from the hook on his belt. He uses the business end to prod the corpse of the two Troglodytes for valuables gagging during his brief search.
Perception: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20

Shalm |

The way PFS works is that you each get a GP allocation at the end for finishing the scenario, along with a list of items that you can purchase if you want. In the meantime (before the scenario is done), you can use anything you find. If you find single-use items, you can use them and they'll still be available for purchase after the scenario is finished.
So in short—use whatever you find as you see fit (the 18 sp probably isn't going to be that helpful though), and it'll sort of reset at the end of the scenario).

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"I'll take one of those javelins, honey," Esmeralda suggests to Lexel, "just so long as the stank doesn't seem to linger with it." The half-elf receives the javelin gingerly, considers it, then shakes her head and drops it. "Too smelly."
She turns to the dead lizard. "Poor thing, it was just hungry." She cocks an eyebrow at Reuhne. "You said something about some name before you decided to make leather out of this thing. What was that you said?"

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"Yuck, well at least there are no keys on these two. All they had was a few silver pieces. I for one would like to move on from here, the stench of these two is only going to get worse."

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Asha frowns, "This Tasskar at least awaits us -- and has likely captured or killed our quarry. We'd best press on quickly, before he? She?...outmaneuvers us. Tassjar presumably knows the tower better than we, and surprise will be our advantage."

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V, having recovered somewhat from his head injury, throws his hood back up, brings up his scarf/face-mask (for the smell) and steps over the troglodytes to scout out the path ahead.
Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Shalm |

Entering the next room (from where the troglodytes came), you see racks for weapons lining the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. You can still smell a vestige of the horrible troglodyte stench in this room—it's likely that the troglodytes spent a decent amount of time in here.
Two other doors lead out of this room—one of the south wall, and one on the southwest wall that you're confident leads to the western wing on the 2nd floor.

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"Well, we know where that one goes," the half-elf says, gesturing at the southwest door. "I'd say we choose the door less-well-known. Blothar? You've been awful silent. Cat got your tongue, sweetheart? Shall I go find it for you?"
The Calistrian strokes the silent half-orc's cheek.

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V evaluates the weapons to see if there's a good replacement for his rapier among them, or perhaps a good second weapon, as he's been working on his rapier-dagger form.
Are there any light weapons among the few remaining weapons? And appraise: 1d20 + 1 ⇒ (16) + 1 = 17 to see what they're worth
Afterward, he nods at Esme and opens the south-facing door, after checking for traps of course.
Perception, Trapfinding: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

Shalm |

Most of the remaining arms in the room have long since rusted away.
Opening the door, you are reminded of the door leading to the collapsed staircase on the floor below; that same passage is blocked from this side too, but the stairs up to the next floor are clear.

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Seeing as they were moving in the direction of unlit passages, Reuhne pulled a torch from his pack, and whispered a symbol syllable of arcane energy. A spark descended upon the torch, lighting it within a few moments.
Lifting the torch aloft, the elf began wandering the room inspecting the weapons. "It would seem they amassed quite an armory here."
Appraise (Untrained): 1d20 + 4 ⇒ (19) + 4 = 23
Picking the valued ones from the mass of rusted weaponry, Reuhne bared his arms with the load, and held them aloft for his comrades to see. "Here's a rather detailed dagger of silver-make, a well-smithed shield that's not too heavy, and a cloth with detailed threadwork of a flaming bird. I don't need any of them, so take your pick."

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That's what you get for hesitating, V, the nobleman thinks as Reuhne hands the dagger to Esme.
"Hang back with that torch for a moment, if you don't mind." V's words to Reuhne come almost as quickly as the rogue disappears up the staircase in a stealthy jaunt, keeping his eyes open for anything his comrades may need warning for.
I'd like to continue using my previous stealth check (19) since I haven't acted since making it. Also, my previous perc check if possible (26/27).

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"A bit too good for my tastes," Reuhne mumbles under his breath.
Noticing the noble was not within visual, and that the only place the group had not ventured was up the flight of steps, the mage stepped around Es and glanced upward. Hopefully, Viswall hadn't attracted trouble.

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Lexel cracks the knuckles of his hands and shakes out his wrists. It has been quite some time since he tapped into the magic in his blood this much. He nods and readies himself for what comes next then follows the group up the stairs.

Shalm |

Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.
Moments after entering, two piles of bones rise up to take human shape and burst into red-orange flames. Their jaws open in soundless screams as they raise their claws to attack.
Lexel
Blothar (I'll GMPC him)
Skeletons
Esme
Reuhne
Asha
No surprise round. Viswall and Lexel can act, and I'll GMPC Blothar.
Lexel: 1d20 + 2 ⇒ (13) + 2 = 15
Viswall: 1d20 + 3 ⇒ (15) + 3 = 18
Asha: 1d20 + 5 ⇒ (1) + 5 = 6
Blothar: 1d20 + 1 ⇒ (14) + 1 = 15
Reuhne: 1d20 + 3 ⇒ (6) + 3 = 9
Burning Skeleton: 1d20 + 6 ⇒ (8) + 6 = 14

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V immediately darts around to the furthest skeleton, and thrusts it with his rapier, then takes a quick step back from the flaming enemy.
Move: 30' to the 6 o'clock space of the far skeleton
Std: rapier: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Free: 5' step to that skeleton's 9 o'clock

Shalm |

V - you can only take a 5-foot step on turns where you don't otherwise move any distance. That doesn't keep you from taking move actions, but you can't move and take a 5-foot step. I moved you back.
V moves swiftly and his rapier thrust catches the skeleton off-guard. He breaks through a few bones in the skeleton's rib cage, but otherwise the rapier moves through gaps in the skeleton.

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Lexel darts between Blothar's legs and past Reuhne through the doorway and into the room. His eyes fading to inky black pools. Once in the room and face to face with the skeletons he fires a gout of acid at the unengaged skeleton.
Acid Splash: 1d20 + 2 ⇒ (5) + 2 = 7 vs touch AC for a possible damage : 1d3 ⇒ 1

Shalm |

Lexel's spell flies off wildly, missing the skeletons completely.
Blothar moves slowly into the room as well. Producing a golden holy symbol of Saranrae, he shouts at the skeletons.
"In the name of the Dawnflower, be gone, cursed undead!"
Blothar channels positive energy to harm the undead.
Possible damage: 1d6 ⇒ 1
Skeleton 2: 4/5

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Asha glances into the room, struggling to place the alters -- Should have paid more attention in those theology lectures! -- and is caught flat-footed as the skeletons animate. know (religion): 1d20 ⇒ 8

Shalm |

The skeleton that Viswall attacked retaliates with both claws. One connects, cutting and scorching him at the same time. The other ambles toward Blothar and attacks, but is unable to penetrate his armor.
Ouch—Viswall takes 9 damage (5 normal and 4 fire). You're either staggered or unconscious, if you took damage earlier. Esme, Reuhne, and Asha can act.
1d4 + 2 ⇒ (3) + 2 = 5
1d6 ⇒ 4
1d20 + 2 ⇒ (16) + 2 = 18
1d4 + 2 ⇒ (1) + 2 = 3
1d6 ⇒ 6
1d20 + 2 ⇒ (5) + 2 = 7
1d4 + 2 ⇒ (1) + 2 = 3
1d6 ⇒ 3
1d20 + 2 ⇒ (19) + 2 = 21
1d4 + 2 ⇒ (3) + 2 = 5
1d6 ⇒ 1

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Asha moves in the room as the skeleton tears into Viswall and takes aim with his bow, hoping to give V some room --
attack, point-blank, into melee: 1d20 + 5 + 1 - 4 ⇒ (1) + 5 + 1 - 4 = 3 *yay*
damage: 1d6 + 1 ⇒ (2) + 1 = 3

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Esmeralda references Blothar's actions. "Oh, that's a right good idea, honey!" She draws forth her whip, presenting the embossed symbol of the crossed daggers. "In the name of the Savoured Sting, I declare this mischief managed!"
Channel Positive Energy to harm undead, DC 14: 1d6 ⇒ 3

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Witnessing the halfling struck with a heavy blow, Reuhne dashed forward around the side so as flank Blothar's opponent.
Pulling his steel inheritance from the sheathe at his hip, the mage gripped the sword with both hands, leveraging his might into the swing.
Flank Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Potential Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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Seeing the flames coming off the skeletons burn his companions Lexel falls back ten feet further into the room to gain just a little distance before shooting out his hand and firing another marble of acid at the nearest undead.
Acid Splash into combat: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6 vs touch AC for a possible 1d3 ⇒ 1 damage

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The skeleton that Viswall attacked retaliates with both claws. One connects, cutting and scorching him at the same time. The other ambles toward Blothar and attacks, but is unable to penetrate his armor.
Ouch—Viswall takes 9 damage (5 normal and 4 fire). You're either staggered or unconscious, if you took damage earlier. Esme, Reuhne, and Asha can act.
** spoiler omitted **
No, V has 6 HP right now, meaning he's at -3 and dying. In the future, feel free to roll stabilization for me. I don't have any feats that would make it different from my Fort check.
Stabilize: 1d20 ⇒ 6

Shalm |

Blothar glances over at his fallen companion and sees the flames from the skeleton continue to wound him.
I will not let him die!
Taking a step back, Blothar calls for Sarenrae's aid once more, filling the room with holy energy again—this time to heal.
V—you're at -8 (started at 6 HP, 9 damage from the skeleton attack, 4 from being adjacent to the skeleton, and down 1 more after failing the stabilization check. Blothar's channel heals 3 damage, so you're up to -5 and stable.

Shalm |

Blinded and enraged at the holy light from Blothar, the skeleton that brought V down heads toward Blothar. The other follows suit. Blothar's armor proved to be too strong though, and no claws get through.
Esme, Asha, and Reuhne, you're up!
1d4 + 2 ⇒ (4) + 2 = 6
1d6 ⇒ 6
1d20 + 2 ⇒ (9) + 2 = 11
1d4 + 2 ⇒ (3) + 2 = 5
1d6 ⇒ 5
1d20 + 2 ⇒ (7) + 2 = 9
1d4 + 2 ⇒ (3) + 2 = 5
1d6 ⇒ 1

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"These blasted things are persistent. Emphasis on the word 'blasted'," Esmeralda giggles, cracking her whip in Calistria's name as a wave of divine energy billows forth.
Channel Positive Energy to harm undead, DC 14: 1d6 ⇒ 2

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Once more backing up and traversing towards the remaining skeletons side, Reuhne hoped he could keep the undead wretch busy enough for Blothar to obliterate it.
Flank Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Rolled a 1: 1d6 ⇒ 3
Reuhne's precious sword arked through the air, and having not yet become used to martial battle, the elf's sweaty hands launched the blade point down at his feet. Clattering around in circles, Reuhne practically danced in place, attempting to keep the determined sword from knicking his legs.