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Mordack fires another acid splash at the lizard hit: 2 - 4 - 2 + 1d20 ⇒ 2 - 4 - 2 + (18) = 14 firing into melee, and cover vs touch
dmg: 1d3 ⇒ 1 acid.
spellfailure: 1d100 ⇒ 99

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What a pitiful sting, further solidifying it's uselessness. Bartimaeus pulls Durlo's wand and releases a burst of healing energy upon the dwarf.
Cure Light Wounds on Durlo: 1d8 + 1 ⇒ (7) + 1 = 8

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Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
With the lizard in front of her and on top of Durlo, Sigrid takes a swing with her flail.

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No longer having hope of pulling Durlo to safety with the door open, Grigor draws his swordcane and stabs at the lizard, hoping to drive it back. "Get back you foul beast!"
swordcane: 1d20 + 1 ⇒ (5) + 1 = 6 for 1d6 + 1 ⇒ (4) + 1 = 5 damage.

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Hannah fires off another shot trying to avoid wounding her friends.
attack vs touch: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d12 - 1 ⇒ (4) - 1 = 3
confirming critical hit vs touch: 1d20 + 5 ⇒ (13) + 5 = 18
extra damage: 3d12 - 3 ⇒ (9, 12, 10) - 3 = 28
woooh level 1 and 31 points of damage

GM Cody |

Hannah lines up her shot and fires right into the lizard's eye, blowing its brains out the back of its head to splatter on the wall behind it. It falls over limp, laying heavy on top of a now conscious Durlo.
Most of the few remaining arms in the room have rusted away, making them useless in combat.
However, there are a few items that seem in good working order lying in the piles. You find a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.
You guys recognizes the banner as belonging to the Band of the Phoenix, one of Absalom’s most famous hunting lodges during the Age of Blades. The banner is worth 100 gp but might be worth much more to a historian or collector
There is nothing in the shocker lizard room, the only place left is the other doorway.

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I believe Bartimaeus healed Durlo with the wand for 8, so that should completely clear his lethal and non-lethal, right?
-Posted with Wayfinder

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"I believe that Durlo's wand is the extent of our healing options beyond resting for the day. Shall we continue onwards and upwards?"
_________
Durlo, nonlethal and lethal damage are healed at the same time, so you should be good to go.

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"Raaaaagh!" Durlo comes awake, face red with fury as if he is still in battle. He blinks, sees the dead lizard with the hole through its head, then looks at his companions.
"Good shot it is whoever did that!"

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Not a problem Hannah says smiling while she jams another cartridge in.
We moving on?

GM Cody |

Checking out the last room, it is a for the most part empty. One side has collapsed in revealing open air and making a decent ramp up to the third floor.
Durlo-1, Sigrid-2: 1d2 ⇒ 1 who walks around the room first
Durlo enters the room first and as he does, he triggers an unseen trap no one looked for, as the rope springs it fires a javelin.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 + 2 ⇒ (4) + 2 = 6
But the spring was too tightly loaded and the javelin shatters upon being fired, it lightly showers Durlo with wood chips.
Nothing really to find on this floor, you guys scramble up the rubble to the Third floor. As you guys ascend to the third floor, you notice there aren't any doors to access the other side of the tower. However as you guys climb up, you disturb a nest of sleeping bats and they rise up screeching and swarming!
Durlo: 1d20 + 3 ⇒ (5) + 3 = 8
Bartimaeus: 1d20 + 4 ⇒ (9) + 4 = 13
Grigor: 1d20 + 2 ⇒ (2) + 2 = 4
Mordack: 1d20 + 4 ⇒ (8) + 4 = 12
Sigrid: 1d20 + 1 ⇒ (14) + 1 = 15
Hannah: 1d20 + 3 ⇒ (13) + 3 = 16
Bat Swarm: 1d20 + 2 ⇒ (7) + 2 = 9
Round 1 - bold is up! MAP
Hannah
Sigrid
Bartimaeus
Mordack
BAT SWARM
Durlo
Grigor

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eeeeeek....bats!
Crap, forgot to get splash weapons. Bad pathfinder. By the end of this scenario, Hannah is going to be mentally scarred by all the vermin.
Delay

GM Cody |

That is a really unique and funny way, I'd maybe say they just won't attack you as a fellow tiny bat.

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Nature to Identify: 1d20 + 6 ⇒ (14) + 6 = 20
Bartimaeus blanchs at the swarm of bats. Yet again I am ill prepared to face a foe. I hope my companions had better foresight.
"Unless some one has the means to properly dispose of these creatures, I propose we increase the distance between ourselves and those bats and let them disperse on their own."
_____________
I'm a bad Pathfinder too :( If nobody has a splash weapon, Bartimaeus will delay until right before the bats go. He will double move to leave the area until the bats have decided to go somewhere else.

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I am perfectly okay with running away from a bat swarm with this character. Just shut the door behind us

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"Hmm, I think I have something let me look" She says as she rummages around in her backpack. "AH! YES! I have 2 flasks of acid, Hannah you are much better at the ranged stuff you take them." She moves over to Hannah and holds them out.
Move action to draw the flasks, standard action to move back 10 feet towards Hannah

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Will come out of delay after Sigrid
Hannah takes the acid flask and takes a five foot step to get line of sight on the swarm.She then chucks one of them.green blob is where I am aiming.
attack vs touch: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 ⇒ 1

GM Cody |

Hannah throws a flask of acid but lobs it right through the swarm of bats, they seemingly dodge out of the way.
miss: 1d8 ⇒ 3
It splashes right next to the bats, still managing to damage them!
Agitated they move to the nearest target. . .which is of course Durlo to which they greedily nip and harry him.
swarm damage: 1d6 ⇒ 3
Durlo, you also have Bleed 1 until you get healed or a DC10 heal check!
Round 1 - bold is up! MAP
Hannah
Sigrid
Bartimaeus
Mordack
BAT SWARM 1 damage
Durlo 3 damage & Bleed 1
Grigor

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Wincing both at the acid attack on the bats and at the bats attack on Durlo, Grigor takes another tact, changing into bat form and takes off into the bat swarm, trying to screech at them to see if he can influence their direction.
1) I have no handle animal.
2) I don't believe being a bat actually lets you speak bat.
3) I have no rulings or evidence this should actually have even any chance of working.
4) In spite of all that, it still sounded fun, and I'll probably never ever have another chance to try it.
5) I'm ok taking splash damage.

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"Gah! They are angry at us for disturbing their home, yes?"
Durlo takes a step back and draws the last of his alchemist's fire and tosses it at the creatures.
alchemist's fire: 1d20 + 3 ⇒ (14) + 3 = 17
DMG: 1d6 ⇒ 6

GM Cody |

Grigor transforms into a screeching bat, joining the bat swarm and making attempts to drive them away from the hostile intruders.
Durlo takes matters into his own hands and throws an Alchemist Fire, hitting dead on the biggest clump of bats but also splashing himself.
Round 2 - bold is up!
Hannah
Sigrid
Bartimaeus
Mordack
BAT SWARM 10 damage
Durlo 3 damage & Bleed 1
Grigor

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Hannah throws Sigrid's last acid flask.
attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d6 ⇒ 2

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Sense Motive, DC 10: 1d20 + 4 ⇒ (1) + 4 = 5
"Excellent throw Durlo!" Bartimaeus looks more at ease when he catches sight of bats sizzling. That dwarf has a good arm and has proven most resilient. What a pristine specimen of his people!
Did Grigor just... join them?
Feeling some need to contribute, he pulls his crossbow and fires it into the middle of the swarm. Perhaps I may be able to pierce just one of them?
Crossbow: 1d20 ⇒ 91d8 ⇒ 1
But it predictably soars right through the mass, striking the wall behind them.
With hope in his eyes, he follows the arc of the last flask in their position as it rapidly closes in on the cluster of pesky creatures and steps back.

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Mordack will just take another defensive action. Sorry guys, but all my spells only target one creature at a time, acid splashing each and everyone one of them would take forever, if I had burning hands I'd use it. There seem to be hundereds of them, can't help you.
Mordack then casts the cantrip mage hand and puts it near Durlo spellfailure: 1d100 ⇒ 89 This is about as useful as I'll be, maybe Durlo I can help you dig out vials of acid/fire faster, just grab it out of my mage hand as it gets it out of your backpack.
spellfailed Nevermind it is going to take me a second to cast my mage hand.

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Unfortunately Sigrid is out of acid and has to stand by and watch.
good job you guys they are dropping like flies..err bats!
I will delay

GM Cody |

The bat swarm ends up whirling out into the open sky, what few remain that is. Even those that remain many of them still are on fire.
alchemist fire: 1d6 ⇒ 6
With bats dropping out of the sky like little meteor's.
Out of combat, good job guys :)
Searching around, you guys find a secret entrance to the next area. Before opening it though Durlo should probably staunch his open, bleeding wound.

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Mordack says, We made some noise, we should come back down, go back to the stairway and go into that room the normal way, they are probably excepting us to come through that secret door. Actually there are floors above us, so when we go back to the stairs, we should just go straight to the top floor, as they are expecting us to do these floors in order, thus we will have the element of surprise. The enemies will be shocked to know we went to the fifth floor before we completed the third. Mordack says this excitely but not loud like he has this bright idea in his head.

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After the bats are gone, Durlo immediate ly attempts to dress his wounds from bleeding any more, but is not able to stanch them completely.
Heal, DC 10: 1d20 + 1 ⇒ (8) + 1 = 9
He says, "Could you heal me friend Bartimaeus? I would be most appreciative."
Once he is healed up he will wait for everyone to ready themselves, and then check the secret door for traps or dangers and if everything looks fine, he will push through into the next room.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
-Posted with Wayfinder

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"Of course Durlo, the pain will be for just another moment longer."
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
"Good as new! Let us be on our way." Bartimaeus stands behind Durlo, wand at the ready, and throws a glance at the door himself.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20

GM Cody |

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.
And two skeletons burning from an unknown source stand guard in this room, lighting the room with a bright flickering light.
Burning skeletons are like normal skeletons except they are immune to fire, vulnerable to cold, their attacks deal fire damage and anyone near them gets burned.
Durlo: 1d20 + 3 ⇒ (15) + 3 = 18
Bartimaeus: 1d20 + 4 ⇒ (7) + 4 = 11
Grigor: 1d20 + 2 ⇒ (17) + 2 = 19
Mordack: 1d20 + 4 ⇒ (15) + 4 = 19
Sigrid: 1d20 + 1 ⇒ (1) + 1 = 2
Hannah: 1d20 + 3 ⇒ (1) + 3 = 4
Burning Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Round 1 - Bold is up
Mordack
Grigor
Durlo
Burning skeletons
Bartimaeus
Sigrid
Hannah

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Grigor flies to the far end of the room, trying to stay close to the ceiling to avoid getting the attention of the skeletons, then turns into a man/bat form.
Religion: 1d20 + 7 ⇒ (10) + 7 = 17
Move action to fly to spot. Standard action to change shape. Picking up bite attack in the shape change shape.

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Knowledge (religion), untrained, Max 10: 1d20 + 1 ⇒ (7) + 1 = 8
Upon seeing the burning skeletons, Durlo immediately recognized them from the stories his father used to tell. He charges straight for the closest one and chops his greatsword at it with all his strength.
"Be gone, abominations!"
Greatsword, power attack, charging: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
DMG: 2d6 + 7 ⇒ (1, 5) + 7 = 13
Critical confirmation: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Critical DMG: 2d6 + 7 ⇒ (1, 3) + 7 = 11

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Mordack single moves in to be between two skeletons, as he notices they are on fire. Well, I guess I'm going to have to put out the fire
His range does not quite reach, so as soon as the far skeleton comes within reach of 25 feet his snowball goes off, as he figures Durlo has the near one prettty much dead hit: 2 + 1d20 ⇒ 2 + (18) = 20 vs touch
dmg: 1d6 ⇒ 6 cold damage. and a fortitude save of 14 or be staggeredspell failure: 1d100 ⇒ 99 Crap, that was good hit too.

GM Cody |

Sorry for the delay, things just kept piling on! Life, am I right?
Durlo charges the nearest skeleton, obliterating it with his Greatsword, its burning bones go clinking against the alter before reducing to ash.
Mordack tries to weave a spell but gets caught up in the moment.
The remaining burning skeleton charges Mordack!
Claw: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
It grabs him by the hair and rakes it burning claws across his eyes, Mordack drops in a burning slump, bleeding out.
Round 1 - Bold is up
Mordack -1, unconscious and bleeding out
Grigor
Durlo
Burning skeleton
Bartimaeus
Sigrid
Hannah

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Religion, DC 7: 1d20 + 6 ⇒ (5) + 6 = 11
Bartimaeus steps in the room, admiration plain on his face. Now these are tools! All manner of tasks can be performed with creatures su- My word, I see Mordack is very well acquainted with their abilities...
He pulls Durlo's wand of healing and graces Mordack's suffering body with it's touch. "May that ease the suffering. Madam Sigrid, we require your services within!"
_________
Damn, that skeleton hung him out to dry!

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Hannah moves in musket in her shoulder and fires at the skeleton.
attack vs touch: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d12 + 1 ⇒ (6) + 1 = 7

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Sigrid moves up next to the skeleton and Mordack and swings her flail.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

GM Cody |

Sigrid charges into the room, spinning up her flail she batters the flaming skeleton to pieces!
as a temple dedicated to Nethys, the god of magic, in both of his aspects: protection and destruction. The writings on the walls are quotes from Nethys’s holy book.
Searching this room you uncover a locked door that presumably leads to the stairs and the way up.
I forgot to mention but you guys couldn't have taken the stairway to this floor because rubble has blocked it.

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Religion, DC 10: 1d20 + 6 ⇒ (4) + 6 = 10
"These halls appear to be in worship of Nethys, god of magic." Bartimaeus rests his hand upon the wall covered in writing, feeling the power of the words through his fingertips. There is much to learn from such a being.
"Who would like to lead the way?" He asks, turning to the door.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4 Another 4 for Mordack.

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Thanks Bartaeus, I saw fire, tried to put it out with my snowball and my arm didn't lift up fast enough due to the armors weight, causing my spell to fail, next thing I know it is on me swinging its sword.