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Braxton takes advantage of the flank to help overcome his nausea.
Shield Bash: 1d20 + 2 + 2 - 2 ⇒ (7) + 2 + 2 - 2 = 9
Sap: 1d20 + 3 + 2 - 2 ⇒ (14) + 3 + 2 - 2 = 17
Damage: 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Intimidate: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18

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Jules attempts to strike the creature once more.
Rapier: 1d20 + 4 + 2 - 2 - 2 ⇒ (15) + 4 + 2 - 2 - 2 = 17 (+2 flank, -2 sickness, -2 duel welding)
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12 (sneak attack)
Short Sword: 1d20 + 4 + 2 - 2 - 2 ⇒ (17) + 4 + 2 - 2 - 2 = 19 (+2 flank, -2 sickness, -2 duel welding)
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12 (sneak attack)

GM Tektite |

Under a flurry of blows, the remaining creature succumbs to its wounds and collapses!
Out of Combat!
Searching the bodies turns up only a couple javelins and a club, while searching the room, you see racks for weapons line 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. The horrible stench of the creatures fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.

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Appraise: 1d20 ⇒ 17
A DC 20 to know something is masterwork? That is harsh, especially at first level.
Bah, any of this could be valuable. Lets just back up the lot for transport back with us. Jules, while we pack this stuff, can you check both doors?

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If I can take 20 I will that will make it a 26 otherwise
Appraise: 1d20 + 6 ⇒ (8) + 6 = 14

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Jules looks the banner over
knowledge local: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
She than move over to examine the doors
for the east door
Perception: 1d20 + 4 + 1 - 2 ⇒ (14) + 4 + 1 - 2 = 17 (+1 for traps - 2 for sickened)
disable device: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
for the south east door
Perception: 1d20 + 4 + 1 - 2 ⇒ (10) + 4 + 1 - 2 = 13 (+1 for traps - 2 for sickened)
disable device: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

GM Tektite |

The sickened effect has worn off.
Jules finds no trap on either door, nor can she make heads or tails of the banner.
The southeastern door leads to an another ocagonal room. The door was trapped, Jules having missed it, but luckily, the trap fired a javelin into the southern room! The southern room is barren of anything of interest.
The eastern door leads to a stair well. You can can see the rubble chocking the passage to the first floor, but the way is clear to go up.

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We have our way up. Turk notes. Lets check that southern room for anything valuable and then head up. Turk will pick up the javelin even if they find nothing else. Any poison on the weapon?
Perception to check weapon: 1d20 + 7 ⇒ (6) + 7 = 13
Perception to check Southern Room: 1d20 + 7 ⇒ (8) + 7 = 15

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Jules once again carefully looks for traps
Perception: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (+1 for traps)
Disable Device: 1d20 + 7 ⇒ (9) + 7 = 16
Before she opens the door, she listens for any sounds on the other side of the door.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

GM Tektite |

Jules finds no traps and attempts to unlock the door, but fails to get the tumblers in the right position. Taking her time, she eventually get the look open. Listening, she hears nothing and opens the door, to large chamber that encompasses the western and southern wings of the tower.
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.
B: 1d20 + 3 ⇒ (4) + 3 = 7
C: 1d20 + 4 ⇒ (8) + 4 = 12
J: 1d20 + 4 ⇒ (9) + 4 = 13
T: 1d20 + 1 ⇒ (7) + 1 = 8
S: 1d20 + 6 ⇒ (6) + 6 = 12
You also see two skeletons, their forms wreathed in flames standing in front of each altar! Seeing you enter, the move to attack!
Initiative:
Torsk
Jules
Skeletons
Chandler
Turk
Braxton
Torsk and Jules are up!

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After Torsk moves in to attack Jules attempts to flank the flaming skeleton.
Acorbatic: 1d20 + 7 ⇒ (15) + 7 = 22
Rapier: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
if I get flank
Sneak attack: 1d6 ⇒ 4

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Torsk, not knowing what to do, moves into the room. Upon reaching the enemy, he calls forth the arcane energy within him. He fires a glob of acid at the enemy b
move: NW-W-W-W
ranged touch: 1d20 + 2 ⇒ (9) + 2 = 111d3 ⇒ 2

GM Tektite |

Torsk moves into the room and lobs a glob of acid at the northern skeleton, dissolving some of the bones!
Jules moves and attacks the skeleton, but misses! She can feel the heat emanating off the undead thing!
Attack vs Jules: 1d20 ⇒ 15
Damage: 1d6 + 1d6 ⇒ (3) + (3) = 6
Attack vs Jules: 1d20 - 3 ⇒ (5) - 3 = 2
Damage: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
Attack vs Turk: 1d20 ⇒ 12
Damage: 1d6 + 1d6 ⇒ (3) + (4) = 7
The skeletons move in and attack, but miss both Turk and Jules.
Party up!

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Jules attacks the creature once more.
Rapier: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 (-2 for two weapon fighting)
Damage: 1d6 ⇒ 4
Short Sword: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Damage: 1d6 ⇒ 5
She carefully takes a step back take five foot step back

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I will be traveling tomorrow and over the weekend for my son's wedding. Posting may be sparse. And then next week I am canoeing with scouts Wednesday afternoon though the following Sunday and may have a signal some of the time with my phone. Bot me as required if I am too slow to respond.

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Bother so was mine
Jules quickly moves away from the creature.
Withdrawel

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Jules carefully looks around for anything of interest.
I will take 20 for 24

GM Tektite |

Looking around, Jules finds the altars still contain their silver altar services, worth 100 gp altogether, as well as two silver holy symbols. In addition, a divine scroll rests atop each altar: a scroll of shatter on the black altar, and a scroll of shield other on the white altar.

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Turk mentions that he can use the scrolls when they are brought to his attention. Hmm. Is there another door to the other side of the tower? He moves around the corner to look.

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"It seems like there should be a door or something to allow passage to the otherside."
Jules walks over to the walls in the east and begins searching for an opening
I will take 20 if possible

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Jules steps to the side.
"Please be my guest, oh and there is something on the others side

GM Tektite |

It doesn't look like Chandler has anything to deal with swarms, so I'll have him delay.
Chandler waits in the back, looking for a way to aid his party.
The swarm issues from the secret door, fluutering and biting, Turk, Jules, and Torsk!
Damage: 1d6 ⇒ 4 And 1 pt of bleed damage/round for Turk, Jules, and Torsk!
DC 11 Fort Save vs distraction for Turk, Jules, and Torsk!
Party Up!

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fort: 1d20 + 3 ⇒ (13) + 3 = 16
Hp: 5/9
Torsk fights off the bats as they circle around him biting him several times all over his body. He manages to keep his composure, and step back while drawing a vial of acid.
did you mean me or Braxton, on the map it is covering him not me? how do swarms operate? Weapon damage an option, how do vials work? Is it only 1 point damage or the whole d6?

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Fort Save: 1d20 + 3 ⇒ (2) + 3 = 5
Hit points 4 of 9 and bleeding. Torsk, do not forget to take the bleed damage on your turn.
All Turk can do is bleed and run. He seems to panic and moves as far away from the swarm as he can. It distracted a single move? These things are nasty. They may kill us all.

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Jules falls from her many wounds
I didn't roll a stabilization because of the bleed damage
I am not sure it matters but
Fort: 1d20 ⇒ 9