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Jules steps to the side of the door, letting other open the door first.
Choose which one you want. Do you choose door number one or door number two

GM Tektite |

1 North / 2 South: 1d2 ⇒ 2
The party decides to open the southern door and are once again greeted by an awful stench! Fort Saves all around as you enter.
Inside you see a larger creature, similar to the ones you just fought. He snarls at you and readies to fight!
B: 1d20 + 3 ⇒ (8) + 3 = 11
T: 1d20 + 1 ⇒ (4) + 1 = 5
To: 1d20 + 2 ⇒ (4) + 2 = 6
C: 1d20 + 4 ⇒ (3) + 4 = 7
Tr: 1d20 - 1 ⇒ (11) - 1 = 10
Initiative:
Jules
Braxton
Creature
Chandler
Torsk
Turk
Jules and Braxton are up!

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Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Braxton moves 20 feet in and swings his sap.
Sap: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Intimidate: 1d20 + 7 ⇒ (19) + 7 = 26
He accompanies his swings with a threatening growl and glare of his own.

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Realizing she cant reach the creature, Jules moves into the room and waits for the the others to engage the creature.

GM Tektite |

Jules moves into the room and starts retching!
Club Attack vs Braxton: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw Attack vs Braxton: 1d20 - 3 - 2 ⇒ (3) - 3 - 2 = -2
Damage: 1d4 ⇒ 1
Bite Attack vs Braxton: 1d20 - 3 - 2 ⇒ (17) - 3 - 2 = 12
Damage: 1d4 ⇒ 2
The creature attacks Braxton, but is too shaken to be effective!
Party up!

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Fortitude Save: 1d20 + 1 ⇒ (19) + 1 = 20
Chandler enters the room and attacks with his scimitar in both hands.
Archaeologists' Luck (3/7)
Melee Attack: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Scimitar Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

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1d20 + 3 ⇒ (11) + 3 = 14
Torsk will move up next to Turk and take a swing at the enemy, after he channels a bit of arcane energy into his sword.
Free action: arcane point used
+1 Falcata: 1d20 + 3 ⇒ (20) + 3 = 231d8 + 3 ⇒ (4) + 3 = 7
confirm?: 1d20 + 3 ⇒ (14) + 3 = 171d8 + 3 ⇒ (6) + 3 = 9
If confirmed, I regain the pool point :)

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jules moves up to attack
Rapier: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
damage + sneak attack: 2d6 + 2 - 2 ⇒ (2, 6) + 2 - 2 = 8
acrobatics to avoid aoo
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
confirm crit: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Damage: 1d6 + 2 - 2 ⇒ (5) + 2 - 2 = 5

GM Tektite |

The party conerges on the creature and puts him down!
Out of Combat!
The creature carried only a couple javelins and a club, but he did have a key. Looking around the room, you see a chest, that is unlocked. Inside you find, a suit of masterwork studded leather armor, a masterwork buckler, a masterwork rapier, a shortbow with 15 arrows, a scroll of cure moderate wounds, a scroll of invisibility, a wayfinder, and a climber’s kit.

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Jules moves up to the next door, listens and checks for a locked door.

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Turk Looks over the gear and proclaims This must have belonged to some rogue ro bard they captured. Its quite nice. Wait, a wayfinder is with it. This person was a Pathfinder.
After Jules opens the door Turk will move into the room with the found key. Letting the rogue check the contestants for traps first, he will indeed release the captive. I am Turk, a new Pathfinder. Does this belong to you? He holds aloft the wayfinder.

GM Tektite |

The man sighs in relief. "Pathfinders! Thanks Desna! Yes! I am Balenar Forsend, a Pathfinder. I heard this tower had opened up and wass trying to get first digs, you know how that is.." He says, smiling weakly. "I was attacked and cpauted by these troglydytes and they put in this cell, beating me daily." Looking at the gear, he says. "Yeah, that's my equipment."

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Torsk looks on as Turk looks over the gear and his eyes go wide as he spots the way finder. As the others let the man from his shackles, he keeps watch on their backside should trouble follow, falcata in hand.
1d20 ⇒ 16

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Sense Motive: 1d20 + 3 ⇒ (15) + 3 = 18 Assuming Turk does not suspect him of lying…
Well, you are with us now Balenar. Gear up. We are not taking you back til we have explored this place.
Heal Check to assess his wounds: 1d20 + 8 ⇒ (11) + 8 = 19
I can take care of those wounds if you need me too.

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As Turk tends to the man's wounds he asks This is a dangerous place. We'll be glad to have you. What skills do you possess that we should know about?
Cure Light from Wand: 1d8 + 1 ⇒ (3) + 1 = 4

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True Braxton, what he did was foolish in general, but I cannot ultimately fault the man for trying to gain an edge over possible competition. We came as a group, we were smarter, but ultimately, they could have overpowered us and we could still be in the same situation as the man

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Speaking plainly the war priest responds Well, I do not know about a pet. I am simply unwilling to leave him alone and do not wish to go back to the city quite yet. Besides his gear is of higher quality than our own. I suspect he has something to offer.

GM Tektite |

"I know a healing spell, a spell to speeds one's movements, one that makes creatures sleep, and a spell causing minor confusion, as well as some cantrips."
Didn't pay attention, he could have healed himself.
Spells: Cantrips- daze, detect magic, ghost sound, light, prestidigitation, read magic
1st level-cure light wounds, expeditious retreat, lesser confusion, sleep.

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The other door is where I heard water. Does anyone want to open it?
Jules appears slightly worried about this other door.

GM Tektite |

Nudging forward.
Other than being swollen with water, the party finds it unlocked and not trapped. Opening the door, you see cracks in the walls and ceiling of this chamber have allowed rainwater to collect here, flooding the room and giving rise to a profusion of mold and fungus along the walls and ceiling.
In the center of the room is a frog the size of a small pony! "Ribbit!!"
C: 1d20 + 4 ⇒ (5) + 4 = 9
To: 1d20 + 2 ⇒ (14) + 2 = 16
Tu: 1d20 + 1 ⇒ (12) + 1 = 13
J: 1d20 + 4 ⇒ (9) + 4 = 13
F: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative:
Torsk
Jules
Turk
Chandler
Braxton
Frog
Party up!

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Jules moves in and attackes the poor frog
Rapier: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

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Jules attacks the creature once more.
Rapier: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage: 2d6 ⇒ (6, 6) = 12
Short Sword: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 2d6 ⇒ (4, 2) = 6

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Chandler moves to flank with Torsk, swinging his scimitar at the massive amphibian with both hands.
Archaeologist's Luck (4/7)
Melee Attack: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Scimitar Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

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Jules carefully searches the area for anything of interest including any secret doors.
I will take 20 if possible if not...
perception: 1d20 + 4 ⇒ (17) + 4 = 21