
GMTrex |

A steady plume of thin smoke still rises from the tower atop the hill. Across the bridge to the keep, then?

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Omrax will stop momentarily on the way to the keep and summon forth a divine creature to strengthen his blade.
By the might of Iomadae, we shall prevail.
divine bond for 5 mins of holy into his longsword when within 40' of keep

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Yes. Bring it.

GMTrex |

A sturdy wooden platform runs up from the base of the bailey’s road at a steep angle to the motte gate above. The platform is crossed with thick boards at even intervals to provide a kind of step for climbing up. The motte gate is blasted open, from the inside by the looks of it, both of its doors lying on the motte’s hillside nearby. The motte’s drawbridge is down. Desiccated human bodies litter the area around the gate, armor broken and rent.
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
The gate isn't so much trapped as it is heavily damaged and ready to collapse. You can try to stabilize it with Disable Device.

GMTrex |

Confident in his work, Quinn leads the way across the bridge and under the gate. First a creak, then a crack, then an avalanche of timber alerts him that his handiwork was insufficient.
Trap Attack!: 1d20 + 20 ⇒ (19) + 20 = 39 Not a crit! Barely!
Damage: 10d6 ⇒ (4, 3, 1, 3, 3, 2, 1, 2, 4, 2) = 25
The rest of the party looks on, horrified, for several seconds. A paw breaks out of the rubble, followed by a gasping Quinn with several broken ribs and a fractured skull.
The hill of the motte itself is even more full of dead Chelaxians than the bridge. A large, three-story timber tower rises from the center of the motte and ends at a pointed roof above, ringed by wooden crenelations. A gaping hole in the motte appears to have collapsed the outside wall of the southeast corner of the tower exposing several rooms across all three floors. The steep front stairs that lead up to the timber tower’s door are covered in blood stains and the front door of the tower has been smashed in from the outside. A thin tendril of smokes wisps its way skyward from the tower’s chimney.

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Coughing and sputtering, Quinn draws a wand and, with a grin, looks at the rubble. "Okay. Now I am *certain* it is safe to cross now. Unless the damn thing has more to drop on us..."
CLW wand x5: 5d8 + 5 ⇒ (7, 4, 2, 4, 8) + 5 = 30

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"Let us hope your sacrifice is the last one Quinn. I was worried for a moment. I'm ready."
Sareth crosses, blade and shield out.

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Indeed Sir Quinn. Thou are courageous beyond reproach."
Omrax moves up with Sareth, also with sword and board at the ready.
"What foes does this tower conceal is the question."

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Once everyone is across, Sareth finishes his cogitation of Omrax's question. "Foes that the gods feel warrant our level of involvement my friend. Let us not enter blindly." Sareth pulls forth a well worn rod of wrought iron. He holds it like a priest swinging an aspergillium. "Sarenrae, bless our assault upon the darkness."
Just before going in Sareth casts an extended [b]Bless[/i] giving everyone bless for the next 18 minutes.

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"Bah! Sacrifice? I knew what I was signing up for. IF you thought that was bad, you should have seen what happened when we put on a certain play which shouldn't be named. Huge elephant set piece toppled over. Wasn't the elephant that hurt, though. It was the half dozen people inside. Actually, I would swear one of them was an elephant."

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Sareth just kind of stares at Quinn for a bit...

GMTrex |

The timber tower is constructed primarily of enormous treated logs sandwiched together with tar. A steep stairway leads up to the entrance to the timber tower which is 6 feet off the ground. After enacting the Door Protocol, the party moves inside, within the ravaged entryway to the tower. Arrow slits line the west and east walls and a portcullis lies ruined on the floor. Part of the east wall has collapsed, spilling rubble into the nearby crater that caused the collapse. The room is littered with rubble and the floors are stained with blood at periodic intervals.
Further down the hallway is the main hall of the timber tower. It contains a large table made of an enormous tree cut in half lengthwise and laid down on the floor, framed by two long wooden benches along the side and two stylish wooden chairs at each end. A fireplace stands against the north wall and two sets of stairs frame the fireplace and rise up to the second floor. There are a dozen or so corpses here, most of which are seated at the table, and all of which are missing their heads. Atop the fireplace is draped a large flag of Cheliax.
Mrachni: 1d20 + 8 ⇒ (9) + 8 = 17
Omrax: 1d20 + 10 ⇒ (13) + 10 = 23
Quinn: 1d20 + 13 ⇒ (13) + 13 = 26
Sareth: 1d20 + 10 ⇒ (1) + 10 = 11
Skybek: 1d20 + 10 ⇒ (14) + 10 = 24
Everyone but Sareth immediately notices that two of the corpses are moving. Lifting their heads from their chests, two more skeletons move to attack!
Mrachni: 1d20 + 0 ⇒ (8) + 0 = 8
Omrax: 1d20 + 3 ⇒ (16) + 3 = 19
Quinn: 1d20 + 7 ⇒ (6) + 7 = 13
Sareth: 1d20 + 1 ⇒ (13) + 1 = 14
Skybek: 1d20 + 0 ⇒ (20) + 0 = 20
Baddies: 1d20 + 8 ⇒ (14) + 8 = 22
Surprise! -- bold may act!
1. Skeletons Standard to stand
2. Skybek (Surprise!), Omrax (Surprise!), Quinn (Surprise!), Mrachni (Surprise!)
3. Skeletons
4. Skybek, Omrax, Sareth, Quinn, Mrachni

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Surprise Round
"If they look deid, dannae believe it. These walkin bones mean yae harm."
Waving his arms hurriedly, Skybek gives the party a blessing of Cayden Cailean.
"In the name o' the lucky drunk, Ahh give yae the divine blessing o' oor hero, Cayden Cailean. May yae strike doon these beastly bones!"
Skybek casts bless to give the party courage in the form of a +1 morale bonus to attack rolls.

GMTrex |

Sareth cast an extended bless just a couple of minutes ago (in Golarion time), do you want to change your action?

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Mrachni frowns, thinking it unwise to rush too hastily into the room. Instead, he raises his sword and catches a glint of sunshine to reflect into the nearest skeleton's eyes. Blinding Strike on blue; Reflex DC 17 or it's blinded for one round; on a successful save it's dazzled for 1 round instead.

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Omrax's first impulse was to charge into the room but heeds the wisdom of his colleagues.
"We shall hold the line against them. None shall escape."
He readies to strike with his longsword as soon as any foe moves within his reach.
Omrax +1 EO holy longsword, pa, bless: 1d20 + 15 - 3 + 1 ⇒ (8) + 15 - 3 + 1 = 21
for pa: 1d8 + 7 + 9 + 2d6 ⇒ (3) + 7 + 9 + (2, 6) = 27

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Quinn shifts about and readies his blade for the skeletons' approach.
Swift: Inspire Courage dance, Standard: Readied

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Trex, thanks for the clarification. Yes, I will make a change.
Surprise Round revised
Skybek casts Divine Favor on himself as he quickly prepares for battle!

GMTrex |

Reflex: 1d20 ⇒ 13
Mrachni disorients--but not incapacitates--one foe and Skybek casts a spell on himself. Omrax and Quinn prepare their attacks. Also showing caution, the skeleton's quickly step into a position flanking the entryway, forcing both Pathfinder blades to chip only at the doorjamb. The awkward positioning means most of their attacks fail, as well, though one claw finds its way to paladin flesh.
Claw @ Omrax: 1d20 + 16 ⇒ (1) + 16 = 17 MISS
Claw @ Omrax: 1d20 + 16 ⇒ (16) + 16 = 32 HIT Damage: 1d4 + 11 + 3 ⇒ (2) + 11 + 3 = 16
Claw @ Quinn: 1d20 + 16 ⇒ (4) + 16 = 20 MISS
Claw @ Quinn: 1d20 + 16 ⇒ (4) + 16 = 20 MISS
Party up!
Round I -- bold may act!
1. Skeletons
2. Skybek, Omrax (78/94 hp), Sareth, Quinn, Mrachni

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The cramped quarters don't leave Sareth much space. He begins casting Summon Monster IV.

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Omrax bites back the pain as the claws dig into his flesh.
By the Inheritor, thou shall pay for that!"
Smite evil on Blue rag skeleton and 5' north to full attack.
Omrax +1 EO holy longsword, smite, bless pa: 1d20 + 15 - 3 + 5 + 1 ⇒ (8) + 15 - 3 + 5 + 1 = 26
for pa: 1d8 + 7 + 9 + 2d6 + 28 ⇒ (1) + 7 + 9 + (2, 2) + 28 = 49 AC32, ignore DR
Omrax +1 EO holy longsword, smite, bless pa: 1d20 + 10 - 3 + 5 + 1 ⇒ (17) + 10 - 3 + 5 + 1 = 30
for pa: 1d8 + 7 + 9 + 2d6 + 14 ⇒ (1) + 7 + 9 + (2, 3) + 14 = 36 AC32, ignore DR

GMTrex |

Omrax obliterates a skeleton! Sareth begins chanting and white sigils appear in a circle around his feet.
Round I -- bold may act!
1. Skeletons (Blue)
2. Skybek, Omrax (78/94 hp), Sareth, Quinn, Mrachni

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Is Omrax' AC 32 or 27? And if 32, was that the dazzled skeleton? :P
Mrachni moves into the room beside Omrax and swings his heavy sword at the remaining undead.
Boop: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15

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Omrax's AC was 27 prior to smiting, so it definitely hit him.

GMTrex |

I guessed correctly! Thanks for the reminder about dazzled though, Mrachni, because I very much forgot to include that in the attack stats.
Mrachni cleaves a corpse in half with a wild swing--not the one he aimed for!
Round I -- bold may act!
1. Skeletons (Blue)
2. Skybek, Omrax (78/94 hp), Sareth, Quinn, Mrachni

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Quinn dances around the skeleton (do you *really* need a tumble roll? If so I'll roll 'em.) to get into a flanking position before striking it!
Scimitar: 1d20 + 14 + 2 + 2 + 1 ⇒ (4) + 14 + 2 + 2 + 1 = 23
1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10

GMTrex |

(do you *really* need a tumble roll? If so I'll roll 'em.)
Actually, I probably will more often than not. In this case, it's only because of your increased speed (tumbling reduces it by half) that you make it automatically.
In his fury, Skybek lodges Crimzor deep into the door frame. Quinn darts around the edge of the battle to get in a quick sword stroke. The skele-orc clatters north to a more advantageous position and rakes ineffectually in Quinn's general direction.
Claw @ Quinn: 1d20 + 16 ⇒ (1) + 16 = 17 MISS
Claw @ Quinn: 1d20 + 16 ⇒ (7) + 16 = 23 MISS
Round II -- bold may act!
1. Skeletons (Red @ 5 dmg, Blue)
2. Skybek, Omrax (78/94 hp), Sareth, Quinn, Mrachni

GMTrex |

Mrachni has better aim this time!
Round II -- bold may act!
1. Skeletons (Red @ 13 dmg, Blue)
2. Skybek, Omrax (78/94 hp), Sareth, Quinn, Mrachni

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Round II
Skybek pulls Crimzor out of the door frame and swings again repeatedly.
Battleaxe named Crimzor: 1d20 + 11 + 1 + 3 ⇒ (1) + 11 + 1 + 3 = 16
Damage: 1d8 + 8 + 3 ⇒ (3) + 8 + 3 = 14
This time it lodges in the door frame on the other side.
Battleaxe named Crimzor: 1d20 + 6 + 1 + 3 ⇒ (8) + 6 + 1 + 3 = 18
Damage: 1d8 + 8 + 3 ⇒ (3) + 8 + 3 = 14
"Either Crimzor wants tae gae back tae choppin wood or clearlae Cayden Cailean daesnae like this door tae much! Either way, yae're next skinny!

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Will keep that in mind. You're right about the increase for moving full speed. Odd how often I forget about that... If ever there was a character that could/should, Quinn is it.
Quinn dances faster and attacks a lot!
Rain of blows, full attack
Scimitar!: 1d20 + 14 + 2 + 2 + 1 ⇒ (13) + 14 + 2 + 2 + 1 = 32
1d6 + 6 ⇒ (1) + 6 = 7
Scimitar!: 1d20 + 14 + 2 + 2 + 1 ⇒ (3) + 14 + 2 + 2 + 1 = 22
1d6 + 6 ⇒ (6) + 6 = 12
Iterative: 1d20 + 9 + 2 + 2 + 1 ⇒ (19) + 9 + 2 + 2 + 1 = 33
1d6 + 6 ⇒ (1) + 6 = 7
Confirm: 1d20 + 9 + 2 + 2 + 1 ⇒ (5) + 9 + 2 + 2 + 1 = 19
1d6 + 6 ⇒ (3) + 6 = 9
-Posted with Wayfinder

GMTrex |

If you would prefer, I can roll for you when it matters. +31 on the check, right?
Quinn rains blows down on the remaining skeleton! Skybek devastates the door frame with his axe.
Round II -- bold may act!
1. Skeletons (Red @ 24 dmg, Blue)
2. Skybek, Omrax (78/94 hp), Sareth, Quinn, Mrachni

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Omrax will mvoe and hack at the remaining skeleton unless a new foe appears.
"Stand thee down, skeleton!"
Omrax +1 EO holy longsword, pa: 1d20 + 15 - 3 ⇒ (17) + 15 - 3 = 29
for pa: 1d8 + 5 + 6 + 2d6 ⇒ (2) + 5 + 6 + (4, 1) = 18
And swiftly heals his damage.
hands+mercy: 5d6 + 1d6 ⇒ (2, 6, 5, 6, 1) + (3) = 23
No smite this time, so DR would apply and AC back to 27

GMTrex |

Omrax lodges his sword deep in the skeleton's thick cheekbone, rattling the whole frame from within its red-painted clothing. Meanwhile, his wounds close.
Round II -- bold may act!
1. Skeletons (Red @ 37 dmg, Blue)
2. Skybek, Omrax, Sareth, Quinn, Mrachni

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The archon coalesces before the skeleton. Sareth's quick words in Celestial are fluid and natural. The hound archon didn't need them anyway. Attacking undeath is viscerally understood. Enemies within 20' must make a will save DC 16 versus the hounds aura of menace.
Greatsword: 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22 DMG if hit: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Greatsword: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13 DMG if hit: 2d6 + 3 ⇒ (2, 2) + 3 = 7
Bite: 1d20 + 2 + 13 ⇒ (10) + 2 + 13 = 25 DMG if hit: 1d8 + 2 ⇒ (2) + 2 = 4
Sareth moves up (double) to get in the room.

GMTrex |

Will Save: 1d20 ⇒ 11
Although skeletons are naturally rather expressionless, the archon's menacing presence does not seem to unduly disturb it. The celestial does manage to strike the skeleton once before closing in with its jaws.
The damaged undead sidesteps toward the wall and continues attacking Quinn. The kitsune's armor holds.
Claw @ Quinn: 1d20 + 16 ⇒ (8) + 16 = 24 MISS
Claw @ Quinn: 1d20 + 16 ⇒ (8) + 16 = 24 MISS
Round III -- bold may act!
1. Skeletons (Red @ 47 dmg, Blue)
2. Skybek, Omrax, Sareth, Quinn, Mrachni

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Quinn opts to not go for the flank and just steps around the skeleton in a macabre waltz before raining more slices and jabs on the skeleton! His attacks all seem to drum out the rhythm of some forceful musical piece that must be playing in the kitsune's head. Indeed, it seems that he is humming!
Scimitar!: 1d20 + 14 + 2 + 1 ⇒ (20) + 14 + 2 + 1 = 37 for 1d6 + 6 ⇒ (4) + 6 = 10
Confirm!: 1d20 + 14 + 2 + 1 ⇒ (14) + 14 + 2 + 1 = 31 for 1d6 + 6 ⇒ (1) + 6 = 7 more
Scimitar!: 1d20 + 14 + 2 + 1 ⇒ (19) + 14 + 2 + 1 = 36 for 1d6 + 6 ⇒ (6) + 6 = 12
Confirm!: 1d20 + 14 + 2 + 1 ⇒ (11) + 14 + 2 + 1 = 28 for 1d6 + 6 ⇒ (4) + 6 = 10 more
Iterative!: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32 for 1d6 + 6 ⇒ (4) + 6 = 10
Confirm!: 1d20 + 14 + 2 + 1 ⇒ (3) + 14 + 2 + 1 = 20 for 1d6 + 6 ⇒ (2) + 6 = 8 more
Bite!: 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27 for 1d4 ⇒ 2

GMTrex |

A flurry of crits brings the skeleton down! Quinn bites the dust (of the skeleton) for good measure! Skybek does not halt his assault upon the door frame!
Out of combat!
The party finishes out the first floor first, encountering an armory to the west--empty racks and shattered spears litter the room, and there is nothing of value--and a former murder hole that now contains two orc corpses stripped of their gear. This accomplished, the Pathfinders head for the stairs... and are assaulted with an awful smell. Something akin to bad body odor but much, much worse. In the front, Quinn starts to feel a bit warmer under his coat, and everyone can hear a faint bubbling coming from upstairs.

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Aye Sir Skybek you speak true of Sir Quinn's prowess. We best proceed with caution lest Crimzor decides to take down the entire tower and all within.
Omrax breaks into friendly grin as he slaps the dwarf on the shoulder.

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Quinn smiles and offers a flourish of the blade and a low bow. "Many thanks. A little dance can help in many situations. Including escaping collapsing towers," he adds with a wink.
Moving up the stairs, he becomes more finicky and fidgets in place. "Something is amiss up here... perhaps it would have been best to bring down the house." He moves cautiously further trying to spy the source of his unease.
-Posted with Wayfinder

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Mrachni has scent; anything to smell?
The burly orc's nose wrinkles slightly at the unpleasant odor, though he is more naturally inured to such things due to his heritage. He ignores the banter this time as he stares around with dark, sober eyes.

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Sareth nods to the archon in thanks, he adds "My friend, you are here for just a precious minute, can you scout upstairs for us? If you meet a foe, give a cry of war!"
I'll let the GM handle that :-)

GMTrex |

Sniffing the air, Mrachni detects the stench of orc layered in the oppressive stink. Then again, this whole place stinks of orc.
Sareth sends his pet archon upstairs to investigate. Precious seconds fly by, and, after the faint sound of perhaps voices, the archon does not return. Quinn cautiously leads the way up stairs...
Atop the landing is a typical kitchen with three tables for food prep, shelves, and a large fireplace. The smell is coming from three large cauldrons sitting over an open fire in the fireplace, boiling and covered in a white froth and containing what appear to be human heads. Stirring the central cauldron is a tall and commanding orc with a huge sashimono depicting the clan symbol encountered earlier. To the Pathfinders' surprise, he offers dinner!
"Oh, hello! I was just telling a dog-man that Master is having me make soup! But he disappeared for some reason. Master would be happy to feed you too! Shall I prepare a bowl for each of you?"