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Marcello slips past some of his companions, skirting around the wall as he enters the room. Before the creatures know what's happening, he flicks a dagger toward one. Almost as quickly as the dagger left his hand, another appears.
Move Action: Move into the room
Standard Action: Ranged attack with dagger on red troglodyte, who should be flat-footed
Swift Action: Draw dagger from wrist sheath
Attack (+1 for PBS): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage (+1 for PBS and +1 for Performer's Surprise): 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Sneak Attack: 1d8 ⇒ 5

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Fort: 1d20 + 3 ⇒ (19) + 3 = 22
If blue is still alive Naruhito will strike him if not then he will move to red and strike red one.
Naruhito swings again with his katana.
to hit: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d8 + 6 ⇒ (5) + 6 = 11
"OMG I missed again, what is wrong with me!?"

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Marcello quickly dispatches the Red tinted one before it can react.
The Blue one grips his head as it explodes even half would still kill him
Naruhito swing furriously at the troglodyte that isn't there anymore.
Most of the few remaining arms in the room have rusted away, making them useless in combat. However, the following valuable items can still be found: a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.
The banner as belonging to the Band of the Phoenix, one of Absalom’s most famous hunting lodges during the Age of Blades.
Perception Naruhito: 1d20 + 4 ⇒ (14) + 4 = 18
Perception Savaro: 1d20 + 7 ⇒ (2) + 7 = 9
Perception Kossar: 1d20 + 2 ⇒ (11) + 2 = 13
Perception Marcello: 1d20 + 4 ⇒ (1) + 4 = 5
Perception Lesya: 1d20 + 5 ⇒ (15) + 5 = 20
Not noticing anything out the normal, opening the door to the southern wing triggers a trap. However it was intended for someone on the other side of the door. The Southern wing is an octagonal room is covered in a fine layer of dust. It’s clearly been abandoned for a long time.
The door in the eastern wall leads to the tower’s central staircase. Although the lower portion of the staircase has collapsed, cutting off access to the ground floor, the staircase is whole on this floor and above and can be used to access the rest of the tower’s upper levels.

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Knowledge (local): 1d20 + 4 ⇒ (20) + 4 = 24
The Band of the Phoenix? From the Age of Blades? This place really has been closed for ages. I bet that means treasure.
Marcello smiles to himself.
"I think I could make use of that beautiful dagger; you've seen what I can do with just these," he says, gesturing to the one that just killed the troglodyte.

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"Up we go," says Savaro. He likewise maneuvers around the mess and continues on behind the samurai and half-orc.

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Heading up the stairs to the 3rd floor and checking the door:
Perception Naruhito: 1d20 + 4 ⇒ (13) + 4 = 17
Perception Savaro: 1d20 + 7 ⇒ (2) + 7 = 9
Perception Kossar: 1d20 + 2 ⇒ (20) + 2 = 22
Perception Marcello: 1d20 + 4 ⇒ (1) + 4 = 5
Perception Lesya: 1d20 + 5 ⇒ (18) + 5 = 23
No traps are found and no sounds of interest are heard. However the door is locked.
Marcello Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26
Though it only takes just a moment for Marcello to deftly pick the lock.
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.
At either alters stands a skeleton wreathed in fire. The turn on Nurahito as he steps in to the room
Init, Naruhito: 1d20 + 4 ⇒ (10) + 4 = 14
Init, Savaro: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Kossar: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Marcello: 1d20 + 9 ⇒ (9) + 9 = 18
Init, Lesya: 1d20 + 5 ⇒ (3) + 5 = 8
Init, Burning Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15
Marcello is able to react as the Naruhito calls out a ready as the skeletons look to approach.

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Kossar puts away his horsechopper and pulls out an oversized hammer with an extended handle as he moves towards the nearest skeleton. He isn't expecting a long fight.

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Marcello moves quickly into the room, staying along the wall. He flicks his wrist to throw a dagger before the skeleton has time to react.
Move Action: Move into room
Standard Action: Ranged attack with dagger
Attack (+1 PBS): 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage (+1 PBS and +1 performer's surprise): 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Sneak Attack: 1d8 ⇒ 6
Uggghhhhh that's so much wasted damage. Oh well, holy water coming up next.

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Marcello quick steps in and throws the dagger through the skeleton. If only it had some fleshy bits there.
The Skeletons then move up and attack.
Marcello:
Skeleton Scimitar Attack: 1d20 + 0 ⇒ (1) + 0 = 1
Naruhito:
Skeleton Scimitar Attack: 1d20 + 0 ⇒ (8) + 0 = 8
Though quickly moving, they are predictable and easy to dodge.
Kossar steps up and can attack as well.
Everyone else is up.

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Heh, I bet you won't see this coming!
Marcello takes a step back, pulls a vial with clear liquid from his belt, and hurls it at the skeleton.
Free Action: 5-foot step
Move Action: Draw holy water
Standard Action: Ranged attack with holy water
Attack (+1 PBS, -4 ranged into combat): 1d20 + 4 + 1 - 4 ⇒ (19) + 4 + 1 - 4 = 20
Damage (+1 PBS): 2d4 + 1 ⇒ (3, 1) + 1 = 5

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5ft to the left
Naruhito swings his katana trying to strike green skeleton.
to hit: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 6 ⇒ (4) + 6 = 10
"Skeletons that move!? I have not seen this yet!!?"

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Savaro folds his arms in the familiar position. "Kossar, it's your turn now."
Inquisitor's Direction on Kossar. Haste for 1 round. 2/5 uses left.

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Marcello doses the burning bones with holy water. It shatters completely as the water consumes the flames.
Naruhito steps and swings but also in one blow is able to turn the skeleton in to dust and ash.
Savaro did not need to spend his Haste
Taking time to survey the room:
This is a temple area for Neyths
The altars still contain their silver altar services as well as two silver holy symbols of Nethys. 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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Knowledge (religion): 1d20 + 10 ⇒ (14) + 10 = 24
"A shrine to Nethys, god of magic," Savaro says. He bends down and inspects the white altar for any danger then scoops up the scroll of shield other and proceeds to scan the room for additional dangers.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

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"You were all much faster on the draw this time," Lesya says with a smile as she makes it into the shrine.

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"Calm yourself, Naruhito," Savaro says. "Everything moves as Irori divines. The perfection underpinning the world can only move so quickly to the mortal shell."

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Perception Naruhito: 1d20 + 4 ⇒ (16) + 4 = 20
Perception Savaro: 1d20 + 7 ⇒ (17) + 7 = 24
Perception Kossar: 1d20 + 2 ⇒ (10) + 2 = 12
Perception Marcello: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Lesya: 1d20 + 5 ⇒ (14) + 5 = 19
Marcello Disable: 1d20 + 8 ⇒ (3) + 8 = 11
Savaro and Marcello easily spot a concealed door though it is a little more difficult to unlock with out the key. Though taking some time, Marcello gets it open.
The door opens to the exposed portion of the tower. A living, moving fabric seems to cover the ceiling of this half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor.
Marcello sees the hundreds of bats currently roosting on the ceiling.

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Speaking as quietly as possible, Marcello tries to warn his companions.
"Bats, up above," he whispers. "Must be hundreds of them. If we're going to stay in here, we need to move slowly and quietly."
As he speaks, he slowly and carefully removes a vial of green liquid from his belt and takes it into his hand.

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Savaro likewise removes a vial of red liquid from his pack and then moves into the room.
"It may be a swarm of them. Use weapons that will hurt it."

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Lesya sighs at the description of the occupants of the room. "Bats. Is there a reason to search out there?"

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"I can not effectively fight bats with a katana but I can try it! We should not be afraid of the bat!"

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Without moving too far into the room, Marcello does a quick sweep to see if there's anything that might be worth risking a fight with the bats.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

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"Do you seen anythin' apart from bats? Can't we just go up the stairs?" ask Kossar in barely a whisper. Barely a whisper due to being quite loud.

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Stealth Marcello: 1d20 + 8 ⇒ (17) + 8 = 25
Stealth Naruhito: 1d20 - 1 ⇒ (2) - 1 = 1
Stealth Kossar: 1d20 + 1 ⇒ (20) + 1 = 21
Bats Wakey?: 1d20 ⇒ 7
Nurahito's sword scrapes along the stone wall and as it echos the "fabric of bats" swoops down and swarms.
Init, Naruhito: 1d20 + 4 ⇒ (9) + 4 = 13
Init, Savaro: 1d20 + 2 ⇒ (6) + 2 = 8
Init, Kossar: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Marcello: 1d20 + 9 ⇒ (11) + 9 = 20
Init, Lesya: 1d20 + 5 ⇒ (4) + 5 = 9
Init, Bat Swarm: 1d20 + 2 ⇒ (15) + 2 = 17
Marcello can act before the swarm moves towards the party.

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"Everyone fall back! Out of the room!" he shouts, almost pushing his companions backwards. He himself doesn't leave, though, and gets ready to throw his vial toward the oncoming bats.
Readied Action: Ranged attack with acid at bats when they come within one range increment.
Acid (+1 PBS): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage (+1 PBS): 1d6 + 1 ⇒ (5) + 1 = 6

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The bats oblige, but flask goes wide and only splashes them for minimal damage.
The move in and cover both Marcellos and Naruhito
Swarm Damage: 1d6 ⇒ 2 and 1 point of bleed
Fort save DC 11 or be nauseated
Now everyone can react!

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Fort save: 1d20 + 2 ⇒ (19) + 2 = 21
Marcello moves away and tries to stop the bleeding from the bats.
Move Action: Move away
Standard Action: Heal check to stop the bleeding
Heal: 1d20 ⇒ 5

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Naruhito with the bats around him swung with his katana to drive them off.
to hit: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 6 ⇒ (8) + 6 = 14
"Flee, you little bastards!"
FORT: 1d20 + 3 ⇒ (9) + 3 = 12

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"I hope that I live to regret this," Lesya mutters to herself as she moves past the others onto the landing. The slight Varisian woman turns her gaze toward the swarm of bats, and a wave of multi-colored, flashing lights washes through them.
Move: Move 20 ft
Standard: Cast color spray (DC 16) or 1d4 ⇒ 2 rounds stunned and blinded and then 1 round stunned.

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"Naruhito, move! You can't hurt it with weapons."
Savaro delays, waiting for Naruhito to disengage. If we get to the bottom of the round and he hasn't moved yet, Savaro will throw the alchemist's fire targeting the Northeast square of the swarm, hitting Naruhito for 1 splash damage.
Alchemist's fire: 1d20 + 2 ⇒ (2) + 2 = 4
Misdirection: 1d8 ⇒ 5
DMG (fire): 1d6 ⇒ 5

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swarm will: 1d20 + 3 ⇒ (11) + 3 = 14
Bats fall out of the air and drop to the ground.
Given that the swarm is stunned and on the ground. Savaro is easy enough to hit the ground and set a good portion on fire. You can easily spend the next few rounds while they are stunned to either sweep them off the ledge or otherwise stomp the remaining.
After dealing with the straglers, you able to find a single potion of Cure Light Wounds among the debris and guano

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Heal check to stop bleeding: 1d20 ⇒ 20
Now that the bats are no longer attacking, Marcello is able to stop the flow of blood. He brushes himself off and rejoins the group. Breathing heavily, he speaks.
"Perhaps I should not have engaged them. My brain isn't as quick as it once was."

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"I need to stop this bleeding!"
Heal: 1d20 - 1 ⇒ (9) - 1 = 8
"If you agree, I would very much love to take this potion?"

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"No need," says Savaro. He beckons the others over, away from any lingering bats. "Irori provides."
A few hand motions and a wave of healing light erupts from the holy symbol on his head, knitting the party's wounds.
Channel Positive Energy: 1d6 ⇒ 6
Afterward, he says, "We go up." He moves into the room and produces his grappling hook and tosses it up onto the ledge and begins to climb.
grappling hook, AC 5: 1d20 + 2 ⇒ (15) + 2 = 17
Climb, take 10: 10 + 2 = 12

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”We’re adventurers, Naruhito. We don’t use stairs.” Marcello chuckles to himself as he follows up the rope.
Climb: 1d20 + 6 ⇒ (8) + 6 = 14

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The climbing up to the next ledge takes a few moments and then you position yourselves at the next door.
Perception Naruhito: 1d20 + 4 ⇒ (9) + 4 = 13
Perception Savaro: 1d20 + 7 ⇒ (5) + 7 = 12
Perception Kossar: 1d20 + 2 ⇒ (6) + 2 = 8
Perception Marcello: 1d20 + 4 ⇒ (9) + 4 = 13
Perception Lesya: 1d20 + 5 ⇒ (8) + 5 = 13
No traps are found and nothing out of the ordinary is heard.
Opening the door and stepping in Naruhito sees racks 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. Among the puddles is a very large frog
Init, Naruhito: 1d20 + 4 ⇒ (8) + 4 = 12
Init, Savaro: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Kossar: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Marcello: 1d20 + 9 ⇒ (11) + 9 = 20
Init, Lesya: 1d20 + 5 ⇒ (4) + 5 = 9
Init, Frog: 1d20 + 1 ⇒ (20) + 1 = 21
Its tounge reaches out and strikes at Naruhito
Frog Tongue Touch Attack: 1d20 + 3 ⇒ (3) + 3 = 6
The sticky tongue goes wide.
Everyone is up.

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Naruhito approached the frogs and strike her with the katana.
to hit: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 6 ⇒ (4) + 6 = 10
"This frog is so slippery!"

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Marcello moves into the room, tries to get behind the creature, and attacks with a dagger.
Move Action: Move into flanking position if possible (Acrobatics check below to avoid AoOs)
Standard Action: Melee attack with dagger
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Attack (+2 for flanking): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Sneak Attack: 1d8 ⇒ 5

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Forgot to put the frog on the map. It is where it is. It has 15 foot reach with its tongue attack. Go ahead and position yourselves