
GM Beman |

Katharina deals a cold blast that causes one of the troglodytes to shudder from both hypothermia and fear. A bit upset that he took a javelin to the gut, Krux slices the eastern troglodyte into two messy pieces.
Durothil can start round 2. The last remaining enemy has 3hp left…normally I'd just call it but I'm curious as to how the die roller will treat Durothil in this situation! 8-)

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Har Har. If I miss there are some dice bots that better look out for my mad coding skillz!
"Ugh, you smelly brute. Just die already!"
2-handed ECB: 1d20 + 5 ⇒ (1) + 5 = 6
2-handed ECB damage: 1d10 + 4 ⇒ (8) + 4 = 12
Ok that is seriously not even funny.

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Lol, the fighter doesn't fight very well!
Fahd moves to swing, taking a 5' step if flank, if possible.
Attack 1d20 + 5 ⇒ (1) + 5 = 6 plus two if can flank.
Damage 1d6 + 3 ⇒ (6) + 3 = 9
Edit: the brawler doesn't fight very well either!

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Fahd swings a crushing left handed blow at the trog's chin.
Attack 1d20 + 5 ⇒ (8) + 5 = 13
Damage 1d6 + 3 ⇒ (6) + 3 = 9

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Just to tempt fate
2-handed ECB: 1d20 + 5 ⇒ (6) + 5 = 11
2-handed ECB damage: 1d10 + 4 ⇒ (8) + 4 = 12

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Delays right before the Lizard to see if he falls. If alive, he aims to cuts off his head.
rage, power attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d10 + 12 ⇒ (6) + 12 = 18

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Katharina will move as necessary to avoid cover.
"Come now, stop playing with the creature." Katharina admonishes the others as she sends a wintery blast at the remaining lizardman.
Cold Blast: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

GM Beman |

...and the brave little troglodyte falls!
Most of the few remaining arms in the room have rusted away, making them useless in combat. However you find a few useful items; masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.

GM Beman |

You move to the northeast to explore the last room on this level. Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.
A small lizard eagerly approaches you as you enter the room.

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Kn Local: 1d20 + 5 ⇒ (14) + 5 = 19
"All these things make me think of ... something. I just can't quite place my finger on it." Turning to the others, "Anyone want the dagger or the shield? I don't use a shield so that is not really useful for me."
Once everyone is done taking, "Ready to move on? I am tired of missing. The next creature that tries to kill me in this place is going to get a few feet of steel right in it's heart."
Do we proceed clock wise or counter clock wise?

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Know local 1d20 + 4 ⇒ (4) + 4 = 8
Fahd will pocket the dagger, just in case he finds something his fists might not effect.

GM Beman |

You move to the northeast to explore the last room on this level. Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.
A small lizard eagerly approaches you as you enter the room.
The lizard continues to look at you expectantly...almost as if it is begging for food.

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Durothil tosses it a trail ration. "I hate these things, hope you like it." Wonder if it has a master or a mama around somewhere. Probably find out soon. What was that old saying from Tien? Feed it before midnight but don't let it get wet. Whatever. Didn't come all this way to kill a few stray dogs, a spider, and some smelly lizards.

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Krux ignores the lizard and proceeds upstairs after taking a minute to recover from his fatigue. He is willing to carry unused items in his backpack, but has no intention of using them.

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Fahd laughs looking at the little lizard. "You're a hungry fella, aren't you? You want to go upstairs with us?" he pauses to see if the lizard seems to understand him in any way, and tosses another bit of dried meat to the creature.

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Aid Another Knowledge (local): 1d20 + 5 ⇒ (4) + 5 = 9
The kineticist assists Durothil in attempting to identify the items, but is not much help. When asked about keeping any on her person, she silently shakes her head 'no.'
Katharina then folds her arms in front of her chest and examines the lizard for a moment, "I'm afraid I'm not acquainted with that type of lizard. Since it doesn't seem aggressive, shall we move up?"

GM Beman |

The lizard eyes you cautiously as you leave the room. You head for the spiral staircase and emerge in a large room. 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.
Two humanoid skeletons, wreathed in auras of eternal flame, inhabit this room. They defend the temple from any intruders; their jaws open in soundless screams as they raise their weapons and attack.
Round 1
Durothil
Fahd
Krux
Skeletons
Katharina
Katharina can take a break...everyone else may act!
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Durothil: 1d20 + 2 ⇒ (20) + 2 = 22
Fahd : 1d20 + 2 ⇒ (20) + 2 = 22
Katharina: 1d20 + 4 ⇒ (6) + 4 = 10
Krux: 1d20 + 1 ⇒ (17) + 1 = 18

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Fahd charges the skeleton in the left, and executes a flying kick on it.
Charge Attack 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage 1d6 + 3 ⇒ (1) + 3 = 4

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Durothil will attack the nearest skeleton.
2-handed ECB: 1d20 + 5 ⇒ (3) + 5 = 8
damage -5/bludgeoning: 1d10 + 4 - 5 ⇒ (2) + 4 - 5 = 1
Really, a 3, 2? I am averaging less than 5 per attack. Hoping GM got the good rolls out with int.

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Krux remembers ghost stories around campfires how blunt weapons are more effective against skeletons.
Krux drops his sword and charges the eastern skeleton pulling his heavy flail and swinging it violently around his head.
rage, power attack, charge: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
damage: 1d10 + 12 + 1 ⇒ (3) + 12 + 1 = 16
confirm crit: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
damage: 1d10 + 12 + 1 ⇒ (8) + 12 + 1 = 21
+1 damage from Axe to Grind, AC is currently 13

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I'm afraid I'm on my phone again, could someone move Katharina as necessary within 30' of the remaining skeleton while avoiding cover? If that's not possible, please factor the -4 cover penalty to the roll to hit.
"Skeletons wreathed in flames? I'm sure they're going to just love me." Katharina says with a smug smile as she aims a blast at the remaining undead.
Cold Blast: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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Fahd moves to the remaining skeleton and punches away.
Attack 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d6 + 3 ⇒ (6) + 3 = 9

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His shoulders slump and a bead of sweat drops to the ground. A wise grin emphasizes his single broken tusk.
"Dogs, spider, lizards and skeletons. Nobody smart lives here."
Krux walks back to the staircase and picks up his dropped sword.
"Pappy gave me flail and told me to hit skeletons."

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"And that you did my friend. My ... Pappy told me to slice evil in half. All I have managed to do is create a stiff breeze. Even the nice lady has created more of a breeze than me, but hers carries quite the chill with it."
What other perils will we find here? Time I prove my worth our they leave me behind

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"Correct. It's most unwelcoming here, isn't it? Everything here has tried to kill us."

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Thanks again, Durothil.
"I don't care for this place either. If we weren't given this task by our superior I would say let the vermin have it." Katharina says with sigh, as she takes the opportunity to pick up the scrolls, "Even the magic items are mostly worthless. Ah well, shall we move on and get this over with?"
At least it's still better than running errands/tests or having to deal with blithering halflings.

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Fahd points out the door and opens it, after giving the rest time to get to a safe distance.

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DM, I will be out most of the afternoon. I'll just post Fahd's action now, and you can please add it in when I'm up. Thanks.
Fahd grabs his vial of alchemist's fire and tosses it at the swarm.
Attack 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1d6 ⇒ 2

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Ah nuts! Swarm. I have no Alchemist's fire so I will be a meat shield.
"Bats. I hate bats." Durothil waves his sword around the swarm, used to not hitting anything he feels he has done this before.

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Bad Pathfinders, lol! You always buy an alchemist's fire or a vial of acid...

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Fahd too will retreat, having used hid only weapon effective against a swarm.

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Katharina takes a 5' step away from the swarm and tosses the alchemist fire she's been carrying around for this very circumstance. "If that doesn't do the trick, then yes we need to run."
Aiming for a swarm square that Durothil is not currently in, and is not adjacent to Fahd.
Alchemist Fire + P-BS: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
I'm afraid Durothil will take 1 point of damage from the splash

GM Beman |

Moving up to the fourth floor the stairway door opens up in a barracks fo sorts. Crude bunks line the walls of this room, which is filled with the
nauseating stench of troglodytes....which is typically a sure sign that there are troglodytes about. The room does not disappoint...there are three troglodytes resting in their bunks. They shoot upright as you enter the room and hastily grab their weapons.
You're all up! Feel free to retcon any actions before entering the room.
Round 1
Troglodytes
Durothil
Fahd
Katharina
Krux
Durothil: 1d20 + 2 ⇒ (16) + 2 = 18
Fahd: 1d20 + 2 ⇒ (16) + 2 = 18
Katharina: 1d20 + 4 ⇒ (13) + 4 = 17
Krux: 1d20 + 1 ⇒ (2) + 1 = 3
Troglodytes: 1d20 - 1 ⇒ (20) - 1 = 19

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Before leaving the room with the bats, "Durothil, you should drink that healing potion."
* * *
Upon meeting more enemies on the next level, Katharina moves north of Krux and tries to hit the closest troglodyte with her cold blast.
Cold Blast: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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:( what a waste. Oh well
Before*
"Damn bats." Looking at the bite marks that cover his body, he notices multiple minor wounds dripping blood. "Mind if I drain that potion?"
If no one objects?
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
So I took 7 and healed 6
Current*
"Smelly lizards. At least I can hit you." Theoretically
2-handed ECB: 1d20 + 5 ⇒ (14) + 5 = 19
ECB damage: 1d10 + 4 ⇒ (4) + 4 = 8

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Krux steps up on the bed and swings his two-handed blade at the northern lizard grabbing his weapon.
"Guts for Gorum!"
rage, power attack, higher ground: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
damage: 1d10 + 12 + 1 ⇒ (1) + 12 + 1 = 14
+1 attack from higher ground, +1 damage from Axe to Grind and AC is currently 15

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Fahd drinks a potion, and his muscles appear to grow larger. He then moves to engage the trog that was not occupied by one of the others.
Drank mutagen to enhance Strength, and reduce Intelligence. +4 to Strength and +2 to AC for 10 minutes. -2 to Intelligence for the same time.
Current Str. 21, current AC 17.