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The Troglodytes dont seem to understand you and panic when the Mindy's bird flies in and pecks at one of them, however there is a misama of stink around them.
The eagle needs to make a DC 11 Fort save or be sickened.
Bold can still act
Tower Level 2 (0:00)
Group conditions:
Round 1Marutson - dmg;
Princess Mindy[/b] - dmg;
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Zeebo Zane [/b] - dmg;
Kebro - dmg;Troglodyte Guard, Red --
Troglodyte Guard, Blue -- 4 dmg

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double move
Kebro steps into the room and takes the spear out.

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Thanks for keeping the charge lane to red clear!
fort DC11, adaptable luck: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Kardas quickly urges Mantis to fly-leap forward, straight towards the troglodyte at the back. As soon as he nears, he is overwhelmed by the horrid stench but with some halfling luck, he keeps the contents of his stomach, as he sends his lance smashing into the creature.
vs red: lance, charge: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 dmg: 2d6 + 6 ⇒ (6, 4) + 6 = 16
He then drops the lance and draws his greatsword.

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fort DC11: 1d20 + 3 ⇒ (3) + 3 = 6
Mantis, however, feels the horrid stench infusing its body, especially lacking proper ways to hold its breath. It desperately shakes it head trying to shake away whatever it is, but its Master has commanded so it continues moving forward, lashing out with an unsteady claw.
vs red: claw 1, ant focus, charge, sickened: 1d20 + 1 + 1 + 2 - 2 ⇒ (16) + 1 + 1 + 2 - 2 = 18 dmg: 1d4 + 1 - 2 ⇒ (2) + 1 - 2 = 1 grab if hit: 1d20 + 5 + 1 + 2 - 2 ⇒ (7) + 5 + 1 + 2 - 2 = 13

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Kardras skewers the one troglodyte with his charge. And tosses it away.
Although reluctant, from the stench, the mantis bites and grabs on to the other one. It squirms and tries to stab back
Atk, Troglodyte Club: 1d20 + 0 - 2 ⇒ (18) + 0 - 2 = 16
Dmg, Troglodyte Club: 1d4 + 1 ⇒ (3) + 1 = 4
But is unable to get though the chitinous skin of the mount.
Everyone is up.
Tower Level 2 (0:00)
Group conditions:
Round 1Marutson - dmg;
Princess Mindy - dmg;
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Zeebo Zane - dmg;
Kebro - dmg;Troglodyte Guard, Red -- DEAD
Troglodyte Guard, Blue -- 5 dmg; grabbed

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Kebro moves to the far side of the room, draws the spear, and throws it at the troglodyte.
ranged spear: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d8 ⇒ 8
After letting the spear loose, Kebro points to the troglodyte and whispers a command. Elytra flies out from Kebros cloak and bites at the monster it was told to.
scarab bite: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d6 ⇒ 6

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Kardas spins around on Mantis and hammers down his greatsword on the injured troglodyte, commanding his steed to hold the creature fast.
vs blue: mwk greatsword, flank: 1d20 + 5 ⇒ (11) + 5 = 16 dmg: 1d10 + 4 ⇒ (8) + 4 = 12

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Despite the horrid stench it just can seem to get rid off, Mantis knows better (in its insect brain) to keep attacking. It quickly releases its prey but only to free its claws to continue attacking.
vs red: claw 1, ant focus, charge, sickened: 1d20 + 1 + 1 + 2 - 2 ⇒ (16) + 1 + 1 + 2 - 2 = 18 dmg: 1d4 + 1 - 2 ⇒ (4) + 1 - 2 = 3 grab if hit: 1d20 + 5 + 1 + 2 - 2 ⇒ (10) + 5 + 1 + 2 - 2 = 16
vs red: claw 2, ant focus, charge, sickened: 1d20 + 1 + 1 + 2 - 2 ⇒ (6) + 1 + 1 + 2 - 2 = 8 dmg: 1d4 + 1 - 2 ⇒ (1) + 1 - 2 = 0 grab if hit: 1d20 + 5 + 1 + 2 - 2 ⇒ (1) + 5 + 1 + 2 - 2 = 7

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Rushing up on the troglodyte, you are able to over whelm him and it falls to your onslaught of Kebro and Kardas. Marutson helps by encouraging them
With the room's guardians dispatched you look around. 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.
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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Looking at the item, Zeebo takes no interest in anything.
"Lets check out the door on this floor (to room #5)"
Zeebo puts his ear to the door to see if anything is on the other side.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13

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Kardas joins in to listen as well.
perception: 1d20 + 7 ⇒ (11) + 7 = 18

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Kebro picks up the knife and waits patiently to see what they hear at the door. Elytra peeks out of the cloak and Kebro scratches under the beetles chin.

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The door to the southern chamber is trapped, but designed to attack those on the other side. Disabling the trap is easy enough from this side, and the chamber on the other side otherwise empty of anything else.
The only way now is up. Climbing up the central stairway you come to a locked door.

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The door stands quietly locked.

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It looks like no one has disable device in our party? Below only if no one else has a better way to open the door...
"Can no one open this?" Kardas glares around, as if offended by this fact. When no one eventually steps up, he gets off Mantis, takes a few steps back, and slams into the door.
Str: 1d20 + 3 ⇒ (13) + 3 = 16

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The door opens with a noisy smash.
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 flaming skeletons stand at the altars
Init, Kardas: 1d20 + 4 ⇒ (9) + 4 = 13
Init,Zeebo : 1d20 + 2 ⇒ (3) + 2 = 5
Init, Princess Mindy: 1d20 + 5 ⇒ (15) + 5 = 20
Init,Kebro : 1d20 + 2 ⇒ (16) + 2 = 18
Init, Toivo: 1d20 + 3 ⇒ (18) + 3 = 21
Init,Marutson: 1d20 + 1 ⇒ (10) + 1 = 11
Init, Burning Skeletons: 1d20 + 6 ⇒ (6) + 6 = 12
Bold may act
Tower Level 3(0:00)
Group conditions:
Round 1Princess Mindy - dmg;
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Kebro - dmg;Zeebo Zane - dmg;
Marutson - dmg;Burning Skeleton, Blue
Burning Skeleton, Orange

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Princess Mindy raises her right hand and her silk glove begins to glow with a blue light.
Suddenly a ray composed of pure white and blue cold shoots out of her palm towards the flaming skeleton!
Energy Ray (Cold), Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22 for 1d6 + 1 ⇒ (3) + 1 = 4 cold dmg.

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Ready for whatever surprise is behind the door, Kardas is still slightly taken aback by the sight of the flaming skeletons. He recovers quickly and leaps upon his steed, quickly urging it forward as he directs his lance at the undead.
move: mount, standard: charge on steed
vs orange: lance, charge: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 dmg: 2d6 + 6 ⇒ (5, 1) + 6 = 12

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I assume Mantis is no longer sickened?
Mantis leaps forward on its powerful wings and feels his Master slamming his long claw on the bony creature. It then lashes out with its own claw, but is clearly still woozy from the stench earlier.
vs red: claw 1, ant focus, charge: 1d20 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7 dmg: 1d4 + 1 ⇒ (4) + 1 = 5 grab if hit: 1d20 + 5 + 1 + 2 ⇒ (11) + 5 + 1 + 2 = 19

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Mindy's ray shatters the first one, and Kardas rides his mound and crush it with his sword swing. Saving Mantis from having to bite the burning bones.
The sickened was only for 1 minute
The altars still contain their silver altar services, worth 100 gp altogether, 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.
The door in the south east is set in to the wall only concealed from this side, but would be hidden from the other side. You can see that it too is locked.

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Kebro smiles and gives a tip of the hat to the two victors.
"Shall we try to break down this door as well or does anyone know how to pick locks?" Kebro says to the team in the scratchy desert wind-like half whisper.

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"Worth a try."

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The can be broken down in short order. Place yourselves just opening the door at S

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Kebro looks through the door

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Smashing open the door disturbs the bats roosting on the other side as they swarm in to the room.
Init, Kardas: 1d20 + 4 ⇒ (1) + 4 = 5
Init,Zeebo : 1d20 + 2 ⇒ (16) + 2 = 18
Init, Princess Mindy: 1d20 + 5 ⇒ (10) + 5 = 15
Init,Kebro : 1d20 + 2 ⇒ (11) + 2 = 13
Init, Toivo: 1d20 + 3 ⇒ (3) + 3 = 6
Init,Marutson: 1d20 + 1 ⇒ (13) + 1 = 14
Init, Bat Swarm: 1d20 + 2 ⇒ (3) + 2 = 5
Everyone can go as the swarm in. Kebro is in part of the swarm to start but you can react before they start biting. Also I will assume that any AoE is done after people move out so feel free to post at will
Tower Level 2 (0:00)
Group conditions:
Round 1Marutson - dmg;
Princess Mindy - dmg;
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Zeebo Zane - dmg;
Kebro - dmg;

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Zeebo steps back to get a better angle on the door.
"Step back everyone and I will torch those bats."
Zeebo starts to casts a spell holding the word for people to move out of the way.
Zeebo readies to cast Burning hands when clear
Burning Hands Ref DC 14 for half: 1d4 ⇒ 1
Well that spell has more smoke than flame.

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Kebro moves back out of Zeebos way.

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Princess Mindy adds her own fire to that sauce, her silk glove flashing briefly before expelling a gout of fire towards the bat swarm!
Burning Hands, Intense Focus: 1d4 + 1 ⇒ (2) + 1 = 3 fire dmg (Ref DC14 for 1/2 dmg)
Vs. Swarm: 3 x 1.5 = 4.5 = 4 fire dmg (2 if DC14 Ref save is successful)

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"Pull back! pull back!" Kardas yells at his steed while pulling out a small vial. He flings it into the midst of the swarm.
alchemist's fire: 1d20 + 2 ⇒ (15) + 2 = 17 dmg: 1d6 ⇒ 2 i.e. 3 dmg

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Reflex v Zeebo: 1d20 + 7 ⇒ (17) + 7 = 24
Reflex v Mindy: 1d20 + 7 ⇒ (12) + 7 = 19
The Bats seems to dodge the bulk of the burning hands. Kardas's flask hits true, but Marutson bounces catching just the edged of the swarm.
Toivo and Kebro can still act. The swam is singed but still holding
Tower Level 2 (0:00)
Group conditions:
Round 1Marutson - dmg;
Princess Mindy - dmg;
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Zeebo Zane - dmg;
Kebro - dmg;Bat Swarm -- 7 dmg

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Kebro steps toward the bay swarm and swipes at them.
Scimitar attack: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 + 2 ⇒ (5) + 2 = 7

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Kebro swings his blade at the bats in futility. Maybe hitting on or two but not enough to help disperse the swarm.
Toivo steps out of the way with out anything specific he can do.
The swarm flies in to the room covering Mindy and Zeebo
Damage: 1d6 ⇒ 4 plus 1 bleed and Fort Sv DC 11 or be nauseated for one round
Everyone is back up
Tower Level 2 (0:00)
Group conditions:
Round 1Marutson - dmg;
Princess Mindy - 4 dmg; bleed 1
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Zeebo Zane - 4 dmg; bleed 1
Kebro - dmg;Bat Swarm -- 7 dmg

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alchemist's fire round 2 damage: 1d6 ⇒ 5
Even as the swarm of bats continue to burn from his fiery bomb earlier, Kardas turns to the injured gnome in front of him. "That was the only one I have. But I can try to keep you alive." He pulls out a wand and taps it on Zeebo's head.
wand of clw on Zeebo: 1d8 + 1 ⇒ (7) + 1 = 8
"But we need to spread out." He nudges Mantis, which takes off to the other end of the room.

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Fort Save vs. DC 11 or Nauseated: 1d20 + 2 ⇒ (12) + 2 = 14
Mindy gets as far away from the swarm as possible in order to regroup, batting away the vermin out of her hair!
Double Move
HP: 8 - 4 - 1 = 3/8 HP; still bleeding...

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Kebro slashes with the scimitar again...
Scimitar slice: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Then moves away from the swarm.

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Marutson and Kebro's blades cut uselessly though the swarm. Fortunately, the lingering flame of Kardas's alchemist fire disperses the bats.
I will assume another CLW on Mindy soon enough
With the bats gone you do find a discarded but still useful potion of cure light wounds among the rubble
Tower Level 3 (0:00)
Group conditions:
Round 1Marutson - dmg;
Princess Mindy - dmg;
Toivo Talvislag - dmg;
Kardas Ruknaarr - dmg;
Zeebo Zane - dmg;
Kebro - dmg;Bat Swarm -- DEAD