
Mastermind |

Joe hefts his warhammer and eyes the door for weak points.
Round 1 Damage;1d8 + 9 ⇒ (4) + 9 = 13
Round 2 Damage;1d8 + 9 ⇒ (4) + 9 = 13
In two rapid attacks using all his strength he tears through the wooden door. The lock mechanism shatters and the remaining pieces swings wide. Beyond is a room that takes up both the western and southern wings of the third floor. Two stone altars, one black and one white, sit at either end. 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. The room is lit by two humanoid skeletons, wreathed in auras of eternal flame. They stand beside respective altars, jaws open in soundless screams as they raise arms and attack.
Colburne 1d20 + 2 ⇒ (15) + 2 = 17
Crael 1d20 + 4 ⇒ (7) + 4 = 11
Gustin 1d20 + 3 ⇒ (11) + 3 = 14
burning skeletons 1d20 + 6 ⇒ (2) + 6 = 8
(17) Colburne
(13) Gustin
(11) Crael
(8) burning skeletons
Third Floor, burning skeletons
For those still on the stairs movement is doubled.

Joe "Mac" MacGillicuddy |

Joe noticing the skeleton, "Walking skeletons fellas, be ready!" With that, Joe charges at one while tightening his grip on his hammer.
Charge with warhammer(PA also):1d20 + 7 ⇒ (14) + 7 = 21
Damage(w/PA):1d8 + 9 ⇒ (1) + 9 = 10
AC: 12
wielding 2H by the way, just for the record
Scipion, I typed my Scythe damage initially and went back and switched it to a 1d8. My bad.

Crael |

Arrux follows the others into the room, lumbering up to the first skeleton he sees to deliver an attack. Crael moves into the room as well, taking the opposite side of the door as Colburne.
Arrux moves to H9 and attacks
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
*Edit*Crit confirm: 1d20 + 5 ⇒ (3) + 5 = 8
Crit damage: 1d8 + 3 ⇒ (3) + 3 = 6
Crael moves to K10 and readies an attack.

Mastermind |

Round 1, burning skeletons
(24) Joe noticing the skeleton, "Walking skeletons fellas, be ready!" With that, Joe charges at one while tightening his grip on his hammer. The mighty swing crushes straight though the skull, ribcage, and bips of the skeleton decimating it. As the shards of bone fly around Joe the creatures lingering magic detonates.
Fiery Death Damage; 1d6 ⇒ 2
Joe's Reflex Save; 1d20 + 2 ⇒ (15) + 2 = 17 (Joe HP 12)
The fire barely scalds Joe as he turns away from it with a grin and a thumbs up.
(17) "Scrabblin skeletons! And they're flaming no less, let's get em'," Colburne readies his axe as he moves into the room.
(11) Arrux follows the others into the room, lumbering Through the room towards the first skeleton it sees and readies to attack. Crael moves into the room as well, taking the opposite side of the door as Colburne.
As the final skeleton approaches Arrux the eidelon reaches forth and crushes the creature. This one too explodes in a fiery pier.
Fiery Death Damage; 1d6 ⇒ 2
Aurrx Reflex Save; 1d20 + 1 ⇒ (16) + 1 = 17 (Arrux HP 10)
The fire barely scalds Arrux as he turns away from it with a nervous click-clack of claws.
That fight was much more interesting when people not wielding bludgeoning weapons rushed the skeles...time for your loots! Get to searching.
fallen Fortress, third floor (map)

Crael |

Crael looks at the two scrolls. "There may be more to these than would first appear" He unfurls the two scrolls and reads them, trying to make sense of the arcane writings.
Spellcraft checks to identify the spells:
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (14) + 6 = 20
Both are failures unless the second scroll is a cantrip.

Colburne Blackhand |

"Nice job guys, your so lethal, when you slay your foes they EXPLODE! I'm going to give the perimeter of this room a once over to check the walls for secret doors, if I don't find anything we can hit the stairs and explore the next level." Colburne walks along the wall, focusing his attention on the stonework, searching for useless seams or unexplained drafts.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24(+2 stonecunning)

Colburne Blackhand |

"Hey guys, check it out I found a secret door. Looks like it's locked, gonna have to force it open... Hey Joe, still got your hammer handy?" Colburne querries his party while searching his pack for a crowbar.
Colburne wedges his crowbar in the secret door.
Aid Another: 1d20 + 3 ⇒ (14) + 3 = 17(strength check)

Joe "Mac" MacGillicuddy |

"Hey guys, check it out I found a secret door. Looks like it's locked, gonna have to force it open... Hey Joe, still got your hammer handy?" Colburne querries his party while searching his pack for a crowbar.
"You got it buddy. Let's see if ol' smasher here can get 'er open!" As Joe rears back and goes to whaling on door.
Trying to smash the door open again

Mastermind |

Joe goes to town on the not so secret door.
Round 1 Damage; 1d8 + 9 ⇒ (6) + 9 = 15
Round 2 Damage; 1d8 + 9 ⇒ (2) + 9 = 11
Round 3 Damage; 1d8 + 9 ⇒ (5) + 9 = 14
This one is a bit sturdier but it only takes a little extra effort to knock his way through. Looking through the ruined door the group can see the eastern half the the tower. Or what was left of it. Though most of this area has fallen down below. There is a narrow strip of floor left near the central stairwell that leads to the rest of the northern wing. That section is still filled with shadows from Joe's torch at this angle.
It looks just like this, but with different people standing there ; )
Fallen Fortress, third floor

Joe "Mac" MacGillicuddy |

"Well fellas, it looks like we got us another room to explore. Man this just gets better 'n better! Whooo!" As he steps through the door into the next room, "Alright fellas," as he turns toward everyone speaking in a loud whisper, "let's be careful...and watch out for any o' them fire skeletons!" Returning to his normal voice and turning back to the mission at hand, "Now let's go see what we can find." His eyes big with excitement

Mastermind |

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. A colony of bats roosts on the ceiling of this room. The movement of Joe in the chamber disturbs them and they begin flying about forming two swarms.
Colburne 1d20 + 2 ⇒ (12) + 2 = 14
Crael 1d20 + 4 ⇒ (6) + 4 = 10
Gustin 1d20 + 3 ⇒ (19) + 3 = 22
bat swarms 1d20 + 6 ⇒ (20) + 6 = 26
(22) Gustin
(14) Colburne
(12) Joe
(10) Crael
Round 1
(26) The massive swathes of bats swirl out covering most of the group.
Swarm Damage vs. (J); 1d6 ⇒ 2 (Joe HP 12)
Fort vs. Distraction; 1d20 + 4 ⇒ (11) + 4 = 15 Saved!
Swarm Damage vs. (C); 1d6 ⇒ 2 (Col HP 8)
Fort vs. Distraction; 1d20 + 1 ⇒ (20) + 1 = 21 Saved!
Swarm Damage vs. (G); 1d6 ⇒ 1 (Gustin HP 7)
Fort vs. Distraction; 1d20 + 2 ⇒ (3) + 2 = 5 Failed!
Gustin is now nauseated.
Crazy bat action! Go team!
Third Floor, bat swarms (map)

Colburne Blackhand |

Blanketed in bats and swatting furiously the dwarf exclaims, "ain't no axe gonna cut down a hundred bats, I'm outta here!" Damn, don't wanna let my team down, but spending time in a cloud of bats is bad for your health and down right digusting UNGH...
Colburne takes cover in the previous room.
Movement: 15' to O,14
Standard: Full defense

Joe "Mac" MacGillicuddy |

Noticing Colurne head back for the door, Joe decides it's best to do the same, "DANGIT! Dang bats!" Joe wildy swinging trying to keep the bats off of him, "Let's get outta here! There's just to dang many of 'em!" He turns towards the door they just came through and makes a beeline for it. "Look out! I'm coming through!" As Joe heads out of one swarm and through another trying to make it back.
Moving back to the previous room. Not sure how movement is affected by running through a swarm but if I can make it, just put me in one of the spots Colburne's not in. Doesn't really matter to me.

Crael |

Crael and Arrux follow the others through the door. "Any idea how to handle that many bats? I don't think I brought enough acid."
Crael moves to L15 while Arrux moves to P15, Arrux readies an attack against any swarm entering his area. I have two flasks of acid, but I don't think 1d6+1d3 damage will be enough to take out two swarms.

Joe "Mac" MacGillicuddy |

"Maybe we could use torch fire?" Joe suggests. "Bats hate fire." He stops to ponder that last statement for a moment. "Well, I guess most anything hates to get burned if you think about it." He says aloud to no one in particular then refocuses on the task at hand, "Anyway, just don't know if that's gonna be enough cause there's a lot of 'em. And all I got is that fake torch Crael's been holdin'. So the way I figure, we can either try the torches, if y'all have any, or we're probably gonna have to take the stairs and just forget that room. What do you fellas think?"

Colburne Blackhand |

"Blasted bats... Glad that's over. If we live through this, remind me to visit the general store and recheck my equipment list. I just realized how much gear I still need to be a true adventurer. Oh well... Guess I'll have to rough it for now. Let's have a quick once over the space now that it's bat free." Colburne walks through the chamber his eyes watching the ceiling for any remaining bats.
Colburne searches the bat chamber.
[b]Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Mastermind |

Colburne Blackhand |

"Let me check the door for traps before we bash it in." Colburne begins lightly tapping spots on the doors surface with one end of his crowbar.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
If no traps are detected Colburne wedges his crowbar in the door awaiting Joe's trusty hammer.
Aid Another: 1d20 + 3 ⇒ (20) + 3 = 23

Joe "Mac" MacGillicuddy |

"Alright fellas, sounds like we got trouble on the other side. I got a few scratches from those dang bats, but I'm fairly alright. How 'bout the rest of y'all?" he asks. "It sounds a lot like those stinky lizard people, but I'm not sure. And if we got a bunch of 'em we better make sure we're ready." As Joe readies his hammer to smash the door when he gets the ok from everyone.
We're all down a few hp's, I wouldn't normally worry about it but since we are just 1st level, maybe Gustin wants to use a channel energy before we do this? ;) *nudge* *nudge*

Gustin Thornburrow |

yes, He will use one.
Channel energy 1d6 ⇒ 1
Edit: I'm assuming we need another?
Channel energy 1d6 ⇒ 6
"Not that I've been much help in combat up until now anyways, but this stairway sure does pose a problem for me and my bow. Maybe if I stand over here." Gustin quietly moves up the stairs to N7 hoping that he might be able to shoot over top of his comrades heads.
Stealth if needed 1d20 + 1 ⇒ (8) + 1 = 9

Mastermind |

Joe crashes through the unlocked door. Crude bunks line the walls of this room, which is filled with the nauseating stench of troglodytes. Three of the creatures stand in the middle of the room. They stare at the fighter with jaws open wide. They quickly raise their claws to attack.
Colburne 1d20 + 2 ⇒ (4) + 2 = 6
Crael 1d20 + 4 ⇒ (1) + 4 = 5
Gustin 1d20 + 3 ⇒ (8) + 3 = 11
young troglodytes 1d20 + 2 ⇒ (12) + 2 = 14
(14) young troglodytes
(11) Gustin
(6) Colburne
(5) Crael
The terrible reeking smell fills the stairwell. It rolls almost visibly through the air.
Colburne 1d20 + 1 ⇒ (19) + 1 = 20
Crael 1d20 + 1 ⇒ (3) + 1 = 4
-Arrux 1d20 + 3 ⇒ (17) + 3 = 20
Gustin 1d20 + 2 ⇒ (12) + 2 = 14
Only Crael succumbs to the smell and begins to choke on his own bile.

Colburne Blackhand |

Disgusted by the sight and smell of the filthy lizard men, Colburne drops his crowbar and reaches for his trusty axe. With speed and determination he joins his friend Joe in battle. "Hey there buddy, need a hand bashing these smelly scalebacks?"
Free Action: drop crowbar
Movement: draw axe
Movement: move to J,10

Gustin Thornburrow |

Gustin moves up the stairs to get a better view into the room.
Move: to N10 or N12 Depending on which way is up
Standard:Masterworked Composite Longbow @ most accessible target
1d20 + 1 ⇒ (19) + 1 = 20
1d8 + 1 ⇒ (3) + 1 = 4
Current Status Lvl1 Elven Cleric
AC: 17 Touch: 13 Flat-Footed: 14 CMD: 14
HP: 8/8 Conditions: None
Channel Energy: 3/6
Spells Used: Sanctuary
Arrows: 54

Crael |

Crael gags and covers his mouth, he pushes his back to the wall as his eyes water from the smell. Arrux makes his way past Crael and into the room, swinging at the first creature he sees.
Crael stays where he is, Arrux moves to J12 and attacks.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Mastermind |

Round 1, young troglodytes
(21) Crashing through the door Joe screams out, "DIE, YOU STINKIN' LIZARDS!", as he charges the nearest one. His hammer slams into the ground beside the troglodyte.
(14) While letting out a hiss the one before Joe attacks.
Claw: 1d20 ⇒ 10 Miss.
Claw: 1d20 ⇒ 14 Hit!
Damage; 1d4 - 1 ⇒ (2) - 1 = 1 (Joe HP 12)
Bite: 1d20 ⇒ 14 Hit!
Damage; 1d4 - 1 ⇒ (2) - 1 = 1 (Joe HP 11)
The other two quickly move up on opposite sides of the farmer and attack from flanking positions.
Claw: 1d20 + 2 ⇒ (13) + 2 = 15 Hit!
Damage; 1d4 - 1 ⇒ (3) - 1 = 2 (Joe HP 9)
Claw: 1d20 + 2 ⇒ (3) + 2 = 5 Miss
(11) Gustin moves up the stairs to get a better view into the room. He draws his bow and shoots, but his target ducks behind Joe at the last moment causing Gustin to miss.
(6) Disgusted by the sight and smell of the filthy lizard men, Colburne drops his crowbar and reaches for his trusty axe. With speed and determination he joins his friend Joe in trying to roll onder the claws of a trog. "Hey there buddy, need a hand bashing these smelly scalebacks?"
Acrobatics check (to move through space); 1d20 + 4 ⇒ (14) + 4 = 18 Success!
(5) Crael gags and covers his mouth, he pushes his back to the wall as his eyes water from the smell. Arrux makes his way past Crael and into the room, swinging at the first creature he sees. His powerful pincher crushes the skull of a trog into bloody pulp.

Joe "Mac" MacGillicuddy |

The thrill of battle obviously overtaking the discouragement of missing, "I'll take all the help I can get, Col' ol' pal! Whooo!" Joe says while swinging again at the smelly trog.
Warhammer w/PA:1d20 + 4 ⇒ (1) + 4 = 5
Damage:1d8 + 8 ⇒ (4) + 8 = 12
AC normal
Because, obviously, I'm gonna need it! ;)

Gustin Thornburrow |

Watching his best attempt with his bow fail such a challenging shot, Gustin advances on the encounter to help his friends in a different way. Gustin touches Colburne and Says "No worries my friend, Desna is with us"
Move: to K11
Standard:Bit of Luck on Colburne" (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.
Current Status Lvl1 Elven Cleric
AC: 17 Touch: 13 Flat-Footed: 14 CMD: 14
HP: 8/8 Conditions: None
Channel Energy: 3/6
Bit of Luck: 4/6
Spells Used: Sanctuary
Arrows: 54

Joe "Mac" MacGillicuddy |

Wow, that is a terrible streak of rolls. Hopefully that reroll will help with the next one.
LOL! I know! Sickening isn't it? I thought I was playing a fighter. Apparently I'm confused and prefer to just "remodel" the place. Hey, nobody has killed as many doors as I have though! Yeah! Uh-huh, that's what I'm talking 'bout! ;)

Colburne Blackhand |

"worries....? The only thing that's got me worried is my buzz wearing off! Don't sweat these smelly finheads guys, let's finish em' quick, and there may still be time for a drink after our adventure. Desna and Cayden Cailean be praised!" With renewed vigor at the thought of a drink, Colburne springs into position behind one of the lizardmen assaulting Joe, aiming his axe strike for the creature's spine.
Movement: 5' step to J,9
Standard: Colburne attacks the flanked troglodyte.
Battle axe to hit - 1d20 + 5 ⇒ (13) + 5 = 18 or 1d20 + 5 ⇒ (6) + 5 = 11
Battleaxe damage - 1d8 + 5 ⇒ (7) + 5 = 12
Sneak attack - 1d6 ⇒ 6

Mastermind |

Round 2, young troglodytes
(21) The thrill of battle obviously overtaking the discouragement of missing, "I'll take all the help I can get, Col' ol' pal! Whooo!" Joe says while swinging again at the smelly trog.
Crit Fumble threat; 1d20 + 4 ⇒ (15) + 4 = 19
(14) The troglodyte in front of Joe moves to the door. As it steps away Joe takes another swing.
Scythe: 1d20 + 4 ⇒ (13) + 4 = 17 Hit!
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Finally a blow connects and it is eviscerated.
The last trog attacks Joe from behind again.
Claw: 1d20 ⇒ 17 Hit!
Damage; 1d4 - 1 ⇒ (3) - 1 = 2 (Joe HP 7)
Claw: 1d20 ⇒ 4
Bite: 1d20 ⇒ 9
(11) Watching his best attempt with his bow fail such a challenging shot, Gustin advances on the encounter to help his friends in a different way. Gustin touches Colburne and says, "No worries my friend, Desna is with us." Bit of Luck
(6) "Worries....? The only thing that's got me worried is my buzz wearing off! Don't sweat these smelly finheads guys, let's finish em' quick, and there may still be time for a drink after our adventure. Desna and Cayden Cailean be praised!" With renewed vigor at the thought of a drink, Colburne springs into position behind one of the lizardmen assaulting Joe, aiming his axe strike for the creature's spine.
Ax (reroll): 1d20 + 5 ⇒ (19) + 5 = 24 Hit!
The blade drives deep into it's back, nearly cutting the trog in two. It begins to bleed and die on the ground.
(5) Crael continues to be sick in the staircase and Arrux looks around chittering considering tearing up a bed...