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Kali moves to the other side of the room to assist Kragnor with the other spider.
Double move. If she can't be in the square I stopped her in, she'll be in the one directly south (i.e., flanking with Melody rather than Kragnor like she is now).

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Kragnor hacks at the spider next to him.
Powe Attack, Flank, Entangle: 1d20 + 4 - 2 + 2 - 1 ⇒ (14) + 4 - 2 + 2 - 1 = 17
BoL: 1d20 + 4 - 2 + 2 - 1 ⇒ (17) + 4 - 2 + 2 - 1 = 20
2H Damage: 1d10 + 3 + 3 ⇒ (10) + 3 + 3 = 16

DM Carbide |

Round 5 (ongoing):
Initiative order
Kragnor-acted
Kali-acted
Eva-acted
Melody-acted
Senja-acted
Asvald
Spider
Kragnor hits, but doesn't quite take the spider down. Asvald, up to you!

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Asvald attemps to inspire Eva once more.
"Like that again!"
Perform: 1d20 + 6 ⇒ (12) + 6 = 18
Plus two to punches.

DM Carbide |

The last spider backs out of the kill zone and bites Kali for 5 points, plus DC 15 Fort save or take 3 points STR damage.
Bite damage: 1d6 + 1 ⇒ (4) + 1 = 5
STR damage: 1d3 ⇒ 3
Party up!

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Fort Save: 1d20 + 1 ⇒ (3) + 1 = 4
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (2) + 10 = 12
Despite the poison sapping her strength, Kali attempts a weak tumble maneuver past the spider to set up a potential flank attack with Kragnor's assistance.
That lousy Acrobatics roll probably provokes. Kali is readying an action to attack once someone flanks with her.
Wakizashi + Flank: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage+Precision Damage: 1d6 - 2 + 1d6 ⇒ (4) - 2 + (2) = 4

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Grumbling, Kragnor tries to wade through the webs and attack the spider.
Attack: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12
Damage: 1d10 + 3 ⇒ (10) + 3 = 13

DM Carbide |

Round 6 (ongoing):
Initiative order
Kragnor-acted
Kali-moved; holding
Eva-
Melody-acted
Senja
Asvald
Spiders
The wounded spider is unable to capitalize on Kali's distraction, being occupied with dodging Kragnor's blow (which misses). Kali can take her flanking shot now, and Eva, Senja, and Asvald can act.

DM Carbide |

Kali's attack hits, but doesn't quite put the spider out of the fight!
Eva and Asvald, over to you. Remember that you're both in the obscuring mist, and that the webs on that side of the hole make it Difficult terrain.

DM Carbide |

Under the assumption that Eva and Asvald can't affect the current fight this round, I'll run the spider's action.
The remaining spider bites Kali again for 2 HP, plus make a DC 17 Fort save or take another point of STR damage. Then it uses its move to open the door and takes a 5' step through it.
Bite damage: 1d6 + 1 ⇒ (1) + 1 = 2
STR damage: 1d3 ⇒ 1

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Sorry about that. I've been slacking like an Oladon this weekend.
Last round:
Asvald trudges through the webbing until he's up behind Kali.
This round:
Noting the kitsune's rapidly weakening state, Asvald tries to rush to her defense. "Get out of there Kali! Let me finish this thing off."
Wait, spiders can open doors!?

DM Carbide |

They've done it before. Dextrous little critters...and smart, too. At least, smart for spiders, though that's not saying much.

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STR: 1d20 + 2 ⇒ (9) + 2 = 11
"Son of two-headed goat! These blasted webs are as tough as me ma!" Kragnor grumbles as he hobbles toward the door.

DM Carbide |

Senja manages to wriggle free of the webs!
-Posted with Wayfinder

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Asvald hasn't actually taken any actions this turn. I'm hoping Kali backs out.
If she does:
Hack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

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With her limbs turning numb from the spider's poison, Kali weakly nods in agreement with Asvald's suggestion, putting herself in a full defensive posture as she attempts to roll out through the webs without the spider attacking her again.
Standard action: Full Defense. AC 21 until next turn
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (2) + 10 = 12
Fort save: 1d20 + 1 ⇒ (2) + 1 = 3
*Cue sad trombone*

DM Carbide |

Kali, with the spider's position, you can do a withdraw instead and avoid an AoO entirely. I'll assume you do that. Also too, take another 3 points of STR damage.
Asvald is unable to connect with the spider because the doorframe got in the way.
At its action, the spider executes a strategic retreat. Senja, you see it come through the door to the south.
Round 7:
Initiative order
Kragnor-
Kali-
Eva-
Melody-
Senja-
Asvald
Spider

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STR: 1d20 + 2 ⇒ (5) + 2 = 7
"Torag be damned! These f&$ckin' webs are a real pain in the arse!" The dwarf sputters as he, still, can't break free of the webs, and hobbles after the spider.

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Grar.
Eva pursues the spider!
Moved 35' in pursuit. If Senja tells us that it's come out the other doorway, Eva will instead move 25' to the square up-right of it and attack. If Senja /doesn't/ tell us it's gone that way, feel free to use the spoiler'd attack as an AoO if it tries to move away.
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Unable to keep track of which spiders he has hurled hexes at, Senja takes a shot at the one appearing around the corner. His hands moving in a blur, he forms a long, shadowy pole, then another, and joins them with a number of short bars. He then throws this ladder-like shape down the hall, forcing the approaching spider to move under it.
Misfortune on this one, no idea if it's already resisted it or not. DC 15 Will save.
Once this is done, he calls out in a voice that might be the slightest bit panicked, "It's out here now! It's coming toward me!" He then darts through the door to join his companions.

DM Carbide |

Senja's startled shout alerts Eva, who heads out into the hall and punches the spider between its many eyes. It falls and does not move.
Out of combat! And done with the level!
At best, the double dose of spider venom leaves Kali in no shape to carry any of her gear up. At worst, she has to be carried out herself (down 7 STR and still making saves, so a very real possibility of paralysis). However, there's nothing left down here to fight, and the spiders are waiting to ambush you from the darkness on the next level up have apparently fled the Spire, leaving you free to make your way back to Fort Inevitable.
Congratulations on surviving! Though it helped a bit, I'm sure, that I forgot that the bone priest could have done death knell as an immediate action when it took Kragnor below 0 HP. Not sure how I feel about a CR 4 creature having an ability like that, though.... I'll get chronicle sheets out in the next day or two.

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"Now I hate both spiders and goblins.." Kali notes as the others help her make her way back to Fort Inevitable.

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"Now I hate both spiders and goblins.." Kali notes as the others help her make her way back to Fort Inevitable.
"I agree," Melody quips in her singsong voice as she skips back to the Fort with the party.

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"I hates spider's webs!" Kragnor grumbles, still brushing off lingering filaments.

DM Carbide |

A few days in Fort Inevitable, waiting for shipments of items and sampling the nightlife (virtually nonexistent, as one might expect from a town run by Hellknights), and you're ready to get back to adventuring. Morvius Eruthiel is also packing up on the morning you prepare to return. "I'm, I'm going back to Absa--Absalom. There's a, another Pathfinder here...she came by last night with a couple of guards, and she said she was going to check out the Spire." As he mounts up, he gives a quick uncomfortable smile. "Be nice to her...sh-she's family."
On reaching the Spire, you all notice a small pile of rubble below the old main door. As you're heading around to the more accessible entrance, you see a human in armor come up to the edge with a wheelbarrow full of chunks of the glassy substance of the outer tower. With a rattle, the apparent guard dumps the load onto the pile from above. He gives you a wave and goes back inside.
It's immediately clear to you that something has changed...the gloom effect inside of the building is gone. It's been replaced by a somewhat disquieting greenish illumination, the result of the sun shining through the walls of the Spire. You're approached by an elf in a chain shirt as you enter. She gives you a warm smile; there may be something a little odd about her eyes, but being as she's an elf it's hard to tell. "Welcome, Pathfinders! I'm Cynara, and I'll be taking over for my little brother for a while. The town isn't really to my liking, but this place will do for now."

DM Carbide |

Cynara shakes her head. "There've been a few monsters appearing in the clearing, or so the boys tell me, but nothing we couldn't handle. Oh--if you need healing when you come out, I can cast lesser restoration and some basic cures." The elf looks a little rueful. "I'm afraid I'll have to charge you the going rate for casting, though. Rules."

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It takes a moment for Senja’s eyes to discern the difference in the light within the ruins. Once he realizes what’s happened, he asks the elf curiously, ”How’d you get rid of the gloom inside? I rather liked it, but it wasn’t convenient for everyone, I understand. And what’re you building with the rubble? Is it an art project?”

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"Oh thanks! That's good to know!" Melody sings out to the elf. "I have most of the basics covered-" she pats the scroll tubes lining her belt "-but I don't have every contingency covered yet so it's good to know you're here and available."

DM Carbide |

She laughs. "I had done some research before coming here, and it sounded like the gloom was to keep the place dark at night. Otherwise, the walls are translucent, and when the moon is up the guards tell me it gets pretty bright in here. So with that in mind, well--" She claps her hands sharply, twice in a row, and the darkness returns. There's a shout from near the main entrance. "Hey, give us some warning before you do that!" She claps twice again and the gloom is gone. "Sorry about that! No art project, it's just to make it easier to get around up here."

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"I, for one, simply love what you've done with the place." Kali says with a smile as she takes a long look around, "Nice to meet you, Cynara and it's great to have you as backup."
"Oh, can anyone do that?" She asks with excitement as Cynara turns the darkness on and off, double clapping a few times to test if she has the ability to do it.

DM Carbide |

It takes a few tries before Kali gets the hang of it, as there's a trick of concentration in addition to the clapping. The elf gives her an impish smile. "As nearly as I can determine, this should work on a room-by-room basis; that part of it is still broken, though, and it'll probably take some time to even figure out how to fix it. I'd rather spend the time clearing the floor and fortifying the stairs in case something down there decides to come up for a little visit."

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Kragnor fidgets a little. I could see just fine....

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"Ah, interesting," Senja comments as Cynara demonstrates the way to turn the darkness effect on and off. "It's sort of the opposite of something I've read about. I believe one could do something similar, but turning lights on and off rather than darkness, in the mountain retreat of a sage known only as The Kuh-Lappir."
Turning to his companions, he says, "Shall we see what other unpleasantness lies below?"

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"Very neat, good work Cynara." Kali says with appreciation once she grows bored and/or annoys everyone with the light trick. "Ok, I'm ready to start exploring again."

DM Carbide |

The six of you make your way to the stairs leading down around the spire core. You notice that some of the rubble has found its way here, to be made into a defensive wall against anyone--or anything--coming up from the depths. There are another two humans in breastplates here, armed with spears. The Glyph of the Open Road on their surcoats indicates their allegiance, and both salute you as you pass. "Good luck, Pathfinders!" And down you go.
You pass through the cellars lately occupied by moon spiders and the bone priest (and who set it there? What was it doing? Where did it get the symbol marked "6?" Questions remaining to be answered below, perhaps). The webbing in the pit has begun to deteriorate, and a few minutes of work suffices to clear enough of it away to allow easy descent down the iron ladder. The ladder's shaft ends in a wide staircase descending into darkness, though a faint emerald gleam from further down suggests that at some point it reaches the spire core again. On the floor at the top of the stairs is the body of a dead moon spider, legs drawn up and curled in something like rigor mortis. A couple of legs have been severed, and traces of an unpleasant rotting reek emanate from a sunken hole in its abdomen. One of you pushes it over to see if there's anything beneath it, and a wash of decomposing slime spills out of the hole. Glints in the slime, though, are three bloodstones.
The stairs lead down another few hundred feet, with the green glow becoming progressively brighter as you descend. It eventually debouches onto a landing (which I will map tomorrow).

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"Thank you! Good luck in the work up here!"
Melody lets the others lead the way down. "Phew, just how far down do you think this place goes?" she asks.

DM Carbide |

Map is updated. You're entering from the south.
The stairs open into the small irregularly-shaped chamber seen on the map. There are a few oil lamps, shedding dim light (i.e., characters with darkvision and low-light vision are fine, but others are going to need supplemental light). To the east, a short flight of steps leads up to a solid-looking door flanked by arrow slits in the wall to either side. To the north, a wide gate of iron bars blocks an archway leading to a larger chamber; through the bars you can see the glowing spire core.
Kragnor notices a concealed door on the short landing, as shown.

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Senja lays a hand on his chest and a thick layer of shadow covers him from head to toe, then slowly fades away. Seeing Kragnor’s eye on the hidden door he’s discovered, he suggests, ”Let’s check that out first. Maybe it gets us around those nasty arrow slits.”
Cast mage armor.

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Eva will use a charge of the wand of mage armor on herself; Senja, do you want that instead of casting it? Anyone else want a boop?