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Kn. arcana1d20 + 6 ⇒ (9) + 6 = 15
no help here. Okay now that we sorteted out the ooc confusion Farg will once more attempt to disable the trap. I'll spend one more use of Archaeologists luck (only 1 use remaining) and if I can get the last bit of luck stuck in lamare I'll again roll twice I also have one more second level casting but I hope Iwon't need it. DD 1d20 + 14 ⇒ (8) + 14 = 22 DD 1d20 + 14 ⇒ (5) + 14 = 19 -->Gallant Inspiration 2d4 ⇒ (2, 2) = 4 --> Guess it's not Fargs day today. No idea how to proceed.
Farg tries once more to disable the trap but can't seem to wrap hi head around the task.
Edit...just read up on ability damage and it seems that one point of ability damage does not impact your skills even if it drops a score from 14 to 13 as in my case is this correct?

GM Rutseg |

Once again Farg attempts to disable the trap but again he stops his attempt when he feels the carpet is almost to the point of triggering the trap.
That's it (about ability damage), Unnvar pointed out before the penalty is -1 for each 2 damage, so having only -1 means no penalty to the check
So now you have +14 (2 Dex, 4 ranks, 2 clever explorer, 2 tools, 2 archaeologist luck, 2 heroism), I believe you are applying it correctly.
Unnvar: 66/66 hp, -0 Dex
Farg: 40/40 hp, -1 Dex
Kleetus: 53/57 hp, -1 Dex
Archibald: 50/54 hp, -1 Dex, +4 vs disease, sickness and nausea (r102)
Lamare: 50/63 hp

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"Nobody has a chicken? I have a spell against compulsion also."
-Posted with Wayfinder

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Unnvar intently watches as Farg tries to disarm the trap.
Well, good try couz. You gave it your best shot.
Unnvar ponders a moment.
The way I look at it, we know it's there. Everyone do your best not to touch that rug! We may well set it off anyway, so be ready for anything. And we know there's an illusion involved, so whatever you see try to disbelieve it's there at all.
Looking around at all the passageways.
Let's search these side hallways before we try to get through that door.
Then looking back at the rug. Or we can just get this over with, you all can back out of the room and I'll move the rug and see what happens. Then just try not to let me die with whatever comes out!
Unnvar looks at his fellow pathfinders, looking for there response.

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Farg's unfailable self esteem is suddenly deflated and he merely nods to Unnvar somewhat downtrodden.

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Kleetus nods, his spirits still high in spite of the situation. He moves over to the side and take a peek down the north-eastern corridor.

GM Rutseg |

Unnvar and Kleetus offer themselves to try avoid the trap, and thus they close to one of the passageways without stepping over the carpet.
Fortunately, nothing happens when they approach those passages.
The eight passageways leading out of the room each end in a flat stone wall hung with a large mirror, similar to the mirrors found in the storing area of the first floor.
In combination with the mirror spell you have discovered previously, these mirrors could be used to communicate with operatives all over the world.
Each mirror has a small card posted nearby containing a coded reminder of the location the mirror can reach and the time the operative plans to be near the mirror. Ouidda's personal code seems nearly impossible to break, but three mirrors are etched with the location in Common. With these partial keys to translate the code into Common, you can perhaps attempt to break the code for all the cards.
Linguistics (decode) DC 20
A part from the corridors only the door to the West remains to explore.
I will assume you avoid stepping over the top carpet as long as you do not place your token over it in the map

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Acher moves a bit closer to the door, careful to avoid the rug. "So, what's behind big door number one then?" she says as she casts Protection from Evil on herself.

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Linguistics: 1d20 + 13 ⇒ (13) + 13 = 26
"The Old Mage's Cypher! Elementary." the wizard boasts, as with nary a pen in hand decodes the names in his expansive mind, pointing them out before quickly forgetting which was which.

GM Rutseg |

Archibald easily takes the names in Common and starts decoding the other lists from there. With that he finds evidence of whom Ouidda is working with and the list is more troublesome and extend. Ouidda should have a powerful blackmail power in order to have some of those names under her net.
Meanwhile Farg inspects with care the western doors. There seems to be no trap on the fine wooden door, neither he can hear any sound at the other side. But with a small check he is able to find the door is locked.
1d20 ⇒ 7
I will not directly assume you open and go through the door so you have time to decide how and when you do it.
Take attention to your map positions. The one opening the door should be in front of it.
The DC to unlock it: 25
DC to break the door: 18

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Hey the map looks like a spider! Cool!
Unnvar curious about who the spider might be blackmailing asks Archibald for a rundown. Wizard, who's tangled up in this spider's web of deceit?
Unnvar is always looking for juicy info to help out the family.
Might, seem like metagaming but pretty sure I would have done this anyway.
Unnvar, taking on the appearance of a falcon once more, begins to check behind and around each mirror, looking for secret doors or anything that might be hidden.
This spider seems full of secrets.
Beginning Clockwise from my current position - If I can take 10 for a result of 25. If not I'll be glad to post the rolls.

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Shall I open up this door or do you guys want to fiddle around with those mirrors a bit more?

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Shall I open up this door or do you guys want to fiddle around with those mirrors a bit more?
Farg inquires of his companions.
Once everyones done Farg will take 10 to open the door. If that's not enough he will take 20

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After everyone gets into position. Unnvar tells Farg. Go for it!

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Kleetus moves far enough from the doors that he can cast two spells discreetly and then tromps back, readying his sword and giving everyone a grinning, happy nod.
Casting Expeditious Retreat and Shield of Faith.

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Archibald tallies off his list of names, and drums his fingers along his staff. "Ready and waiting, young'un."
All of my remaining buffs will make us large-sized, which I think will be more hindrance than help in this place. I was excited to shift into Tiger form. Perhaps I'll get a chance yet.

GM Rutseg |

When Farg opens the door, everybody ready, the only thing you find is an empty office.
The office is sumptuously decorated and dominated by a large desk bearing neatly organized piles of papers. To one side of the desk stands a ledger-stuffed bookshelf; on the other is a cabinet displaying many small busts. Potted plants adorn the room's corners, and hanging lanterns provide ample light.
Archer: 1d20 + 6 ⇒ (13) + 6 = 19
Archibald: 1d20 + 6 - 10 ⇒ (12) + 6 - 10 = 8
Farg: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Kleetus: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27
Lamare: 1d20 + 2 + 4 - 5 ⇒ (11) + 2 + 4 - 5 = 12
Unnvar: 1d20 + 11 ⇒ (13) + 11 = 24
Perception DC: 1d20 + 2 + 20 + 20 ⇒ (7) + 2 + 20 + 20 = 49
1d20 + 7 ⇒ (15) + 7 = 22
Surprise round
While you are trying to guess where Ouidda is and looking for any danger, a female voice chant raises from somewhere in the room saying arcane words.
A burst of magic goes trough the members of the party minds starting from Farg. Only Archibald, who seems hidden far enough of the effect is not hit by the invisible wave.
Archer: 1d20 + 4 ⇒ (8) + 4 = 12
Farg+heroism: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Kleetus: 1d20 + 9 ⇒ (1) + 9 = 10
Lamare: 1d20 + 9 ⇒ (11) + 9 = 20
Unnvar: 1d20 + 4 ⇒ (6) + 4 = 10
Please, recheck the rolls to make sure I haven't forgot any circumstancial bonus vs confusion/mind-affecting/compulsion spells
You are sure you have been attacked by an invisible or similar creature, yet you are surprised she has not appear after the attack. You heard though where the chanting came from.
Archer: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 16
Archibald: 1d20 + 6 - 10 ⇒ (3) + 6 - 10 = -1
Farg: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Kleetus: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
Lamare: 1d20 + 2 - 5 ⇒ (3) + 2 - 5 = 0
Unnvar: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
Perception DC: 20 - 20 + 3 = 3
Perception to pin-point DC: 20 + 20 - 20 + 3 = 23
Archer: 1d20 + 1 ⇒ (12) + 1 = 13
Archibald: 1d20 + 5 ⇒ (5) + 5 = 10
Farg: 1d20 + 2 ⇒ (3) + 2 = 5
Kleetus: 1d20 + 5 ⇒ (14) + 5 = 19
Lamare: 1d20 + 1 ⇒ (2) + 1 = 3
Unnvar: 1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 6 ⇒ (16) + 6 = 22
The foe starts to cast a long spell as she observes how the effects of the confusion work out.
It provides you another opportunity to pinpoint, difficulty, if you have sight to the office is 23.
You can attempt to identify the spell, but only able to hear the verbal component will be a very difficult attempt.
Archer: 40/40 confused
Unnvar: 66/66 hp, confused
Farg: 40/40 hp, -1 Dex, confused
Kleetus: 53/57 hp, -1 Dex, confused, +3 deflection AC (-1 deflection from ring of protection)
Archibald: 50/54 hp, -1 Dex, +4 vs disease, sickness and nausea
Lamare: 50/63 hp, confused
Round 1:
Ouidda, Kleetus, Unnvar, Archer, Archibald, Lamare
Important about confusion:
Once you have confirmed the bonuses in the save are ok and you perform any reroll you want to use, perform a 1d100 roll to see the effect this turn:
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

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Lucky roll from my domain
1d20 + 9 ⇒ (15) + 9 = 24
i was so waiting for it i should have take a tea. "beu. You use what it contrary to the value of andoran! Feel the what spell andoran has for the likes of you." Cast Supress charm and compulsion! kleetus and unvaar confusion is supress and you have a + 4 morale ont charm and compulsion -Posted with Wayfinder

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Assuming she's evil (which is not guaranteed), missed the +1 from protection from evil ((+2, but doesn't stack with my cloak). That said, rolled so low it did not matter.
Also, looking at the rolls, I don't think Farg should be confused either.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Confusion: 1d100 ⇒ 94
As the door opens, Acher only sees a blank room for a moment before a wave of...something hit her. Her mind spinning, she sees red as she looks upon the cleric next to her. With a snarl, she strikes at him with her earthbreaker.
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 for Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14

GM Rutseg |

Yes, Farg succeeded
Lamare feels Desna to his side when he was almost to lose himself to the confusion. He then presents his holy symbol and sends forth a wave of energy that brings back Unnvar and Kleetus to their control.
Archer then turns to the Cleric and attacks, only hiting his armor.
Archer: 40/40 confused
Unnvar: 66/66 hp
Farg: 40/40 hp, -1 Dex
Kleetus: 53/57 hp, -1 Dex, +3 deflection AC (-1 deflection from ring of protection)
Archibald: 50/54 hp, -1 Dex, +4 vs disease, sickness and nausea
Lamare: 50/63 hp
Round 1:
Ouidda, Kleetus, Unnvar, Archer, Archibald, Lamare

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Farg's save should be +2 higher due to his trait that protects him from mind affecting spells. Also you forgot Farg on the initiative order.

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Kleetus feels disoriented but he quickly recovers. "Abadar be praised, Desna is on our side!!!! Now Ah gits ta make the spider go squish, ayup!" he shouts with a goofy grin on his face. He moves into the chamber, moving rapidly around the left side of the desk, blade raised high, ears perked.
Moving in, ready an action to power attack the next non-ally creature within reach that he hears casting. If I cannot be in that square because something is in the way, Kleetus will attempt to attack whatever is hidden in that square.

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Archibald will fumble for a scroll of see invisibility, casting the spell and peering into the chamber.
Torn between magic missiles and shapeshifting to contribute to this fight. I feel like Mass Enlarge would be more hindrance than help.

GM Rutseg |

Kleetus moves into the room while Archibald produces a scroll and casts it. The wizard steps closer but the angle is still bad and he cannot see any foe in the small portion of the room visible to him.
Kleetus pinpoint DC 20: 1d20 + 12 ⇒ (4) + 12 = 16
Kleetus feels the enemy very close but cannot tell where exactly.
Archer: 40/40 confused
Unnvar: 66/66 hp
Farg: 40/40 hp, -1 Dex
Kleetus: 53/57 hp, -1 Dex, +3 deflection AC (-1 deflection from ring of protection)
Archibald: 50/54 hp, -1 Dex, +4 vs disease, sickness and nausea
Lamare: 50/63 hp
Round 1:
Ouidda, Kleetus, Unnvar, Farg, Archer, Archibald, Lamare

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Move action and Perception. Activate Archaeologists luck for +3 to Attack damage, skills and saves. Do I then still have a standard action left for the round? If so I'll attack.
Farg steps into the chamber with his long spear up sniffing around to try and locate the spider.
Perception1d20 + 15 ⇒ (7) + 15 = 22
Attack PA 1d20 + 12 ⇒ (18) + 12 = 30 Damage 1d8 + 6 + 3 + 3 ⇒ (4) + 6 + 3 + 3 = 16

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Sorry slow to post.
Unnvar confused for a moment, then thanks to Lamare his head is suddenly clear.
Knowing his foe is somewhere near but still unseen. He rushes into the room ready to fight the unseen spider. Looking around including the celling.
Perception: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
If I see her and can attack:
Vital Strike: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 4d6 + 7 ⇒ (1, 6, 6, 1) + 7 = 21

GM Rutseg |

Total concealment: 1d100 ⇒ 26
Farg closes by the desk and at that point, he perceives the desk being pushed by something at the place Kleetus is standing, and it is not the half-orc deed. Ouidda must be squeezing there to let the inquisitor pass!
His attack fails though, as there was nothing in reality where he expected to find a hand!
Total concealment: 1d100 ⇒ 97
Unnvar also seems to perceive it and continues moving up to the desk discharging a powerful blow.
Concentration DC 34: 1d20 + 17 ⇒ (20) + 17 = 37
The cut is true, but Ouidda avoids to break her concentration. Instead she finishes her spell and a sudden mental attack troubles the mind of the half-orc that just scored a powerful strike on her.
Will DC 22 (dominate person) on Unnvar
Unnvar Will: 1d20 + 4 ⇒ (18) + 4 = 22
But focused just on killing he succeeds to avoid the troubling effect.
She seems then to move out of the place. I might be wrong but I think there are no AoO on creatures you cannot see
And you start listening her casting voice somewhere near the doors.
Archer: 1d20 + 4 ⇒ (3) + 4 = 7
Archibald: 1d20 + 6 ⇒ (17) + 6 = 23
Farg+heroism+archaeologist luck: 1d20 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
Kleetus: 1d20 + 9 ⇒ (6) + 9 = 15
Lamare: 1d20 + 9 ⇒ (16) + 9 = 25
Unnvar: 1d20 + 4 ⇒ (8) + 4 = 12
Again, please check the save bonuses are ok and I did not miss any bonification
Everybody but Lamare and Archibald start to see the world moving horribly faster around and become staggered.
To pinpoint Ouidda you have to succeed into a DC 20 plus distance. Thus if your roll around 21-22, depending on your position you can confidently expect you know what square to attack
Ouidda: 21 damage
Archer: 40/40 confused, staggered
Unnvar: 66/66 hp, staggered
Farg: 40/40 hp, -1 Dex, staggered
Kleetus: 53/57 hp, -1 Dex, staggered, +3 deflection AC (-1 deflection from ring of protection)
Archibald: 50/54 hp, -1 Dex, +4 vs disease, sickness and nausea
Lamare: 50/63 hp
Round 2:
Ouidda, Kleetus, Unnvar, Farg, Archer, Archibald, Lamare

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Will: 1d20 + 6 ⇒ (3) + 6 = 9
"Egads! A slow spell! She's... oooooooooveeeer theeeeeeeeeeeeeeere." the wizard begins, gesticulating wildly in slow-motion. "Byyyy the dooooooooor." 10ft. North of Acher, so at least we can aim AoE effects.
Aside from see invisibility I can use my summon monster IV scroll to conjure a Mephit with glitterdust, but I don't think I can use it now that I'm slowed what with it being a full round cast. Sorry for coming so unprepared, team! I'd thought my see invisibility would be enough, but without a dispel prepared it isn't much good to us.
Archibald will use his move action to draw a scroll.

GM Rutseg |

Note I already made the saves for you all Archibald, and you succeeded on it and can ignore the effect. I loved your interpretation of the effect though ;)
It is always useful to have a glitterdust scroll or faerie's fire one at hand. This invisibility thing comes up so often!

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Marvellous! In that case Archibald will begin summoning a salt mephit.

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Unnvar has Heroism up from Archibald, almost forgot it myself, so +2 to the saves, attacks and skill checks. And Yahoo! not being dominated!
Unnvar clicks his heals together activating his Boots of Speed.
Haste should counteract the Slow.
Following Archibald's instructions and his own instincts. Unnvar moves toward the door and attempts to take another slice of the spider.
perception: 1d20 + 11 + 4 + 2 ⇒ (18) + 11 + 4 + 2 = 35
Vital Strike: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
damage: 4d6 + 7 ⇒ (3, 5, 1, 2) + 7 = 18

GM Rutseg |

I feel dispelling slow by the use of 1 round of the boots is not within the intend of the object, but as long as there is no official ruling about it I am ok to assume the slow is neutralized for as long as you are spending rounds of the boots. Good use of your items there ;)
I think with this one, it is the 2nd time you use the the boots.
Total concealment: 1d100 ⇒ 9
Unnvar slices through the air at the point Archibald is indicating, but the blade goes through without catching anything solid.
Meanwhile Archibald produces a scroll from his case and starts reading it.
Because summon is normally a 1 round and you used a move action to get the scroll, you can start casting but only at the cost of also spending your next turn standard action by the start/complete full round action rules.
Ouidda: 21 damage
Archer: 40/40 confused, staggered
Unnvar: 66/66 hp, staggered (boots 2/10), heroism 50 min
Farg: 40/40 hp, -1 Dex, staggered, heroism 10 min
Kleetus: 53/57 hp, -1 Dex, staggered, +3 deflection AC (-1 deflection from ring of protection)
Archibald: 50/54 hp, -1 Dex, casting, +4 vs disease, sickness and nausea
Lamare: 50/63 hp
Round 2:
Ouidda, Kleetus, Unnvar, Farg, Archer, Archibald, Lamare

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Yeah - I figured I would have to use the boots each round to counteract the slow. I've used 3 rounds so far, I used 2 against the clockworks.

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I'm casting SM IV via a scroll, not SM III. Thanks for double checking on the cast-time, I was struggling to find a ruling via mobile. :)

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Perception1d20 + 15 ⇒ (11) + 15 = 26
Farg despite feeling somewhat impeded in his movement radius feels like he knows where th spider is hiding and thrusts his spear in that direction.
Attack1d20 + 12 ⇒ (18) + 12 = 30 Damage 1d8 + 12 ⇒ (8) + 12 = 20

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Going to use my reroll on that slow effect. Let me know how you want me to get the picture of my shirt(s) to you. Also, I've managed to bamboozle my way to two stars.
Will save reroll vs Slow (DC 21): 1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 29
Kleetus feels his body go sluggish for a moment. Shaking his head to dissipate the lingering tingle from the harmful spell, he marches forwards and gets close to the spot that was indicated, moves past it and then turns around.
"Hiiiiiiiiiiiiiiii!!!!!!!!!!!" he says, checking to make sure where to aim.
Perception check: 1d20 + 12 ⇒ (8) + 12 = 20
If that's enough, Kleetus swings. If not, he just looks confused.
Kleetus Smash!(Power Attack, Furious Focus): 1d20 + 11 ⇒ (14) + 11 = 25
Kleetus Smash: Damage!(Power Attack, Furious Focus): 2d4 + 14 ⇒ (2, 4) + 14 = 20

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Confusion: 1d100 ⇒ 98
Now staggered and confused, Acher is continuing to have a bad day.
Still seeing red, she steps up and strikes at Unnvar.
Attack on Unnvar, sorry :( : 1d20 + 9 ⇒ (14) + 9 = 23 for Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10
EDIT: But hey, looks like I missed you, yeah!. Hopefully we can make her run across that pesky carpet.

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Lamare will move ready a dispel magic to if he can pointpoint the location of her.
dispel magic: 1d20 + 6 ⇒ (13) + 6 = 19