
GM DevilDoc |

Dolvin: A couple of things here. First, All terrain on the map is difficult terrain if the map is shaded in that area. This room is mostly difficult. Second, as per the link above, any spell must be accompanied by a concentration check while entangled. Lastly, (and thank you for making me look this up! I learned something new!) The web description says "Similar to an attack with a net" and the PRD specifically lists escaping a net as a full round action. Unless anyone has anything else for me to consider, I will say that escape is a full round action.

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Man if that is the case that's pretty nasty, a full round action. Any way if it is then I choose to just attempt the BoL. Though I don't know what the DC is as it is a SP not a spell maybe 1 so the check would be a DC 16?
Concentration: 1d20 + 4 ⇒ (8) + 4 = 12
doesn't matter, lost it

GM DevilDoc |

As a Spell like ability, domain powers still act as a spell of that level. Bit of luck is your first level domain ability, so as a first level, the DC would be 16

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Rashid marvels at Dolvin's calm, but slightly panics as he sees his comrades entangled in webbing. Rashid moves into the tower to support the attack, drawing his heavy mace.
----------
Round One
- Move action: Move 25 feet
- Move action (in place of standard action): draw heavy mace
HP 10/10
AC 15, touch 13, flat-footed 12
Conditions: None
Melee (Heavy mace): +1 = +0(base) +1(STR), x2
Melee Damage (Heavy mace): 1d8+1 = +1(STR)
Range (shortbow): +3 = +0(base) +3(DEX), x3
Range Damage (sling): 1d6 = 0 modifier (no STR bonus for me yet)
Arrows: 40/40

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Tellerin gives a yelp as Dolvin is suddenly covered in a web. Peering into the dimly lit interior he spots the spider "I thought this place was supposed to be sealed, what's this massive spider doing here?"
"I'll try to distract it while the two of you get free!" Tellerin points a finger directly above the spider and seems to focus for a moment. A river of light flows along his tattoos for the briefest of seconds. Suddenly a short-lived burst of white light springs into existence right above the spider's multifaceted eyes.
Using Flare SLA, Fort DC14 or dazzled for 1 minute

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Calephe isn't nearly as calm as Dolvin. She struggles with the web trying to break free. "I need out of here. I really don't like spiders." Calephe just manages to break free.
Strength : 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
-Posted with Wayfinder

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Hskoro sees his friends suddenly trapped by flying webs and hisses. He charges into the room, spotting the spider he then charges at the spider while yelling. "I distract spider! Help free friends!" He then bangs his warhammer against his shield to get the spider's attention.
Double Move to get in front of the spider.

GM DevilDoc |

The rest of the team valiantly covers for their entangled friends, throwing themselves in between the spider and its intended meal. Tellerin creates a burst of light while Calephe manages to break her bonds.
Fort save: 1d20 + 4 ⇒ (20) + 4 = 24
The spider rears back from the sudden burst of light, but seems unaffected as it launches another bunch of webbing at Hskoro. It just misses the nimble Nagaji.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Bold May Post
Spider
Hskoro
Dolvin- Entangled
Rashid
Calephe
Tellerin

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Rashid gathers his wits and moves to attack the spider with his heavy mace.
----------
Round Two
- Move action: Move 10 feet
- Standard action: Melee Attack (Heavy Mace): 1d20 + 1 ⇒ (16) + 1 = 17
Damage (Heavy Mace): 1d8 + 1 ⇒ (3) + 1 = 4
HP 10/10
AC 15, touch 13, flat-footed 12
Conditions: None
Melee (Heavy mace): +1 = +0(base) +1(STR), x2
Melee Damage (Heavy mace): 1d8+1 = +1(STR)
Range (shortbow): +3 = +0(base) +3(DEX), x3
Range Damage (shortbow): 1d6 = 0 modifier (no STR bonus for me yet)
Arrows: 40/40

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Hskoro takes a slight step to the right to get in a better flanking position with Calephe on the spider before he swings his warhammer at the spider's legs.
5' step
Warhammer + Flanking: 1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Calephe moves carefully around Rashid to get into place to attack the spider. She swings her scimitar at the creature.
Scimitar Attack: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

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Tellerin ducks in through the doorway and takes up position well away from the spider. He begins to summon another ray, but after seeing Calephe and Hskoro ducking and weaving around the creature, he redirects his fire towards the webs holding Dolvin.
"Hold on Dolvin, I'll get you free of those"
I'm hoping to use a ray of fire to "aid another" and help Dolvin escape. If that's a no-go, Tellerin will try to fire it at the spider instead.
Ray of Flames, aid another, firing into melee (?): 1d20 - 1 ⇒ (20) - 1 = 19
Ray of Flames, damage if necessary: 1d3 ⇒ 1
Lol, just when I decide the chances of hitting are too low, the dice roller proves me wrong.
The beam of fire slices through the sticky webs like a hot beam of fire through butter.
Ray of Flames, confirming?: 1d20 - 1 ⇒ (8) - 1 = 7
Critical damage: 1d3 ⇒ 3

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[/ooc]I don't know if Tellerin freed me or set me on fire or what. I'll go ahead and make a strength check just in case and I will step up one square and hold up my shield and warhammer to protect the gnome and my self. I think I can do that STR check standard action and a five foot step. not sure if I can get a defensive bonus or not[/ooc]
Dolvin struggles once again with the sticky web as a fay of fire comes bursting near him but only manages to singe the rogue hairs of his beard.
I've been in need of a trim recently and now more than ever he thinks to himself has he stepps forward and raises his shield to protect himself and his gnomish compadre.
STR: 1d20 - 5 ⇒ (7) - 5 = 2

GM DevilDoc |

Tellerin: With the fire damage that accompanies your ray, i am going to rule that setting your friends on fire is not the greatest of ideas.. Your target will be the spider. Should someone wish to assist in a more mundane way, you may make a strength check (without the -4 that the ensnared PC has), or you may aid another with an escape artist check (if they are also using this).
Moot point..
While Dolvin struggles with the webbing, Rashid and Hskoro succeed in killing their attacker, with Tellerin launching in a sizzling ray of fire to ensure the creatures demise! As a thick and putrid cloud of eau de barbeque'd spider wafts through the room, the team turns to help Dolvin out of his predicament. Together, they pull the webbing apart, releasing the ruffled dwarf.

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Rashid is relieved that the menace is dead, and moreso, that his friends are untangled from the webs. "Skeletons, minotaurs, rabid dogs, slimes...giant spiders...being a Pathfinder is starting to freak me out!" Rashid looks around the room.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

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"They did say explore. Never said it wouldn't be easy." Calephe removes the last lingering bits of web from her hair, and begins to look around the room.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

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Tellerin pulls the last of the webbing off of Dolvin's legs and rubs his hands against the stone wall to get the sticky strands free. "Looking better there, Dolvin. Anyone mind if I burn the rest of these webs away? I'd hate if any more spiders would be hiding in wait here for us later." He points at the webs along the north-west walls, floor and ceiling of the room
Tellerin also moves carefully through the rubble strewn room until he can see down to the southwest. If the light from Dolvin's light spell fails to pierce the shadows of that room, Tellerin tickles one of his tattoos until four flickering torch-lights peel off and float their way into the adjacent chamber. Dancing Lights SLA
In response to Rashid and Calephe's comments, Tellerin replies "I think I'm starting to understand what the other Pathfinders at the lodge were talking about. Places that are worth exploring are almost always places normal folks wouldn't dare stepping foot in. As for monsters... well, I've heard far worse from Janira. She told me a story about these things called Allips, little ghosts that can drive you insane just by touching you." Tellerin shudders at the thought.
Perception to spot anything in adjacent room: 1d20 + 2 ⇒ (16) + 2 = 18

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Hskoro looks down at the cooked spider and rips a leg off of it before he puts the leg in his mouth and lets his teeth tear it to shreds before swallowing it. "It is good. Left other parts for the rest of you if you are hungry." as he addresses the party.
While finishing off his meal, he searches the webbing area of the spider for anything of value. Exploring the place and all.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19

GM DevilDoc |

The group searches this room and the next, but find no more enemies. Hskoro does however, find an opened cocoon with the desiccated remains of what looks like a family dog. It still wears a well made leather collar inlaid with Lapis Lazuli stones and bearing a small silver plate emblazoned with the name "Kita". The only other thing of interest is the door found in the left hand wall of the next room. Opening it, you reveal a spiral stone stair that winds its way upwards, and used to continue downwards. The earthquake sealed off the stairs below with an almost complete collapse leaving upwards as your only choice. After several revolutions, you arrive at a landing with another ancient but solid door. The stairs continue upwards into the darkness.
Continue upwards or clear out level by level? Map is updated to reflect your position on the second level.

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"Looks like a total ruin so far. Other than that bauble you found Hskoro, there've been no signs of ANYTHING other than rocks, rubble and monsters. I suppose this floor is as good as any other." Tellerin looks a little glum.
Cupper pokes his nose out of a tattoo and sniffs the air. After a couple of sniffs, he wriggles his way out of the tattoo and begins dancing in a circle around Tellerin's feet. Tellerin watches the fox's antics for a few moments and then pulls another set of flickering torchlights out of his tattoos. Dancing Lights SLA The four lights are set on a path around the staircase that the fox follows with glee. After leading the cavorting fox on a journey for a minute, its clear that Tellerin's good spirits have been restored.
He adjusts his bandolier and says "Actually I have a good feeling about this floor! The door is sealed after all. Maybe it will still have some things from its last occupants." He raises an eyebrow and grins at the group "Let me check if I hear a whole family of spiders on the other side."
He listens at the solid door on this floor to try to work out if there might be things moving beyond it.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

Cupper |

"YIP!"
Cupper chases the dancing lights like he's a cat and the flickering torchlights are rolling balls of yarn. When they fade out of existence he pounces back to Tellerin and climbs onto his shoulder, where he glaces around with interest and alertness. He seems particularly interested in Tellerin's jewelry and the light coming from Dolvin's spell.

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Hskoro carries the leather collar with him, "Poor dog. Someone's pet."
***
Hskoro moves next to Tellerin and listens at the door also, but includes his sense of smell to help him.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
*If he doesn't hear anything, Hskoro will open the door and step through.

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Calephe smiles at the foxes antics. "Cute little guy." She stands behind Hskoro weapons ready.
Edit: I took the liberty of switching Hskoro and my tokens to better show what our posts said.

GM DevilDoc |

The group listens at the door, but is not able to hear anything through the stout and ancient construction. Hskoro looks about at the group, then moves to open the door, where you are suddenly confronted by two things. The first is a pair of very primal looking reptilian creatures sitting on the floor, playing what appears to be a game of dice. The second is an almost palpable odor that assaults your senses with an indescribable reek; seeming to reach through your noses and straight to your stomachs, threatening to spill its contents all over the floor! Almost the entire team begins heaving, doing their best to keep their lunch down!
Calephe: 1d20 + 4 ⇒ (4) + 4 = 8
Tellerin: 1d20 + 2 ⇒ (8) + 2 = 10
Cupper: 1d20 + 3 ⇒ (11) + 3 = 14
Dolvin: 1d20 + 1 ⇒ (11) + 1 = 12
Rashid: 1d20 + 2 ⇒ (4) + 2 = 6
Calephe: 1d20 + 4 ⇒ (18) + 4 = 22
Tellerin: 1d20 + 2 ⇒ (2) + 2 = 4
Cupper: 1d20 + 3 ⇒ (18) + 3 = 21
Dolvin: 1d20 + 1 ⇒ (5) + 1 = 6
Rashid: 1d20 + 2 ⇒ (3) + 2 = 5
Calephe Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Tellerin Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Dolvin Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Rashid Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Reptile people Initiative: 1d20 - 1 ⇒ (12) - 1 = 11
Sickened:
Calephe x10 rounds
Tellerin x20 rounds
Dolvin x20 rounds
Rashid x20 rounds
Bold May Post
Calephe
Rashid
Reptile People
~Red
~Blue
Dolvin
Tellerin
Hskoro

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Waves of nausea overcome Rashid, but he decides to move and attack red, thinking the sickness will subside if these lizard things will go away.
----------
Round Three
Knowledge (Local) - Sickness: 1d20 + 5 ⇒ (11) + 5 = 16
- Move action: Move 30 feet
- Standard action: Melee Attack (Heavy Mace): 1d20 - 1 ⇒ (9) - 1 = 8
Damage (Heavy Mace): 1d8 - 1 ⇒ (5) - 1 = 4
HP 10/10
AC 15, touch 13, flat-footed 12
Conditions: Sickened (20/20 rounds)
Melee (Heavy mace): -1 = +0(base) +1(STR), -2(Sickened)x2
Melee Damage (Heavy mace): 1d8-1 = +1(STR), -2(Sickened)
Range (shortbow): +1 = +0(base) +3(DEX), -2(Sickened) x3
Range Damage (shortbow): 1d6-2 = 0 modifier (no STR bonus for me yet), -2(Sickened)
Arrows: 40/40

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Calephe moves foward gagging and choking on the stench. She swings her scimitar at the creature. Her aim is off, and she swings wildly.
Scimitar: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7

GM DevilDoc |

Rashid: Round 3? This is the first round.
Rashid and Calephe gain enough of a victory over their stomachs to rush into the room, but neither are able to land a blow in between their heaves.
The two lizard people draw clubs from their belts, each turning to face an attacker.
R vs R: 1d20 + 2 ⇒ (15) + 2 = 17
B vs C: 1d20 + 2 ⇒ (9) + 2 = 11
Rashid: 1d6 + 1 ⇒ (3) + 1 = 4
Calephe is able to easily dodge the club swung her way, but Rashid takes a solid blow.
Bold May Post
Calephe- Sickened x9
Rashid- Sickened x19, 4 dmg
Reptile People
~Red
~Blue
Dolvin- Sickened x20
Tellerin- Sickened x20
Hskoro

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Tellerin staggers into the room with a grimace and manages to utter out "Please, how do we make it stop?" as his stomach turns flips.
Once he takes stock of the room and its revolting creatures, he says "Wait, I know. Thanks for the opening Calephe, Rashid."
He steadies his voice and hands and then traces the complex tattoo pattern that matches the Burning Hands spell. With a gesture that almost looks like a shooing motion, he sends a wave of flame against both lizard creatures.
Burning Hands: 3d4 ⇒ (1, 3, 3) = 7 Sending it directly NW. Reflex DC 15 for half this time.

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"Wait, Where are you going," the dwarf calls out as the gnome rushes into the room. he hurries in after him and is immediately met with an acrid stench that has his head and stomach reeling.
"By Desna, what is that awful stench?!" he exclaims as he draws his heavy war hammer and takes a defensive stance next to the gnome.

GM DevilDoc |

R: 1d20 - 1 ⇒ (17) - 1 = 16
B: 1d20 - 1 ⇒ (12) - 1 = 11
Tellerin and Cupper stride out in the room, and release a spray of fire over the slow to react reptile people. The smell of burnt lizard now competes with the already overwhelming stench in the room as their screams echo off of the stone walls.
Bold May Post
Calephe- Sickened x9
Rashid- Sickened x19, 4 dmg
Reptile People
~Red- 7 dmg
~Blue- 7 dmg
Dolvin- Sickened x20
Tellerin- Sickened x20
Hskoro

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Heh - not sure why I put round three...getting old, confused...lol
GM, am I able to slide around the red trog to the north? I'd like to flank. Is that just a representation of a mural on the wall, or is it something blocking that square?"
Rashid takes a blow from a lizard's club, but exclaims, "Keep up the attack - we need to clear out of this room quickly! I remember that they're corpses will continue to reek!" Rashid heaves again, but strikes at the red Trog next to him.
----------
Round Two
- Standard action: Melee Attack (Heavy Mace): 1d20 - 1 ⇒ (12) - 1 = 11
Damage (Heavy Mace): 1d8 - 1 ⇒ (2) - 1 = 1
HP 6/10
AC 15, touch 13, flat-footed 12
Conditions: Sickened (20/20 rounds)
Melee (Heavy mace): -1 = +0(base) +1(STR), -2(Sickened)x2
Melee Damage (Heavy mace): 1d8-1 = +1(STR), -2(Sickened)
Range (shortbow): +1 = +0(base) +3(DEX), -2(Sickened) x3
Range Damage (shortbow): 1d6-2 = 0 modifier (no STR bonus for me yet), -2(Sickened)
Arrows: 40/40

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Wondering why the rest are showing signs of being sick with their heaves and gags, Hskoro moves up to confront the enemy and slides between Calephe and Tellerin. "Smell not that bad."
He swings his warhammer at the adjacent lizard folk, "You go down."
Warhammer vs Blue: 1d20 + 4 ⇒ (17) + 4 = 21; Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Full Attack Scimitar: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Damage: 1d6 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Full Attack Kukri: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Damage: 1d4 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Sigh
Attack Scimitar: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Damage: 1d6 + 3 - 2 ⇒ (1) + 3 - 2 = 2
"I hope we find something worth it in here. First starving dogs, next spiders, now a stench strong enough to raise the dead."

GM DevilDoc |

Rashid: My mistake for skimping on the room description and focusing on the creatures and their effect on you. I got a little off script there.
Btw, "Their" was correct.. possessive plural pronoun ;-)
Rashid swings his mace, but the creature dodges nimbly out of the way.
Hskoro steps in and absolutely creams the lizard man on the left, followed quickly by Calephe slipping her scimitar under the other ones neck and killing it.
Out of Combat
Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. In addition, two ancient and hardened doors flank the stairwell you ascended.

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"Don't tempt fate miss Calephe," Dolvin says as he leaves the foul smelling room, gasping for fresher air.
[ooc]Does the smell get any better as time passes?

GM DevilDoc |

You know, that's a good question. I know that the sickness only lasts for 10 rounds per failed save, but I would assume it would be more a matter of acclimation rather than a decrease of the substance/ stimuli!

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As the last trog goes down, Rashid tries to wipe his face of all the tears and snot and puke. "So far, I think I've been more grossed out than scared - those slimes were pretty disgusting too."

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Hskoro goes and examines the weapons and armor, "Been here for a long time. Also wonder how lizard folk got here. Perhaps another way in or out?"
Will let others decide which door we go through next.

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"If you want to grab those weapons to look at later, lets do it quick. We can think about where the lizardmen came from later. I want out of here." Tellerin holds his nose with one hand as his eyes water. It doesn't seem to be doing much good.
Direction: 1d2 ⇒ 2
Tellerin scurries on up to the southern doors and tries to push them open "Everyone through here quickly and we'll close them right up as soon as we can. Lets not have this stench fill the whole tower..."

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Calephe grabs any weapons that look interesting, and is ready to move. She follows Tellerin to the door.
"Let's go. I'm going to need to have my armor magically cleaned when this is over."

GM DevilDoc |

Calephe grabs a dagger and a shield and tosses them into her pack before running after Tellerin.
Tellerin opens the door to reveal an empty room thickly coated with dust and another door across the room.
I will need to know the specific order that you enter the room please.

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Dolvin is in front of Tellerin
Before leaving the nasty smelling room Dolvin will cast detect magic.
As the enter the new room he glances around looking for signs of life or loot.
Perception : 1d20 + 7 ⇒ (12) + 7 = 19
Survival : 1d20 + 3 ⇒ (19) + 3 = 22
"Looks like some of those reptiles passed through here, could be the ones we just faught, but I'd be on the look out for more" he says more sure of this claim than the last time he attempted to identify tracks.
-Posted with Wayfinder

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I'll quickly follow Dolvin, so second, I believe, into the room.
Rashid gasps for fresh air and follows Dolvin into the next room.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10 assuming still Sickened
Survival: 1d20 - 2 ⇒ (2) - 2 = 0 assuming still Sickened

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oh wait I was thinking I'd be at least behind Hskoro or Calephe if not both. Just as long as I'm near Tellerin
-Posted with Wayfinder

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Tellerin strains to open the door. As soon as a gap is formed a bunch of people rush past him. He follows right after Dolvin, or after Rashid if he sticks close to the dwarf.
"Stuffy... dusty... but at least it doesn't stink!"
Survival: 1d20 ⇒ 6
As soon as the group is through he pushes the doors closed to seal the way.
"Doesn't looks like there's much in here. Lets move on?"

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Hskoro will push pass everyone and take the lead as they enter the room to the south. He examines the dusty room for any potential danger as he enters the room.
Survival: 1d20 + 0 ⇒ (19) + 0 = 19
Perception: 1d20 + 2 ⇒ (19) + 2 = 21