
GM Snowheart |

Kalem: Tumble through occupied space to attack spider, DC 12, fail, lose move action and provoke AoO; I will assume attack/standard action is then resolved against adjacent spider
Bashiel: Attack spider in direction of Varor Hit and splatter
Gregor: Attempt to 5' step up and attack spider. Kalem killed the spider closest, and I'm having Bashiel move into that space and then attack the other spider. So, rather than have you move up, I'll assume you attack the spider next to you and Kalem. It's a miss
Ilsa: Move up and look around
Varor (prone): Stand up. Save successful, no poison damage; Standing is just a move action; so you still have a standard action left
Quinn: No actions specified.
Brin: None specified this round; assume still looking around.
There is nothing else to find.
Spider's AoO on Kalem: 1d20 + 4 ⇒ (9) + 4 = 13 Miss
Spider's Regular Attack on Bashiel: 1d20 + 4 ⇒ (20) + 4 = 24 Possible Crit
Spider's Crit Confirm: 1d20 + 4 ⇒ (19) + 4 = 23 Confirmed
1st Spider's Attack on Ilsa, subject to AoO: 1d20 + 4 ⇒ (6) + 4 = 10 Miss
2nd Spider's Attack on Ilsa: 1d20 + 4 ⇒ (11) + 4 = 15 Hit
Kalem attempts to tumble past the spiders but their unnaturally long limbs manage to prevent him from advancing, one of their sets of fangs sinking into the leather of the tiefling's boot. It's a pyrrhic victory for the spider as Kalem's hammer comes down and annihilates it.
Bashiel moves up into the gore splattered space at the bottom of the stairs and swings at the spider attack Varor. His mace connects with devastating results adding to the pile of giant insect gore spilling onto the deck around you.
Gregor sees the immediate threat to Varor is dealt with and stabs at the spider near him and Kalem, but the blade is deflected entirely by the creature's carapace.
A respite bought by his colleagues, Varor stands up and orients himself with only the barest of shudders.
Above on deck, Ilsa and Quinn observe and consider what to do next while Brin continues to search the Fishery.
As Ilsa looks around, she sees a multitude of armored legs reaching out from under the door... a pair of the drain spiders come squeezing their way through the holes in the rotting door. Ilsa gets an AoO against one of the spiders, which is considered squeezed. The spiders attack, and the second one hits.
Ilsa takes 1 point of damage and needs to make a Fort DC 10 against poison; fail=1 Str dmg
Back down in the hold, the last of the spiders turns towards Bashiel and sinks its fangs deep into his ankle, pumping additional venom into the man. 2 Points of Damage. If you failed your Fortitude save at DC 10 for Round 3, the DC is now 12; if you succeeded, roll again at DC 10.
End of Round 3 Summary: Two spiders on upper deck in space with Ilsa (though one may be squashed by her AoO). One spider left in the cargo hold. Map updated
Begin Round 4

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The dark forms claw at the edges of her consciousness, but Ilsa continues moving toward the sound of battle.
Suddenly, one of the shadows takes a definitive shape, that of a monstrous spider.
This one seems so real! Could my new companions see this one, or just me!?
Her gaze locks onto the shadowy spider, and she is suddenly filled with steely determination. Her stare penetrates the creature. Whatever is in her eyes would cause even the mighty to hesitate. swift action hypnotic stare, -2 to its Wills saves
She raises the sap she had acquired from the shop and drops it, heavily, on the spider trying to squeeze through the hold.
Though her blow is solid, when the sap lands, the creature feels some of the anguish the young woman carries, causing it additional damage.
painful stare adds an extra 1d6+1 if I hit the target of my hypnotic stare
sap (painful stare): 1d20 + 2 ⇒ (20) + 2 = 221d6 + 2 + 1d6 + 1 ⇒ (1) + 2 + (4) + 1 = 8
intimidate to demoralize: 1d20 + 8 ⇒ (5) + 8 = 13 from enforcer feat, remember it has -2 to Will saves from hypnotic stare.
CRIT?: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 2 + 1d6 + 1 ⇒ (2) + 2 + (3) + 1 = 8
EDIT: Oh, forgot the Fort save
fort save: 1d20 + 2 ⇒ (18) + 2 = 20

GM Snowheart |

that will kill one of them (yay!) so the Will save is moot. Before that, though, you also get an AoO (before the benefit of your swift action hypnotic stare)

Kalem Darkborn |

With one last bit of built up rage, Kalem swung his hammer at the nearest spider. As he does so, his hammer erupts one last time in flames.
hit: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 3d6 + 7 ⇒ (5, 3, 2) + 7 = 17
And with that, I believe Kalem is out of rage for the day. I would have ended it earlier, but it didn't seem right to metagame by going tired in combat just to save it for later
As the flames died away, he was left panting heavily. Slumped over, with both hands gripping his hammer, he tiredly wrenched it out of the ground.

Bashiel Eland |

Bashiel kicks and shakes his leg, knocking the last remaining spider free. He grits his teeth at the burning sensation running up his leg.
FORT vs. original poison: 1d20 + 3 ⇒ (11) + 3 = 14
FORT vs. new poison: 1d20 + 3 ⇒ (3) + 3 = 6 Ooof. New one took effect.
Feeling the sudden onset of weakness, Bashiel mutters "Damn, they're venomous. I'll count on your three to finish this one."
He backs away 5ft from the remaining spider and expertly prods the veins along his leg, forcing the spider's venom back out the wound it came in by.
Heal to treat poison: 1d20 + 3 ⇒ (11) + 3 = 14
Blood, muddled slightly by the black venom, seeps out of the puncture wounds left behind by the spider. This has got to be one of the few times I've ever gotten some use out of Heal :>. Treat poison will give me a +4 circumstance against my next poison FORT save.

Brin the Baker |

Round four.
Brin examines the locked door and see if either of those keys I found work. And if nether of them work I will go check on the rest of the group going around the side of the building. Whistling like there is not a care in the world.

Gregor Step |

"Stay back if you need to Bashiel, we'll cover you." He shouts out.
Then slashes out at the spider again, attempting to put it down.
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d3 ⇒ 2

GM Snowheart |

Brin only would murder CE people do I know whether or not the half-orc would be in that category? he believes all others might still come around.
Brin Rounds 2-3 gathering up gear (whatever's fair) from both places. then checking the keyhole on the first floor room we didn't go into because I found 2 keys.
Ah, Brin, I'm sorry I forgot about this. Yeah, absent a way to detect alignment, you'd only have her actions and statements upon which to judge her... In this case, your comrades went all United Airlines on her while she was asleep, so... ;-) As to the locked door...
A wooden desk sits in one corner of this room, its side preventing the western door from opening all the way. The table is heaped with dozens of slate boards covered with chalk scrawls, while to the east a cabinet slouches against the wall.
The slates on the table are covered with transaction records, addresses of customers, and other accounting notes. Otherwise, the room appears empty.
Kalem: Attacks Hit and Kill
Bashiel: 5' step back and Heal Check
Brin: Search See above; sorry!
Gregor:
Quinn: Pending If he isn't able to post, I'll assume a 5' step and attack the last spider
Varor: Pending
Map Updated

Quinlan |

Quinlan steps up to the last spider he can see and strikes at it with his rapier.
to hit: 1d20 ⇒ 2
dmg if hits: 1d6 ⇒ 1
... but sadly, he's no fighter and his attack is both weak, and badly aimed.

GM Snowheart |

Try as they might, Brin and cookie are unable to turn up anything more than the slates on the desk. They could constitute some sort of evidence, perhaps, depending on their content.
Ilsa swings wildly as the spiders emerge from the doorway, missing with her first strike but summoning her latent powers manages to destroy one of the beasts on her second blow. Quinn tries dispatch the other but misses.
In the hold, Kalem slays the last of the spiders there while Bashiel withdraws to tend to his throbbing wound, already turning green from the spider's venom.
Last Spider's attack: 1d20 + 4 ⇒ (12) + 4 = 16 [ooc]Hit. 1 pt damage and another Fort save[/dice]
The last spider lunges again at Ilsa, digging a fang into her thigh as it dodges Quinn's strike.
Begin Round 5; just one spider left on upper deck; leaving map as is for now

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Ilsa cries out in pain as the spider's poison courses through her veins. Feeling a little dizzy but determined, she raises her sap once more.
She stares at the spider and wishes she had more help here with her.
Abruptly, behind the spider appears an image of Ilsa, but this one is something out of a nightmare, with glowing black eyes and filthy claws. It draws the spider's attention for for a moment, then Ilsa brings her sap down again in a sickening thud.
Swift action Hypnotic Stare, Free action to trigger a mesmerist trick (False Flanker), standard to attack.
fort save: 1d20 + 2 ⇒ (1) + 2 = 3
sap (painful stare, flank): 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 151d6 + 2 + 1d6 + 1 ⇒ (2) + 2 + (6) + 1 = 11
intimidate to demoralize: 1d20 + 8 ⇒ (14) + 8 = 22
Painful Stare target: -2 Will, possibly Shaken
One note is that I didn't actually "implant" this trick in myself yet. I was trying to play a character just learning her powers and didn't really know she could do this. So if you don't want to allow the flank, take that off.

Bashiel Eland |

FORT vs. poison + heal bonus: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18
Bashiel heaves a sigh as he starts to feel the poison receding. "After falling through the deck, that could have been a lot worse. Thanks for coming in after me. I might've been in trouble if you didn't" He gives a grateful nod to Kalem, Gregor and Varor. "Sounds like something going on up top too."
He eyes the hole in the deck that he came in by, then shakes his head. Probably won't be able to climb up that way in my present state.
Instead, Bashiel heads for the stairs and ascends. He checks the stairs for any traps as he does so.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

GM Snowheart |

Ilsa swings her sap, managing to connect with the last of the spiders, and sends it careening off the side of the decrypt trawler and into the black waters of the Jeggare.
That's it! If you're poisoned, give me Fort saves until you make a DC 10 or have failed a total of four times. Each fail is 1 pt of Str damage.

GM Snowheart |

Bashiel ascends the stairs, finding no traps. The stairs ascend into a shuttered cabin at the aft of the ship. Spider webs hang thick in the room but seem to be relatively clear between the doorway and the top of the stairs.

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Just after she dispatches with the second spider, Ilsa collapses against the side of the decrepit ship, poisoned and for a moment, asleep.
After about ten seconds, her eyes open up and she gasps for breath.
fort save: 1d20 + 2 ⇒ (1) + 2 = 3
fort save: 1d20 + 2 ⇒ (4) + 2 = 6
fort save: 1d20 + 2 ⇒ (9) + 2 = 11
fort save: 1d20 + 2 ⇒ (12) + 2 = 14
Shoot...two fails. Can you remind me what Harrow points are used for? Can they be used for rerolls?

GM Snowheart |

@ Ilsa: So, that will be a total of three rounds with the poison (first fail followed by two more before a success). Ouch, bad luck. Information on the Harrow Points is on the Campaign Info tab; for chapter 1, it is mostly Dex based. I don't see anything that would help you with a Fort save but you may see something I don't. Maybe someone can get up to help you in time such that those rolls might be further modified?

Quinlan |

Quinlan kneels by Ilsa's side when she falls, checking her for signs of life.
heal check: 1d20 ⇒ 2
but for all his book learning, he is relatively clueless where such things are concerned, and fears she is dead... "Oh no! someone help please! I'm no healer... but I think we've lost Ilsa!"
When she wakes up, he's shocked... "Oh, hello... I thought we'd lost you! How do you feel? You don't look so well. Do you feel up to getting to your feet? If you do, let me at least help you do that much. You were quite brave killing that spider... you sent it right into the briny deep of the harbor." He stands and offers Ilsa his hand to help her up.

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Ilsa looks at Quinlan unknowingly for a few seconds, but when she realizes who he is, she embraces him, tears streaming down her face.
"I...think I'll be okay," she says as she stands haltingly.
"Two of those bit me," she says. "I killed both of them, though," she adds proudly.
I'm doubtful anyone can get to me before I fail those first two saves, and even if I had a bonus, they were both really bad rolls. I'm probably not going to be much help in melee the rest of this outing. I'll fall back on my two spells.

Gregor Step |

Gregor is hesitant as the group collects himself. "The kid said Lamm goes this way? How with these damned spiders..." He looks at Ilsa the poison affecting her greatly. "You did good, hold back if you need to but that kid couldnt have lied to us maybe theres a hidden hatch?"
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Varor |

Pain pulses through Varor's head as he tries to take stock of the situation. There doesn't appear to be any more danger around but outside of that he can't make any observations, it's too hard to think.
Clutching the symbol of Sarenrae hanging around his neck, Varor brings his right, hand still clutching his sword, to his head to heal it...
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
...As the magic moves through his body traveling up his arm it eases the pain of the spider bites as it reaches its destination fixing the torn flesh on his head and resetting the layer of skin. The only sign visible that remains of any injury is the noticeable blood atop his head.

Brin the Baker |

Let me know when I catch up going around.
Brin looks around the totally messed up group after their fight with the spiders, and crashing through the deck. "Did I miss anything?" Brin shrugged sheepishly.
Brin will then pull out the loot and ask if anyone needs anything. and I will show Bashel the notes on the operation and see if there is anything in the notes about the lost kids we are searching for.
I wish to keep the wand however.

Bashiel Eland |

Bashiel makes his way out onto the deck in a rush as Quinlan's panicked plea for help reaches him. Busting out the door, he sees an awoken Ilsa and Quinlan calming down, and and his building concern completely dissipates.
"Ilsa, you killed two spiders yourself? I thought you said you ran a shop?" Bashiel eyes the spider juices staining her sap and then smiles. "It looks like you've handled yourselves well up here." And here I was worried I'd have to babysit the girl.
Turning around now that it seems the danger is past, Bashiel checks the rest of the group. "Varor, you're looking much better." He gives the elf a boisterous clap on the back as he arrives. Those were prayers to Sarenrae I heard. I suppose I shouldn't be surprised that he's a cleric of hers.
When Gregor speaks, Bashiel responds "I agree Gregor, seems strange that Lamm would go this way. There's not much more down there than the spiders and their webs as far as I saw. No obvious exits or ways further down into the hold. But I doubt that kid would just lie to us. There must be something we missed. I'll join you in your search as soon as we have everyone together."
When Brin arrives, Bashiel waves him over with a tight smile. "Just a swarm of venomous spiders. But they've been dealt with." Bashiel looks through the slates that Brin brought and tries to see if there is any further detail on them about Ilsa and Gregor's kids, or if there are any hints as to where access to the rest of Lamm's base may lie.

Kalem Darkborn |

Kalem walked over to Ilsa and slapped her on the shoulder with a sweaty hand. He mumbled "Good job, kid." He took a deep breath and let out a long sigh. " is that we've all caught our breath, let's get this show on the road. I hope Lamm didn't use this as an opportunity to escape.

GM Snowheart |

No problem! You find something!!! It's a spider corpse! Several of them! How did these get here!?
No, seriously, you do find something. I'll write it up shortly.

GM Snowheart |

With the chaos of combat behind them and a few moments to collect themselves, the group takes stock of their injuries and begins to look for clues as to Gaedren's whereabouts. Convinced there must be something more to the Kraken's Folly than meets the eye, Gregor turns his keen eye to the cargo hold of the old trawler.
The hold smells of mildew and rot. Several barrels, crates and other containers lie stacked here and there while dust and grime cover much of the floor except where river water has collected in puddles (or is seeping in through cracks created by the recent fight).
On the port side of the hull, near the bow of the vessel, between two piles of crates, Gregor spots something curious. Wood worn smooth as if rubbing against something.
He finds a hidden door built into the ship's hull. After inspecting it for traps, he opens the door and finds on the other side an underpier.
A narrow space exists under the fishery, without about three feet of room between the floor of the eastern side of the building and the languid, foamy river water below. Wooden likings support the building, and thick mats of moss and cobwebs hang from ropes and rusted chains between them. A wooden walkway floats on the river's surface, winding along the inner wall of pilings that support the buildings frame above. The walkway leads from the sodden ship to the east all the way to the west to a small two-and-a-half foot square door that leads into an underground structure below the fishery's land-bound half. The pilings below this understructure are densely arrayed, leaving only narrow gaps into the water below that area.
Quinlan: 1d20 + 6 ⇒ (12) + 6 = 18
Gregor: 1d20 + 8 ⇒ (4) + 8 = 12
Kalem Darkborn: 1d20 + 4 ⇒ (4) + 4 = 8
Bashiel Eland: 1d20 + 4 ⇒ (13) + 4 = 17
Ilsa: 1d20 + 2 ⇒ (20) + 2 = 22
Varor: 1d20 + 2 ⇒ (7) + 2 = 9

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"Thank you," Ilsa says in response to Bashiel and Kalem. "I am a shop girl...there are spiders to kill in shops. Only generally not that big. But beginner's luck and all that, right?"
Still feeling the effects of the poison, Ilsa leans against the ship as the others search it and find the secret door.
"How did he get past the spiders?" Ilsa wonders. "He must have had some trick."
As they look into the darkened area below the dock and fishery, Ilsa holds her glowing stone aloft.
"Am I the only one who sees the waters moving, or do the rest of you see that, too?"

Quinlan |

"I see it, but I'm not too familiar with how water moves... just never paid that much attention to it before, but even being a bit ignorant of such things, that doesn't look natural to me... maybe like there's something big moving the opposite way from the current down there. Any idea what it might be?"

Bashiel Eland |

As Bashiel heads back into the hold after Gregor he responds "Ilsa, beginners luck doesn't work for something like this. When I've seen untrained people thrust into a life or death fight, more often than not they either run or completely freeze up. You killing not one but two of those spiders makes me think that you have a gift for this." Or, you're not what you claim to be...
When Gregor locates the secret door, Bashiel whistles "And you have a knack for these things. I didn't even spot what you did to open it."
Bashiel peers out across the water and nods in agreement with Quinlan and Ilsa "Something big. It might not be a problem if we can keep out of the water. But if there are any traps or the floating walkway gives out... well, we'll have to be careful with our steps." Bashiel's brow furrows as he examines the walkway more carefully. "More importantly, this can't be the only way in or out for Lamm and his men. Not just the spiders... think about the tide rising and falling with this walkway here. At times you'd have to crouch or crawl across this path. And the doorway over on the far side is a real squeeze for larger rats like Lamm."
"I'm not liking what I see. Lamm probably has another, easier way in through a tunnel. Maybe through one of the other houses or warehouses around. And he's heard us upstairs so he knows we're coming. We can only hope that because of how few of us there are he might think he can stay and fight."
We'll probably see this once you update the map, but are the ropes and chains you mentioned around the walkway, and do they serve as an obstacle, guide, or for what purpose?

GM Snowheart |

Alrighty.... We're going to give this Google Slides thing a whirl. There are now two different links at the top. One to the original shared drive with the handouts, and now a new one that links to a Slides page with the map. Let me know if you have any suggestions for making it work better.
Not sure if I ever provided a full description of the fishery floor. If I didn't, and because it helps put this in context, here it is:
Bashiel, to answer your question, the chains are probably just relics of a bygone era for the fishery. As a medium sized creature would either be crawling or stooped over, there's not much need for additional balance. There is, as you can see in the map but was not included in the description, also a small rowboat or skiff, barely still afloat. The rope tying it to the pier is probably long enough to let it move about the space. All of that said, if you can come up with a creative purpose for them, that's obviously fine.

Bashiel Eland |

Looks perfect! My only request is if you could add in the KO'd / killed NPCs from earlier back onto the map. Especially the one that's technically still alive. Spiders probably don't matter much though.
Also, thanks for the clarification.

Brin the Baker |

Brin walks over to where the other two are at on the top deck while they are looking at the water. Claping both of them on the back he goes below. noticing the spiders, "Good job lads, lady, glad I wasn't around ;I hate spider's." Whistling a jolly tune along the way.
Could I use a thunderstone to try to scare away whatever's in the water.

Gregor Step |

"I knew that kid wouldn't lie, something had to be here. But I've no idea how they would get past these damn spiders." He says looking through the secret door attempting to get a better look before stepping through. "You think there's something in the water? Could it just be a passing ship?" He looks back up as Bashiel, then back thought to the dock. "I'll go first, we need to push on Tom is down here. It seems like quite a squeeze for you lot." Gregor step carefully onto the secret dock looking about for anything hidden and keeping a close eye on the water.
I'll move forward slowly needed

GM Snowheart |

Ill definitely leave defeated foes in the future but adding them for the little bit of time we have left on this map is a little bit of a pain. A lot of cut and paste with the snipping tool.
Brin, the thunder stone is an interesting idea and I could see it having a chance of working if there was a way to trigger it. It needs to impact a hard surface, so you couldn't just toss it in the water

Varor |

Sheathing his saber Varor moves to follow Gregor. As he's going he thinks about Varor, the closest thing to a father he ever had, and wonders how he would have dealt with the situation. But the answer comes as quickly as the question itself, swift, brutal, murder. And as he thinks that he begins to wonder if he should be handling the situation the same way, with everything considered there is little doubt that Gaedren will not accept any help that he is offered.
Still, he has to try.
Doors lay before you, locked to your touch.
Originally this was about Varor going to make a comment about Brin's weight before fighting back the idea. I felt this was better.

Bashiel Eland |

Bashiel inspects the walkway as he follows after Gregor. With whatever is down there in the water, this would be a perfect place to leave a trap. He whispers "Careful..." half to himself and half as advice to those of his allies nearby.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
If everything looks stable and there aren't any traps he detected, he'll follow Gregor all the way to the door. Once they're there, he'll stow his mace and take out his longsword again.
Now that we have token control on the google slides map, we should probably update our positions to their actual ones. I've moved Bashiel to leave enough space for Gregor and Varor in front of me.

GM Snowheart |

Bashiel and Gregor head out onto the planks. Gregor may be slightly hunched over while Bashiel is forced to crawl on hands and knees, the water occasionally lapping at his hands. In the underpier, the chains clink and clank softly in the wind, muffled by the moss. The water stirs, a slap of flesh against fluid, from the corner of your eye...a fin?
And then it slips back beneath the water.
Gregor arrives at the small door first.

Brin the Baker |

Brin watches the others go through the secret door, he takes one look a the under planking and shakes his head. Not unless I have to. Brin stands at the entrance and gets ready the light crossbow he found.
@Ilsa He says "Its a little dark in there dear, why don't you stay here with me." noticing her obvious discomfort. Another woman wont die because of me.

Gregor Step |

Moving slowly over the boards, the cramped conditions making it all that much more intense.
He moves next to the door checking for traps listening to anyone beyond it and if it's locked.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11

GM Snowheart |

Gregor inspects the door and listens through it but the lapping of the water and the knowledge that something large is swimming so near proves enough of a distraction that he's unable to hear anything. However, he detects no traps on the door but does believe it is locked.

Gregor Step |

Gregor wave her off as listens at the door, tension building in the group as the large thing below seems to swim closer. Pushing at the door he moves in slowly.
Stealth: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Looking around desperate to spot Tom or Lamm, his nerves get the best of him as he steps aside for everyone else to move into the room too.

Bashiel Eland |

Bashiel fishes out the key he pulled off the halfling guard in the first room. Leaning over Gregor's shoulder, he tries the key in the door's lock.
"Anyone else find any keys? If not, Gregor, we'll need you to pick this one." Hm, Its still locked... they didn't leave this way.