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Sera reconsiders going on the defensive and instead tries to hit the skeleton
She hits the evil skeleton with her glaive and smashes it into pieces
The force sword takes one more swing at Chaul and then dissipates.
Out of combat
to hit AC Chaul: 1d20 + 7 ⇒ (15) + 7 = 22
Force damage Chaul: 1d8 + 1 ⇒ (5) + 1 = 6
On the table lie four longswords, a masterwork dagger, a buckler, a belt (magical), a potion, a flask of acid, and four small leather belt pouches. One of the pouches contains 16 gp; another contains 25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth contains a small emerald worth 50 gp and a pair of six-sided bone dice that have been weighted to always roll sixes.
The ugly, damaged tapestries are valueless.
The blue eyed skeleton had a pouch tied around it's neck which contained a token (magical) and he carried a masterwork bastard sword
The other 4 skeletons carried nothing (other then some rags)

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"Is anyone apart from myself injured?" asks Chaul, concerned as ever for the wellbeing of his companions.
"Be careful with the belt.. it may be cursed."

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Gunnar examines the weapons on the table but none of them strike his fancy. The Dwarf then ambles on a bit exploring the chamber.
Go West? I assume there are some doors in the western wall?

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Chaul advances into the room having a look around to see if he can determine what the room was being used for.

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Chaul looks around, trying to work out what "work" the skeleton was engaging in.
know(religion): 1d20 + 5 ⇒ (13) + 5 = 18
There is quite a bit of hidden stuff on the map that is I presume in the room. Or do the walls sit at the extent of the blanked out area?

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Gunnar gives strolls around the chamber and studies the walls. Something seems fishy to the Dwarf...
As I'd be metagaming if I were to take 20 Perception 1d20 + 9 ⇒ (12) + 9 = 21

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Actually, I'm fine with a little metagaming in this case. I've stated before then when you are looking for things it's fine to take 10 or 20 when you have the time and you guys know there's secret doors all over this place
Gunnar takes a stroll around the chamber and studies the walls and comes up against a previously unseen secret door...and then having his stone senses tingling continues his investigation and comes up with another secret door.
Both on the map now

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Chaul moves to the southern most concealed door.
"Lets try this one first. It seems furthest from the main entrance... maybe less likely to be trapped?"

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As you open the secret door you see;
A very, very tiny space
Not believing that's all there is you explore some more inside to find another secret door on the opposing side
After you open that one you see:
Gray webbing fills this chamber. Huge cocoons of spider silk hang suspended in the webs, and the webs crawl with countless hundreds of pale little spiders.
A lot of the tiny spiders start to make their way towards you from all over the room
Not a spider swarm yet..but you have a few rounds of actions to do stuff...then you'll face a spider swarm

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"Does anyone have any alchemists fire? Given the labs around here, there must have been an alchemist at work, you'd think he would have some fire water."

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Gunnar casts Enlarge Person on Serra. Barkskin on self and Produce flame and chucks some flames at decending spiders.
Fire springs to Gunnar's hand and he touch Serra on her shoulder and bids Torag to let her grow.

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@Gunnar, it's fine for flavor..but produce flame does nothing against a swarm since it has a single target (A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells). Also..not sure what you think enlarge person will do in this case against a forming swarm..or the barkskin.....The spider swarm takes no damage from weapons and doesn't need a to hit to deal damage..but feel free to use them
Novid closes the door and notices that there's a surprising large gap between the door and the floor...1 or 2 small spiders start to crawl out from under the door.
Gunnar starts to cast enlarge person on Sera
init
round 1:
The spiders start to form up from all over the room, moving towards the door
Ss'alath, Chaul, Sera and standard for Novid, while Gunnar (starts to) cast (enlarge person as a full round action?)
round 2:
The spiders all get closer together and form a large moving mass but with huge gaps between them

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Chaul rips off his cloak and stuffs in into the gap under the door.
"I'm not sure we are equipped to deal with that room... yet. If we want to venture in, we should be armed with torches or spells that can destroy a lot of little things. "

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Chaul heads up to the next secret door.
"Did we look at this for traps?"
perception: 1d20 + 6 ⇒ (5) + 6 = 11

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As Chaul stuffs his cloak in the space between the bottom of the door and the floor he can see a few tiny spiders start to crawl over the cloak and make it past..it seems to have slowed them down a bit..but it hasn't prevented them from getting out of the room they are in..
The plan seems to be to run away...where are you running to?

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Head northwards, there is another door there that we were checking out before Chaul suggested we try the spider room :-)

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Looks on character sheet
Sera backs up as she sees the swarm, and starts rummaging through her inventory. "I may not have an alchemist's fire, but I have three flasks of acid!" She produces one and readies herself to throw it as soon as she sees the swarm.

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As Sera goes through her backpack she comes up with 3 flasks of acid and she readies herself to throw one of them as everyone backs away from the door
A few more spiders crawl out from under the door.
Thanks to Chaul's delaying tactic you now have 2 rounds to prepare yourself before a swarm is formed..and you have 3 flasks of acid to use...this is a kind of nasty encounter if you can't deal with swarms...because unless you can deal with them somehow..they keep following you through the dungeon
Also note that you've found a flask of acid on the table in this room..so that should bring your total up to 4

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Chaul looks around the room and spies and old tapestry Didn't we see some somewhere?
Ripping it down he fishes out his tinder box and gets ready to set it on fire and then dump it on top of any swarm of spiders that comes through the door.
I have no idea about the mechanics of this, it would be some type of improvised spash weapon, I'll leave that up to our generous GM to work out!

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Sera moves away, yanking out a second flask of acid and holding it in one hand. "If anyone has particularly good aim, now would be the time to take one of these flasks. I even have one more in my bag." She looks at how the party is positioned. "And we should probably split up somewhat so they don't all swarm us at once!"

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There are very old curtains hanging from the ceiling in this room (it's where the blue eyed skeleton was hiding behind, they'd burn up pretty quickly, but an improvised ranged attack for 1d6 fire damage sounds right to me
I'll assume you guys distribute the items you want to use how you want and you can position yourselves on the map where you want to be..and then we go into intiative
init
You guys
Spider swarm

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Chaul throws the burning curtains over the spiders as they emerge.
attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 ⇒ 4

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Gunnar likewise chucks an acid flask after intently studying the swarm.
Applying studied target to attack and damage
Attack1d20 + 5 ⇒ (5) + 5 = 10 Damage 1d6 + 1 ⇒ (2) + 1 = 3
Guess that's a miss. Would Aggresive Thundercloud work against swarms? The wording leads me to believe it should as a swarm is a creature right?

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@Gunnar, it's basicaly an flaming sphere but with electricty. As far as I know it works. At least it makes sense to me that it does since it's a 5ft big thing. But rules wise and doesn't target anything so it works.
Chaul throws the burning curtains over the spiders as they emerge and manages to cover them with flaming cloth Hit's flat footed AC
Novid then tosses a flask of acid at the swarm hitting it right in the center and after crushing a few spiders with the vial itself the acid washes over most of the spiders and the tiny creatures starts to boil and dissolve
Which is just enough to kill the spider swarm, so that saves you 2 misses and 2 vials of acid ..so you just used up the one you found in this room

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"Well.. that was not nice. But I suppose that is what one can expect in this odd tower."
Squashing a few last squirming spiders underfoot, he advances once more to the small secret room and looks in.

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The small secret chamber is full of burned and dissolving little spiders
Assuming you move further to the room with the spider webs
With a little bit of knowledge about spiders and with your understanding of nature you are able to figure out that the cocoons are huge egg sacs laid by moon spiders. Most have long been empty, but two were laid in the last month or so and have recently hatched, which explains why there were thousands of little spiders in the room.
Nothing further of interest to you can be found in this room.
The door to the north isn't locked and you don't find a trap on it either.

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Assuming everyone follows, Chaul moves to the northern door and opens it.

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Sera follows, pocketing the two vials of acid she had left, thinking herself very fortunate to have thought of buying them.
Though now I am noting, acid may be one of the most unpaladinlike weapons out there. Sure, in the grand scheme of things, it doesn't do too much damage... but it's still ACID. From an in character perspective, that is probably worse than getting stabbed.