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Bom will T10 on K. Nature for spiders = 14
"Look like we'll have to hack our way through this. Everyone ready your attacks. Spiders usually come out whenever someone disturbs their web"
When the group is ready i.e. Kensington and Bazz are in the hallway with everyone else. Bom uses his wand of Lead Blades and attacks the web mass to the north.

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Stullun draws his rapier and advances with the group, slashing at the webbing as needed to advance. "From fine wine, food, and fireworks into the spider's parlor. The Pathfinder's life is definitely exciting."

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Stealth, Spider: 1d20 + 11 ⇒ (17) + 11 = 28
Initiative, Spider: 1d20 + 3 ⇒ (17) + 3 = 20
The thrumming of the webs does indeed work to lure forth the spider.
Perception checks all around! Also Initiatives. Those who get 28+ get surprise round actions. If your init is 20+ and your perception is 28+, please go ahead and post your action for Surprise Round.

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Init: 1d20 + 2 ⇒ (14) + 2 = 16
Can't hit 28 perception even with a 20

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The giant spider charges forward, staying in its web tunnel, to attack Malik.
To Hit: 1d20 + 4 ⇒ (5) + 4 = 9 Missing horribly.
--> Kensington, Bazresh, Stullun, Spider, Malik, M'grul, Bom

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As the spider moves up to Malik, the cleric expertly skewers the eight legged monstrosity on the end of his spear. The spider rolls onto its back, its many legs twitching in the air.
For the record, M'grul's spear finishes off the giant spider due to the AC penalty incurred from the charge, but charging into a spear is more humorous to me, so. . .

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The webs have 2 hit points per 5-foot square and have DR 5/—; so hacking away will take quite some time. . . Teamwork will, of course, drastically reduce the time.

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"Agreed. There's no reason to clear the room of webs. Let's identify these bodies, and if anyone can Detect Magic, scan the room and whatever Kensington found."
Taking 10 on identifying bodies

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Both the kobold bodies are indistinct, desiccated, and unremarkable. They both have a dusty russet color, and appear to have been here at least two weeks. The bodies have not rotted beyond recognition as many of the others have. The skeletons littering the webbing pay homage to the spiders success in the many years gone bye.

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"Looks like we've got kobolds skulking about. Obviously nearby."

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"Well done, M'Grul!"
As his companions look around, Stullun turns and peeks around the corners of this catacombs, hoping to notice any other potential threats before they surprise his group. I see as well in the dark as any foes we may face, it will be good to know of potential dangers before the light gives my companions away.
Stullun uses his darkvision to look down towards rooms 9 and 10, then peeks around the corner into room 3.
perception: 1d20 + 3 ⇒ (7) + 3 = 10
stealth: 1d20 + 8 ⇒ (6) + 8 = 14

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3: This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.
9: This large room looks like it was once a scribing chamber. The remains of many desks are scattered about, and amid the rubble is a number of long-dried inkwells, other writing utensils, and scraps of paper. These things are covered with black mold and patches of light green mushrooms.
10: Three rounded alcoves in this chamber contain the rotting remains of scroll shelves, honeycombing from floor to ceiling. Scattered amid the compromised shelving are damaged scrolls, and a number of still-sealed scroll tubes. A glimmering trickle of water seeps down from the ceiling in the northwest corner of the room.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16 v. Stealth of 14.
You see a set of bright eyes meet your own. They positively glow in the darkness. As you ponder the nature of disembodied eyes, they begin to move your direction at a rapid rate of speed. Please place your figure wherever you happen to be in room 9 or 10 as you scout to look into 9.

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The scribing chamber catches Bom's attention, "Weren't we supposed to collect some trade agreements for that Prince?"
Longsword and shield at the ready, Bom listens and looks to make sure the room is not occupied.
Take 10 Perception = 16
To the group: to speed things up, I can take point and take the brunt of any combat as we enter rooms. If someone thinks we should go one way versus another, then just tell Bom to go there.

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Stullun entered 10 to see into 9, I just need him placed where he wills. Bom, if you are following, please place fig in 10 as well. Same for anyone else not otherwise occupied.
The only magic revealed by the Detect Magic is something in the pouch found with the Kobolds, or maybe the pouch itself. It will take a little time to isolate the aura.

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Initiative! Surprise Round! Stullun and the creepy .... something.
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

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Init: 1d20 + 2 ⇒ (2) + 2 = 4

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The glowing eyed beast moves forward to attack, its eyes radiating a blinding light!
Fort Saves please, Bom, Stullun, and Kensington (effect occurs when the monster is 30' from you, for purposes of determining AoOs).Those who enter within 30' (line of effect) will also need to make a Fort Save.
--> Stullun (Surprise Round), Begin Round 1 Kensington, Blindheim, Stullun, Bazresh, M'grul, Malik, Bom.

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Fort: 1d20 + 3 ⇒ (3) + 3 = 6
Nice roll Kensington

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fort: 1d20 + 2 ⇒ (6) + 2 = 8
Seeing the monster charge towards Bom, Stullun counters behind the monster to take on the beast as a team with his friend.
Stullun moves on surprise round then drops until Bom goes to take advantage of flank. After Bom goes:
Seeing his friend engage, Stullun attacks the beast as well:
attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
damage: 2d6 ⇒ (1, 1) = 2