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The big spider should be in melee range, now.
Muluk slashes at the big spider, hoping for a solid strike.
Muluk vs. Big Spider: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 -2 for entangled
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

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Talwin re-enters the chamber, brandishing his longspear. He moves in behind Muluk and stabs towards their foe!
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

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Ebon surges forward, bringing his sword up in two hands he slashes at the spider.
attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11

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You are correct...herolab was not taking into account the magic bow or the point blank bonus. Fixed it now...thanks for the catch! So damage should be 6 point.

GM Auke |

Ghosting Ebon
Ebon rages and swings his fathers sword at the spider!
To Hit: 1d20 + 8 ⇒ (18) + 8 = 26 Hits for damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
His rage gives him a bit of extra resistance vs the poison fortitude: 1d20 + 7 + 2 - 1 ⇒ (7) + 7 + 2 - 1 = 15, but it is not enough and he takes another con damage: 1d3 ⇒ 1

GM Auke |

Next round
Ghosting Muluk
Muluk puts his mouth on the bitewound and tries to suck out the poison, spitting it out. Heal: 1d20 + 8 ⇒ (2) + 8 = 10, but without succes.
Ghosting Talwin
Talwin tries to stop the blood circulation in the arm where Ebon was bit by applying a tourniquet. Heal: 1d20 + 6 ⇒ (1) + 6 = 7, also without succes.
Ghosting Targost
Targost tries to burn away the poison using an acid splash. Heal: 1d20 ⇒ 5, also a failure!
Ghosting Ebon
"Argh! Are you guys trying to kill me faster?"
fortitude: 1d20 + 7 + 2 - 1 ⇒ (7) + 7 + 2 - 1 = 15 failed, and Ebon takes Con damage: 1d3 ⇒ 1

GM Auke |

Next round.
Ghosting Muluk
Muluk puts his mouth on the bitewound and tries to suck out the poison, spitting it out. Heal: 1d20 + 8 ⇒ (15) + 8 = 23
Ghosting Talwin
Talwin tries to stop the blood circulation in the arm where Ebon was bit by applying a tourniquet. Heal: 1d20 + 6 ⇒ (9) + 6 = 15
Ghosting Targost
Targost tries to burn away the poison using an acid splash. Heal: heal: 1d20 ⇒ 4, also a failure!
Ghosting Ebon
"Targost, stop what you're doing it isn't helping!"
fortitude: 1d20 + 7 + 2 - 2 + 2 ⇒ (9) + 7 + 2 - 2 + 2 = 18 succes!

GM Auke |

Next round... (the poison needs two consecutive saves!)
Ghosting Muluk
Muluk continues sucking out the poison. Heal: 1d20 + 8 ⇒ (2) + 8 = 10
Ghosting Talwin
Talwin tries to stop the blood circulation in the arm where Ebon was bit by applying a tourniquet. Heal: 1d20 + 6 ⇒ (8) + 6 = 14
Ghosting Targost
Targost force feeds a potion of CLW: 1d8 + 1 ⇒ (3) + 1 = 4 to Ebon
Ghosting Ebon
"Gurglegurgle!"
fortitude: 1d20 + 7 + 2 - 2 ⇒ (8) + 7 + 2 - 2 = 15 fails for con damage: 1d3 ⇒ 2

GM Auke |

6th and final round...
Ghosting Muluk
Muluk continues sucking out the poison. Heal: 1d20 + 8 ⇒ (1) + 8 = 9 fails
Ghosting Talwin
Talwin finally applies the tourniquet with succes. Heal: 1d20 + 6 ⇒ (17) + 6 = 23
Ghosting Targost
Targost force feeds a potion of CMW: 2d8 + 3 ⇒ (6, 5) + 3 = 14 to Ebon
Ghosting Ebon
"Gurglegurglegurgle!" drop out of rage...
fortitude: 1d20 + 7 - 3 + 2 ⇒ (18) + 7 - 3 + 2 = 24 succes!

GM Auke |

Sorry for ghosting the poison effects, but it would have taken ages otherwise!
You all heal up as good as you can which will take 7 charges of a wand of CLW (anyone wants to volunteer their wand? The new one Talwin got is getting tired.)
You search the spider's lair, but find nothing of interest.
What do you want to do now? If you list options, please include which option your character prefers!

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No, that's best. Was going to jump in, but it worked out, kind of. We'll need to grab Ebon some Lesser Restorations with our loot. I have my own wand that I brought in here, but so its all the same from my end. But anyone else's help is welcome.
Talwin ministers to the group with their new wand. Once all are at the current top strength he tells Ebon to remain in back, then takes the lead to explore the rest of the drilled tunnel.

GM Auke |

Talwin ministers to the group with their new wand. Once all are at the current top strength he tells Ebon to remain in back, then takes the lead to explore the rest of the drilled tunnel.
There's nothing else in the tunnel.
There's currently 3 things not quite finished:
1. The constructs in the South
2. The imprisoned Snarltongue
3. The hall of statues in West

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[ooc]I suggest we check out the hall of statues in the west first, then go pick up the constructs from the south and finally check on snarltongue before leaving. What do you all say?"[/b]

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"Well, Sanrltongue mentioned traps that way. Do you think those drillers would be useful in disarming or destroying traps?"
-Posted with Wayfinder

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Hah! That was great! lol.
Feeling a lot worse for the wear, Ebon nods wearily at the suggestion he remain to the back.
" No problem friend. this has been a rough month or so for me. I think Gorum will forgive me THIS time..."
Hall of statues first I think. Don't trust our ability to control the constructs. Way don't trust ol' bottle head!

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I agree about saving Snarly till last. Probably even rest before returning. At full power, we'd have a chance if he turned on us.
Feeling full of health, Talwin leads the way. He stands in the drilled tunnel and looks closely at the first statue from a distance.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

GM Auke |

Hall of statues
This long chamber has four alcoves along the western wall. The outer two contain visible statues, and the center two are recessed. Corridors stand opposite the northern and southern statues.
The statue in the southernmost alcove holds up its hands, as if to stop
those coming from the opposite corridor.

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Talwin shrugs, then moves into the hallway. He keeps his eyes open, and stops if there is any sign of danger or a trap.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Also, I should be on full HP after the last fight and heal-up.

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Muluk will more than happily lend his wand to the cause in future.
Muluk regards the statue with a raised eyebrow.

GM Auke |

As soon as Talwin reaches the southern center alcove he notices it contains a silver-colored statue of a human, leaning back as if deeply inhaling.
He feels a chilling force sucking him towards the statue!
Inhaling Frost Statue Trap: 1d20 + 8 ⇒ (14) + 8 = 22 (vs CMD)
Talwin is sucked towards the statue and takes cold: 2d6 ⇒ (6, 1) = 7
While in the freezing wind, you cannot move from the freezing wind without first succeeding at a combat maneuver check against the wind

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Talwin loses his breath as the frosty air sweeps over him. He barely has time to gasp before he's sucked in towards the statue.
Much to his relief, Muluk is able to pull him to safety. Once a little warm returns to his face he speaks.
"Many thanks, friend. That was a nasty surprise! Now, how do we disable it? Perhaps it could be smashed with my adamantine spear?
What do you say GM? Do I need to expose myself to the trap again to try that? Does it seem like the trap reset? Also, as I mentioned above, I think my current HP should now be 28 (35-7), which is not what's reflected in Roll20. Not a problem unless I start dropping too low!

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Oh. I guess that option didn't come to mind. Most physical traps are worse when ignored. Magical traps being different, I wasn't used to the idea that I had to look at them to set them off. I thought it was more of a proximity thing. I was also thinking of the "clear the way for the next team" approach so common in normal Pathfinder missions (which this isn't, being a module).
Talwin calls upon Abadar for a curing spell before leading the way farther down the hall.
CLW casting from daily spells: 1d8 + 4 ⇒ (8) + 4 = 12

GM Auke |

Oh. I guess that option didn't come to mind. Most physical traps are worse when ignored. Magical traps being different, I wasn't used to the idea that I had to look at them to set them off. I thought it was more of a proximity thing. I was also thinking of the "clear the way for the next team" approach so common in normal Pathfinder missions (which this isn't, being a module).
Talwin calls upon Abadar for a curing spell before leading the way farther down the hall.
[dice=CLW casting from daily spells]1d8+4
Ignore as in: Chalk a warning on the floor and use another route out!

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Ah! Yes, the choice that should have been obvious!
Talwin marks the floor for danger, then asks the others:
"Should we try this hall from the other end first? If so, we have a couple of routes open to us. We might as well try that gem in the construct if that's the way we want to go next."

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" What happened? Was it trying to eat you?"
Ebon asks peering at the trap from a safe distance.
"Still feel weak as a kitten, so try the gem if you must. I may be of little help if something happens..."

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Right, so on to the constructs!
Talwin leads the way back to the constructs, and taking the gem from Targost if offered, he will place it in one of the openings in its chest!

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Talwin looks at the thing and speaks in Common.
"Do you understand me? Nod your head or speak if yes."
If it responds in the affirmative without speaking:
"Follow me, we have some business to conduct."
He will lead the creature and his companions back through Krenar's lab towards Snarltongue's cell.
If it speaks, I'll want to change my actions/reaction, etc. Also, do we want to rest before offering Snarltongue his freedom, or just go for it?

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Tawlin grins a bit, then speaks:
"Yes, it is generally considered the better of the two choices. It means that you get to choose what you do with your time...with your life. No master to order you about or cause you pain. We promise not to harm you. As before, we do require that you promise not to harm us."
Sense Motive: 1d20 + 11 ⇒ (12) + 11 = 23

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"Agreed. Just slide it through the bars over here."
Once the axe is in hand, Tawin will release him.
-Posted with Wayfinder

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Muluk, not entirely trusting the creature, keeps his scimitar at the ready, but in a lowered, non-threatening position.