
GM BPChocobo TK2 |

Kristoff's blow causes some notable damage this time. The unholy bones begins to cast another spell, cackling at his assumed brilliance.
Gorloth Concentration vs DC 19: 1d20 + 10 ⇒ (3) + 10 = 13
It is inflict moderate wounds.
But the combined efforts of the party keeps him from finishing his spell.
The floating flail again swipes at Nilfyr!
Spiritual Flail @ Nilfyr: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage on hit: 1d8 + 1 ⇒ (2) + 1 = 3
The half-elf is once again nicked.
Round 3 Init Order (bold = up)
Gorloth (PfG, 31 damage)
Nilfyr (SoF, 5 damage)
Kristoff
Artemus/Bird
Thunderstealer (frightened 2 rounds)
Belcher

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Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13
Nilfyr slashes again with his weapon. Unfortunately, however, his luck runs out, and his slash is wide of its mark. "He's looking to flee, or for reinforcements - ready yourselves!"
Standard action: Attack Gorloth
Attack (Masterwork Fauchard): 1d20 + 5 ⇒ (1) + 5 = 6
Damage (Masterwork Fauchard): 1d10 + 4 ⇒ (2) + 4 = 6

GM BPChocobo TK2 |

Although Nilfyr misses embarrassingly, Belcher claws at Gorloth some more, wounding the skeleton!
Round 3 Init Order (bold = up)
Gorloth (PfG, 36 damage)
Nilfyr (SoF, 5 damage)
Kristoff
Artemus/Bird
Thunderstealer (frightened 2 rounds)
Belcher

GM BPChocobo TK2 |

Kristoff hacks, but misses!
Round 3 Init Order (bold = up)
Gorloth (PfG, 36 damage)
Nilfyr (SoF, 5 damage)
Kristoff
Artemus/Bird
Thunderstealer (frightened 2 rounds)
Belcher

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Did Gorloth move he seems to no longer be next to the east wall.
The eagle tries to hit the skeleton again, hoping for a lucky hit, but fails to even get an unlucky hit.
Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Claw: 1d20 + 3 ⇒ (6) + 3 = 9
Bite: 1d20 + 3 ⇒ (5) + 3 = 8
And Artemus tries another Acid Splash, but he too is unlucky. Seeing that the creature is too close for comfort he will back away and try to look to where it seems to be looking.
Range Touch: 1d20 + 3 ⇒ (5) + 3 = 81d3 ⇒ 3

GM BPChocobo TK2 |

Gorloth seemed to be spared this round. While his flail continues to wail on Nilfyr, he once again steps back and tries to cast a spell.
Spiritual Flail @ Nilfyr: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage on hit: 1d8 + 1 ⇒ (1) + 1 = 2
This time, his Desna's faith stops the floating weapon.
Gorloth Concentration: 1d20 + 10 ⇒ (7) + 10 = 17
Healing at Gorloth: 1d8 + 3 ⇒ (2) + 3 = 5
Gorloth heals some of his wounds, although not near as much as he would prefer.
Round 4 Init Order (bold = up)
Gorloth (PfG, 31 damage)
Nilfyr (SoF, 5 damage)
Kristoff
Artemus/Bird
Thunderstealer (frightened 1 more round)
Belcher

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More eagle and more acid.
Talon: 1d20 + 3 ⇒ (3) + 3 = 61d4 ⇒ 3
Talon: 1d20 + 3 ⇒ (10) + 3 = 131d4 ⇒ 4
Bite: 1d20 + 3 ⇒ (16) + 3 = 191d3 ⇒ 1
Range Touch Acid Splash: 1d20 + 3 ⇒ (13) + 3 = 161d3 ⇒ 3

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Assuming Nilfyr will step into flank again I'll roll for Belcher:
Bite: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 for Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Claw: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 for Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 for Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Thunderstealer walks along...

GM BPChocobo TK2 |

Artemus's acid sizzles more bones, but Belcher cannot land a bite this time!
"Fools! Do you know what awaits you below? Death and servitude from one mightier than I!"
Round 4 Init Order (bold = up)
Gorloth (PfG, 34 damage)
Nilfyr (SoF, 5 damage)
Kristoff
Artemus/Bird
Thunderstealer (frightened 1 more round)
Belcher

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Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
Nilfyr's luck improves as he maneuvers around the skeleton cleric and swings again - he gives a quick thanks to Desna.
Standard action: Attack Gorloth
Attack (Masterwork Fauchard): 1d20 + 5 ⇒ (16) + 5 = 21
Damage (Masterwork Fauchard): 1d10 + 4 ⇒ (4) + 4 = 8

GM BPChocobo TK2 |

And with a final slash, Gorloth stumbles before falling into a pile of inanimate bones!
Combat over
Looking through the room, there is much loot to be had! The "store front" table has several valuables:
- a masterwork dagger
- a buckler
- a belt of mighty constitution +2
- a potion of cure moderate wounds
- a flask of acid
- 118 gp and 20 sp
- a small emerald DC 15 Appraise or Intelligence check:It's worth about 50gp
- a pair of bone dice weighted to always roll '6'
On Gorloth are:
- a masterwork bastard sword
- a key bound by a fine chain
- a vial of silversheen
- A strange green metal token DC 20 Kn: Arcana or Kn: History:This is a Transportation token; it's used to tap into areas with built in teleportation magic and transport the user to a different location if the user knows the number of name of the location.
Because you found the others already...
Exploring the rest of the room, there are two more secret doors to the south. The other entrance is a gate to the west.
Map updated!

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The eagle come and stands protectively by Artemus until its duration is complete. The archaist strokes it and praises it for its bravery. After the eagle is gone Artemus appraises the small emerald, noting that its value is about 50 gp. .
Appraise: 1d20 + 8 ⇒ (10) + 8 = 18
He then studies the strange green metal token. Haven't we found one of these already?
Knowledge Arcana: 1d20 + 8 ⇒ (15) + 8 = 23
Ah, Transportation token.

GM BPChocobo TK2 |

@Artemus: Actually no, this is the first one! You're thinking of the sigils... which you feel may be related.

GM BPChocobo TK2 |

Thunderstealer returns to the party as the others namely Nilfyr lick their wounds and investigate the treasures.
I'm assuming everyone will heal up, so where to? One of the two new secret doors? The gate? Back somewhere else?

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The skeleton dead, Nilfyr takes a moment to heal himself with his wand.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Fully recovered, he tells the others, "Let's check to see what lock this key fits." With that, and once the others have picked through the items they have found, he suggests they try the key in the chest in the room with the trapped ceiling.

GM BPChocobo TK2 |

Bah, the key does not fit.
Still want to try anything else to open the chest or head to another room?

GM BPChocobo TK2 |

Thunderstealer opens the secret door and, checking the short hallway, opens the next.
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.
Map updated!

GM BPChocobo TK2 |

@Nilfyr: You notice that there are thousands... perhaps maybe millions of tiny little spiders in the room.
Nilfyr Sense Motive: 1d20 + 6 ⇒ (14) + 6 = 20
You can tell that since the door was opened, they have begun to stir somewhat.
There is nothing magical in the room.

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"We may want to leave this room alone...or burn the webs and hope that it will take care of the spiders in there. It looks like they may swarm at any moment."

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Nilfyr holds up two vials of alchemist's fire. "These might suffice, if merely burning the webs does not." If the others wish to take care of the spiders, he distributes them to those that want them.

GM BPChocobo TK2 |

During the discussion, Nilfyr's warning becomes true... the spiders become to form into a swarming mass that moves towards the entrance!
Immediately, fire, acid, and other volatile things are lobbed into the room, ending the webs and the spiders.
Not worth entering the combat, a pair of alchemist fires then closing the door as planned will end this quickly.
Waiting a couple of minutes, the webbing has burnt away and the infant spider remains are charred all along the floor.
A bit scorched, the other wooden door still remains.

GM BPChocobo TK2 |

Thunderstealer opens next door!
Another hallway, with cobwebs littering the ceiling, runs north south. Immediately ahead is another door while there appears to be another passage against the northern end.
Map updated!

GM BPChocobo TK2 |

Nilfyr spots another similar trap door, 10' x 10', in the middle of the hallway.
Marked on the map
DC 10 Acrobatics to leap safely across

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Suddenly feeling that they were moving too fast Artemus casts Detect Magic and begins to scan the room where they fought the caster skeleton before moving in and checking out the spider room.

GM BPChocobo TK2 |

@Artemus: There is necromantic magic on the westward gate exit in the throne room. Nothing in the spider hatching room.

GM BPChocobo TK2 |

@Artemus: You can give me a Spellcraft to identify the magic on the gate if you so wish.
Otherwise, I believe majority of you can T10 over the pit if you wish to cross it.

GM BPChocobo TK2 |

Thunderstealer unceremoniously opens the door. It reveals a hallway with a door straight ahead, the view of a deadbolt latch barely visible in the dim lighting. To the right, a short passage ends at a single wood door.
Map updated!

GM BPChocobo TK2 |

@Artemus: It seems to be an infused chill touch trap on the gate. Getting too close will cause the trap to trigger, although it appears it's only a single discharge.

GM BPChocobo TK2 |

@Nilfyr: Thunderstealer moves past you as you explore, making your gut clench as you expect the pyromanic druid to trigger another pit trap. Luckily, you find nothing and Thunderstealer and Belcher reach the next door safely.