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"It has been my experience that somethings are not worth the price of knowing."

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We want to get back into the marching order we had earlier. Then open the eastern doors.
"Vaz exciting. Now ve keep going?" Rex asks his companions, pointing to the unopened doors before him.
I don't remember who's who with the tokens yet, so I've only moved mine.

GM DevilDoc |

We never really set a marching order.. Lets set that up on the map. If yall could check over there and arrange your icons as you wish on the first slide I would appreciate it.

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We want to get back into the marching order we had earlier. Then open the eastern doors.
"It looks as though we will need to resort to the chime again to open these. Perhaps we should investigate the other two paths off vestibule first?"

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"Thank you, Levin. Iz good to be here."
"Good idea, Abaal." Rex wanders back into the antechamber. (Room 2)

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Kiri barely has time to notice the others attacking the creature before it falls to the ground.
She follows Rex out into the antechamber.
"Should we try the north passage?" she asks.

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"That seems as good a plan as any." the half-elf says as she approaches that door.
Fine with the listed marching order, though anyone who'd prefer to be further back can swap with the eidolon.

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"Yes. We go north. Good plan." Rex nods.

GM DevilDoc |

The party moves back to the main room and proceeds through the north door. Pushing the ancient wood portals open, they discover a long hallway leading out before them; bodies wrapped in age-yellowed linens lie in alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and drape the walls of the crypt; everything is coated in a deep layer of dust. Another set of the wooden double doors bar the far end of the hallway. As the intrepid party makes their way through the hallway, they disturb some of the residents! Four skull spiders have taken up residence inside of the skulls of the dead, much as a hermit crab would make use of a discarded shell. They scuttle out of the dusty niches, intent on defending their territory!
Rex Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Abaal Inititative: 1d20 + 2 ⇒ (18) + 2 = 20
Myantha Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Kiri Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Levin Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Spiders Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Bold May Post
Abaal
Kiri
Rex
Midha
Levin
Spiders
~Red
~Blue
~Green
~Yellow

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The initiatives so far have all been us then them, but would you prefer the eidolon on its own initiative?
Suheyla backs up from the closest spider, slinging a net over the spider.
Net vs Blue (Touch): 1d20 + 4 ⇒ (11) + 4 = 15 to entangle.
"Try not to smash the skulls if you can. These poor souls suffer enough as homes for pests."

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Abaal's blade seems to move without thought--or aim for that matter.
falchion v green (power attack): 1d20 + 6 ⇒ (3) + 6 = 9 damage (whetstone): 2d4 + 7 + 1 ⇒ (3, 1) + 7 + 1 = 12
*Sigh* Gonna be one of those games I see. Still the buggers are pretty small (Tiny maybe), they may provoke getting close to us, assuming they try.

GM DevilDoc |

Suheyla manages to snare one of the spiders in a net, while her eidolon misses with its dainty kick. Abaal steps into the fight, but misses his target as well.
Bold May Post
Abaal- miss
Kiri
Rex
Midha- net
~Siora- miss
Levin
Spiders
~Red
~Blue- entangled
~Green
~Yellow
Abaal: You are correct in your assumption that they are tiny, and thank you for reminding me of the AOO rules with that. Its not too common to come across that ruling, and I had forgotten about it!

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@ GM: Are there any loose bones or other debris in here?
"Levin, what are theze?" Rex asks the halfling.

GM DevilDoc |

Not on the floor.. the only bones are the skulls that the spiders are wearing. The niches are all full of cloth wrapped ancient bodies though. As for debris, there are pebbles, and loads of dust and cobwebs. This place was very carefully tended before being abandoned.

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"I thought you know theze things! You bard, no?"
Rex steps away from the nearest skull-spider and prepares to defend himself. Total Defense. AC 15.

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Kiri's face hardly changes expression as the creatures attack. She observes one and calmly swings her scimitar toward her feet. Her blow strikes one of the monsters soundly.
"I suppose you want credit for that, don't you?" she asks flatly.
Scimitar Attack: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 3 ⇒ (4) + 3 = 7
CRIT?: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 3 ⇒ (4) + 3 = 7 14 dmg total

GM DevilDoc |

Kiri: A hit is only a crit if the natural unmodified roll is within the crit range.. in your case 18-20. Your natural roll is only a 14, so this is not a critical hit and only deals normal damage.
Levin fires an arrow, but the spider skitters out of the way and the shot misses.
Rex takes a defensive stance, while Kiri smashes one of the spiders with her scimitar.
The Spiders move in and attack the party. Blue fights against the net, trying to get unentangled
CMB: 1d20 ⇒ 11
Green jumps at Abaal, while Yellow takes on Levin.
Green Vs A: 1d20 ⇒ 19
Yellow vs L: 1d20 ⇒ 10
Levin easily dodges the insect, but Abaal is not as lucky!
Damage: 1d2 - 2 ⇒ (2) - 2 = 0
AOO may negate the attack, otherwise DC 10 fort save please.
Bold May Post
Abaal- AOO
Kiri-
Rex- AC 15
Midha-
~Siora- AOO
Levin- AOO
Spiders
~Blue- entangled
~Green
~Yellow

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Kiri: A hit is only a crit if the natural unmodified roll is within the crit range.. in your case 18-20. Your natural roll is only a 14, so this is not a critical hit and only deals normal damage.
Sorry, I know the rule on this but saw it wrong. I'm not trying to pull off a 14+ crit weapon. Though it would be nice!

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Am holding a ranged weapon, so no AoO's here unfortunately.
"I can entertain a crowd, sure. Unfortunately none of them have ever told me about big skull-dwelling spiders like this." Knowing his bow is nigh on useless this close, he drops it and draws his rapier, hopping to one side.
Rapier vs yellow: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Crit confirm: 1d20 + 6 ⇒ (2) + 6 = 8
Extra damage: 1d4 - 1 ⇒ (4) - 1 = 3
Just to make sure, that spider's bite will deal 1 damage. It's a rule that makes me smile because it's so rarely a concern, but attacks always deal at least 1 damage (before applying DR, hardness, etc).

GM DevilDoc |

@ Kiri: You are right.. that would be amazing! I think thats why they came out and "clarrified" the rules about stacking keen, improved crit, and other modifiers.. BOOO!! And I thought you did.. You are a pretty prolific poster, and I was really confused as to why you thought it was a crit! Thanks for taking that in stride, because I really didn't know how else to handle it other than to err on the side of caution!
@Levin: It seems that this thing is going to really pound me on little used and mostly overlooked rules. That's what I thought, but was posting on the fly before class started and didn't have time to adequately research that one.
Levin easily manages to poke his rapier through the orbits of the skull, skewering the creature within.
Bold May Post
Abaal- 1| AOO
Kiri-
Rex- AC 15
Midha-
~Siora- AOO
Levin-
Spiders
~Blue- entangled
~Green

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I'm not sure why Siorai gets an AOO. Please consider the first part of this post the AOO if appropriate, or the regular action if not.
Síoraí slams down at the spider once again, managing to connect more solidly. It tries to maintain a dignified grace, and avoid damaging the remains too severely.
Slam: 1d20 + 5 ⇒ (20) + 5 = 25
Dam: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Confirm: 1d20 + 5 ⇒ (8) + 5 = 13
Dam: 2d6 + 4 ⇒ (1, 4) + 4 = 9
[ooc]If that destroys blue and I have my own actions left, I'll charge Green (and add 2 to the result below. If I have the action available and blue survives, direct this at that one instead.[/ooc[
Slam: 1d20 + 5 ⇒ (6) + 5 = 11
Dam: 2d6 + 4 ⇒ (4, 1) + 4 = 9

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Suheyla, meanwhile, tries to launch another bolt of acid, though it goes completely wide.
Acid splash (touch, cover, combat): 1d20 + 4 - 4 - 4 ⇒ (9) + 4 - 4 - 4 = 5

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SWISH! v green (AoO): 1d20 + 6 ⇒ (15) + 6 = 21 damage (whetstone): 2d4 + 5 ⇒ (1, 3) + 5 = 9
SLASH! v nearest foe: 1d20 + 7 ⇒ (1) + 7 = 8 damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Internet + phone + Pazio = Bad

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Rex runs over to the skull spider killed by Kiri and picks up the skull. "Pharasma forgive me!"
Rex's AC is back at 11.

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Apologies for my extended absence. Tuesday was a rather busy day what with sending my little brother off to basic and work was a nightmare yesterday. If you could add me to the initiative order, I'll hop right back in.

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Awww. Our little svirfneblin is all grown up!
-Posted with Wayfinder

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I've been informed by the GM that I go on 10 and I have 2 turns to catch up.
Round 1
Myantha gives a look of disgust as the arachnids crawl from their holes. She maintains her composure, though, and fires a shot at the (green) one.
Attack: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
ouch...
Round 2
Myantha lowers her bow and raises her free hand, concentrating on sending a wave of energy at the creature.
Telekinetic Fist: 1d4 + 1 ⇒ (3) + 1 = 4

GM DevilDoc |

Siori recieces an AOO because the tiny creatures actually have to enter your square to attack.. meaning within your reach. So, any attack comes with an AOO.
Siori drops one heavy foot on top of the tiny insect and completely crushes skull and liquefies the spider within.
Suheyla splashes acid across the floor, while Abaal takes out his spider before it can land a blow. Turning, he tries to assist Levin, but misses.
Rex is trying to play pick up sticks with the bones, and Myantha turns her attentions to the remaining spider and squishes it with a telekenetic newspaper.
Out of Combat!
A close examination of the bodies reveals that these remains are most likely minor servants, prison guards, and foreign visitors to ancient Kaer Maga. All are ancient beyond belief, and crumble to dust with the slightest disturbance.

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perception: 1d20 + 6 ⇒ (8) + 6 = 14
Kiri lowers her blade as the monsters are defeated.
"I consider it unlikely these have anything to do with the dead walking here. They seem to be vermin that inhabit the skulls of the dead...but not an indication we are on the right track. We should continue on, though."

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Perception: 1d20 + 5 ⇒ (18) + 5 = 23
"Yeah, probably. But they might have something to do with these symbols here." He points to the carved symbols (the Perception spoiler). "Anyone know what they might mean?"
-Posted with Wayfinder

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"It's Tien to me." Abaal says sheathing his blade.
He draws it when the party is ready to proceed.

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Are there any skulls from the spiders intact? Or other debris? I'm looking for something to use in my telekinetic projectile.
I forgot to pick up a few stones before entering the dungeon. :(

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Suheyla Rel: 1d20 + 5 ⇒ (10) + 5 = 15
Si Rel: 1d20 + 2 ⇒ (13) + 2 = 15
Su Per: 1d20 + 3 ⇒ (14) + 3 = 17
Si Per: 1d20 + 4 ⇒ (8) + 4 = 12
"Ancient symbols of the Lady of Graves. Curious..." Suhelya makes note of this, and tries to sketch a rough approximation, in her journal.
She and the eidolon both return as many skulls and bone fragments as possible to their proper places, handling them all with delicate care.
"Kiri is right. We should press on.
Rex, I can loan you a lock, censer, and grappling hook to fling if they're acceptable to throw by the GM's standards. All weigh at least one pound. Ready for the next door when the others are.

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Rex, I can loan you a lock, censer, and grappling hook to fling if they're acceptable to throw by the GM's standards. All weigh at least one pound.
Thanks! Any of those should work, but the spell damages them. Hopefully their hardness will protect them from the 1d6 damage. Maybe I'll just take the lock and the grappling hook.
@ Myantha: I have open/close also. You know that it only works on unlocked and unstuck doors, right?
"Let me help you, Suheyla." Rex assists the Garundi woman in returning the skeletal fragments to their state of rest.

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@ Myantha: I have open/close also. You know that it only works on unlocked and unstuck doors, right?
I figured but wasn't sure. It's my first spellcaster. The intent was to set off any potential traps without us being in proximity. If it unlocked doors, it would be the most broken 0-lvl. spell ever!

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Rex Havoc wrote:@ Myantha: I have open/close also. You know that it only works on unlocked and unstuck doors, right?I figured but wasn't sure. It's my first spellcaster. The intent was to set off any potential traps without us being in proximity. If it unlocked doors, it would be the most broken 0-lvl. spell ever!
Ha! Yeah. It's still pretty great. In addition to using it to spring traps from far away, it allows us to open the doors from the back rank so that the front rank can charge in. Also there are those times that bad guys start trying to run away, they move up to a door and open it, and you can close it on them from across the room so the fighters can catch up to them. :)

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Since we have no rogue...
Hey, I have trapfinding too... ::sulks::
-Posted with Wayfinder

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Myantha Näilo wrote:Since we have no rogue...Hey, I have trapfinding too... ::sulks::
-Posted with Wayfinder
Psh, you're a bard, and that makes you half a rogue at best. And since you're a halfling to boot, that cuts you down into some fraction that I can't even begin to calculate! :P

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Technically we might not know he's a bard. Abaal you know is a scribe because he carries a calligraphy kit. Maybe Levin passes for a rogue. ;)

GM DevilDoc |

Sorry, guys. Its been a rough couple of days.
Rex: Looking around the room, you have the scattered shards of 3 skulls, and 1 whole skull you may use, or you may use the proffered items from Suheyla. Its up to you!
Moving on...
The door opens easily under the magical encouragement from Myantha and Rex. As the portals swing wide, they reveal a massive cavern before them. The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. Forty feet overhead, a wide stone bridge with an elaborately carved railing arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above. On this ledge stand bronze doors to the east and west. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room’s circumference—seven carved from white stone, and the eighth carved from black stone. Black is identified by a black arrow on the map.
Clockwise around the cathedral, starting with the southwestern statue, the statues depict: a tall man with gems set in his forehead, wielding a flaming glaive; a beautiful woman with wild hair, holding a ranseur; a voluptuous, nude woman wielding a two-headed guisarme; a short, smiling man holding a longspear; an obese man with rotting flesh, wielding a scythe; a handsome, bearded man in extravagant clothes, wielding a lucerne hammer; and an imperious, heavyset woman holding a mirror and a halberd. The eighth statue (in the south-southeast part of the room) is carved from dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms.
You find yourselves on a bridge, 30' above the top level running around the edges of the room.

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Su Rel: 1d20 + 5 ⇒ (3) + 5 = 8
Si Rel: 1d20 + 2 ⇒ (11) + 2 = 13
Si Hist: 1d20 + 2 ⇒ (5) + 2 = 7
Baffled by the figures, Suheyla starts to cast detect magic on the black statue.
Spellcraft if appropriate: 1d20 + 5 ⇒ (7) + 5 = 12
Assuming nothing intervenes, she'll repeat the process on the closest white statue.
Spellcraft if appropriate: 1d20 + 5 ⇒ (20) + 5 = 25

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Ok we get it, we all need more Knowledges haha.
Levin looks around at all the impressive statues. "Wow. You know, with the reputation places like this have, it'd be really bad if these things came to life."
-Posted with Wayfinder

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"I have bad feeling about this." Rex follows closely.

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"Does anyone maybe have rope? Should we climb down and examine statues?"