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Valik looks around and spots a few things. He is infringed about the parchment but can see it is badly charred.
Mel, perhaps your nimble hands could coax that parchment from the ashes. I would try, but I feel your skills are better suited for such a task.
When he sees the logs, Hmm, something doesn't look right. They look almost TOO perfectly stacked as he checks it out.
Hmm, someone took care to hide these, perhaps they could be of some use?
He tries to catch his breath while doing all this, as Quiella patches his wounds with her magic. The spear holes slowly close, as he looks at Mel
Thank you, I feared I may have met my monastery brethren before I would have liked. My teacher will be displeased I allowed my enemy to easily pass my defenses. I need much more training it seems

GM Harker |

Quiella, I think I'd prefer you to roll Channels in the future instead of relying on the average. I'll still allow average on CLW wands though.
If you are injured, make sure to look in Quiella's spoiler to see how you healed up. Halkale still has 1 damage, and three charges were used on Mel's wand.
Re: Moving Forward. Since lizards don't have thumbs, who is unlocking the door and opening the door in the northern hallway?

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Appraise: 1d20 + 3 ⇒ (19) + 3 = 22
Slight of hand: 1d20 + 8 ⇒ (14) + 8 = 22
Mel will check for traps and then open.
Trap finding: 1d20 + 11 ⇒ (17) + 11 = 28
Disable device : 1d20 + 13 ⇒ (2) + 13 = 15
-Posted with Wayfinder

GM Harker |

Halkale, I think only Ophelia can assist you at this point.
Melufiuos takes a moment to look over the silver serving set and reckons it would be worth around 65 gp.
The elf then nimble pulls the burned page from the fire and shows it to the group. Unfortunately, it's all in Kelish.
From what little is left of the missive, you can tell it is from Trade Prince Aaqir al’Hakam and implies connections between the Spider and al’Hakam’s family.
* * *
Melufiuos' next task leads him to the door in the northern hallway. Finding no traps on the door, he unlocks it with the key.
This room is lined with shelves containing a diverse array of odds and ends: racks of clothes, standing mannequins, jars with colored fluids, small boxes, and metal canisters. At the west end of the room is a narrow table supporting a waxy, human-sized figure. Above the waxy figure is a pegboard supporting what appear to be a dozen deflated heads.
A brief investigation of the room reveals that most items are mundane components of disguises (such as clothing, make-up, and wigs), although the room also contains some bizarre items and inventions. These oddments include the inert waxy corpse with a necromancy aura, a severed elven hand with an ornate wedding ring preserved in alchemical fluid, a face mask containing a series of bellows for breathing tainted air, and a dozen leather bags that, when inflated, approximate the appearance of a human head.
It's a doppleganger, strange beings that can take on the shapes of those they encounter.
A more serious search which will take several minutes, reveals four disguise kits, two sets of masterwork thieves’ tools, six containers of some alchemical concoction labeled 'Revidin’s Expurgating Tonic,' a nondescript pouch containing magical dust, and a canister painted with clowns and dancing dogs, which holds 2 doses of a different sort of magical dust.
* * *
There is a secret door in the southeast corner of the room.
Also, someone pick another door.

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At some point during the investigation of the room, the magus can be heard mumbling, "Man, what is with these people?! First Black, now this. I can't wait to see what kind of crazies they send us after next." At the wax figure and interchangeable head coverings, Mel makes a few comments not suitable for this forum, earning him some admonishing looks from several members of the party.
He does, however, quit clowning around long enough to focus on the dusts.
dust in pouch: 1d20 + 14 ⇒ (18) + 14 = 32
dust in clown: 1d20 + 14 ⇒ (19) + 14 = 33
Ahhh, now these I understand. Dangling the pouch, "if you don't want anyone to follow you". He lowers the pouch and shakes the clown box, "when you want to be someone else". After a moment, he complains, "Too many cool toys here, we've got our work cut out for us."
perception: 1d20 + 10 ⇒ (16) + 10 = 26
After a little more poking around, Mel releases what sounds like a very satisfied gasp, "Ahhhh..... look what we have here. It makes perfect sense after seeing the dusts. A door you don't want anyone to notice."
He checks the secret door for traps but wants a second opinion from Valik, "This place gives me the creeps!"
trap finding: 1d20 + 11 ⇒ (15) + 11 = 26
(fantastic rolls... I'm going to be totally useless in the next combat!)

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actually, Quiella has +4 in Spellcraft and has detect magic via Oracle, so...
spellcraft, aid Halkale: 1d20 + 4 ⇒ (4) + 4 = 8
oh well...

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Well I was thinking assisting one of the folks who had already rolled.
Knowledge Nature: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 12 ⇒ (18) + 12 = 30

GM Harker |

Halkale, sorry for the misunderstanding, but it looks like no one rolled high enough to identify the halberds for the aid to push over the threshold to success.
Melufiuos, Valik, and Halkale examine the secret door and find no traps, so roguish Magus opens it and finds...a storeroom. A quick search with the use of Detect Magic reveals that it only contains mundane goods such as casks of fresh water, spare furniture, and basic tools. There are also several large mirrors stored here, carefully packaged and covered.
The south door is unlocked and leads to the southern hallway.
The only doors left are the northeast door and southeast door in the reception room. Both are locked.

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Vailis will work to carry one of the mirrors.
"Good, let's take the northeast door I say" and the half-elf moves to that new room and helps examine the door for traps. Then waits for someone to unlock it.
Perception (take 20): 20 + 0 = 20

GM Harker |

The mirrors are large sized, like the size of a portrait painting. They would be fairly bulky to carry around, probably requiring both hands if didn't want to break them unless you're super strong.
Taking two minutes to look at the northeastern locked door, Vailis finds no traps.
With the time spent searching and Vailis taking his time on his door, it has been close to 5 minutes for those of you with buffing spells of minute durations.

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Mel attempts to unlock the door.
Disable device: 1d20 + 13 ⇒ (19) + 13 = 32
-Posted with Wayfinder

GM Harker |

Melufiuos successfully unlocks the door with his thieves' tools. Seeing no immediate dangers, the party moves inside.
The east wall of this wide room is interrupted by a projection containing a carving of a spider about two feet in diameter. Directly across from the spider, a section of the wall sits slightly askew, as though a door-sized piece of the wall were not quite flush with the rest.
In the center of the spider carving, written in worn Thassilonian runes that only Valik can decipher, is inscribed 'Dusk Woven on the World Loom.'
I took the liberty of moving everyone into the room. If you have a reason not to be in the room, let me know.

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Quiella taps herself with her wand again. it only has a minute duration
wand of shield, umd: 1d20 + 15 ⇒ (2) + 15 = 17
wand of shield, umd: 1d20 + 15 ⇒ (17) + 15 = 32
-Posted with Wayfinder

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send the lizards into the room first / through the door?
(eventually)Mel scans the room with detect magic and then pokes around for traps.
trap finding: 1d20 + 11 ⇒ (18) + 11 = 29
Does the spider carving remind us of anything?
whatever: 1d20 ⇒ 9

GM Harker |

Melufiuos detects no magic in the room and finds no traps. The spider does not evoke any particular fact or memory either, other than naturally connecting the carving with Ouidda namesake.
If you want to send the lizards in first through the secret door (who have about 1 minute left in duration), then someone with hands will need to open the door for them.

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"There is no problem sending the lizard." says Vailis. If the summon finishes before the group opens the door then he offers "I can summon something else. I have heard lizards specially like feeding on spiders"
Vailis sets a new bolt ready on his crossbow ready for combat, and even offers to open the door himself if no one does before.

GM Harker |

Valik aids Melufiuos' attempt to find traps, but still nothing is found.
The DC to find the trap is 32. Its magical aura was obscured with another spell.
Melufiuos then moves to open the door and a web springs out of the spider carving at the other end of the room, filling the whole area with the sticky material. To make matters a bit worse, four swarms of spiders are instantly summoned near the door.
Everyone in the room proper needs to make a DC 13 Reflex Save or you are grappled by the web. To escape, you either need to make a DC 13 Escape Artist or CMB check on your turn. The room is now difficult terrain and moving will require another Escape Artist or CMB check DC 13 not to be grappled by the webs. The webs stop at the hallway, so the purple lines are the borders of the web.
PC Initiative
Halkale's Initiative: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Melufiuos' Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Ophelia's Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Quiella's Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Vailis' Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Valik's Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 4 ⇒ (9) + 4 = 13
Initiative (Round 1)
Halkale/Frostfur [H: 1 Dmg; F: {Life link with Quiella}] <= Up
Valik [Reflex Save needed] {Life link with Quiella} <= Up
Melufiuos [Reflex Save needed] {Life link with Quiella} <= Up
Ophelia <= Up
4 Spider Swarms
Vailis/3 lizards [Reflex Saves needed]
Quiella [3 Dmg]
Halkale/Frostfur, Valik, Melufiuos, and Ophelia go first.

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ref: 1d20 + 7 ⇒ (17) + 7 = 24
Valik twists and rotates his body as strands of sticky webbing fill the chamber.
Hmm, should have known it was a trap. The door was barely ajar
Valik moves out of the webbing and as far from the swarms as possible.

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CMB: 1d20 + 11 ⇒ (11) + 11 = 22
Valik manages to twist and contort his body through the thicket of webs. He moves past the swarms, and behind the giant guard dog named Frostfur.

GM Harker |

Valik, if your speed is just 30', then you don't have enough to move behind Frostfur in the difficult terrain.
Utilizing his years of training, Valik dodges the webs as they fill the room and avoids getting stuck as he moves to the north side of the room out of the obstructions.
Halkale/Frostfur, Melufiuos, and Ophelia. We're on a bit of a time limit, so please post if you get the chance.

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"Yikes!" is about all the magus gets out before he starts recklessly pelting the room with fire. He casts burning hands northward, unfortunately catching our lizard buddies. That should catch three of the swarms, right?
burning hands. DC14: 5d4 ⇒ (1, 2, 2, 2, 3) = 10

GM Harker |

Mel, I'll assume you aim the flames in a way to get three swarms.
Nimble in his own right, Melufiuos avoids getting trapped in the webs and moves into position to cast Burning Hands. Although he hits three of the nascent swarms, he also ends up burning one of the summoned lizards.
The blue lizard is hit with the flames and takes damage from both the fire and the burning webs around it. The bright spot here being that the creature's fiendish nature protects it from some of the fire. With its fire resistance, the blue lizard takes 7 damage in total.
Blue Lizard Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Burning Web damage: 2d4 ⇒ (4, 3) = 7
The blue lizard is also potentially grappled, but it wouldn't make a difference here with what I rolled so I'll still let Vailis make the grapple rolls when he's up.
Still coalescing into a swarm, the white group of spiders take the full force of the spell, with the damage magnified by their swarm nature. Burning webs kills another few of them, yet the swarm remains.
The black and green swarms fare better as they avoid some of the fire, but are also burned by the flaming webbing.
I read the map wrong before rolling, the red lizard was never in danger.
White Swarm Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Black Swarm Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Green Swarm Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
Web Burns White: 2d4 ⇒ (2, 2) = 4
Web Burns Black: 2d4 ⇒ (2, 3) = 5
Web Burns Green: 2d4 ⇒ (3, 3) = 6
After the spell goes off, there is a 15 foot cone of webless area where Melufiuos' spell used to be. I added more purple lines to indicate where the web-less area is located.
Halkale/Frostfur, Ophelia.

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I assume these swarms are normal, can't target with single target weapons. And for some reason I don't have any alchemist fires...so I got nothing unfortunately. Frostfur and Halkale delay.

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Am I allowed to double move or is the CMB a move action? If it's a MA, then I will burn a ki point to bump my speed to 60'

GM Harker |

Valik: It will, I'll consider it spent and place you behind Frostfur as you indicated in your first post.
Having no means to disrupt the spider swarms, Halkale, Frostfur, and Ophelia all wait a few seconds to see what happens.
The red swarm forms around the green lizard, biting it and potentially distracting it. The green lizard takes 16 damage and needs to make a DC 20 Fort Save vs Poison or take 1d4 ⇒ 4 Dex damage. It also needs to makes a DC 20 Fort save vs. Distraction or be nauseated for 1 round. It also still needs a DC 13 Reflex check to see if its grappled. The grapple check comes before the Fort Saves.
The white swarm shifts to the east to encompass Vailis, Melufiuos, and the blue lizard. All three experience the poisonous bites and potential distraction. Vailis, Mel, and the blue lizard take 22 damage. With the 7 damage the lizard took already, I believe that kills it. Vailis and Mel need to make a DC 20 Fort Save vs Poison or take 1d4 ⇒ 2 Dex damage and a DC 20 Fort save vs. Distraction or be nauseated for 1 round. Vailis still needs a DC 13 Reflex check to see if he's grappled. The grapple check comes before the Fort Saves.
The black swarm focuses on the red lizard, with the same negative effects. The red lizard takes 16 damage and needs to make a DC 20 Fort Save vs Poison or take 1d4 ⇒ 1 Dex damage. It also needs to makes a DC 20 Fort save vs. Distraction or be nauseated for 1 round. It also still needs a DC 13 Reflex check to see if its grappled. The grapple check comes before the Fort Saves.
The green swarm moves completely out of the webs and flows over Quiella, Ophelia, and Halkale. Those PC's take 16 damage and need to make a DC to make a DC 20 Fort Save vs Poison or take 1d4 ⇒ 2 Dex damage and a DC 20 Fort save vs. Distraction or be nauseated for 1 round.
Red Damage: 4d6 ⇒ (1, 3, 6, 6) = 16
White Damage: 4d6 ⇒ (5, 5, 6, 6) = 22
Black Damage: 4d6 ⇒ (4, 4, 5, 3) = 16
Green Damage: 4d6 ⇒ (2, 5, 3, 6) = 16
Initiative (Rounds 1-2)
Halkale/Frostfur [H: 17 Dmg; F: {Life link with Quiella}] <= Up
Valik {Life link with Quiella} <= Up
Melufiuos [17 damage after Life link, 2 Fort Saves needed] {Life link with Quiella} <= Up
Ophelia [16 damage, 2 Fort Saves needed] <= Up
4 Spider Swarms
Vailis/2 lizards [Vailis: 22 damage, 1 Reflex and 2 Fort saves needed for Vailis and his lizards.] <= Up
Quiella [19 Damage + 5 damage from Life Link; 2 Fort saves needed] <= Up
Everyone is up!

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Ref DC 13: 1d20 + 5 ⇒ (18) + 5 = 23
Fort vs poison DC 20: 1d20 + 5 ⇒ (9) + 5 = 14
Fort vs nauseated DC 20: 1d20 + 5 ⇒ (16) + 5 = 21
Vailis makes an effort to avoid the web strings, but he is to busy to answer as to avoid the hundreds of spiders that start crawling and bitting all over the half-elf's body while the strings in front burn in flame.
The summoner covers his head with his hands in an attempt to protect himself against the flames heat.
Vailis starts to feel really bad and clumpsy, but he manages to react and walk through the burnt area and out of the web trap.
"Melufious! Run to here! I will trap the spiders with a wall!" he yells out, then waits for the magus to attend and rejoin the group to trap the spiders at the chamber with the lizards.
If the magus rejects to do so, the summoner abandons him at his own chance and casts the spell nevertheless.
Vailis draws a piece of quarz and says some arcane words completing a wall of ice spell that summons a plane of cold ice in the entrance to the room and leaves most of the swarms with the lizards so the party only has to bother with one swarm.
Lizards fate
Ref DC 13: 1d20 ⇒ 16
Ref DC 13: 1d20 ⇒ 10
One of the lizards gets trapped into the string while the other avoids them. The last lizard dies under the combination of flames and bites.
The remaining lizards fight at their best, eating as much spiders as they can, but they are just too much for their vowels.

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fortitude vs. poison: 1d20 + 13 ⇒ (1) + 13 = 14
fortitude vs. distraction: 1d20 + 13 ⇒ (3) + 13 = 16
sigh. Someday it will matter that Quiella has really good save modifiers.
Quiella feels her joints stiffen and then begins vomiting. She stumbles away from the spiders.
can she still take swift actions? If so, she'll probably LoH
-Posted with Wayfinder

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H Fort Poison: 1d20 + 7 ⇒ (20) + 7 = 27
F Fort Poison: 1d20 + 9 ⇒ (2) + 9 = 11
H fort Distraction: 1d20 + 7 ⇒ (9) + 7 = 16
F Fort Distraction: 1d20 + 9 ⇒ (2) + 9 = 11
Halkale escapes the poison, but Frostfur doesn't, but it doesn't matter as both are distracted by the spiders, slapping or nipping at them.

GM Harker |

Quiella: You can only take a single Move action, no other actions. Here is the FAQ on it.
Halkale: Frostfur wasn't hit by the spiders, so she's neither poisoned nor distracted.
I'll post an update once Mel posts his actions, since Vailis is delaying the Wall of Ice until he acts.

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"don't have to tell me twice! "
Mel moves next to Vallis and then sprays Ophelia and Halkale with coffee
-Posted with Wayfinder

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Fire. Uses an arcane charge to recall burning hands then casts it
-Posted with Wayfinder

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Fort : 1d20 + 5 ⇒ (15) + 5 = 20
Fort : 1d20 + 5 ⇒ (4) + 5 = 9
Anything else? : 1d20 ⇒ 4
-Posted with Wayfinder

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Burning hands: 5d4 ⇒ (3, 2, 2, 4, 4) = 15
-Posted with Wayfinder

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Mel, did you know you can preview a post to see the results of the rolls before posting?
-Posted with Wayfinder

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you can with Wayfinder. :-)
-Posted with Wayfinder

GM Harker |

Although poisoned by the swarm, Vailis avoids any distracting nausea and warns Melufiuos to flee the room while he creates a wall.
Quiella finds herself both poisoned and nauseated by the spiders, so she retreats from the swarm.
Halkale fights off the poison, but is still nauseated by the tiny creatures crawling all over his body. Halkale can take a move action, and as I mentioned earlier, Frostfur is not affected due to her location.
Melufiuos is not poisoned either, but is distracted which ruins his plans to use Burning Hands again. He retreats north. You failed the nausea roll, Mel, so you can only make 1 single move action. You can't recall your spell either, I'm afraid. It only lasts for 1 round unless you get spiders on you again.
With Melufiuos out of danger of being stuck with three spider swarms, Vailis moves out of the room and creates a wall of ice of to keep those swarms away from the Pathfinders.
Valik and Ophelia. The latter needs to make two Fort saves.