
Brand Hornblower |

Brand looks up at Tal as he sets about disassembling the plate armor upon the skeleton."Aye, tis true. Weapons an' armor bein' pricey... As such, think we could take a gander at what the fallen one 'as on 'er?"
Brand will check over the rest of the skeleton for any thing hidden of value.
perception: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
appraise: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Anzath |

Anzath checks Yaza’s corpse for possessions, then sits back and relaxes a bit with her flask of dwarven whiskey, offering it to any of her comrades who show interest.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Considering this is the second set of full plate mail they will be lugging around, Anzath asks, “Surely you have place of safe keeping, yez?”

Tragershen |

"We have an encampment nearby, lightly guarded. We could drop off what we've found so far. But I think we should make some more progress before we turn back."
Tragershen accepts a sip of the dwarven whiskey.
"Those fallen that came with you. On the way out, we could recover their remains to take back to Riddleport with us. I don't think we are too far off from having enough to make the trip worthwhile for all of us."

GM Parrot |

Anzath's thorough search of Yaza turns up a +1 mace and a suit of neglected chainmail that is not worth keeping. The skeleton has a mwk longsword and a suit of full plate, blackened with age but of very high quality.
The mace and sword are both of ancient make, much like Critfisher. Newer harshly-cut inscriptions on the mace praise Orcus, overlaying older designs depicting a city of towers.
There's nothing else magic in the room, but there are a lot of weird telescopes. What are they doing here, underground?

Brand Hornblower |
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Brand smiles at the armor as he wraps up the pieces in a large cloth sack. "Oi, dis armor is mighty fine. Needs a bit o' oil an' a scrub, but a roight fine piece o' craftsmanship. P'rhaps a collector would pay a 'efty sum fer it?! De sword as well, would make a noice set. Yes indeed. Dough, if'n any ye be wantin' it fer a blade, twould be good fer dat as well."
Brand hefts the sack, which looks massive in his hands, on to his back with an audible grunt. "I'm all fer pushin' on, but maybe we should lighten our burden first. We 'ave a lot dat can be sold... An' as Tal said, new weapons an' armor cost a pretty coin!"

Anzath |

Anzath offers the mace to Brand, a fair trade for the magic scimitar, she thinks, "It haz name of Orcuz, but still good weapon. I feel dere vill be plenty of skullz for you to smash down here."
She shrugs at Tragershen's suggestion, "I felt dey vould maybe help find Yaza if big stone head brought dem back to life. But, den ve found Yaza. Yaza iz dead. I see no reason to find deir bodiez now. If church maybe vantz to pay extra..." Again she simply shrugs.

Bedlam Bottomland |

Bedlam helps with searching, packing, and studying. The dwarf carries more than his fair share of weight.
Upon noticing the telescopes, the Alchemist looks up.

Aurora Fallowarc |

Being that she is a (somewhat) strong cleric sort, Aurora is willing to help carry some of the armor and weaponry to keep the weight distributed between the group. "I am getting a bit light on my own healing available, but I am good to continue if we do not anticipate encountering anything too fierce. Resources exist to be used, no?" She shrugs one shoulder.
"I am still willing to find Anzath's allies and give them their rites, if we wish to find them. It would be nice for their families and church if we could at least return tokens of theirs if not their bodies."

Tragershen |
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"We may recover your allies when we exit. I am loathe to leave the remains of goodly folk in this place. We have seen what this place can do to them when we found that ring..."
"But for now, let's press on just a bit further down this hall."

Talathel Rhuiren |

"If nothing else, the remains may have usable equipment. And it removes a risk of undead at our rear. I agree about pressing on for a little longer."

GM Parrot |

@Bedlam: The alchemist looks... up? Actually, all the telescopes appear to be pointing downward.
The telescopes must be pointed at mirrors that are in turn pointed at mirrors into far-away depths. Darkvision and normal vision can't make much of the view--they appear to be designed for elven eyes.
Assuming you'll call over Tragershen, Trag sees strange scenes through the telescope-periscopes: hospital wards, altars, a library--each swarming with zombies. The largest focuses on a fountain that appears to be pumping a dark liquid instead of water... or is that just a trick of the light?
@Everyone: As you journey down the hall, you find a door.
The eyes
Anzath plus auto-assist from Brand (minus two above ground): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
The aids
Brand (auto assist, plus one for traps)
Aurora: 1d20 + 3 ⇒ (4) + 3 = 7
Bedlam (plus two auto-assist for stone): 1d20 + 8 ⇒ (19) + 8 = 27
Talathel: 1d20 + 6 ⇒ (17) + 6 = 23
Tragershen: 1d20 + 0 ⇒ (16) + 0 = 16
You pop open the not-trapped door. You may continue through the empty room, which has another door in it--or you may keep going down the hall.

Anzath |

Anzath remembers her contractors speaking of a hospital or something-or-other. She mentions the hospital has something to do with Serenrae and notes that defeating Yaza didn't seem to fix the problem.
Opening one door, Anzath nods Brand towards the next.

GM Parrot |

The eyes
Anzath plus auto-assist from Brand (minus two above ground): 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
The aids
Brand (auto assist, plus one for traps)
Aurora: 1d20 + 3 ⇒ (14) + 3 = 17
Bedlam (plus two auto-assist for stone): 1d20 + 8 ⇒ (9) + 8 = 17
Talathel: 1d20 + 6 ⇒ (9) + 6 = 15
Tragershen: 1d20 + 0 ⇒ (2) + 0 = 2
Again, you're pretty sure the door is safe.
As you swing it open, you see a room thick with spider webs, and you hear the sound of dripping water. Slam it shut and go another way, or forge ahead into what we all know is happening--the classic SPIDER ROOM ENCOUNTER!

Anzath |

What room are we in now?
Anzath lights a torch and throws it amidst the webs.

GM Parrot |

26/27, which are one big room in our game to cut down on empties
Init Anzath underground: 1d20 + 6 ⇒ (14) + 6 = 20
Init Aurora: 1d20 + 1 ⇒ (20) + 1 = 21
Init Bedlam: 1d20 + 6 ⇒ (3) + 6 = 9
Init Brand: 1d20 + 4 ⇒ (6) + 4 = 10
Init Talathel: 1d20 + 6 ⇒ (19) + 6 = 25
Init Tragershen: 1d20 + 9 ⇒ (2) + 9 = 11
Init Spider: 1d20 + 3 ⇒ (17) + 3 = 20
Init Spider: 1d20 + 3 ⇒ (4) + 3 = 7

Anzath |

If you wanna use my post as my turn, that's fine. I'm trying to clear some of the webbing with fire.

Aurora Fallowarc |

"Was that really necessary?" Aurora inquires, bitterly, as she stares into the web-entangled room. Somebody does not like giant spiders. She utters a prayer to bless herself and the rest of the group, drops her quarterstaff to the ground, and reaches for her light crossbow.
One thing becomes very clear about Aurora, now: she really does not like giant spiders, considering that not even a kobold army necessated use of the crossbow. Or perhaps it is all the webbing strung through the room.
Standard — Guidance (on self). Swift — Divine Vessel. Free — Drop item in hand. Move — Draw Light Crossbow.
Divine Vessel — This boon grants allies within 15ft. a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.

Talathel Rhuiren |

Talathel draws his longbow and launches an arrow at the nearest spider.
Longbow: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 ⇒ 8

Tragershen |

Tragershen steps up, angling to catch the spider that attacked Bedlam with his spell. With a couple of words, he splays his fingers wide with the tips of his thumbs touching. A gout of flame bursts forth, encompassing the spider and a section of the webbing.
Move to position for casting, then cast Burning Hands. DC 15 reflex save for half. Also hoping that might be enough to get the wet strands burning.
Damage 4d4 ⇒ (1, 3, 1, 4) = 9

Bedlam Bottomland |

Bedlam ignores the little cute eight-legs. The Alchemist takes out a vial and he applies it ti the webbing.
PFS Legal Alchemical solvent
Source Ultimate Equipment pg. 103 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 20 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.
Construction
Craft (Alchemy) DC 20

Brand Hornblower |

Not sure if Bedlam is standing directly in the doorway or if he was able to move into the room at all, and if so, can someone get up beside him to attack the spider in melee. as such, if this action can't work, let me know
Brand slides through the doorway and, trusting in his luck, thrusts his blade up at the spider that is currently combing Bedlam's beard.
Short Sword+adpt lck: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
dmg: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
[ooc]crit threat[/dice]
confirmation: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
crit dmg: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Anzath |

Anzath is confused by Bedlam's emotional display, "Vere you friends vid spider?" She asks, half mockingly, while waiting for the solvent to clear some of the webs.
When the path has cleared a bit, she'll take a step into the room and look for signs of any more spiders. Clearly just two couldn't be responsible for all this webbing.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22

Brand Hornblower |

After cleaning his blade of the spider's ichor, Brand strolls across the chamber and checks the door on the other side. "Shall we be on, den?"
Perception+arch luck: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

Tragershen |

Tragershen gives the room a scan with detect magic to make sure nothing potent is missed. Otherwise, he trusts the more observant that nothing of threat or value remains.
We'll gather around the door on the far side, go through our now familiar routine and open it, barring any worrisome discoveries.

Anzath |

"Hmph. Seemz like perfekt place for trap."
Anzath lets Brand go first.
why WOULD there be windows???

Brand Hornblower |

Brand smirks, "True, but den empty rooms wit traps of'en be 'idin' shiny treasures as well! So, 'ow about a looksie?"
Brand cautiously makes his way into the room, scanning the floor, walls, and ceiling step by step as he goes.
Perception+arch luck: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33

GM Parrot |

Brand finds three loose panels in the floor. With his first roll...
Trap Sense Perception: 1d20 + 10 ⇒ (7) + 10 = 17
He finds a bag of treasure in each panel. His Trap Sense tingles as he hauls out the third bag, but it's just a bag, right?
Fort Save: 1d20 + 2 ⇒ (16) + 2 = 18
...aaaaand even without burning any halfling luck or reminding me of other applicable modifiers, Brand manages to fight off the poison that coats the third bag. He drops it quickly, and it is lying in its hole. Futz with it if you'd like.
Each of the first two bags contains 200 GP.
The room appears to be a dead end, and once you decide to turn around, you'll emerge in the hall outside of Room 25 on the map. At that point you may continue or backtrack.

Tragershen |

Tragershen casts a cantrip on the bag after Brand drops it. "That's coated in poison," he observes.
He moves back to the spider room, picking up several of the husks of stirges from the floor there. Using the proboscises of them to try and force the bag open without actually touching it.

Talathel Rhuiren |

Talathel is most puzzled by Bedlam's display of dwarven despair, but presses on.

Tragershen |

When the statue is revealed, Tragershen will cast detect magic and detect poison on it. If neither cantrip registers positive, he'll let the others know it is safe to handle, but the bag is best left where it is.