
GM Wolf |

Fire leaps into existence in one of Freddy's hand. Then a moment later he does a throwing motion and the flame streaks towards the webs. You can now all see the web easily enough, though it is very slowly burning in one spot. Does your fire continue to burn, or is it just instanteous, as the spell or ability?

Manzcar |

instantaneous but assumed highly flamable materials would continue to burn as if a torch was set to it

Locke Vernariah |

Locke snickers, "At least he can throw balls of flame, I worship her, though gain my power from similiar domains. No I don't have the sun domain. Go ahead Freddy you can do it, burn up those webs, would you like me to come over there and help you focus?"
Locke will not move unless invited.

Locke Vernariah |

Locke gets a bit antsy noticing that no one wants to be the first one in, and nothing is coming out. "Anyone got Light as a spell? If so cast it and throw the Lighted rock in there, perhaps that will make something skitter. I don't have a torch on me handy, considering with so much magic I did not think I would need it."
Assuming Freddy or someone else does that Locke charges in after the Lighted rock.

GM Wolf |

The ruined fort rises out of the churned earth. No doors or windows mar the otherwise smooth expanse of the tower’s walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior floors to the open air. Only the topmost level seems whole, though its eastern portion hangs precariously over the mountain of rubble left by the collapse. At ground level, the rubble frames a gaping hole in the side of the building that provides access to the tower’s darkened interior.
The northern wing of the tower seems to have escaped the worst effects of the collapse, but rubble still litters the floor and everything is covered in a thick layer of stone dust. Thick cobwebs cloak the ceiling and hang down the walls like gossamer tapestries. A single archway stands open in the southwest wall.

GM Wolf |

1d20 + 3 ⇒ (15) + 3 = 18 Hemming’s Initiative Check
1d20 + 3 ⇒ (1) + 3 = 4 Lecloront’s Initiative Check
1d20 + 2 ⇒ (12) + 2 = 14 Vuvu’s Initiative Check
1d20 + 3 ⇒ (20) + 3 = 23 Xoruk’s Initiative Check
1d20 + 4 ⇒ (8) + 4 = 12 Freddy's Initiative Check
1d20 + 1 ⇒ (2) + 1 = 3 Ardamir’s Initiative Check
1d20 + 3 ⇒ (5) + 3 = 8 Ruby’s Initiative Check
1d20 + 1 ⇒ (15) + 1 = 16 Locke’s Initiative Check
1d20 + 3 ⇒ (15) + 3 = 18 Swarm Initiative Check
1d20 + 3 ⇒ (2) + 3 = 5 Spider Initiative Check
23 Xoruk’s
18 Hemming’s
18 Swarm
16 Locke’s
14 Vuvu
12 Freddy
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir

GM Wolf |

swarm 3/13 hp - - - - - - (1d6 plus poison and distraction)
Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save.
distraction (DC 11) otherwise nauseated for 1 round
AC 17, touch 17, flat-footed 14, immune to weapon damage
Fort +3, Ref +3, Will +0
swarm 12/12 hp - - - - - - (1d6 plus poison and distraction)
spider 25/25 hp - - - - - - bite +2 (1d6 plus poison) or web (+5 ranged, DC 12, hp 2)
AC 14, touch 13, flat-footed 11
Fort +4, Ref +4, Will +1
Speed 30 ft., climb 30 ft.
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
____________________
Locke -7 hp
remember Fort saves!

![]() |

Round 1
"Watch out! yells Lecloront as he lets the arrow fly,
Point Blank Shot on the swarm with 12hp: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Knowledge Nature: 1d20 + 6 ⇒ (8) + 6 = 14

GM Wolf |

Stop looking at my notes!!! :P
Thank you Lecloront for titling your post!

![]() |

Sorry lol won't happen next time, so did I miss my shot?
Still Round 1
"The spider above is the one pulling the strings! The ones who can hit it go for it while some can try containing the swarms!" as Lecloront evades the incoming swarm.

Hemmings Halfshanks |

Round 1
Hearing the commotion and shout from the Elven Ranger, Hemmings peers up at the ceiling, moves to a good vantage point, and takes aim at the arachnid above.
Shoot: 1d20 + 4 ⇒ (4) + 4 = 8
dmg: 1d4 ⇒ 1
Unfortunately, his shot goes wide of the mark. Cursing silently, he reaches for another arrow.
Move Action to get in whatever position gives best LOS for the shot, then SA to shoot and miss.

Ardamir |

Round 1
Ardamir steps in, hoping to take a chunk out of the swarm with is Greatsword.
Power Attack
Attack: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Damage: 2d6 + 6 + 3 ⇒ (6, 5) + 6 + 3 = 20
Dang, wasted all my good hits last time...

Ardamir |


Ardamir |

Round 2
Ardamir backs away slowly.

![]() |

Round 2
Lecloront moves away from the swarm, focusing his eyes on the huge creature above.
Point Blank Shot: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Confirming Crit: 1d20 + 6 ⇒ (6) + 6 = 12 Do I include the Point Blank Bonus?
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Aaaaand what a waste lol

![]() |

Still Round 2
Well if I would include the Point Blank Shot bonus, that would make my confirmation 13, is that enough to hit the creature? If yes, then my damage would be 6 since the crit multiplier is 3. I really should be working towards making this composite lol.

GM Wolf |

Ahhhh! The horrors of that class and incompetent people I was not able to make any of my posts. Here we go now!
In the flurry of your attacks with bombs and fire, the first swarm dissapates and you have lots of spiders scurrying. The spider shoots another stream of webbing at Locke, locking him into place.
Round 2
18 Hemming’s <+++
18 Swarm
16 Locke’s
14 Vuvu
12 Freddy <+++
8 Ruby’s
5 Spider
4 Lecloront <+++ just waiting for others.
3 Ardamir <+++ just waiting for others.
The swarm continues to follow Locke, -4 more damage , total of -11.
Locke attempts to free himself once more, he breaks free on the first try, and moves out of the firing zone.
I am assuming that the black smudge is where the bomb landed, in that case it would have hit the wall, still damaging the swarm, but also hitting Ardamir. Ardamir you need to do a Reflex save from Vuvu's blast.
The spider shoots its webbing at Ardamir 1d20 + 5 ⇒ (5) + 5 = 10 web attack vs. your touch. It misses, the webs are stretched out so they cannot tangle anyone one up too much to impede them. The spider then moves to the side so you can't see it.

Hemmings Halfshanks |

Round 2
Since my Initiatve count is before spiders, assuming i can still shoot him before he ducks behind the doorway. Also, I don't think it's engaged in melee yet, so no penalty?
Hemmings takes one more shot at the skittering spider before it disappears around the corner.
Shoot: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 ⇒ 4
He hears the satisfying squish of the arrow penetrating the exoskeleton of the spider, and grins. He readies another arrow in case the monster makes another appearance.

Locke Vernariah |

"Move back so the swarm does not hit you, and so Freddy and Vuvu can take care of them. Once done we should all charge in as a group. The first one in may get tangled up." Locke says, trying to coordinate the group.

Ardamir |

Round 3
Ardamir continues to step back, not wanting to get in the way of those flinging fire towards the spiders.
Yes, it is hard to find the map. I think it's under the 16 page.

GM Wolf |

Vuvu, destroys the other swarm, many are dead, and the rest are scattering.
But we need to see what it does and others do before Vuvu's actions.
Sorry guys I will post it up, I would suggest that you create a google account so you can track all google documents that you have access too. Even the ones that others make.
https://docs.google.com/drawings/d/1cApyYpITUnXbpgFwOaWpXVxQ7Uuv91R4ghKAeey Coug/edit?pli=1

Ardamir |

For better or worse I moved Ardamir in round three to where I wanted him to be...

Hemmings Halfshanks |

Round 3
Hemmings listens to the advice of Locke, and puts up his shortbow and draws his rapier in anticipation of the charge after the spider.
After Vuvu disperses the swarm with a bomb throw, Hemmings gathers up his courage and lunges through the door, rapier in hand.
"The rest of ya better be followin' me."he says over his shoulder as he passes through the arched doorway.
Move action to shoulder bow, free action to draw rapier, Move action to enter the room. Moved my token where I'd like to move, we'll see if i get there or not. Assuming we're still treating rubble squares as difficult terrain?