
GM Wolf |

Round 3
The swarm moves out after Locke, it also begins to cover Vuvu and Ardamir. The swarm does 1d6 ⇒ 1 to each of you.
The three of you need to do 2 fort saves; distraction and poison.
Locke 1d20 + 6 ⇒ (12) + 6 = 18
Locke 1d20 + 6 ⇒ (3) + 6 = 9 poison, fail: 1 str damage
Vuvu 1d20 + 4 ⇒ (16) + 4 = 20
Vuvu 1d20 + 4 ⇒ (16) + 4 = 20 poison,
Ardamir 1d20 + 7 ⇒ (6) + 7 = 13
Ardamir 1d20 + 7 ⇒ (15) + 7 = 22 poison,
Locke 1d20 + 6 ⇒ (11) + 6 = 17 poison

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.
____________________
remember Fort saves!
Round 3
18 Hemming’s ?
18 Swarm* (now 'dead')
16 Locke*
14 Vuvu*
12 Freddy <+++
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir
*means you are done for this round

Locke Vernariah |

No one is distracted by the amount of spiders crawling over you and biting you. Locke channels to heal himself and those around him, with his selective channel the swarm does not get healed. 2d6 ⇒ (3, 4) = 7

Locke Vernariah |

Locke 1d20 + 2 ⇒ (12) + 2 = 14 Reflex save vs. bomb Better than the swarm keep living!. "Thank you Vuvu, now I am pest free!" Locke says to Vuvu, you can tell he is being completely honest and he has a big grin.

Hemmings Halfshanks |

Yes, my action was held until Vuvu's bomb went off. Not clear if I'm to save on Vuvu's bomb, since the swarm wasn't on me, but will do so if directed.
Think that means my Round 3 action is now complete also.

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Yup, Hemmings has charged in, now that the swarm is displaced.
Locke, Ardamir and Vuvu had to make the saves.
No worries just get them in. :)
The man sized spider is still alive, just in the room. You may not be able to shoot it from where you are, do you take a move action to the South, attempting to see it? Perception check. Then if you do you can shoot it, or take another action.

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Freddy you will not be able to do that readied action. Move action to pull weapon, readied action either move or attack.
Lecloront, actually you first need to do a perception check, 1d20 + 9 ⇒ (13) + 9 = 22. You have still not seen this large spider that they keep talking about. Go ahead and tell me what you do for round 3 again.

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Everyone can see webbings get shot at Hemmings... they are wide and hit the ground off to his right. It seems like the spider is farther ahead and above Hemmings from the direction of the webs.

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Round 4
16 Locke*
14 Vuvu*
13 Hemming’s <+++
12 Freddy <+++
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir
*means you are done for this round

Locke Vernariah |

Round 4
Locke, moves in with Hemmings, he pulls out his scimitar and attempt to jump up at the spider to hit it. 1d20 + 6 ⇒ (17) + 6 = 23, DC 22 high jump with at least 10 foot running start.
1d20 + 4 ⇒ (4) + 4 = 8 attack with scimitar, 1d6 + 1 ⇒ (4) + 1 = 5 scimitar damage. Even after all of that Locke misses his attack on the spider.

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Round 4
Sorry I can't access the map, but I will move to the south and hope I can attempt to shoot it, so I guess my action for round 3 would be invalid since I can't shoot it?
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Ranged Attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Assuming that's 30ft within point blank shot distance, if not ignore the +1
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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I will move inside in the room, can't access the map still I'm at work. Would I be able to move in there and shoot? I remember a difficult terrain to get there, I'll go as far as my 20 ft speed can take me then attempt a shot, if not I will just ready an attack in case it falls down or it decides to come down.

GM Wolf |

It is fine if you can't access the map, then you ask questions and I try to be as helpful as possible. I am going to take your rolls from Round 4 and use them for round 4. :)
Luckily Lecloronts path is free of rubble, he moves on up into the room, he sees the massive spider dripping venom from its fangs. He shoots an arrow into its abdomen. The arrow does significant damage as the spider writhes in pain, but does not fall.

GM Wolf |

swarm 0/13 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 0/12 hp - - - - - - (1d6 plus poison and distraction)
spider 19/25 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.
____________________
remember Fort saves!
Round 4
16 Locke*
14 Vuvu*
13 Hemming’s <+++
12 Freddy <+++
8 Ruby’s
5 Spider <+++
4 Lecloront*
3 Ardamir <+++
*means you are done for this round

Ardamir |

You still need fort saves? I'm a little confused with what was said. I'll roll more and you can disregard them if they weren't needed.
Fort: 1d20 + 7 ⇒ (16) + 7 = 23
Fort: 1d20 + 7 ⇒ (20) + 7 = 27
Round 4
Ardamir, feeling the sting of the wound that was inflicted on him, wants to get in closer and see what's happening inside. He moves in, trying to not get attacked, but won't attack until he can see the goings on.
He's not necessarily trying to hide behind Hemmings, but that was the best course not to give up an AoO! Plus, you can't exactly hide behind Hemmings...

Hemmings Halfshanks |

Since the spider remains high up in the wall and out of Hemmings reach with his rapier, he will take a defensive posture and continuine acting as Ardamir's meat shield. If the Spider gets within reach will make a melee attack.
Full round Total Defense. Ready Action to attack if the spider comes my way.

GM Wolf |

Actually I need a reflex save from you. I will roll it here. 1d20 + 3 ⇒ (5) + 3 = 8. Thus you take 5 fire damage from Vuvu's bomb, though most spiders on or in you are dead.
You can all see that the man sized spider is on the ceiling. The ceiling is 15 feet away from the ground. Without jumping you are not going to be able to strike it with a melee weapon.

Locke Vernariah |

Round 5
16 Locke*
14 Vuvu <+++
13 Hemming’s <+++
12 Freddy <+++
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir
Locke struggles with the webs, trying to break free. He breaks free on his first attempt. "Hit it with range, if it comes down Ardamir, Hemmings, and I will kill it with melee."

Freddy Goldsmith |

i have but one fire bolt left but I may have one more trick up my sleve
Freddy moves directly under the spider holds his hands up to the spider.
Sarenrae sear the evil creature that stands in our way.
caat burning hands domain spell up at spider will catch spider and all webbing spider is holding onto. All flamable material catches fire
range touch: 1d6 ⇒ 5

Hemmings Halfshanks |

since Vuvu so kindly pointed out I can't ready an action while in defense, I will ready an attack for Round 5 in case the spider comes within move and melee distance. If he does not, I'll stand pat.

GM Wolf |

Freddy's attack is a cone and it catches the spider and all the webs around it. 2d4 ⇒ (4, 3) = 7 fire damage. The spider is successful at jumping away from taking all the damage, but the only place to go is down.
Hemmings readied action, commence.
The spider will then attack Hemmings 1d20 + 2 ⇒ (11) + 2 = 13. It bites onto Hemmings though does not bite through the armor.
swarm 0/13 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 0/12 hp - - - - - - (1d6 plus poison and distraction)
spider 19/25 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.

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Since it's within range now, Lecloront will shoot at the spider assuming I'm not directly beside the spider, otherwise I'll move into a safe distance but within point blank range.
Round 5
Point Blank Shot: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Ardamir |

Round 5
Ardamir see's his opening with the spider and steps up to the ugly arachnid, bringing with him the full weight of his Greatsword!
Power Attack
Attack: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Damage: 2d6 + 6 + 3 ⇒ (2, 6) + 6 + 3 = 17

Hemmings Halfshanks |

Now that the spider has come within reach, Hemmings takes a poke at him with his rapier.
Rapier: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 ⇒ 1
Not terribly skilled in melee and also trying to avoid the arachnid's poison bite, Hemmmings flails but misses. Thankfully, he knows Ardamir is nearby to clean up his mistake.

Freddy Goldsmith |

would the spider suffer falling damage a fall from 15 I thought would cause it problems
Round 6
Standardaction attack
Freddy move in to hit it with his scimitar.
attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
crit confirm: 1d20 + 3 ⇒ (10) + 3 = 13
Crit Damage +2 fire damage on crit: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Ardamir |

"I believe I was poisoned, though I'm not sure that it has run its course. I could use only some light healing."

Locke Vernariah |

Ardamir, you may have been poisoned, though you don't feel any weaker for it.
Locke gets close to Freddy when he does his channel, "Just making sure I get healed." Locke smiles at Freddy. "No I am fully healed now, thank you Freddy," Locke pats Freddy on the shoulder for encouragement and thanks.
Locke picks up the stone with light on it. "Freddy would you mind making a few more of these." Locke indicates the lighted stone. Locke then takes the one light source and throws it into the other room, though he will wait for Freddy to make a few more.

Hemmings Halfshanks |

While the rest are taking care of their boo-boos and getting light sources started, Hemmings takes a few moments to look around the room. Particulary, he is looking for any new threats (there may be another spider lurking), since he always has an eye out for loot, he scans the room for any likely sources as well -- say a cocooned body, or coins lying amid bones on the floor. Of course, if he sees another threat, he'll cry out to the group.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Of course in the unstable light, he may not see much...especially if the clerics keep holding those glowing stones in his eyes.
Guess that's 1000 posts, congratulations! Seems like only yesterday we were in the house of ill repute looking at cute girls (and one half orc), now its spiders and dogs with tentacles. Hard to keep PbP running that long sometimes...Here's too 1000 more!