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You have to pass them to get through the tunnel. You could however double move through them. It will take an area of effect spell or device like oil alchemist fire etc. to hurt these guys.
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
OFFENSE
Speed 20 ft., climb 20 ft.
Melee swarm (1d6 plus poison and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
STATISTICS
Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB —; CMD —
Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks
SPECIAL ABILITIES
Poison (Ex)
Swarm—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.
Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarms possess the distraction ability. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

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I will toss one of the two Alchemist's Fires into the mass of spiders. Not sure what roll is required, if any.
I will attempt it.
Alchemist Fire: 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Alchemist Fire damage: 1d6 ⇒ 3
Of note:
On the round following a direct hit, the target takes an additional 1d6 points of damage.

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Buchart Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Cela Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Fernleaf Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Swarm Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
The swarm reacts quickly and moves all over you, covering you with spiders. Only Buchart and Cela are covered (Fernleaf is in the back).
Buchart brushes the spiders off and runs down the tunnel. Triple move. he reaches a ladder at the end going 20' up.
Cela and Fernleaf move then throw the oil or run?
Spider bites: 1d6 ⇒ 4
Make Fort DC 11 Fortitude saves
Party is up!
Fernleaf
Cela -4
Spider Swarm
Buchart -4

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Cela and Fernleaf move forward and throw their oil and alchemist fires (Cela roll to hit 1d20+2 1d6 damage). Fernleaf's flask goes long, but still lands in the swarm exploding in liquid fire. Cela adds her flask to the inferno. They are 60' away from the ladder.
Party is up!
Spider Swarm -4
Buchart -4
Fernleaf
Cela -4

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You burn most of the critters away, but a few are left and move over Fernleaf and Cela.
bites: 1d6 ⇒ 4
Buchart double moves (up the ladder) then pushes the trapdoor up and the crate slides off.
Fernleaf -4 (Make fortitude save)
Cela -8 (make two fortitude saves)
Spider Swarm -8
Buchart -4 (make fortitude save)

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Fernleaf has no problem with spiders covering his entire body...except it gives him the heebee jeebees
Cela fails the first save and takes Strength Damage: 1d2 ⇒ 1
Fernleaf, your covered in spiders, run for the ladder or get another flask and take the damage? You see Buchart at the top of the ladder with the trap door open 60' away
Cela starts running for the ladder and reaches the bottom.

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Fernleaf runs (triple move 60'). The spiders double move but only go 40' down the passage. Everyone is able to scramble up and out closing the trap door behind them. You found no magic on the door and let the rest of the party in the Tavern from the back street.
As the Razmiri garbed members brush a few remaining spiders off you you sit down for a conversation with the Reginar "Reggie".
"Well Pathfinders, what have you discovered? What are these Razmiri lowlife up to?"

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Did you bring my gear? I think we should go right back in and hit that magiced door! If the amulet is there, great! If not, there's treasure! I think it is their safe!
Reginar opens up a bag of holding and passes out all your gear. Fahari is very happy to see Cela...Do lions wag their tails?
"Slow down Buchart, What's all this about a magic door and what did you discover about this cult?"

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This cult is not even a religion. It is a band of thieves and brigands specifically set up to steal from the populous, corrupt the government and gain wealth for the leaders. They have no theology, no sacred texts and no actual Clerics!!
They do have a nifty setup for pick pocketing in crowds...
\We will relate all of what we learned in our several days of enlightenment. I still think they have a pretty good thing going...

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As you gear up with your newly reacquainted items Reginar speaks to you.
"I heard most of these reports, as well. The incident with the crowd and baker are most disturbing. I think I agree with Buchart, it is time all of you enter the temple, find evidence; papers, accounting records or anything else you can that implicates the temple. While your at it look for your amulet. Be careful, use stealth where you can. They outnumber you greatly and an all out fight maybe more than you can handle. The black and grey, cloaks will obviously be your biggest challenges. It is early yet, but I will start working with local authorities I trust to prepare some action if we can deliver evidence. It is 3:50 now, do what you can before they are all aware. Hurry our time is short. Good luck!"

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Cela has been AFK and is at a job interview thingie. Sorry for delays.
The three veteran cultists should wear our own garb. Maybe put Buchard in the black one?
Give Anaba the gray?
Everybody else in white.
I think we all go in, infiltrate, kill whoever messes with us and run out as fast as we can.
Get Burning Hands ready for spiders.
I have another alchemical fire, too.

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The Gray won't fit Cela or Fernleaf and there are no medium sized priests or Heralds, so that won't work. Buchart is top dog in Black.
Most of the place is sleeping, except 3rd shift on the 2nd floor and towers overlooking the courtyard. What kind of distraction do you want? Reginar recommended getting as far as you can with stealth while possible.
You are all through the tunnel in the hall by the storage room, Where to?

Rolande Deerborne |

I am assuming that Sekkim has cast that spell for communication so we don't have to speak.
I think stealth is the way to go, lets take them from the top down. Where do the ones in charge sleep? We try and take them quietly and in the morning we can make sure things go on about business as normal until the elf lady comes back.