
Tristain the Chalker |

Tristain’s face and body slumps, but is mildly reenergized by Al’s offer of juice and cookie. I guess there are some rare pleasures in even the darkest of hells, like this place.
He takes in the dream sustenance along with Al’s words that express how he feels, but only less defeated. Somewhat fortified, Tristain stops slumping and tries again.
”Al, I think...I think one the dancers is up there with the spiders. If we weren’t headed there already, we should check on Tenebrynn, Al.” Tristain looks towards the ladder.

Kyffin Rhees |

"Yeah... Tristain's right again. It's getting to be a habit with you. You'd better watch that." he grins admonishingly at Tristain.
"Let's see what the others have found." he turns to look and is surprised he doesn't see the rest of the group by the curtains. "I hope they haven't gone too far up there." he mutters worriedly as he rushes to the wall.
He starts climbing the ladder. Once atop, he re-draws his dream-scimitar and looks for the others. (Darkvision 60' if it's still dark up there.)
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Albert Hazred |

Albert, agreeing almost too quickly, turns his attention to the ladder. "Good call, them vampires can wait." Following Kyffin, Albert will climb up as well.
take 20 if needed to climb safely

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Sorry for the delay, all.
The merchant reluctantly agrees, his disappointment obvious and you begin to make your way toward the ladder, Tristain and Kyffin grabbing Al as he was about to veer off again in another direction.
Meanwhile, as they make their way to the base of the ladder, above, Tenebrynn's lights don't seem to have any effect on the darkness. Thus neither she nor Heinrich see whatever suddenly seems to bite the scientist, drawing blood from his chest! 14 hp, plus need a DC 17 Fort save vs. poison or take 1 Dex damage
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (20) + 5 = 25
1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 2 ⇒ (5) + 2 = 7
1d2 ⇒ 1
H: poison?
Let's call that the start of initiative; Al and Tenebrynn are 60 feet up in darkness. The rest of the group is at the base of the ladder, unaware there's combat going on above.

Tristain the Chalker |

Round Zero
Tristain lollygags to the ladder, willing to let others go first. He's unaware of any combat. But also, combat might be better than staying at this hellish social event.
Battling evil monsters might be better. Probably.

Kyffin Rhees |

Round 1
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h)
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
I’m not sure what the move speed is up a ladder, but Kyffin double moves up the ladder, climbing into the darkness as previously planned. 30’ move so I figure at best, he’s half way up after the round.

Albert Hazred |

Al is following Kyffin up the ladder, and Heinrich is above with Tenny
Do we hear Heinrich say that something has bitten him?
Al takes a slow cautious pace on the climb, unless he is aware of the distress above, then he climbs quickly.

Tenebrynn |

Tenebrynn stamps her foot in vain frustration as Heinrich calls out but her gnomish magics do nothing to break the crippling darkness. "I can't see what bit you, Heinrich! I can't even see you!"
Unable to even see where there are rafters to walk upon and where there's nothing but a sudden drop, the little gnome sends a blast of air well above where she thinks her friend is.
Let's (try to) aim 10ft above Heinrich.
Miss chance (high good): 1d100 ⇒ 68
Air Blast: 1d20 + 10 ⇒ (20) + 10 = 30for: 3d6 + 10 ⇒ (2, 1, 4) + 10 = 17
crit?: 1d20 + 10 ⇒ (15) + 10 = 25for an additional: 3d6 + 10 ⇒ (4, 4, 3) + 10 = 21
Geez. What a waste!
Waking HP: 75/75
Dreamlands HP: 75/75
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/8
SLAs: dancing lights [X], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Elemental overflow:

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Round 1
Kyffin and Al begin moving up the ladder, with Tristain somewhat slower in following them. Yes, it's half speed to ascend the ladder, so 30 feet up.
In the darkness above, Heinrich pulls his dagger, though he can feel the poison still coursing through his veins, his muscles stiffening Need another DC 15 save or take 2 Dex damage.
Tenebrynn's blast doesn't seem to hit anything, but she realizes she's likely surrounded as she feels spidery legs brushing around her, and her friend. Suddenly the uncomfortable touches being jabbing pains, as they bite and claw Tenebrynn takes 13 total, plus needs to make a DC 15 Fort save vs. poison or take 2 Dex damage; Heinrich takes 11 hp. Both also hear a suggestion in a chittering voice telling them to "Jump!" as they feel fear grip them. Both must make four DC 13 Will saves vs. fear; also both must make a DC 14 Will save or jump off the edge
1d2 ⇒ 2
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
1d6 + 2 ⇒ (6) + 2 = 8
1d2 ⇒ 2
Claws: 1d20 + 5 ⇒ (5) + 5 = 10
Claws: 1d20 + 5 ⇒ (14) + 5 = 19
1d4 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
Claws: 1d20 + 5 ⇒ (12) + 5 = 17
1d4 + 2 ⇒ (4) + 2 = 6
Claws: 1d20 + 5 ⇒ (19) + 5 = 24
1d4 + 2 ⇒ (3) + 2 = 5
H: poison (1 save)?
T: poison

Kyffin Rhees |

Round 2
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h)
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Kyffin double moves up the ladder, which should put him ‘just’ at the top on the platform. He has darkvision - can he see? Or is it magically dark up here?

Tenebrynn |

Irony strikes! I had seriously considered jumping of my own accord but didn't want to abandon Heinrich to a gruesome fate!
Fort Save (DC 15): 1d20 + 11 ⇒ (10) + 11 = 21
Will Save (DC 13): 1d20 + 3 ⇒ (8) + 3 = 11 Shaken
Will Save (DC 13): 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7 Frightened
Will Save (DC 13): 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Will Save (DC 13): 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Will Save (DC 14): 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Tenebrynn gasps, but the talisman around her neck shatters and she shakes off the choking fear that nearly swallowed her. Standing firm beside Heinrich, she lashes out at their foes in the gaping dark.
Miss Chance (high good): 1d100 ⇒ 57
Air Blast: 1d20 + 11 ⇒ (10) + 11 = 21for: 3d6 + 11 ⇒ (5, 5, 5) + 11 = 26
Waking HP: 75/75
Dreamlands HP: 60/75
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/8
SLAs: dancing lights [X], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con
Frightened: -2 to all checks, flee from source of fear as directly as able
The damage we took when arriving in the dreamlands from the ritual, is that to our physical bodies or to our dreamlands bodies?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Round 2
Heinrich feels himself start to shake with fear, as he drinks an extract, only to have the creature bite him again 8 hp, plus need a DC 15 Fort save vs. poison or take 1 Dex damage.
Kyffin arrives at the top, barely making room as Al and Tristain wait on the ladder behind him, with no room for them to get off it in the darkness. Poison still stiffening her limbs need another save, Tenebrynn meanwhile lashes out, and she can hear a gasp as her blast hits something, but she also suffers another bites, the creatures taking advantage of her effort to throw wind at them 8 hp
As you all jockey for position, your attackers continue to press their advantage and two more of them bite Tenebrynn 13 hp, while one also manages to sink its fangs into Kyffin 7 hp, plus DC 15 Fort save vs. poison or take 2 Dex damage.
Will vs. fear: 1d20 + 3 ⇒ (11) + 3 = 14
Will vs. fear: 1d20 + 3 ⇒ (11) + 3 = 14
Will vs. fear: 1d20 + 3 ⇒ (18) + 3 = 21
Will vs. fear: 1d20 + 3 ⇒ (7) + 3 = 10
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 2 ⇒ (6) + 2 = 8
1d2 ⇒ 1
Bite: 1d20 + 5 ⇒ (4) + 5 = 9
1d6 + 2 ⇒ (4) + 2 = 6
1d2 ⇒ 1
Bite AoO: 1d20 + 5 ⇒ (18) + 5 = 23
1d6 + 2 ⇒ (6) + 2 = 8
Bite AoO: 1d20 + 5 ⇒ (5) + 5 = 10
Bite vs. T: 1d20 + 5 ⇒ (13) + 5 = 18
1d6 + 2 ⇒ (3) + 2 = 5
1d2 ⇒ 1
Bite vs. T: 1d20 + 5 ⇒ (16) + 5 = 21
1d6 + 2 ⇒ (6) + 2 = 8
1d2 ⇒ 1
Bite vs. H: 1d20 + 5 ⇒ (9) + 5 = 14
1d6 + 2 ⇒ (5) + 2 = 7
1d2 ⇒ 1
Bite vs. K: 1d20 + 5 ⇒ (15) + 5 = 20
1d6 + 2 ⇒ (5) + 2 = 7
1d2 ⇒ 2
Pink: 21
H: poison (0 saves)?
K: poison (0 saves)?
T: poison (1 save)?
Also the newcomers who are not immune to fear each need to give me four DC 13 Will saves vs. it, please.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

In the gloom of Tristain's spell, you see four hideous purple creature that walks upright like a man, but with the face of a spider, and sickle-shaped claws instead of hands. The bloated things each have an extra arm hanging from their chests.
They're like ettercaps, but clearly some nightmare version of them.
It's now dim lighting. Also, not sure if I'll post again this week, what with holiday travels. If not, happy holiday, everyone, and I'll be back Sunday or Monday!

Kyffin Rhees |

Round 3
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), -2 dex (damage)
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Fort: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 15 or 2 dex damage
Will: 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29 (old man smell) vs DC 13 (fear?)
Will: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 (old man smell) vs DC 13 (fear?)
Will: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30 (old man smell) vs DC 13 (fear?)
Will: 1d20 + 10 + 4 ⇒ (14) + 10 + 4 = 28 (old man smell) vs DC 13 (fear?)
If he’s not already running away, Kyffin takes out his Ioun Torch (move), heightened to be cast as a 5th level spell to overcome Deeper Darkness (7th level caster) and tosses it above his head (standard?). He also 5’ steps into the ‘room’ to make space for someone else to climb up off the ladder.
Unfortunately, that leaves him still standing weaponless as he looks about.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Round 3
Everyone pushes further down the plank as Kyffin lights the room fully, letting you see the forces arrayed against you -- and a web-wrapped young woman at the far end of the gangway.
Tenebrynn blasts the one she blasted earlier, killing it, but the remaining ones press their edge, slashing at Al as he emerges from the ladder and not letting up. Al takes 13 hp and must make a DC 15 Fort save vs. poison or take 2 Dex damage; Heinrich takes 8 hp, and DC 15 Fort save vs. poison or take 1 Dex damage; Kyffin takes 6, plus 2 Dex damage if he doesn't make his save.
Tenebrynn Fort: 1d20 + 11 ⇒ (18) + 11 = 29
Tenebrynn Acrobatics: 1d20 ⇒ 16
Air Blast: 1d20 + 11 ⇒ (9) + 11 = 20
3d6 + 11 ⇒ (1, 5, 2) + 11 = 19
Aqua AoO: 1d20 + 5 ⇒ (19) + 5 = 24
1d6 + 2 ⇒ (6) + 2 = 8
Green AoO: 1d20 + 5 ⇒ (19) + 5 = 24
1d6 + 2 ⇒ (3) + 2 = 5
1d2 ⇒ 2
Aqua: 1d20 + 5 ⇒ (16) + 5 = 21
Aqua claw: 1d20 + 5 ⇒ (16) + 5 = 21
Aqua claw: 1d20 + 5 ⇒ (9) + 5 = 14
Green: 1d20 + 5 ⇒ (1) + 5 = 6
1d2 ⇒ 2
Green claw: 1d20 + 5 ⇒ (17) + 5 = 22
Green claw: 1d20 + 5 ⇒ (19) + 5 = 24
1d4 + 2 ⇒ (4) + 2 = 6
Red: 1d20 + 5 ⇒ (3) + 5 = 8
1d2 ⇒ 1
Red claw: 1d20 + 5 ⇒ (15) + 5 = 20
1d4 + 2 ⇒ (2) + 2 = 4
Red claw: 1d20 + 5 ⇒ (13) + 5 = 18
1d4 + 2 ⇒ (2) + 2 = 4
H: poison (1 save)?
K: poison (1 save)?
A: poison (0 saves)
Party is up.

Kyffin Rhees |

Round 3
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Divine Favor (+3, 1/10r)
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Fort: 1d20 + 10 ⇒ (18) + 10 = 28 vs DC 15 or 2 dex damage
Seeing the foes arrayed against the party, Kyffin draws his scimitar (move), summons forth Divine Favor (+3 attacks/damage (luck), (swift)) with religious Fervor, and strikes at one of his foes. He strikes the red one.
Scimitar (magic): 1d20 + 8 + 3 ⇒ (19) + 8 + 3 = 30 (favor) damage: 1d8 + 11 + 3 ⇒ (3) + 11 + 3 = 17 (favor)
crit threat Scimitar (magic): 1d20 + 8 + 3 ⇒ (9) + 8 + 3 = 20 (favor) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
"Damn spiders!" Kyffin shouts as his strike presumably rings true.

Tristain the Chalker |

Round 3
Tristain moves up to where he can see, focusing his eyes on the red foe. "You know, this is a party. You should be dancing! Why don't you go over there and enjoy a few songs?!" Tristain points well out of the combat area and down the catwalk.
I'm sure this is a very reasonable suggestion. (DC 18 will)
HP: 37/37
AC: 12
Points: 5/5 left
Spells: Lvl 1: 8/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 4/6 left (Kno*0,SpirW*0,Sugg*2) dc 18
Spells: Lvl 3: 4/4 left (ForPun*0, MagVest*0) dc 19
Cure Used: 0/2 used
Rod of Reach: 1/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

Albert Hazred |

DC 15 Fort save vs. poison: 1d20 + 9 ⇒ (20) + 9 = 29
"You creepers leave that young lady alone!" Albert threatens the creatures as he slashes at the one attacking him and wipes some dirt over his wounds.
Rapier, power attack: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Dirt on It: 4d6 ⇒ (2, 2, 4, 1) = 9

Tenebrynn |

With a little light in the area now, Tenebrynn focuses on one of the nearer monstrous forms and draws the air around her in a rush before sending it forward in a roar.
Air Blast: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14for: 4d6 + 11 - 2 ⇒ (5, 4, 6, 4) + 11 - 2 = 28
Move action: gather power
Standard: shoot
Waking HP: 75/75
Dreamlands HP: 39/75
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/8
SLAs: dancing lights [X], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con
Shaken: -2 to all checks

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Round 4
Kyffin chops down one of the creatures in a single blow, perhaps prompting one of the others to be even more inclined to follow Tristain's suggestion, sending it scurrying down the wall to the floor below.
Al manages to find some dirt as he cuts into another one, but Tenebrynn's too careful, her blast just ripping out a section of webbing. Heinrich throws a bomb at it, but it's not enough to kill it and it manages to swipe a claw at Kyffin 6 hp before the half-orc manages to cut it down too. Let's call that the fight; that said, Al still needs one more Fort save or take 1d2 ⇒ 2 Dex damage.
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 7 ⇒ (15) + 7 = 22
3d6 + 3 ⇒ (5, 3, 2) + 3 = 13
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (20) + 5 = 25
1d4 + 2 ⇒ (4) + 2 = 6
1d20 + 5 ⇒ (12) + 5 = 17
Crit?: 1d20 + 5 ⇒ (7) + 5 = 12

Tristain the Chalker |

”Well, okay, that was spidery, but also better than being down there. Now...didn’t we see a girl come up here?” Tristain asks while casting Detect Magic and looking around for both loot and any survivors of the spidery things.
1d20 + 11 ⇒ (16) + 11 = 27 Perception

Kyffin Rhees |

Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Divine Favor (+3, 1/10r)
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
Kyffin moves about protecting Tristain during his search, and providing light. He keeps his scimitar out and ready as he also heals up a bit.
CLW Wand: 2d8 + 2 ⇒ (8, 7) + 2 = 17
"I bet there are a lot of spiders up here. Should we clear it out do you think? Or just do the job before us and return. This place is so strange." he shakes his bewildered head.
He looks to see as well if anyone has dex damage, "Is everyone all right? We've got a wand of lessor restoration if anyone took ill from the venom and needs to take the edge off."

Albert Hazred |
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DC 15 Fort save vs. poison: 1d20 + 9 ⇒ (17) + 9 = 26
"You're welcome, my dear." Albert beams his friendly old man smile. "Maudette, I presume? We were looking for you with a request from the count, it seems he made a terrible scheduling error and double booked himself this evening for the dance. We're seeking your gracious acknowledgement that he'll be unable to complete his arrangement with you, although after that spider venom maybe this is a blessing in disguise, hard to dance when your joints are stiff."
Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28

Tristain the Chalker |

Tristain moves up to help Albert seduce help the lady.
"Are you okay, ma'am? Let's get you downstairs. It's only slightly more ghastly down there than up here, but that depends if you spiders or socialites."
If there are no magics around and in the webbing, he will also go back to the dance floor.