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Disssgusting. I wonder how many of these thisss wretched wizard hasss already completed? Thistle says aloud, pointing at the experiments.
Perhapsss we can find out through this door. He says again, looking at Bruce and pointing at the door to the south.

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"Yup we are dealing with a necromancer. A wierdo at that." Asuna says holding her nose against the stench.
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Fellgrim takes in the sight ... and struggles to understand what it all means.
It's not so different then when I experiment with my own devices I suppose. Still, there is something deeply disturbing about this ... perhaps I just don't understand the motivation ... yes ... that must be it ... this all seems so cruel and pointless. No honest experimentation at all. This necro must be just a hack.
Dismissing the macabre scene before him, Fellgrim examines the rest of the room with care ... not touching anything, but definitely curious about the tools and accessories along with how they might function ...

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Bruce searches the room and checks the door to the south for traps. What kind of monster would do this to another person. I will feel better after we turn this individual to the hell knights.
perception: 1d20 + 6 ⇒ (20) + 6 = 26 +1 for traps
Edit: He will also examine the spider to see if he knows anything about it, just in case there are more down here.
Know Nature: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (2) = 21

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Caranthir examines the table with evident disgust.
"I will be glad to introduce this necromancer to my bow," the elf says as he examines both the crystals and the table.
perception: 1d20 + 6 ⇒ (19) + 6 = 25
knowledge religion: 1d20 + 7 ⇒ (10) + 7 = 17
knowledge arcana: 1d20 + 7 ⇒ (15) + 7 = 22
knowledge nature: 1d20 + 7 ⇒ (5) + 7 = 12
knowledge dungeoneering: 1d20 + 7 ⇒ (13) + 7 = 20

DM Kludde |

Bruce notices a pressure mechanism in the middle of the room, and a panel in the ceiling. This looks like an intricate device of some kind.
The spider twitches briefly as Bruce investigates the dead creature.
It's a dead moon spider, a type of magical underground poisonous spider with especially strong webbing.
There's two potions on top of the workbench, among the clutter, and a scroll tube with a scroll of fireball, fly, and a third parchment which contains another of those strange sigils, just like the one the party found in Skizzert's bedroom. The marking is strange, but the common symbol '4' has been scribbled on it as well.
The crystal is the huge spire that runs from the top of Grulk's tower, down along the staircase into this level - and maybe further down as well?

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Know engineering: 1d20 + 7 + 1d6 ⇒ (8) + 7 + (4) = 19
Bruce points out the presure plate so no one steps on it. He then tries to figure out what it does.
Does it harness the crystals energy like in the Dark Crystal?
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DM Kludde |

The pressure plate is an ordinary trap mechanism. It triggers something behind that panel in the ceiling. What exactly, is not clear to Bruce.

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"Nice work on the scrolls Bruce. I can make some fireworks with these." Asuna says as she takes the scroll tube.

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Fellgrim moves to the table, taking care to avoid the pressure plate, and picks up the potions and tries to identify them.
Craft Alchemy: 1d20 + 6 ⇒ (1) + 6 = 7 Potion 1
Craft Alchemy: 1d20 + 6 ⇒ (17) + 6 = 23 Potion 2
Perception: 1d20 + 7 ⇒ (11) + 7 = 18 Retry Potion 1

DM Kludde |

The potions are identical, and both potions of cure moderate wounds

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"I see nothing else of interest here. Let's go."

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Caranthir nods as he completes a search of the area.
perception: 1d20 + 6 ⇒ (1) + 6 = 7
"Yes, let's try that southern door," the elf suggests.

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Bruce takes a moment to disable the pressure plate.
Taking 10 for 19 disable device.
He then double checks the door.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 +1 for traps
If it looks good he opens the door.

DM Kludde |

The southern door opens to a broad hallway, illuminated by that same fungal glow. Apart from the glowing infestation, the hallway is empty.

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Thistle bobs his head, trying to make eye contact with his party members as he runs through in his head what they might be saying.
I've got to learn sign language. Then find someone who can translate. I wonder if my scaly hands can even do the movements?
Seeing them move out and point as they move forward slowly, he turns, prepared to defend Bruce should his efforts as point man turn a nasty surprise.

DM Kludde |

Caranthir moves into the hallway, but no threat emerges. Only a eery quiescence fills the corridor.

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Fellgrim moves up behind Bruce.
"East seems like a good choice."

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Bruce examines the fungus to see if it may cause any problems.
Knowledge: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (1) = 23
If it looks good he will put his finger to his lips to signal for quiet and head east.
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (17) + 6 = 23 +1 for traps
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DM Kludde |

Bruce examines the fungus, which seems harmless glowing matter, but then notices something odd about the floor, just east of where Caranthir is standing: there seems to be some kind of trap-door hidden in the floor.
Indicated by the dashed box
The floor looks to be rigged to fall away whenever someone steps on it.

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Bruce stops and urges everyone back before attempting to disarm the trap.
Take 10 Disable device: 10 + 9 = 19
-Posted with Wayfinder

DM Kludde |

Bruce casually tries to disarm the trap door, but just doesn't manage.

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Fellgrim tries to quietly join Bruce to see if he can help ...
Stealth: 1d20 + 3 ⇒ (1) + 3 = 4 ... and apparently makes quite a racket
"I have some skill with devices too; maybe I can help?"
Aid Disable Device > 10: 1d20 + 5 ⇒ (6) + 5 = 11
+2 on next check ... I think; did I do that right?

DM Kludde |

Perfect, that's exactly how it works.

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Caranthir appears relieved he did not fall into the pit. He watches with interest while the others disarm the trap.

DM Kludde |

With the aid of Fellgrim, Bruce manages to lock the trapdoor in place, making it somewhat safe to cross. The way to the eastern door is free.
The eastern door leads to a square room. The walls and ceiling of the room are hidden behind a thick, gray-white forest of spider webs that blocks all vision beyond ten feet. Webs are everywhere, creating a maze of vertical sheets. Gray, furry dust clings to the sticky, white webs. The desiccated, shriveled corpse of a long-dead man hangs spread-eagle across one of these layers of webbing, and rusty swords, daggers, and axes hang securely from others.

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Bruce peeks into the room, pulls an alchemist fire from his bandolier and tosses it onto the floor near the webbing.
Ranged touch: 1d20 + 3 ⇒ (14) + 3 = 17

DM Kludde |

Bruce burns a big hole in the lower part of the webbing, and reveals a spider higher up. Hissing, it moves on the attack.
Init, Thistle : 1d20 + 0 ⇒ (18) + 0 = 18
Init, Bruce W: 1d20 + 2 ⇒ (3) + 2 = 5
Init, Asuna: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Skaar: 1d20 + 3 ⇒ (17) + 3 = 20
Init, Carathir: 1d20 + 11 ⇒ (15) + 11 = 26
Init, Fellgrim: 1d20 + 3 ⇒ (9) + 3 = 12
Init, Spider: 1d20 + 6 ⇒ (6) + 6 = 12
---
Caranthit
Asuna
Skaarr
Thistle
---
Spider
---
Fellgrim
Bruce
---

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Asuna moves forward to get a good look at the creature while she pulls out her crossbow and starts to load it.
"Kirito, kill and attack boy!" Asuna says with a grin.
Kirito sniffs the air and rushes into the room. Upon noticing the spider he approaches it and tries to bite it.
bite attack: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 1d6 + 4 ⇒ (4) + 4 = 8

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Attack rapid fire: 1d20 + 5 ⇒ (15) + 5 = 20for damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack rapid fire: 1d20 + 5 ⇒ (1) + 5 = 6 for damage: 1d8 + 1 ⇒ (3) + 1 = 4
Caranthir their unleashes a pair of arrows at the spider.

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Thistle watches the alchemist fire get thrown, and the dino as it is ordered into the room, and he needs no audio cues to know something is up. He rushes forward, completely trusting that the newly discovered pit trap is safe, and catches sight of the spider and dino engaged as he barrels into the room. Not wasting any time, he takes a swing at the vermin.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13 for Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Fellgrim draws his long spear and moves forward to the door.

DM Kludde |

Carathir has to move into position, and can only manage to fire a single arrow before the pisder moves. The arrow hits the soft underbelly of the spider, and causes a trickle of green goo to come out. Kirito rushes by and catches the eight-legged creature in its jaws.
Thistle knows something is up, and moves on the attack as well, only barely missing he spider, while Fellgrim and Skaarr move into position.
The spider then jumps at Thistle, but misses its attack.
Attack, Thistle: 1d20 + 4 ⇒ (11) + 4 = 15
---
Fellgrim
Bruce
Caranthir
Asuna
Skaarr
Thistle
---
Spider (14)
---

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Bruce moves into the room and attempts to tumble into the corner.
Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
He then swings his short sword at the spider.
Melee: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d6 + 2 ⇒ (1) + 2 = 3
If it is the same kind of spider from the other room Bruce will share what he knows.
Spoiler is there if GM confirms it is the same kind of spider.

DM Kludde |

Bruce recognises the spider as a live specimen of the spider in the previous room.
The spider moves back, and before everyone's eyes, it dissolves into a misty shape, hanging in front of the adventurers for moment.
Kirito can make an AoO
---
Fellgrim
Bruce
Caranthir
Asuna
Skaarr
Thistle
---
Spider (17)
---

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Kirito sees the spider move away and bites it quickly.
attack: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
confirm: 1d20 + 5 ⇒ (12) + 5 = 17
confirmed dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Kirito is on a roll!

DM Kludde |

A quick bite from Kirito stops the spider from activating its special ability. The eight-legged creature curls up, and remains in a twitching mass on the floor.
Combat over

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Bruce takes a look around the room checking for other dangers.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7 +1 for traps
Would Bruce have know about the special ability with that 21 check earlier?
His mind wanders as he ponders what the spider was attempting to do. Clearing his mind he does a full sweep of the room.
[occ]Taking 20 to search for 26[/ooc]

DM Kludde |

The corpse has no treasure. The webs in this chamber hold two longswords, five daggers, and one hand axe, all rusty but still usable. A purse containing 42 copper pieces is also caught in the web.
@Bruce: the roll was enough to identify and be aware of one special ability, which I selected for you as 'special attack' (poison). Maybe somebody else has sufficient knowledge skill?

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Bruce takes a couple of daggers and moves to the northern door checking it for traps.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17 +1 for traps
If it looks good he will open it.

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Fellgrim will follow behind Bruce to the northern door.

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By now, though these creatures are far more strange than the collection of goblins above, Thistle understands the routine, and with the pit trap behind them, understands the necessity of the caution. He positions himself behind Bruce, ready to either aid with divine magic, or rush into the battle if necessary.

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"Good boy Kirito!" Asuna says as she pats the dinosaur.
-Posted with Wayfinder

DM Kludde |

Bruce inspects the northern door, and finding nothing, opens it to reveal a hallway. The floor of the small hallway is partially blocked by heaps of stone rubble. A skeletal human hand protrudes from one pile of rubble. The debris looks old, and the few sagging strands of web draped over the rubble seem to have been here for some time.