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Sorry, I’m catching up on all my pbp’s. South is fine.
Desh points at the trapped area on the floor. ”Let’s leave that for now.” As he stalks back towards the southern door from the initial room, he shrugs, ”No reason to risk it for now.”
He’s as careful as always once they cross into the new southern hallway, checking for traps, threats, and hidden doors as he stealths forward.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20; +1 vs traps
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
At the choice between the two doors, Desh checks the eastern door first, doing his usual door routine.
Perception, traps/locks on the door: 1d20 + 7 ⇒ (1) + 7 = 8; +1 vs traps
Perception, ear to door to hear beyond & crack it to look through: 1d20 + 7 ⇒ (4) + 7 = 11

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To the east is another room. (Area B12) This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extent and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.

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"Sure"" Flyn agrees, inching forward with the torch he used earlier in the cremation ceremony.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 Mwah ha!

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1d10 ⇒ 4
1d100 ⇒ 15
1d6 ⇒ 5
1d20 ⇒ 8
1d20 ⇒ 11
Everyone good with their current position on the map?
Desh: 1d20 + 7 ⇒ (13) + 7 = 20
Flyndal: 1d20 + 8 ⇒ (12) + 8 = 20
Garrett: 1d20 + 6 ⇒ (17) + 6 = 23
Kohinoor: 1d20 + 2 ⇒ (13) + 2 = 15
You all hear something approach from BEHIND you! The party sees five tiny steel creatures. Each has one oversized eye, a spherical body, and several spiderlike legs of grinding metal. They're flying clumsily behind you.
Knowledge Arcana to know more.

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What's the DC on that Kn(Arcana)? Can we make it untrained?

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Flyndal Danwrick wrote:Can we make it untrained?To a maximum score of 10, yes! :-)
Yes, I know – that's why I asked for the DC. If it's over 10, I can't even attempt it.

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Kohinoor once read a Pathfinder Chronicle referencing creatures like these. They're clockwork spies!
They are about 2 feet wide from leg to leg, and weigh less than 40 pounds. They also magically record up to one hour of sound each. The sound is stored onto a small gemstone embedded in its body.
Desh: 1d20 + 3 ⇒ (6) + 3 = 9
Flyndal: 1d20 + 3 ⇒ (4) + 3 = 7
Garrett: 1d20 + 5 ⇒ (13) + 5 = 18
Kohinoor: 1d20 + 5 ⇒ (10) + 5 = 15
Clockworks: 1d20 + 5 ⇒ (14) + 5 = 19
They see you. You see them. They see you seeing them. They attack.
Slam: 1d20 + 3 ⇒ (8) + 3 = 11, Miss!
Slam: 1d20 + 3 ⇒ (3) + 3 = 6, Miss!
Slam: 1d20 + 3 ⇒ (12) + 3 = 15, Damage: 1d2 ⇒ 2
Slam: 1d20 + 3 ⇒ (7) + 3 = 10, Miss!
Slam: 1d20 + 3 ⇒ (16) + 3 = 19, Damage: 1d2 ⇒ 1
Desh takes a whopping three HP of damage! ;-P
Garrett
Kohinoor
Desh
Cëanel
Flyndal
The party is up!

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As the hive-minded flyers swarm, Desh’s longspear clatters uselessly to the floor. Longtooth hisses from its sheath and slashes at one of the two that actually landed their attacks.
Longtooth: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
damage: 2d4 + 4 + 3 ⇒ (3, 3) + 4 + 3 = 13

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Sorry about my lack of posting this weekend. It's been an extremely busy work week, especially with all the severe storms that came through here.
Garrett spins around at hearing the irritating droning sounds of the clockwork spies. He winces as Desh takes a few hits from the strange little mechanical...things... "This brings to mind a story I once heard about a giant mechanical scorpion from Numeria! It attacked some would be heroes with its worst, but they beat it back with gusto!"
Activating Inspire Courage! +1 Hit/Damage and STs vs. Fear! Enjoy!

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Kay and Flyn can retroactively post their actions with regards to the Clockwork Spies, if they wish. Otherwise, I proceed here with the presumption that they take out two more clockworks, and there's only one remaining to slam Desh.
Desh: 1d20 + 7 ⇒ (8) + 7 = 15
Flyndal: 1d20 + 8 ⇒ (13) + 8 = 21
Garrett: 1d20 + 6 ⇒ (5) + 6 = 11
Kohinoor: 1d20 + 2 ⇒ (4) + 2 = 6
Stealth Check: 1d20 ⇒ 20
Clockwork Slam: 1d20 + 3 ⇒ (8) + 3 = 11, Miss!
New Enemy Ranged Touch: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
New Enemy Ranged Touch: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
From the webby darkness (in room B12) two spider-looking things shoot webs at Desh. (Knowledge Arcana to know more about them.) Unlike webs thrown by other giant spiders, these have trailing tethers. (Desh has the entangled condition. He also needs to make opposed strength checks to move anywhere--except closer to these new enemies.) They are partially covered by webs. (Twenty percent miss chance due to concealment.)

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Desh spits out an orc curse, then spins and hacks at one of the entangling webs. Then, he begins trying to drag whatever spiders are still connected him out towards the group.
”Knew I should’a tried to shut the door!”
Let’s attack the red spider’s web with Longtooth (a falchion)
Longtooth: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 <— CRIT?
damage: 2d4 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7
crit confirm: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
add’l damage: 2d4 + 4 + 1 ⇒ (4, 2) + 4 + 1 = 11
Then try to move back in the square below Kohinoor’s, requiring a Strength check
Strength: 1d20 + 3 ⇒ (1) + 3 = 4

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Kohinoor continues to smash at the clockwork spy, thrusting it into the remaining one before looking up at the spiderwebs. "If everyone can get clear, I can set the webbing on fire!"
longspear: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
damage?: 1d8 + 3 ⇒ (3) + 3 = 6

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So your roll of 19 would actually be a 22 for either strength or escape artist. Then apply the -4 and you get 18. Desh somehow twists out from one of the webs.
The rest of the party is up!

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Kohinoor continues to smash at the clockwork spy, thrusting it into the remaining one before looking up at the spiderwebs. "If everyone can get clear, I can set the webbing on fire!"
[dice=longspear]1d20+3+1
[dice=damage?]1d8+3
What is Kohinoor attacking? The spy or the spider? If the latter, 20% miss chance, please.

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Garrett maintains his inspiring presence as he yanks out a flask from his belt pouch and lobs it over the head of Flyn towards the spiders! "Fire sounds a wonderful plan!" The flask explodes into a fiery mess...
Ranged Touch Attack!: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Fire Damage: 1d6 ⇒ 2
-1 BP. Free Action - Maintain IC. Move Action - Draw Alchemist Fire. Standard - Throw fire... and miss... I'll have to double the splash weapon rules on a miss.

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Flyn pulls the door closed.

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With the immediate threat passed, Desh wrestles with the webbing until freed.
Strength: 1d20 + 3 ⇒ (14) + 3 = 17
Strength: 1d20 + 3 ⇒ (1) + 3 = 4
Strength: 1d20 + 3 ⇒ (13) + 3 = 16
Strength: 1d20 + 3 ⇒ (18) + 3 = 21
I'm assuming one of those works. If not, he's basically going to keep at it until free.
Still tearing stray web strands from his clothes and gear, he growls out a "Good call" to Flyndal.
Then he reclaims his lonspear. "We gotta clear those out, right?" He shrugs, "Only question is now or later. I have a few alchemists' fires to help."
Waiting for an answer, he pulls his wand out once more and begins fiddling with it ... trying to replicate his earlier success.
UMD, DC 20: 1d20 + 3 ⇒ (20) + 3 = 23
Wand of CLW, 1 charge: 1d8 + 1 ⇒ (5) + 1 = 6
... and once again—and against all odds—makes it work the first time.

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Cëanel Detects Magic, to see if there is anything worth scrounging for in the spider room.
"Why don't we toss in a torch, then shut the door again?" he says. "We may burn up a scroll, but I don't need every scrap of arcana in this place. ...Or do I..."

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After watching his fire miss its target, but still splash the other spider a little, Garrett quickly yanks out his whip... only to realize it would likely be of little effect against the eight-legged freaks. However, before he could think of which weapon to pull out next, Flyn suddenly slams to door shut. "Huh... I didn't think of that. Well done, Brave and Smart Sir Flyndal!"
The halfling decides it would be smart to keep a weapon in hand so he is better prepared for the round of combat! He decides to keep his whip handy as they decide where to go next.
Would Garrett's alchemist fire have done the trick of igniting the webs?

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"Do we need to go through that room? Only...I had enough of spiders working for the Marquis. She shudders theatrically. "Can we go through those doors to the south?"
Desh shrugs, ”We can. Explore, report, right? Though I don’t like leaving predators alive in here.” He doesn’t see to care one way or the other. ”We can always come back.”
b]"Why don't we toss in a torch, then shut the door again?"[/b] he says. "We may burn up a scroll, but I don't need every scrap of arcana in this place. ...Or do I..."
While taking a few minutes to jimmy this door shut, Desh responds to Kay, ”Eh. Let’s not waste stuff for now. May want it later.”
Then he takes some chalk and grinds it up in his palm to sprinkle on the floor. (Hopefully if someone/something walks through here, it’ll show up in the chalk dust.)
Disable Device, to jam the door: 1d20 + 11 ⇒ (10) + 11 = 21
Dusting off his hands, he stalks off towards the southern door, watching as always for traps, secrets, or threats; then testing the door itself.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14; +1 vs traps
Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Perception, ear to door, then peek through: 1d20 + 7 ⇒ (3) + 7 = 10

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"Huh... I didn't think of that. Well done, Brave and Smart Sir Flyndal!"
Flyndal shrugs, as he follow Desh southward. "They had the advantage. I figured it was better to regroup."

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To the south is another hallway.
Desh: 1d20 + 7 ⇒ (5) + 7 = 12
Flyndal: 1d20 + 8 ⇒ (1) + 8 = 9
Garrett: 1d20 + 6 ⇒ (5) + 6 = 11
Kohinoor: 1d20 + 2 ⇒ (9) + 2 = 11
Nothing going on in here!
There's another door to the south. To the west, the hallway eventually leads back to room B12. (Map updated.)