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The ceiling in the rooms are all 20 feet high.
I haven't put the spider on the map because he is directly above Kay. I didn't want to block view of the elf. If Kay breaks out and moves, I'll put a marker for the enemy.
The spider is also up in the webs. 20% miss chance on ranged attacks due to concealment.

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Sorry for all the questions. I just don't want to attempt stuff that is obviously stupid rom our characters' perspective.
If I throw a alchemist's fire up there, can I target the webs that are granting him concealment to burn them away? Or if they miss due to the concealment granted by the webs, will the alchemist's automatically affect the webs (and potentially burn them away)?

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Hmmm ... seems like a waste of an alchemist's fire. Thanks for the reminders, though.
Desh reaches over to grab ahold of Kay, trying to help the elf wrestle free of the webbing.
"Ideas?"
Going to try to Aid Another on Kay escaping (assuming that' what he does)
Strength, AA, DC10: 1d20 + 2 ⇒ (10) + 2 = 12

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With few option available to him, Flyn grabs a flask of acid from his pack, lobbing it up at the great arachnid with a roar. "Why are there so many blasted spiders in this place?!?!?!"
Attack, Acid Flask: 1d20 + 6 ⇒ (16) + 6 = 22
Miss < 20: 1d100 ⇒ 22
Damage: 1d6 ⇒ 2
Splash Damage: 5ft / 1pt
Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19

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Flyn hurls his acid flask in frustration and anger and damages the spider.
Desh realizes that this is the first time that the party has encountered a lone spider. (There truly aren't any other spiders in the room.) It probably doesn't want to fight you all by itself--that may be why it used the coin trap (which you all ignored).
The rest of the party is up!

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Concentration: 1d20 + 6 ⇒ (10) + 6 = 16
Escape Artist: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
"Not today, O spider," mutters the elf, moving his hands and uttering arcane phrases, both obscured a bit by the web.
Kay focuses and casts Grease on his person, then twists in the saddle oh so carefully and sloughs off the webbing. He waits to dismiss the Grease spell until next round...

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Garrett drops his whip, realizing the spider was well out of reach, and spends a few seconds drawing out his sling and loading a bullet into the leather thong...

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Seeing what it presumed to be the weakest member of the party easily slip out of its web, the spider retreats to a corner of the ceiling thick with webs. (Total concealment.)
Unless you wish to hunt it down and squish it, this combat is over.
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.
Where to next?

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"Pack hunter," Desh mutters. "I doubt she'll attack us when she's alone." He looks to the crew, "We can always come back when we're rested."
I don't feel the need to squish every bug, unless we think that's what we're sent here to do. Ya know ... Explore. Report. Cooperate. Annihilate.
And there's only one room left, right?
With his usual diligence, Desh leads the group north (into B11).
Let me now what rolls you need.

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There are two rooms remaining: B6 and B7
B6: The floor of this 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.
The rubble is difficult terrain but is otherwise not dangerous. nyone who digs through the rubble finds that the human skeleton buried within has been shattered into many pieces. The skeleton's robes are now mere moldering scraps, and the blade of a nearby sword has rusted away into uselessness.
B7: This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.
This large room is dark and silent, the only chamber in the Cellars with no luminescent moss. It's dark!

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My bad. I assumed B6 was just a wide hallway.
Desh will make a closer inspection of the destroyed body, looking for anything useful, expensive, or powerful-seemng.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26; +1 vs traps
As he's looking, he mutters to the crushed bones. "You and me both, buddy."
If nothing is found, I guess we'll head into B7.

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On arriving at the entrace to B7, Kohinoor peers into the room. "Quite dark. One moment, and I'll have that fixed." She murmurs a quick prayer and picks up a rock, imbuing it with light and tossing it into the room.
If that doesn't work...
Recasting her spell, Kohi places it on Desh's shield. "Someone else will need to offer light for the rest of us..."

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Hmm," the half-orc grunts, "Still gotta explore it, right?"
Then he stalks into the room, keeping his back to the wall and moving along his left side.
Moving clockwise around the room, looking for threats and stuff.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16; +1 vs traps
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

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Garrett has Dancing Lights as well as two sunrods if we need them!
Garrett watches with wide eyes at the spectral display. "Spoooky! I wonder if we can make them do that again? That was neat!" He keeps his whip handy all the same...

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"All that, for just a bunch of corpses?" Flyndal grumbles, trying to make out a names of the buried, or any important information that would explain the importance of this room.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

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Once the room has been given the all clear, Garrett casts Dancing Lights and wanders into the room to examine one of the caskets a little closer. "I wonder who is buried here?"
Any markings on the caskets?

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"Watch for traps, or sudden exploding corpses," says Cëanel. "And judging from the rest of the folks we've met, I'm sure they were extremely pleasant and welcoming people, Garrett, who will no doubt greet us from their tombs with flowers and gifts."

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When Desh opens one casket, six of the others open! And Skeletons stand up. Well, that was their round, because their tactics are awesome. LOL!
Kohinoor channels: Positive Energy: 1d6 ⇒ 2
Next round Kohinoor channels again: Positive Energy: 1d6 ⇒ 2
Combat over! Scenario over!
------------------------------------------------------------
I don't mind telling you guys, out of character, that you played this exactly right:
(1) Desh found the trap doors in the floor. So, the spiders waiting there to separate the party didn't get to do their thing.
(2) You drew out the big boss (the bone priest) when you faced the first two moon spiders. If you chase them away (or, in your case, shut the door on them) one goes and gets the boss. He arrives but doesn't have his "awesome ambush set up" in the throne room.
I'm sorry that this was an anticlimactic ending, but you defeated the bone priest earlier than you were supposed to. (*Shrug*) Nice game, everyone!
With the holiday weekend coming up, please be patient and give me an extra few days to report the game and post your chronicle sheets. If you haven;t already done so, please post your PFS numbers and day job rolls in the discussion thread. Thanks! :-D

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Desh stands in the now-bone-dust-choked room, coughing as he tries to clear the air in front of his face.
"As always, Kohi ... NICE!" He gives his feral grin to the team, his face looking drained and tired. "I guess any dungeon we walk away from is a good one, right?"
Nice! I was wondering if we'd kind of front-loaded our encounters. Not that I mind. Good times, everyone. And good job.

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Cëanel gives Kohinoor a round of applause, smiling. "Well done, well done. If we keep surviving like this, I'm going to have to find a way to prolong all of your lives, so I don't miss you when recounting this tale in a tavern two hundred years from now." He hops off his pony. "We have a treasure hauler in this steed for a while yet--let's see some daylight, shall we?"

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"Agreed - heads on our shoulders, and gold in our pockets!"

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"No need for that, good elf! For I shall immortalize us all in ink and vellum! Our quests shall be read all across Golarion! Even those in the Eastern lands shall know our names!" He takes a heroic pose, with his fist in the air and a huge grin on his face. "As soon as I find the proper adjectives..."

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"'readily targeted' for me, Garret," says the elf with a rueful grin. "Sometimes I think the reason why wizards are relatively rare is due to the fact that so many die in their first excursion outside their academy, or merely run away."