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The people of his home nation revere the dead and ancestors, and Li Shuo feels both pity and respect for this woman. How long might he retain his earthly loyalties, he wonders, if forced into her sort of eternal half-life. Better to end this while some shred of decency remains in the heart of his fellow Pathfinder.
Li steps to the side, picturing the exact locations of his bow and each of his arrows. He will honor what Maurit had once been...what she still embraced with the last of her sanity... by ending her ghastly existence as soon as Khale had his answers.

GM Alice |

Apologies for the delay/brevity, I've come down with a cold or something (from the con no doubt) and it's making it hard to concentrate.
"Papers? Oh, there are those aplenty... all written in Kelish I think, I can't read it myself, but those funny squiggly lines are very-very distinctive! They're scattered all throughout the catacombs!"
However, when the talk of... her mortality raises its head, you see a bizarre mix of emotion cross Maurit's face: a flickering of despair and begging eyes that is almost instantly replaced by an angry snarl and vicious glare and back again.
She chokes out a response, almost sobbing: "Please..."
... before suddenly shrieking loudly as the madness overtakes her.
"I will consume you all!!"
Arithas: 1d20 + 3 ⇒ (20) + 3 = 23
Bendy: 1d20 + 2 ⇒ (16) + 2 = 18
Elysia: 1d20 + 3 ⇒ (17) + 3 = 20
Khale: 1d20 + 1 ⇒ (4) + 1 = 5
Li: 1d20 + 6 ⇒ (14) + 6 = 20
Trig: 1d20 + 2 ⇒ (14) + 2 = 16
Maurit: 1d20 ⇒ 12 Elysia: 1d20 ⇒ 4
Initiative: Arithas | Li | Maurit | Elysia | Bendaxalion | Triccio | Khale
Arithas and Li are up. You should be able to move your tokens on the map if need be.

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Arithas takes a 5-foot step back, and readies a bomb. As soon as it is finished, he throws it at the ghoul. "Maurit, I wish to free you!"
Bomb: 1d20 + 5 ⇒ (2) + 5 = 7 wow...
Miss: 1d8 ⇒ 8 the bomb lands directly behind Maurit, dealing 5 points of splash damage, DC 15 REF for half.
Arithas shouldn't have tried to talk while he was throwing the bomb, because doing so made him trip and fall to one knee while he was throwing and he accidentally overcompensated.

GM Alice |

Will move this forward. Probably should have done it last night.
Maurit Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Li Flurry 1: 1d20 + 2 ⇒ (15) + 2 = 17 Li Flurry 2: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 2 ⇒ (2) + 2 = 4 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
... Well, I roll too well!
Maurit screams in rage as she is peppered with bombs and arrows, bellowing forth obscenities and threats of unholy death... and yet, you notice that she seems to not move away from your attacks, not from Arithas' clumsy bomb explosion nor from the calm and tempered arrow shots of Li. Part of her is certainly warring with herself, and yet it seems your talk with her (or perhaps simply good fortune from a friendly deity) has convinced her enough to meet her death face-on.
She crumples to the ground with two arrows sticking out of her chest, gargling a few quiet last words before her body disintegrates into ash. Left behind is a collection of the items she wore in life, including her tattered clothes and a pin identifying her as a Pathfinder.
- One viscous, silvery potion (detects as magic)
- Leather armor
- Dagger
- Shortbow with 20 arrows
- Masterwork thieves' tools
- A large, flawless opal

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Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Arithas quietly approaches Maurit as she disintegrates. He catches her dying words and replies, "Rest easy now, Maurit. May Pharasma guide your soul to where it truly belongs."
He then turns grimly to the party. "Shall we away, friends? We know now what we are to face, and where we can accomplish our goals."

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Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Spellcraft (light blue potions): 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft (viscous, silvery potion): 1d20 + 6 ⇒ (8) + 6 = 14
With his arms full of dried sticks, Bendaxalon is surprised at the sudden violence, and doesn't even get a chance to burn anything before Maurit is dead (re-dead?) and turned to ash. Though disappointed, he nods at Arithas while examining the curious vials that they found in the tragic Pathfinder's personal effects. "We're as ready as we'll ever be."
SA: Cast detect magic
3 rounds: examine light blue potions
3 rounds: examine viscous, silvery potion

GM Alice |

Elysia identifies the silver potion as a potion of protection from evil. Neither are sure about the blue ones, though they can tell that the translucent, sky blue magical aura is a faint conjuration effect.
Remember that you can try to identify potions with Perception as well.
Apart from the remains of Maurit's body, all that awaits you is the ironbound door at the top of the rubble pile.
Just to remind you, it's a DC 10 Climb check to get up to the top. You can take 10.
Ely: 1d20 + 9 ⇒ (12) + 9 = 21
1d6 ⇒ 4

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Perception, the spoiler: 1d20 + 5 ⇒ (1) + 5 = 6
Once again Trig can't even react before his companions have dealt with the threat. These people can handle anything! I'm lucky they're my partners.
He moves to Maurit's remains. "Desna guide you on the last road, Maurit. If Pharasma is just you'll have a noble reward."
He stoops to pick up her Pathfinder's badge and the opal. "I'll keep this in your memory."
The badge, that is. The opal I'll hold for the group. Can anyone use her weapons or armor?
***
Trig looks over the shoulders of the gnome and elf as they try to identify the potions.
Perception 1d20 + 5 ⇒ (8) + 5 = 13 OK, that was not a big help.

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Li bows before the pile of ash and prays for Maurit's safe passing. Then he lifts a handful of the ashes and lets them blow away on the wind.

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Somehow I totally missed the items spoiler last nigh lol
Arithas examines the blue potions.
CraftAlchemy: 1d20 + 9 ⇒ (18) + 9 = 27
Once he has ID'd them, he begins to climb, taking ten.
Climb: 1d20 + 11 ⇒ (17) + 11 = 28

GM Alice |

Despite the puzzled looks from the "real" spellcasters, Arithas almost immediately identifies the blue potions as potions of cure light wounds. Surely they'd know something that basic, eh?
He climbs up the rubble with ease, and finds himself at the door. Putting an ear to it and listening reveals nothing beyond. At a grasp, the door doesn't seem locked either. Shall you continue?
Incidentally, I'd like to know light sources...

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...and they call themselves "magic-users... Arithas thinks. Once at the top, he suddenly realizes he has no torches. He calls back down to his companions.
"Um, guys? Did anyone happen to bring a torch or two? I suspect it will be rather dark in there... I can see ok as long as there is a little light but..."

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Take Ten to Climb: 10 + 0 = 10
Xalon Morrow is a little embarrassed to not be able to identify such basic potions, and learns a valuable lesson to calm down and take his time when there isn't a crisis. He clambers up the scree to join Arithas and looks at the alchemist oddly. "Of course not. I can see in the dark."
Lights are for people without darkvision (alternate racial trait).

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Li Shuo digs into his pack and pulls out a pair of torches, holding one out for someone else.
"Have many torches," he says. "Cannot see in the dark."

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"Torches? I don't need no stinking torches!"
In answer Trig whistles softly, a bouncy little tune. Half a dozen small globes of light spring up around him and drift toward Arithas.
Dancing lights to the main theme of Peter and the Wolf

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for some reason, the combination of what I imagined Bendy's facial expression with his response, and Trig's Peter and the Wolf, I couldn't stop laughing for a bit
Arithas thanks Li Shiuo and takes on of the offered torches.
Ready to go!

GM Alice |

I added a link to the map at the top of the page. When you guys are exploring, you can move your tokens wherever you like, and I'll reveal the fog of war more as you progress. (Also note my crude arrowhead for directions.) Can I get a general marching order?
With some light to back him up, Arithas decides to brave the front door of the ruins and pushes it open. The rot of ages seems to have taken its toll on the portal, and the door snaps from its hinges and falls inwards with a loud crack and updraft of dust from the untouched dungeon. Light from outside and your magical and mundane torches beams in, allowing you to peek inside. A corridor runs along this entrance, abruptly turning to the north just west of your current position. To the east, it appears to lead into an open room of some sort. There is a door on the north wall just a little to the east of you as well.
Attached to the north wall at this corridor junction is the relief carving of a giant face. The relief is that of a Qadiran man with a billowing beard. His eyes are closed, and his lips are parted, as if he were blowing out a flame. His lips frame a deep hole in the wall. The paint once adorning the relief is chipped and faded, but traces of its brilliant blues and pristine whites are still visible here and there. On the man's forehead is a single Kelish word, carved in a flowing script: অনিল

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Linguistics vs. DC 20: 1d20 + 3 ⇒ (9) + 3 = 12 Failure
The little sorcerer coughs and waves ancient dust out of his blue beard. It's a shame that he doesn't know Kelish. Looks fascinating.
He starts wandering down the hall. "Does right first sound good?" It's a basic principle of mazes that children learn: one way to tackle them systematically is to always turn in a certain direction first.
However, no one ever said that it was a good idea to be led by a gnome...

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@GM Alice: I would rather Bendy be in the middle, but that's probably not going to happen. I'm more proactive than average -- which is a nice way of saying that waiting for someone else would make me impatient -- and his low Wis gives a justification for his forging on ahead, despite being poorly suited for it. Can we assume that everyone else at least keeps up with his massive 20' movement?
@Arithas: Just a reminder, you can move your own token on the Roll20 map linked at the top of the page. Bendy's already heading out.

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Elysia is bringing up the rear.
Elysia has Kelish as a language. Just for context: 1d20 + 9 ⇒ (14) + 9 = 23 Linguistics
She reads the word and muses out loud "Air? why would it read 'air'? Is it a warning that there isn't any or that there is too much?"

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Trig watches the others enter and follows suit.
As he passes the relief he replies to Elysia, "Could it be a reference to some elemental enchanter or power?"
I looked for a marching order in our first adventure, but didn't find one. Could just be weak search powers. I'd say the order should run something like
Khale
Li
Bendy
Elysia
Arithas
Trig

GM Alice |

One way or another, the group turns right and heads past the first internal door to investigate the room beyond. As you approach, it becomes clear that the long, narrow room is choked with webbing. The roof and walls of the room are covered in the stuff, leaving only a very narrow causeway in the centre of the room that isn't blanketed with it. Within the webs are a number of what appear to be small, dead reptilian humanoids with dark, scaled skin, each wrapped in a cocoon of sticky webbing. The kobolds' bodies are dessicated and limp, long gone from this world.
The area outlined in grey is webbing. You'll need to make a DC 12 Strength check to move through it (at half speed), failure means you lose that movement and are stuck. Alternatively you can try to destroy it.

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Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Arithas moves into the room and begins to look around. He notices something interesting in the center, and begins to move for it. He moves a step and notices a movement in the corner of his field of vision. A spider! He readies a bomb and throws it.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 5 ⇒ (6) + 5 = 11 Max damage! Oh yeah!
move action 30 ft, standard action attack. I realize you haven't rolled initiative, but I gotta go to work soon so might as well get this outta the way.

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Though he doesn't see the danger himself, Khale hears the cries and watches Arithas throw a bomb, then moves between him and his apparent target. "Everyone stay behind me, and call out any other enemies! "
Perception: 1d20 ⇒ 19
Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Sorry for my recent silence, family was sick, then I caught it. Back and ready to go!

GM Alice |

Hope everyone's okay on your end, Khale!
Also, considering Khale's initiative (and Perception) I don't think you could move in front of Arithas before the spider attacks, so I moved you back to where you were.
Elysia, you're top of the initiative so I took your action and you can perform your next one this round.
Spider: 1d20 + 3 ⇒ (14) + 3 = 17
Arithas: 1d20 + 3 ⇒ (6) + 3 = 9
Bendy: 1d20 + 2 ⇒ (5) + 2 = 7
Elysia: 1d20 + 3 ⇒ (15) + 3 = 18
Li: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative: Spider | Li | Arithas | Bendaxalion | Triccio | Khale | Elysia
Status
Arithas: 3/8 HPSpider: 11 damage
As Arithas walks into the room and spots the spider, alerting the rest of the group, it hisses and bears its rather large fangs, dripping with poison!
Elysia waits for the spider to move closer before tossing an acid dart in its direction. Unfortunately, she's too busy with her words and not busy enough with her aim to land a clear hit on it. The spider nimbly charges down its web, sinking its fangs into Arithas' leg. (You take 5 damage, and must make a DC 14 Fort save!)
You are poisoned and take 1d2 ⇒ 1 Strength damage.
Li's turn goes here, but I want to do Arithas' now since he rolled for it already.
Though that bite was painful, Arithas has many tricks up his sleeve! He steps back away from the spider and lobs a bomb right in its face, causing the arachnid to scree pitifully as it is severely burned. The webbing around the spider is also rather charred now, with much of it burnt away by the blast.
The fire burned away some of the webs, as shown by the cleared spaces on the map.
Everyone (except Arithas, whose turn I took from above) is up!

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Li Shuo slides effortlessly past his allies and into the spider's lair, where he takes aim and fires a single arrow.
Perfect Strike: 1d20 + 2 ⇒ (4) + 2 = 61d20 + 2 ⇒ (12) + 2 = 141d8 + 2 ⇒ (3) + 2 = 5
Drat!

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Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Bendaxalon trots up to the spider and blasts it with fire.
MA: Move 20' next to Arithas and Li (can't move my token for some reason)
SA: Cast burning hands defensively, aiming at the spider
Concentration vs. DC 17: 1d20 + 6 ⇒ (19) + 6 = 25 Success
Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10

GM Alice |

Fixed the token issue. I'd replaced your token so it would align with the centre of the grid and forgot to re-add player permissions. Should work now.
Li moves up and fires a single arrow into the spider's side, realigning his shot at the last moment to make it just hit the softer underside rather than the harder exoskeleton. Bendaxalon squeezes his way in between the bigger races and almost effortlessly burns the now heavily-injured spider to a well-charred husk, as well as some more of the webbing as well.
Combat Over

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Fortitude: 1d20 + 3 ⇒ (7) + 3 = 10
StrDamage: 1d2 ⇒ 2Strength 10
Fortitude: 1d20 + 3 ⇒ (10) + 3 = 13
StrDamage: 1d2 ⇒ 1Strength 9
Fortitude: 1d20 + 3 ⇒ (12) + 3 = 15
Fortitude: 1d20 + 3 ⇒ (14) + 3 = 17
I am assuming that cures it? Because some of my equipment is on my mule I am not encumbered
Arithas looks pale and weak from the poison. After a minute, he begins to look a little less pale, but is still obviously weakened. In an attempt to feel better, he drinks his Cure Light Wounds.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

GM Alice |

Inside the (now somewhat burned) purse is 30 gold coins and a small pearl you almost would've missed if not for its magical aura...
Elysia takes a good look around the room, but apart from the couple of dead kobolds wrapped up in silk, there is nothing more that could be a thread in this room, even hiding in the far corners or on the ceiling.
In the eastern wall is a short flight of stairs leading down to another closed ironbound door. As you approach, you catch wind of a strange, bone-chilling and mournful howling coming from the room beyond...