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Fort Save vs. Poison: 1d20 + 16 ⇒ (12) + 16 = 28
5 ft. step forward.
Full Attack
Melee Attack: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (1) + 7 = 8
Reflex Save:DC 18: 1d20 + 8 ⇒ (5) + 8 = 13
Fort Save vs. Poison: 1d20 + 16 ⇒ (20) + 16 = 36
Melee Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (1) + 7 = 8
Reflex Save:DC 18: 1d20 + 8 ⇒ (2) + 8 = 10
Melee Attack: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (6) + 7 = 13
Reflex Save:DC 18: 1d20 + 8 ⇒ (17) + 8 = 25
Fort Save vs. Poison: 1d20 + 16 ⇒ (7) + 16 = 23
Melee Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (9) + 7 = 16
Reflex Save:DC 18: 1d20 + 8 ⇒ (14) + 8 = 22
Fort Save vs. Poison: 1d20 + 16 ⇒ (6) + 16 = 22

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Forgot one Fort Save.
Fort Save vs. Poison[/dice: 1d20 + 16 ⇒ (13) + 16 = 29

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Itamar will delay

FiddlersGreen |

With his great constitution, Rhon is able to shrug off the poison.
Rand pummels the last 2 worms into pulp, stabbing his hand on one more quill in the process, but like Rhon he shrugs off the poison. without too much effort.
damage: 1d4 ⇒ 3
Round 2:
Itamar - -6, free
Rand -30
Matamah free, 5 images
Alden
42 - 19 temp, blinking
Rhon - -9 (free, -2 STR)
Earl
Sorry, looks like I should have done an update after Rand posted since his actions were enough to end the encounter.
With the threat disposed of, you search the room beyond. You investigate it thoroughly, but finally come to the conclusion that the room is bare and without any apparent purpose.
You seem to have reached a dead-end. What now?

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42 will cast detect magic and see if there is something in the room that they can't see with their normal eyes.
perception: 1d20 + 9 ⇒ (15) + 9 = 24

FiddlersGreen |

All the walls and floors and ceilings radiate illusion magic on the basis of being comprised of shadowstuff. There is also residual conjuration magic here (residual as in a conjuration effect took place recently in this room, but it is not a persistent effect).

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"Let's head to the beaded curtain which is the next unexplored area."

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Indeed let's go

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42 speaks up "Everything in this room is illusion."
Does it look like it's all one spell,... i mean does the illusion magic vanish outside of this room or does it seep all the way through this shadow tunnel?

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Concur with Rhon and Itamar.

FiddlersGreen |

The whole place is suffused with illusion magic due to the it being on the shadow-plane and being made of the matter of the shadow plane.
Update to come later.

FiddlersGreen |

Ok, map updated.
Rand and Rhon push through the bead curtain and see the the passage beyond immediately takes a right-angle turn to the left leading to yet another small room. They groan as they see four more tenebrous worms waiting within. Another passage leads from the other side of the room to yet another curtain, this time made of cloth.
Matamah: 1d20 + 6 ⇒ (13) + 6 = 19
Rand: 1d20 + 6 ⇒ (12) + 6 = 18
Itamar: 1d20 + 7 ⇒ (14) + 7 = 21
Rhon+Earl?: 1d20 + 1 ⇒ (9) + 1 = 10
42: 1d20 + 5 ⇒ (19) + 5 = 24
Alden: 1d20 + 3 ⇒ (9) + 3 = 12
worms: 1d20 + 7 ⇒ (14) + 7 = 21
roll off Itamar: 1d20 ⇒ 15
roll off worms: 1d20 ⇒ 15 Oh ffs
roll off Itamar: 1d20 ⇒ 18
roll off worms: 1d20 ⇒ 11
Init order:
42 - 19 temp, blinking
Itamar -6, free
Worms
Matamah - 5 image, free
Rand -30
Alden
Rhon -9 (free, -2 STR)
Gaaah! More tenebrous worms! 42 and Itamar are up first. Remember to roll your reflex/fort saves if you attack in melee.

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42 casts Fire Breath and moves to the top of the map. He holds his attack until there are 3 or more worms in range for it to get them.
fb: 4d6 ⇒ (6, 2, 3, 5) = 16 Reflex 17 for half damage
SR: 1d20 + 12 ⇒ (15) + 12 = 27

FiddlersGreen |

42, fire breath suffers from the same drawback as several similar spells like adhesive spittle and produce flame, in that the spell gives you an ability that requires a separate action to use. In other words, casting the spell is itself a standard action, but you need to take another standard action to breathe fire. In other words, you will need to wait till your action in round 2 to breathe fire.

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Itamar casts Spiked Pit(Ref 22) on the square with the poorly drawn "X"
Fall: 5d6 ⇒ (2, 2, 2, 3, 2) = 11
Spikes: 2d6 ⇒ (2, 3) = 5

FiddlersGreen |

reflex save roll: 1d20 + 6 ⇒ (17) + 6 = 23
Itamar conjures a pit under one of the worms, but the worm manages to roll out of the way in time to avoid the pit. 42 also casts a spell that fills his lungs with fire and moves up to breathe, but before he can exhale, the worms move forward to attack!
attack roll: 1d20 + 14 ⇒ (10) + 14 = 24
attack roll: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 2d6 + 4 + 8d6 ⇒ (5, 4) + 4 + (5, 1, 4, 2, 6, 3, 3, 3) = 40
One of the worms manages to get a bite on 42 and deposits a substantial amount of acid on him from its maw in the process. Fortunately, the temporary hit points he had acquired earlier absorb part of the attack.
reflex save roll: 1d20 + 6 ⇒ (13) + 6 = 19
reflex save roll: 1d20 + 6 ⇒ (11) + 6 = 17
The rest of the worms simply move up to get closer, but two of them move too close to the pit and end up falling in!
Init order:
42 - -21
Itamar -6, free
Worm 1 -16 (in pit)
Worm 2
Worm 3
Worm 4 -16 (in pit)
Matamah - 5 image, free
Rand -30
Alden
Rhon -9 (free, -2 STR)
Ok, all of you are up now. Two of the worms fell into the pit.

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Standard Action
Matamah uses this action to move forward.
Move Action
That ol' Inspire Courage.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
NO HASTE THIS TIME!

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Alden moves up to continue aiding 42, as per usual.
+14 for 42, and +14 on up to 4 attacks for everyone around.

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Rand will drop into his stance, flying kick to where I placed him number 3, and then beat on him til he drops then switch to #2.
Panther Style on the two attacks of opportunity: 1d20 + 25 ⇒ (11) + 25 = 361d20 + 25 ⇒ (9) + 25 = 34
Damage Rolls: 2d8 + 12 ⇒ (6, 2) + 12 = 202d8 + 12 ⇒ (4, 8) + 12 = 24
Reflex Saves: 1d20 + 17 ⇒ (17) + 17 = 341d20 + 17 ⇒ (16) + 17 = 33
Flurry of Blows: 1d20 + 25 ⇒ (13) + 25 = 381d20 + 25 ⇒ (5) + 25 = 301d20 + 25 ⇒ (13) + 25 = 381d20 + 20 ⇒ (19) + 20 = 391d20 + 15 ⇒ (12) + 15 = 27
Damage Rolls: 2d8 + 12 ⇒ (2, 5) + 12 = 192d8 + 12 ⇒ (3, 1) + 12 = 162d8 + 12 ⇒ (6, 5) + 12 = 232d8 + 12 ⇒ (4, 4) + 12 = 202d8 + 12 ⇒ (7, 2) + 12 = 21
Reflex Saves: 1d20 + 17 ⇒ (15) + 17 = 321d20 + 17 ⇒ (12) + 17 = 291d20 + 17 ⇒ (19) + 17 = 361d20 + 17 ⇒ (20) + 17 = 371d20 + 17 ⇒ (13) + 17 = 30

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Move Action
Rhon moves forward 15 feet to stand beside 42.
Standard Action
Melee Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (3) + 7 = 10
Reflex Save: DC18: 1d20 + 8 ⇒ (20) + 8 = 28
Fort Save vs. Poison: 1d20 + 16 ⇒ (11) + 16 = 27
This is my reflex save for ending my turn next to the Spiked Pit.
Reflex Save: DC22: 1d20 + 8 ⇒ (18) + 8 = 26

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Itamar delays

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Move Action
5 ft. step forward.
Standard Action
Ready to attack any worm that provokes an attack of opportunity.
Melee Attack: Slam: Power Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Critical Confirmation: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: bludgeoning: 2d6 + 17 ⇒ (4, 2) + 17 = 23
Critical Damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23
Reflex Save: DC18: 1d20 + 2 ⇒ (10) + 2 = 12
Immune to Poison.

FiddlersGreen |

Matamah begins a rousing battle theme as Rand jumps into the fray. deliberately provoking attacks from both worms whilst seizing the opening to punch them each in the face.
attack roll: 1d20 + 14 ⇒ (4) + 14 = 18
attack roll: 1d20 + 14 ⇒ (20) + 14 = 34
confirmation roll: 1d20 + 14 ⇒ (17) + 14 = 31
However, one of the worms is able to bite him at the same time, depositing acid all over his arm.
damage roll: 2d6 + 4 + 4d6 ⇒ (1, 6) + 4 + (5, 4, 5, 4) = 29
Rand retaliates by pounding worm 3 into a slimy paste.
Alden moves up to guard 42, and Rhon moves up to deliver a chop at worm 2. With only one worm left to take care of and alot of fire in his lungs, 42 breathes on the worm.
reflex save roll: 1d20 + 6 ⇒ (5) + 6 = 11
Giving it several burns in the process.
Worm 2 writhes in pain as it is attacked from all sides. Havign received the most pain from Rand, it tries to bite him again.
attack roll: 1d20 + 14 ⇒ (4) + 14 = 18
But does not even come close to hitting.
Meanwhile, the other 2 worms writhe at the bottom of their pit...
Init order:
42 - -21
Itamar -6, free
Worm 1 -16 (in pit)
Worm 2 -46
Worm 4 -16 (in pit)
Matamah - 5 image, free
Rand -59
Alden
Rhon -9 (free, -2 STR)
Your turn again.

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Itamar will happily watch the last worm turn to paste

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Matamah lets it linger. I did chuckle typing that. :p
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
NO HASTE THIS TIME!

FiddlersGreen |

Matamah lets it linger. I did chuckle typing that. :p
Do you have to? Do you have to let it linger?

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LOL
Alden continues to aid 42, keeping the worm from hurting his friend.
One more round of full protection on 42. No point in using any of my per-day abilities on this thing. +14 to 42, and +14 on up to four attacks.

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LOL
Alden continues to aid 42, keeping the worm from hurting his friend.
One more round of full protection on 42. No point in using any of my per-day abilities on this thing. +14 to 42, and +14 on up to four attacks.

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Full Attack Action
Melee Attack: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (3) + 7 = 10
Reflex Save:DC18: 1d20 + 7 ⇒ (9) + 7 = 16
Fort Save vs. Poison: 1d20 + 16 ⇒ (14) + 16 = 30
Melee Attack: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (7) + 7 = 14
Reflex Save:DC18: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Save vs. Poison: 1d20 + 16 ⇒ (16) + 16 = 32
Melee Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (10) + 7 = 17
Reflex Save:DC18: 1d20 + 7 ⇒ (18) + 7 = 25
Fort Save vs. Poison: 1d20 + 16 ⇒ (3) + 16 = 19
Rhon then takes a 5 ft. step back to avoid falling in the Spiked Pit.

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Round 3, 42 will side step and get two more worms in his fire breath attack.
fire: 2d6 ⇒ (2, 5) = 7

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Rand will unload attacks on number 4 until it drops, then finish with #1.
Flurry of Blows: 1d20 + 25 ⇒ (14) + 25 = 391d20 + 25 ⇒ (16) + 25 = 411d20 + 25 ⇒ (6) + 25 = 311d20 + 20 ⇒ (4) + 20 = 241d20 + 15 ⇒ (12) + 15 = 27
Damage Rolls: 2d8 + 11 ⇒ (7, 5) + 11 = 232d8 + 11 ⇒ (5, 2) + 11 = 182d8 + 11 ⇒ (7, 2) + 11 = 202d8 + 11 ⇒ (4, 8) + 11 = 232d8 + 11 ⇒ (1, 2) + 11 = 14
Reflex Saves: 1d20 + 18 ⇒ (6) + 18 = 241d20 + 18 ⇒ (11) + 18 = 291d20 + 18 ⇒ (4) + 18 = 221d20 + 18 ⇒ (15) + 18 = 331d20 + 18 ⇒ (10) + 18 = 28

FiddlersGreen |

Rand pummels worm 2 into pulp whilst the other 2 worms squirm in the pit.
With the worms helplessly caught in the pit, you have no trouble picking them off at your leisure.
They have no way to escape the pit, so I'll call the fight here.
Init order:
42 - -21
Itamar -6, free
Worm 1 -16 (in pit)
Worm 2 -46
Worm 4 -16 (in pit)
Matamah - 5 image, free
Rand -59
Alden
Rhon -9 (free, -2 STR)
There is another passage leading from the other side of the room to a cloth curtain. What's the deal with all these curtains and gates anyway?
Where to now?

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"I am truly beginning to dislike this place." Rhon says with an elongated sigh. He then visibly steels himself to head through the next curtain. "Let's see what other horrors await us beyond the curtain."

FiddlersGreen |

Rhon proposes going through the next curtain.
What do he others want to do?
Btw, some of you may need some healing or other restorative magics.
42 - -21
Itamar -6, free
Matamah - 5 images, free
Rand -59
Alden
Rhon -9 (free, -2 STR)

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Agreed, although I think some healing should happen first.
Looks like we entered "that part of the module." :p

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Rhon walks over to Rand and lays his hands upon him. "May Torag's steady hand bind your wounds as seamlessly as steel is wrought into a hammer."
Lay on Hands to Rand: fatigued condition removed: 6d6 ⇒ (5, 2, 1, 1, 2, 6) = 17

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Alden looks around his allies and tries to determine who needs the most help.

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42 hands his wand off to a their Bard, "Mind tapping me a few times?" he asks.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
He is back at full health after 3 hits off of his good old healing wand.

FiddlersGreen |

Rhon lays hands on Rand and Itamar taps 42 with his wand.
Updated status:
42 -
Itamar -6, free
Matamah - 5 images, free
Rand -42
Alden
Rhon -9 (free, -2 STR)
Is Earl actually moving past the curtain?

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FiddlersGreen |


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Likewise, Rand will hand off his wand to Matamah or Itamar to be healed.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 31d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (7) + 1 = 8

FiddlersGreen |

Updated status:
42 -
Itamar -6, free
Matamah - 5 images, free
Rand -
Alden
Rhon -9 (free, -2 STR)
What now? There is the cloth curtain that Earl is at, and then another gate and another cloth curtain further down the other branch of the passage.

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After everyone is healed and such
One of these curtains is bound to have something good behind it Itamar says sarcastically
Why not this one, forward ho

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"That one looks as good as any, friend Itamar." Alden follows Itamar through a random curtain.

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More bugs? Or their mother I would assume?