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"It's not looking good for the Marquis' men." Flyn says, looking up into the trees at the sailors' desiccated corpses. "Maybe we should spread out, a bit," he adds as Grog bumps into him.
Given our recent simultaneous fall into the pit, Flyn will fall back a bit.

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Channel: 1d6 ⇒ 1
Channel: 1d6 ⇒ 4
Kohinoor shakes her head sadly as she pulls herself out of the pit. Looking at the bruises and scrapes covering her body and those of her friends, she holds her holy symbol high and unleashes a pair of waves of healing energy.

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Desh picks himself up, realizing too late that the tree root that was digging into his back was actually some dried-up sailor body part.
”D@!$& spiders!” he grunts as he pulls himself out of the pit. He stretches his back after the wash of healing energies from Kohinoor. ”Yer useful to have around.”
Then he sets out once again, taking Flyndal’s advice and jogging out in front of the group to keep some space in case he stumbles into any more traps. From this point forward, Desh slows his scouting to make use of stealth as possible.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11; +1 vs Traps
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8; sigh.
Survival, tracks or natural hazards: 1d20 + 7 ⇒ (20) + 7 = 27

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Moving forward, the party encounters two more pit traps. However, since they now know what to look for, they avoid falling it. You all finally make it out of the cramped passageways and into a clearing. *Whew!*
The web-covered trees here are still as ominous as they were in the labyrinth and dead leaves cover the ground. A few hundred yards beyond, a low hill bare of any vegetation rises from the sea of green. You attention is caught by a man in tattered clothes laboriously crawling in your direction.
Desh: 1d20 + 6 ⇒ (10) + 6 = 16
Flyndal: 1d20 + 8 ⇒ (6) + 8 = 14
Koohinor: 1d20 + 2 ⇒ (4) + 2 = 6
Rod: 1d20 + 5 ⇒ (8) + 5 = 13
Desh: 1d20 + 6 ⇒ (7) + 6 = 13
Flyndal: 1d20 + 8 ⇒ (5) + 8 = 13
Koohinor: 1d20 + 2 ⇒ (16) + 2 = 18
Rod: 1d20 + 5 ⇒ (16) + 5 = 21
This guy looks like he might be a crewman from the Hanspur's Luck.

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Flyn takes a half-step toward the fallen man, stopping himself. His eyes search the web-draped canopy around them.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
If he sees no danger... Slowly approaching the man, he looks for signs of sickness or injury. "You there - what happened to you?"
Heal: 1d20 + 3 ⇒ (9) + 3 = 12

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As Flyndal addresses the crawling man, Desh sets himself in a defensive crouch. As he strains to watch the trees and forest around him, his eyes catch sight of Kohinoor a few feet away. When Kohinoor meets Desh's eyes, Desh gives the woman an encouraging nod that seems to say, 'go ahead ... I got your back'.
Desh will shadow Kohinoor if the cleric wants to go take a closer look .. it seems like something a "Good" cleric would do, though obviously you should do whatever you want. :)

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Kohinoor drops to her knees next to the man. "By the gaze of the Dawn, let me ease this man's burden." Placing a hand on his shoulder, she raises her holy symbol and channels Sarenrae's divine energy.
Channel: 1d6 ⇒ 2
With the man's wounds at least somewhat patched, she looks him in the eye. "You're one of the Marquis's men, aren't you. What did you run into here?"
I really hope this isn't like, a zombie or something.

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Some really good perception checks! Sadly, you're just short. :-(
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As Flyndal and Koohinor approach the man (but before Koohinor expends her channel, so you can take that one back) they set off another trap! (It's only big enough to catch the first two party members.)
Koohinor: 1d20 + 1 ⇒ (14) + 1 = 15
The two Pathfinders fall into another pit! But, this time, instead of taking damage, they fall into a massive tangle of webs. (You two now have the entangled condition.)
Out of myriad cracks and crawly spaces within the pit, a massive swarm of spiders arrive, eager to chew on the fresh catch...
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Desh: 1d20 + 3 ⇒ (15) + 3 = 18
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Koohinor: 1d20 + 3 ⇒ (13) + 3 = 16
Rod: 1d20 + 2 ⇒ (2) + 2 = 4
Swarm: 1d20 + 3 ⇒ (18) + 3 = 21
Sorted Inits:
Swarm: 1d20 + 3 ⇒ (18) + 3 = 21
Desh: 1d20 + 3 ⇒ (15) + 3 = 18
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Koohinor: 1d20 + 3 ⇒ (13) + 3 = 16
Rod: 1d20 + 2 ⇒ (2) + 2 = 4
Grog: 1d20 ⇒ 4
____________________________________________________________
This is round 1.
The swarm completely covers the trapped Pathfinders--crawling, biting, injecting them with venom!
Swarm Damage to Flyndal and Koohinor: 1d6 ⇒ 4
Flyndal: 1d20 + 5 ⇒ (9) + 5 = 14
Koohinor: 1d20 + 4 ⇒ (15) + 4 = 19
They both fight off the effects of the poison!
Flyndal: 1d20 + 5 ⇒ (5) + 5 = 10
Koohinor: 1d20 + 4 ⇒ (4) + 4 = 8
But, some of the spiders get into their hair, clothes, and even into their mouths as they shout in alarm. And they are distracted! (Flyndal and Koohinor may only take move actions on their turn in round 1.)
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Desh! You're up!
Flyndal and Koohinor, you're on deck.

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When the priestess and Flyndal drop out of sight, Desh growls out a string of orcish curses, ending with a spit out, "D@!$ SPIDERS!"
He rushes up, sliding to a stop at the pit's lip as he lowers the butt end of his longspear down to his trapped teammates. "GRAB IT! CLIMB OUT! I'LL PULL!"
Desh is strong enough to life them out if they grab the spear, so that's the plan. Alternately, can the longspear be used to give them a bonus to climb out or something?

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When the priestess and Flyndal drop out of sight, Desh growls out a string of orcish curses, ending with a spit out, "D@!$ SPIDERS!"
He rushes up, sliding to a stop at the pit's lip as he lowers the butt end of his longspear down to his trapped teammates. "GRAB IT! CLIMB OUT! I'LL PULL!"
Desh is strong enough to life them out if they grab the spear, so that's the plan. Alternately, can the longspear be used to give them a bonus to climb out or something?
Desh's turn:
- Move action: Move up to the pit with his spear.- Standard action: Ready an action to pull.
Sounds perfectly reasonable to me. :-)
Desh might be strong enough to lift them, but you're in combat. You cannot take 10. So: Desh Strength Check: 1d20 + 3 ⇒ (8) + 3 = 11
That's enough to Aid Another. The spear, plus bracing on the sides of the pit, make climbing out a DC 5. With the Aid Another; it becomes a DC 3 for both Flyndal and Koohinor.

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On my turn I'll drop prone and grab the spear. STR check to pull one of the party up? EDIT change if I can. I re-read the text. I'll pull one up. Or help Desh?
STR Check: 1d20 + 5 ⇒ (19) + 5 = 24

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'Go! Go! Go!" Flyndal links his hands to give Koo a boost out of the trap, looking up just in time to see Desh's spear hovering over them. Nearly gagging as the spiders cover his face, he barely waits for her to clear the pit before following her out.
Climb: 1d20 + 3 ⇒ (6) + 3 = 9

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Grog, with that roll, you can lift one of them out of the pit. You pull Koohinor out. Flyndal climbs out on his own.
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Sorted Inits:
Swarm: 1d20 + 3 ⇒ (18) + 3 = 21
Desh: 1d20 + 3 ⇒ (15) + 3 = 18
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Koohinor: 1d20 + 3 ⇒ (13) + 3 = 16
Rod: 1d20 + 2 ⇒ (2) + 2 = 4
Grog: 1d20 ⇒ 4
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This is now round 2.
The swarm climbs out and bites at all of you.
Swarm Damage: 1d6 ⇒ 5 (Uh oh! Koohinor is down to 1 HP.)
Flyndal: 1d20 + 5 ⇒ (15) + 5 = 20
Koohinor: 1d20 + 4 ⇒ (20) + 4 = 24
Grog: 1d20 + 4 ⇒ (15) + 4 = 19
Only Desh fails against the poison. 1d2 ⇒ 2 He loses 2 points of STR. (Good thing you found those potions.)
Flyndal: 1d20 + 5 ⇒ (17) + 5 = 22
Koohinor: 1d20 + 4 ⇒ (5) + 4 = 9
Grog: 1d20 + 4 ⇒ (13) + 4 = 17
Desh and Koohinor are distracted this round. They may only take move actions this round.

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Well, THAT went down-hill fast.
The poison gets into his system far faster than Desh would have thought possible. Weakened and covered in biting distractions, the half-orc does the only thing he can think to do … R-U-N!
”I have acid!” he roars as he runs, ”Two! In my pack!”
Withdraw back the way he came … using the full 30 feet of movement in the hopes that the swarm is slower than he is.
Conditions/Effects: Poisoned (2 str damage), Distracted
Current ACP: 0 (encumbrance: light)

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Flyndal! Take one for the team and stand there and get eaten alive so our healer can heal everyone else! :D
EDIT: O.o
Actually, considering she's the only one capable of an AoE spell (Burning Hands, right?), we do really need to keep her on her feet at all costs here.
DOUBLE EDIT: BAAAH! And she's got the only healing in the group! DOUBLE BAAAH!

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I think the axe won't work but Move action stand up and 5' out of swarm
attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d12 + 7 ⇒ (1) + 7 = 8
Damm spiders
I don't know if I can do a Monster knowledge roll
Know nature: 1d20 + 4 ⇒ (14) + 4 = 18

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”I have acid!” he roars as he runs, ”Two! In my pack!”
Despite his shorter legs, Flyn keeps up surprisingly well. Running after his fellows, he catches up to Desh and reaches into his pack, withdrawing a vial of acid.
Move 30' to Desh
Move: Retrieve Acid from Desh's pack

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Since Grog only moved 5 feet, the swarm will just move up to him and do their thing--leaving Desh, Flyndal, and Koohinor unmolested.
Swarm Damage: 1d6 ⇒ 1
Fort Save vs Poison: 1d20 + 4 ⇒ (11) + 4 = 15
Fort Save vs Distraction: 1d20 + 4 ⇒ (17) + 4 = 21
The half-orc takes only 1 HP of damage and remains unaffected by the poison and the distraction. Apparently, the feeling of creepy crawlies all over his body isn't that disturbing for him. ;-P
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Sorted Inits:
Swarm: 1d20 + 3 ⇒ (18) + 3 = 21
Desh: 1d20 + 3 ⇒ (15) + 3 = 18
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Koohinor: 1d20 + 3 ⇒ (13) + 3 = 16
Rod: 1d20 + 2 ⇒ (2) + 2 = 4
Grog: 1d20 ⇒ 4
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The swarm remains unhurt. The party is up!

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Yay! Do I have standard actions again?
Kohinoor shakes off the last of the baby spiders and raises her holy symbol in one hand.
Channel: 1d6 ⇒ 5
Getting out of critical damage, then we can worry about the swarm. Sound good? I'd like to position myself in such a way as to heal everyone.

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Sounds good.
Shuddering as the nausea subsides, Desh stops in his tracks to draw the second flask of acid from his pack.
”Any other way to kill these things?”
He holds it ready ... waiting to see if Flyndal or Kohinoor will disperse it before he throws his own.
Draw out the remaining acid flask, 5’ stepping closer if it reduces the range penalty. Then ready to throw it ... the trigger being if the swarm is still alive after Kohinoor Burning Hands it.
Conditions/Effects: Poisoned (2 str damage)
Current ACP: 0 (encumbrance: light)

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"Grog, RUN!" Flyndal's hand grips the bottle tightly as he calls out to the half-orc.
Delay; letting Grog move first.

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:-) After you defeat the swarm you check out the crawling guy. Looks like his dead corpse was a marionette of sorts. There are very fine spider webs attached to him. (Your perception checks were almost high enough to notice the strands. Almost!) He was put there to lure you into the pit and the swarm.

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Seeing Grog get clear of the arachnids, Flyndal lobs the flask at the skittering swarm, then runs further back.
Throw Acid Flask: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1d3 ⇒ (3) + (1) = 4 | 1 point splash damage 5' radius
Direction, in case of miss: 1d8 ⇒ 3
Move back 30' more.

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A gout of flame rushes from Kohinoor's outstretched palm.
Burning Hands: 1d4 ⇒ 1
Burning Hands, DC 13 reflex to half.

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Sigh … here goes nothing.
”Aww, hells!” Desh grunts as he hurls his own flask at the spider swarm.
Readied action triggered
ranged touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 5 … meaning 7 against the swarm.
Miss direction: 1d8 ⇒ 6
He looks ready to bolt should the swarm not die.

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That did it! (The swarm had four HP.)
Combat over! (Feel free to make time to do any healing, etc.)
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Past the glade, the gaping mouth of a tunnel opens into a bleak, cairn-like mound. Down the dark passageway, the party finds a grisly scene.
Thick layers of sagging webs choke the room from floor to ceiling. Beyond the mass of tangles, jade flames burn about a rough pyramid-shaped dais, bathing the whole chamber in an eldritch green glow. Gruesome carcasses and human-sized cocoons dangle from ghastly strands. In places, walls are covered with worn-out bas-reliefs and faded markings. The air smells of dust, decay, and death.

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When the threat disperses, Desh drops heavily into a tired crouch. His voice carries a fatigue-laden hatred, ”Spiders…”
He fishes one of the vials found aboard the derelict ship and unstoppers it, giving it a whiff before downing its contents.
Potion of Lesser Restoration, Strength: 1d4 ⇒ 4
Putting the empty vial in his pack, he stands back up, bouncing on renewed legs. He gives the team a questioning thumbs-up gesture … checking their readiness before he once again leads out.
_____
At the sight of the ominous cave, Desh gives his teammates a flat look, ”This ain’t good.”
He leans on his longspear as he considers the problem. ”Think we can bait it out?”
Can Desh see any spiders (or other threats) lying in ambush?
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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"Remind me to burn this forest place to the ground, before we leave," Flyn grumbles, staring at the massive webbing.
Ninja'd

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I recognize that you're joking/RPing here, but I want to remind you that (1) you're in a cave and (2) smoke rules are heinous--especially at low levels.
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Yep, there's a way/path though.

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Lol. I was talking about trying to set all that webbing on fire while we were standing safely outside the cave. I have no intention of putting Desh or his teammates through the smoke/suffocation rules. :)
But since no brilliant ideas come to mind (and we don't seem to even have any torhces with us...
"Remind me to burn thisforestplace to the ground, before we leave."
Desh nods earnestly to Flyndal and follows Grog's suggestion ... moving forward with eyes and ears peeled as he looks for any survivors, as well as whatever beast has taken them for snacks.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24; +1 vs traps
Stealth (if possible): 1d20 + 7 ⇒ (3) + 7 = 10