
GM Irish202 |

“Lady Riverbane, do you recognize any of the people who attacked or the cog they were on?” Kegan asks. Even if she lies, this should be interesting.
"Why, I am afraid that I did not," Riverbane replies matter-of-factly. "Idiots like those on the river these days are a copper a dozen. Think they can make a name for themselves raiding boats without a care in the world. Doing so requires skill and finesse that comes with experience," she says with a slight wink towards the swashbuckler.
It looks like ze last zing in the Log Book was ze fact zat zey arrived here and were waiting for more orders.
Indeed, I did give the orders for the boat to remain near the vault location. I was not sure if they would need reinforcements, given the uncertain nature of the vault's contents." Riverbane paces for several moments, stroking her chin contemplatively. "What is odd is that they were supposed to send a signal up to indicate that they arrived at this location, so that we would send reinforcements to join them up near the vault once they found it safe. It seems that the spiders mean that it was not." Riverbane looks up with a confused expression on her visage. "Did you find any remains on the boat? Where was the second ship we sent up to investigate? Did they continue up to the vault? There still seems to be many unanswered questions yet."

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Sense motive vs Riverbane's comment on our questions: 1d20 + 1 ⇒ (6) + 1 = 7
Kegan, i too fail at reading people. XD
Int check: 1d20 + 5 ⇒ (9) + 5 = 14
"What i would know, is why we found no corpses on a derelict ship, abode to giant arachnids. Obviously they were not eaten, or we would have found cocoons."
"Given the angle of the ship, the lack of dead bodies, and the large coverage of webs on the ship, the possibility of the crew having abandoned ship some time ago, seems plausible."

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Sounds like we need to go on closer to ze vault.

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Aryxis studies their host trying to listen for a lie or hidden motive.
Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23
"Yes it seems like it's time to move on!"

GM Irish202 |

With nothing further to investigate, The Scrag Fisher continues sailing upriver for another uneventful day's worth of travel. The rising of the morning sun heralds the boat's arrival at their intended destination.
Everyone gets another 8 hours of rest! Not many scenarios have two of those, am I right?
The boat anchors a short distance from the forested edge of the river. The forest here is ancient. Dense masses of leafage impose an eerie twilight of dark green while forlorn trees speak of a bygone age where humans wrestled for survival in a land of darkness. Many thick sheets of giant webbing stretch like great shrouds around the gaunt trees and groveling bushes.
"Well, Pathfinders, here we are!" Riverbane says with a gesture towards the forbidding forest. With the other hand, she passes a simple map that pictures a winding trail through the forest towards a blatant large red 'X' at the end of the line. "The crew and I will keep watch over the boat, to make sure it doesn't end up like the Hanspur's Luck. None of us would want to walk the entire way back to town through this territory," she says grimly. "I will keep anchor here for two days before we start sailing back. If you are in deep trouble, try to send up a signal of some kind. I can't guarantee that we will make it you, but we can try to if needed." All of the sailors behind her look very anxious about this outcome, with pleading looks on their faces indicating that they much prefer the Pathfinders returning safely instead.
Should the Pathfinders begin their venture into the forest, a veritable maze of twisting trails clogged by webs and underbrush await them!
Will need Perception checks from people when they are ready to move forward! The following encounters do not utilize maps, and are more RP/skill challenges.
DC 20 Reflex Save will allow to stop short of the pit. Failing the Reflex save will result in falling into the pit and taking 2d6 ⇒ (5, 1) = 6 falling damage. At the bottom of the pit you encounter 1d4 ⇒ 4 shortspears jabbing up from the pit floor, attacking your Armor Class with a 4d20 + 10 ⇒ (4, 12, 11, 16) + 10 = 53! This potentially could deal up to 4d6 ⇒ (5, 6, 1, 3) = 15 points of piercing damage, and require a DC 12 Fort Save vs. Poison on each hit!
At the bottom of this pit you will notice the impaled, broken corpse of one of the Black Marquis' men. He looks incredibly bloated from poison, and very much dead. He lacks any valuable gear on his corpse.
You avoid the trap, and can make a DC 20 Reflex Save to stop one of your allies from falling into the trap. Exceeding the save by 5 will let you stop one additional ally.

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Use Magic Device, Lucky Number Wand: 1d20 + 12 ⇒ (3) + 12 = 15
Use Magic Device, Lucky Number Wand: 1d20 + 12 ⇒ (7) + 12 = 19
Use Magic Device, Lucky Number Wand: 1d20 + 12 ⇒ (15) + 12 = 27
Lucky Number: 1d20 ⇒ 15
In the morning, Kegan has a bit of trouble getting his wand to work. When it does, he is surprised to see the same result as the previous day.
Seeing the sailor’s expressions, Kegan assures Lady Riverbane “We should be able to handle it!”
Once everyone in the team is ready, Kegan strides confidently towards the choked trails.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Reflex, GM Stars: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24
Will wait to see if anyone makes initial check and saves him from the pit before applying saving throw. I assume if someone saves him, the reflex save was never needed so no reroll used.

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Aryxis looks doubtfully at the forest as a shudder runs through him. Shaking himself, he descends with a look of grim confidence.
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Success! No spikes getting me!

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Perception: 1d20 + 9 ⇒ (6) + 9 = 15
I enjoy a good impaling as much as the next girl, but this isn't quite what I had in mind.

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Perception: 1d20 ⇒ 15
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Tereze stops and quickly calls out: Roshi! STOP where you are!

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Wow look at us! We're all blind but have amazing reflexes!

GM Irish202 |

It takes the entire group to turn to stop the turtle's momentum given its large mass, but they manage to keep Roshi from teetering on the edge of a spiky descent!
I will need two DC 15 Survival checks from people to further navigate the forest. Designate one individual as the navigator making the main check for each. Others may aid as needed.
Inform the group that they will need to repeat the Perception check challenge spoiler listed in my previous post. The Survival check challenge will need to be repeated, with its DC decreased by 3 for each repeated failure.
1d20 + 11 ⇒ (13) + 11 = 24
Will need two Perception checks from everyone.

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When it comes to navigating, Kegan has always allowed others to lead. He does pull out his wayfinder, saying “This should help, right?” If the person who takes point needs one, Kegan will allow them to use his. Otherwise he attempts to use it to keep track of where they are headed.
Untrained Survival: 1d20 + 0 ⇒ (7) + 0 = 7 +2 if using own wayfinder
Untrained Survival: 1d20 + 0 ⇒ (5) + 0 = 5 +2 if using own wayfinder
Both failed, even if using the wayfinder..

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Unfamiliar with travelling through forests, Aryxis does his best to aid his comrades with their travel.
Survival A/A: 1d20 ⇒ 6
Survival A/A: 1d20 ⇒ 9

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Since Testudo's been a little quiet, i'll roll for both.
Locke and Testudo do a rock scissor paper who's to lead.
1 Locke 2 Testudo: 1d2 ⇒ 2
Survival Locke check 1: 1d20 + 1 ⇒ (8) + 1 = 9
Survival Locke check 2: 1d20 + 1 ⇒ (16) + 1 = 17
Survival Testudo check 1: 1d20 + 1 ⇒ (15) + 1 = 16
Survival Testudo check 2: 1d20 + 1 ⇒ (6) + 1 = 7

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Does anyone know where we're going here? I tend not to enjoy trackless wilderness - not enough company.
Untrained Survival to assist: 1d20 + 0 ⇒ (5) + 0 = 5
Untrained Survival to assist: 1d20 + 0 ⇒ (20) + 0 = 20

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Tereze says to Locke with a bit more regret then expected:
Where is Urbar when we need him.
Then she tries to help the others find their way.
Survival untrained, aid another: 1d20 + 0 ⇒ (10) + 0 = 10
Survival untrained, aid another: 1d20 + 0 ⇒ (18) + 0 = 18
Hey it looks like zere are tracks over here!
Pausing as I'm not sure if we passed or failed. If you add all the successful aid another to Testudo's rolls, (Locke, Melisande and Tereze) and we can use the wayfinder I think that gets the first survival to 20 and the second survivals to 15.

GM Irish202 |

1d20 + 11 ⇒ (16) + 11 = 27
Pausing as I'm not sure if we passed or failed. If you add all the successful aid another to Testudo's rolls, (Locke, Melisande and Tereze) and we can use the wayfinder I think that gets the first survival to 20 and the second survivals to 15.
The group manages to eke their way through the labyrinthine trails of the forest, almost heading down several seemingly-safe-but-incredibly-deadly side paths multiple times during their trek. After making significant head way in their progress, they reach a larger clearing that appears to be different from the others encountered earlier. A large hill rises the grassy clearing, the mound almost eerily devoid of any vegetation at all.
A bloody trail in the grass leads away from the rear of the mound and in the general direction of the group, the source coming from a male human sailor clawing his way along the ground away from the hill. The man appears heavily injured from combat, his clothing and armor deeply rent from claw marks. He lolls his head up as he notices the group about 60 feet away from him, the man lifting his hand up weakly in a gesture for help before falling limp on the ground.
What does everyone do?

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Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Why are there strings running from his hands and feet back up the hill? Anyone ever heard of anything like this?
Melisande casts Detect Magic and starts to examine the man.

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Perception: 1d20 + 8 ⇒ (12) + 8 = 20
“I see them too, almost like puppet strings! Wonder what happens if they are cut?” As he says this, Kegan carefully walks forward about half way, trying to determine if the man is still alive.
No call for help, something is very wrong here!
Move up 30’, looking for any signs of trouble as he moves forward. Stop when he finds something, or he is 30’ away.

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Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Locke doesn't spot it, until Melisande and Kegan point them out.
"Strings on his limbs?
Something you would do with puppets in a theater, or worms to go fishing."
Wonder what happens if they are cut?
"In theater, you would piss off he puppet player."

GM Irish202 |

Melisande casts Detect Magic and starts to examine the man.
Move up 30’, looking for any signs of trouble as he moves forward. Stop when he finds something, or he is 30’ away.
1d20 + 8 ⇒ (9) + 8 = 17
Kegan advances forward, finding nothing new that might alert or intrigue him that he did not notice previously. The man appears to be twitching slightly, as if gasping in pain.

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“I don’t understand what is happening, but he is in pain.” Saying this, Kegan strides forward drawing his adamantine rapier and slices through the strands so that he can help the fellow.
If it takes an attack roll, go ahead and bot it.

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Perception: 1d20 ⇒ 15
Tereze goes to run to the man, but pauses as the others start talking about some kind of strings and puppets.
Suspecting a trap, Tereze looks with concern at Kegan and the man. But hearing he is in pain she can't help but ask:
Kegan, Do you need me to heal him?

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“If you can prevent him from bleeding out, that would be great!”
If ever asked, Kegan would have freely admitted that he has no skill in healing.

GM Irish202 |

1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 11 ⇒ (14) + 11 = 25
Tereze and Kegan approach the man, and as they get closer the ground around his body collapses into yet another pit trap...this time filled with webbing instead of spikes! The man's body immediately tumbles into the opening, caught in what appears to be an uncomfortable contortion where he hangs motionlessly!
Need DC 20 Reflex from Tereze and Kegan to not fall in.
A DC 18 Nature check will identify the odor. Freeing yourself from the webbing will take similar efforts to the spider webs from earlier; 12 points of slashing damage, DC 17 STR check, or DC 13 Escape Artist.
DC 18 Nature check will identify the odor.

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Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
TRAP!
Tereze falls as the ground opens up below her feet. Once in the pit she immediately tries to slip her way out of the webs.
Escape Artist, untrained (DC 13): 1d20 - 2 ⇒ (20) - 2 = 18
Let me know if there is any damage from the fall. Also if I can act again or if something is coming to get me this round.

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Why does Tereze have to even roll since she was at least 30’ back? She never said she advanced and even if she did, stabilize has a range.
Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Kegan easily keeps his balance and adjusts his position to more stable ground.
“Ewe! What’s that smell!”
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Looking down, he says “Sorry, guess the man was already dead. Didn’t see the hole in his chest before.”
Giving others a chance to react before doing anything more.

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I"m OK with the GM saying that Tereze rushed up when you said he needs help. She is totally a sucker for healing people.

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Alright, if Tereze would have totally ignored that she could accomplish it from range that is on your character then. I withdraw my question.
“Tereze, couldn’t you have stopped the bleeding from a distance? I know there is some magic that does that.”

GM Irish202 |

Why does Tereze have to even roll since she was at least 30’ back?
Since you were approximately within strand cutting range, my assumption is that she would have joined you closer to inspect him with a Heal check prior to utilizing magicks. Both of you were not making the DC's I was looking for to suspect foul play so far, hence nothing to make either character innately be prone to keeping distance.
She is totally a sucker for healing people.
**Innocently looks in another direction** Why, I have no idea what you are talking about.
Let me know if there is any damage from the fall. Also if I can act again or if something is coming to get me this round.
Tereze takes no damage from falling into the pit, as it is really only 10 feet deep and the webbing seemed to catch most of her fall. She does find, as she clambers out of the pit, that the odd smell seems to follow her as she leaves...as if the webbing was coated in some kind of substance that came in contact with her skin and clothing.
Congratulations, you get to act in a surprise round! Roll initiative!
Please roll initiative! You unfortunately do not get to act in the surprise round!

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Aryxis is stunned by the pit trap opening under his friends but his attention is quickly diverted as he hears rustling from a bush 20 feet away from the now revealed pit and sees a humanoid figure dashing off into the distance out of sight.
Oiii! You! Come back here!
Things may have moved on but here are the rolls anyway...
Perception DC18/27: 1d20 + 13 ⇒ (4) + 13 = 17
Perception DC25: 1d20 + 13 ⇒ (13) + 13 = 26
Perception DC20: 1d20 + 13 ⇒ (6) + 13 = 19

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Perception: 1d20 + 8 ⇒ (19) + 8 = 27
“Tereze, if you have any way of cleaning that stuff off you, do so now! If someone can help, do it now!! I hear the scuttling of an insect swarm!”

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perception: 1d20 ⇒ 6
Ick. What a smell.
Wait, Insect swarm?
Init: 1d20 + 1 ⇒ (17) + 1 = 18
On her first round (hopefully the surprise round If she can get it off):
Tereze shouts out in another language from in the pit.
You who curse me. I command you to lift me UP!
Cast Levitate.
Move action
Those of you watching see as Tereze floats up (20' total up) out of the pit on shadowy wings, that if you look closely look somewhat skeletal.
Standard Action
Then hovering 10' above the ground she throws up her hands and shouts out.
Lady of ze Wind and Waves.
Your blessing now zis mortal craves.
Let your blessings shower down.
Upon my head and all around!
Casts Create Water Cantrip using the downpour option right above her head.
As she is hanging in the air a small storm cloud suddenly appears and drenches the young woman.
GM Irish, I assume you get the concept depending on how much I can do before the swarms get here, that's her plan

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Each round represents 6 seconds in the game world, so you should have 3 rounds to act before the swarms get here.
Tereze already escaped the sticky strands and climbed out of the pit.
Right now, it doesn’t seem like I have much to do in that time, but others probably do.

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Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Do I get to act before we enter intiative? I'd like to cast Mage Armor if so. Otherwise, I will just act after the surprise round.

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Your Right, I was thinking she was out of the webs at the bottom of the pit, but she would still do the same thing, just rise up 20' instead.

GM Irish202 |

Tetsudo Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Melisande Initiative: 1d20 + 9 ⇒ (15) + 9 = 24
Do I get to act before we enter intiative? I'd like to cast Mage Armor if so. Otherwise, I will just act after the surprise round.
Kegan making the check to be aware of their presence and announcing it to the group will allow everyone else to react in time. Feel free!
Initiative Order:
Surprise Round
Melisande
Kegan
Swarms **Five spider swarms arrive in the vicinity of the pit on this initiative**
Tereze
Aryxis
Locke
Tetsudo
Round 1:
Melisande
Kegan
Swarms
Tereze
Aryxis
Locke
Tetsudo

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Do we have a general sense of where the swarms are coming from? I also don't see a map slide. I'd like to ready to cast Burning Hands when one or more swarms comes into view/range.

GM Irish202 |

I also don't see a map slide.
That is because the scenario does not provide one for this encounter. It is theatre of the mind, unfortunately.
Do we have a general sense of where the swarms are coming from?
They appear to be coalescing from the forest edges, originating on the opposite side of the clearing and advancing towards the pit from that direction.
I'd like to ready to cast Burning Hands when one or more swarms comes into view/range.
You should be able to catch two swarms in the burning hands radius when the swarms arrive.

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Kegan puts his rapier away, knowing it will do nothing against the approaching swarms.
On the surprise round, also wanting to target two swarms
When the swarms appear, he draws on his bloodline and a blast of fire shoots from his hands. “BURN!”
Burning Hands: 5d4 ⇒ (1, 4, 2, 2, 2) = 11 DC 14 Reflex for half
Round 1
Kegan gets out a flask of alchemist fire and waits to see which of the remaining swarms approach him. He then throws the flask at it just before it gets to him.
Move to draw, Readied to throw when they are adjacent so that he takes splash damage. Might also cause the swarm to divert.
Ranged attack: 1d20 + 8 ⇒ (11) + 8 = 19
Fire damage: 1d6 ⇒ 4
Splash damage: 1 = 1
Reminder: Kegan is Ifrit, Resist Fire 5 vs 1 splash damage. It would heal him if he were hurt.