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Dissa looks with disgust to the guards. "You guys suck."
He turns toward Cyrene, kneels so closely to her that her hair brushes the front if his helmet. He speaks softly, but just loud enough for his breath to gently caress her cheek. "Any ideas? You are as smart as you are charming. I look forward to your suggestions." The warrior winks as he stands and turns to face the shoddy doors.

Kontha |

Kontha exhales with a deep sigh as the paladin flirts with the halfling.

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Cyrene blushes a vivid red and shares a shy smile with Dissa.
"If this is the base then we're probably best going straight in." She says. "If we're not sure then I can try to slip in. People don't notice me if I don't want them to."

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Dissa throws a few spells on himself, Protection from Evil, Fallback Strategy, and Bless Weapon
"Let's do it! Cast your preparatory magic now, if you have it." Once buffed, the Paladin slices the door with his Adamantine Fauchard, and charges headlong into the breach.

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He will cast guidance on everyone. Shield companion on Kontha, and use a scroll of acid maw on her and then lead blades on himself.

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Prot Evil on Self, then Haste as we go in.
Cyrene nods, mouthing a spell and holding the threads of aether ready to speed her companions.

GM Fez |

Dissa's 'lockpick' rips the doors apart granting you entry into the decrepit building. Old crates and furniture were stacked up against the large double doors leading outside, now all destroyed. Directly across from you are an ornate pair of much older doors set into the crumbling stone facade of the temple around which the house is built.
Hundreds of tiny spiders scurry around the hulking form of a gigantic undead spider, which drops from the ceiling before the doors.
Dulomak and Kontha: 1d20 + 1 ⇒ (16) + 1 = 17
Dissa: 1d20 + 2 ⇒ (18) + 2 = 20
Marina: 1d20 + 4 ⇒ (3) + 4 = 7
Deathweb: 1d20 + 6 ⇒ (6) + 6 = 12
Order 1st Round
Dissa, Dulomak and Kontha
Deathweb
Marina, Cyrene

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The half orc will move in and try to slash at the spider with his glaive
1d20 + 8 + 1 + 1 - 1 ⇒ (13) + 8 + 1 + 1 - 1 = 22 Guidance, haste and power attack
2d8 + 7 + 2 ⇒ (4, 4) + 7 + 2 = 17 damage

Kontha |

Using her speed and hunter's guile, the t-rex maneuvers into the room and sets up a flank to bite at the spider
1d20 + 1 + 1 + 7 + 4 ⇒ (4) + 1 + 1 + 7 + 4 = 17 guidance and haste + outflank
1d8 + 4 ⇒ (4) + 4 = 8 bite
1d4 ⇒ 2 acid maw

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Dissa takes a 5' step to threaten the monstrous spider, flanking thanks to his Gang Up skills. He full attacks the beast, expecting the smaller vermin to coalesce into a swarm of some sort.
"Cyrene, we might need you to nuke the little ones, but I think we got the big one." Shouts the flash of jade green and adamantine as he steps into combat.
Fauchard Power Attack, Haste & Outflank: 1d20 + 11 + 1 + 4 ⇒ (19) + 11 + 1 + 4 = 35 Threat!
Confirm?: 1d20 + 11 + 1 + 4 ⇒ (15) + 11 + 1 + 4 = 31
Crit Damage: 4d8 + 32 ⇒ (7, 4, 7, 5) + 32 = 55
Iterative: 1d20 + 6 + 1 + 4 ⇒ (18) + 6 + 1 + 4 = 29 Threat!
Confirm?: 1d20 + 11 + 1 + 4 ⇒ (11) + 11 + 1 + 4 = 27
Crit Damage: 4d8 + 32 ⇒ (5, 8, 3, 1) + 32 = 49
Haste: 1d20 + 11 + 1 + 4 ⇒ (12) + 11 + 1 + 4 = 28
Regular Ole' Damage: 2d8 + 16 ⇒ (1, 6) + 16 = 23

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Yeah... 127 damage says you got this... As to nukes I'm not much use but I can MM them to death at least.

GM Fez |

The spiders are a part of the undead spider's abilities, but I don't think its a problem.
The flurry of attacks very quickly bring down the enormous undead spider, but not before the little ones swarm out and start nipping at Kontha. It has an aura of spiders. Kontha needs to make a DC 17 Fort save vs distraction, and a DC 17 Fort save vs poison. She will also be taking 1d6 damage for ending her turn within 5 feet of the Deathweb.
Damage: 1d6 ⇒ 1
Marina and Cyrene, you want to explore a particular room? You two get first choice since DDK nuked the Deathweb.

Kontha |

Fort 1d20 + 4 ⇒ (9) + 4 = 13 distraction
1d20 + 4 ⇒ (13) + 4 = 17 poison

GM Fez |

If the shield companion is from the ACG you can use an immediate action to take the damage yourself. If the shield companion is from the Animal Archive you'll automatically take half the damage.
Through the door:
Between two boarded-up windows, a torn oil painting hangs askew. The brooding man in the painting stares in disapproval at the room’s ruined finery, including a soiled billiard table and several musical instruments in severe disrepair.
Five naked and motionless bodies are positioned on the worn billiards-table, as if in some macabre morgue, while an additional two paralyzed victims are wrapped in spiderwebs and suspended upside-down from ceiling chains.

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Cyrene does her best to help, climbing onto the billiard table and trying to tear down what spider's webs she can reach.

GM Fez |

Marina: 1d20 + 11 ⇒ (16) + 11 = 27
Dulomak: 1d20 + 10 ⇒ (2) + 10 = 12
Dissa: 1d20 + 7 ⇒ (20) + 7 = 27
Cyrene: 1d20 + 3 ⇒ (10) + 3 = 13
Marina: 1d20 + 4 ⇒ (3) + 4 = 7
Dissa: 1d20 + 2 ⇒ (9) + 2 = 11
The distant sounds of harps—their strings severely out of tune—begin faintly plucking in a disturbing melody. Dissa, Cyrene, and Marina all notice the colors in the world growing muted, and the edges of the room start blending and running together as reality slowly breaks down. Only Dissa and Cyrene are fast enough to do anything about this.
This is a dream haunt. Unlike normal haunts, dream haunts are subject to damage from some corporeal sources, though their vaporous nature grants them the incorporeal quality. They are thus immune to all nonmagical attack forms, take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects (including channeled positive energy), and take full damage from force effects and other incorporeal creatures and effects. Dream haunts are essentially quasi-real spell effects housed in nightmarish shapes, and might manifest as shrouded, insubstantial spectres or foreboding, cloying darkness that you guys can target with attacks. Unfortunately, to interact with one you need to notice it (only Dulomak failed), then beat it at Initiative 10 (Marina failed here). If the two that succeeded can't deal 36 points of damage to the dream haunt a spell will go off, effecting everyone in the party.
Inspecting the bodies on the table reveals that three are alive, but paralyzed, while two are ash-gray corpses. The surviving humans are an assortment of poor Korvosan commoners.

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"Look out! Haunt!"
Cyrene claps sharply, the sound unnaturally loud over the melody. The air around her hands ripple in waves. Then suddenly her hands blur into motion, the clapping sound seeming to redouble as though it is echoing itself.
Cast MM, then use Peerless Speed to cast it again as a Quickened Spell.
MMx2: 6d4 + 6 ⇒ (3, 4, 2, 2, 1, 4) + 6 = 22

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"Uh, OK. I guess I hit the dream with my imagination stick?" Taking Cyrenes advice, he swings his Adamantine Fauchard +1 twice at the scariness.
Scare Be Gone: 1d20 + 11 ⇒ (20) + 11 = 31
Critically scared?: 1d20 + 11 ⇒ (18) + 11 = 29
Poof The Scary Away: 4d8 + 32 ⇒ (4, 2, 4, 4) + 32 = 46
Incorporeal Iterative: 1d20 + 6 ⇒ (13) + 6 = 19
Cut The Fears: 2d8 + 16 ⇒ (8, 1) + 16 = 25

GM Fez |

The harps stop playing and reality reasserts itself on the world once more with Cyrene and Dissa's quick actions. Investigating the victims further it appears they have been poisoned with a strength draining venom, probably from the undead spider you've already fought. They will not be able to move under their own power for at least a day, possibly more.

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Dissa makes a mental note to expend a charge of Cure Light Wounds and a charge of Lesser Restoration on each of the strength drained but living commoners. Hopefully they will be stable enough to securt by the time the party clears out.
"I doubt anyone will be surprised by our presence now. I say the faster we finish, the easier the battles. I don't want to give anyone the time to prepare." He calls to his friends.
He presses toward the next door with purpose.

GM Fez |

Several haphazardly arranged tables crowd this smoky room, surrounded by chairs in a random assortment of styles, from plush divans to simple barstools. The tables are littered with baskets of glass vials and dozens of small leather satchels. A large spigoted alembic hangs from chains above the tables.
Five olive robed and plague masked figures await you within the room, as soon as the door opening the one in the back shouting, "Get the intruders for Mog-Lathar!"
The smoke and haze is so thick in this room everyone not wearing a plague doctor's mask needs to make a Fortitude save every round or be unable to do anything. DC will be posted above round indicator.
Dissa: 1d20 + 2 ⇒ (7) + 2 = 9
Marina: 1d20 + 4 ⇒ (8) + 4 = 12
Cyrene: 1d20 + 3 ⇒ (3) + 3 = 6
Doomsayers: 1d20 - 1 ⇒ (1) - 1 = 0
Cult Deacon: 1d20 + 7 ⇒ (17) + 7 = 24
Order 1st round
Cult Deacon
(DC 12 Fort Save or be unable to act this round)
Dulomak and Kontha, Marina, Dissa, Cyrene
Doomsayers [R: 0, B: 0, G: 0, Y: 0]

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fort: 1d20 + 8 ⇒ (8) + 8 = 16
I wanted to steal yellow's plague mask, if it's not impossible? https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal otherwise add two and call the below a trip. The steal provokes if he has combat reflexes.
steal/trip: 1d20 + 8 ⇒ (12) + 8 = 20

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Fort DC 12: 1d20 + 13 ⇒ (16) + 13 = 29
Dissa takes two quick swipes at the cultists, trying to figure a way out of the fog.
Thrust: 1d20 + 11 ⇒ (1) + 11 = 12
Sweep: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d8 + 16 ⇒ (1, 2) + 16 = 19
"I'm not sure how honorable these combatants are, Marina. Feel free to punch their masks off with some vigor! I can't seem to strike as soundly as usual."

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How high is the smoke? Cyrene is barely 3ft, she might well be underneath it?

GM Fez |

The smoke permeates the room (because of a mostly blocked chimney flue), and doesn't necessarily give cover or concealment.
Dulomak has some trouble with the smoke in the room, coughing and spluttering upon entering, but Marina is able to slip inside and swiftly nab the mask from one of the cultists, pulling it on in a quick, smooth motion. It smells of bitter incense and stale sweat, but filters the smoke thoroughly enough that she has no trouble breathing anymore. Dissa's polearm swings through the door, cutting one of the cultists down without issue.
Order 1st round
Cult Deacon
(DC 12 Fort Save or be unable to act this round)
Dulomak and Kontha, Marina, Dissa, Cyrene
Doomsayers [R: 0, B: 0, Y: 0]

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Cyrene retreats, trying to simply stay out of the smoke.
If haste has gone she'll renew, otherwise Glitterdust.