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Round 4: FIGHT!
Light Condition: Dim Light
Active Party Buffs: None
Active Penalties: None
Blue ???(-11,Fine)
Green ???(-47,Dead)
Red ???(-6,Fine)
Kasumi the Vexatious(-0,Fine)
Fen Vion(-0,Fine)
Prakriti(-0,Fine)
Mivvy Hetherington(-0,Fine)
Rondolpho Keene(-0,Fine)
Father Urzaia Conflict(-11,2 Charisma Drain)
Attack Roll Blue Claw VS Urzaia: 1d20 + 7 ⇒ (13) + 7 = 20
Damage Roll Blue Claw VS Urzaia: 1d8 + 3 ⇒ (5) + 3 = 8
Attack Roll Red Claw VS Urzaia: 1d20 + 7 ⇒ (2) + 7 = 9
Attack Roll Red Claw VS Urzaia: 1d20 + 7 ⇒ (6) + 7 = 13
Damage Roll Red Claw VS Urzaia: 1d8 + 3 ⇒ (5) + 3 = 8
Damage Roll Red Claw VS Urzaia: 1d8 + 3 ⇒ (2) + 3 = 5
Attack of Opportunity VS Blue.
Attack, Power Attack, Divine Favor: 1d20 + 12 - 2 + 3 ⇒ (12) + 12 - 2 + 3 = 25
Damage, Power Attack, Vital Strike, Divine Favor, Ghost Touch: 1d6 + 9 + 6 + 1d6 + 3 ⇒ (4) + 9 + 6 + (1) + 3 = 23
Mivvy and Keene manage to successfully hit something.
The blue entity that Fen tracks moves to Urzaia's north side. The red entity moves to Urzaia's south side. He retaliates against the blue one's movements, slicing it to ribbons. The red entity misses.
Oh hey! There is Urzaia! You remember Urzaia! What a great guy he is! Such a strong and powerful orc. Wonder where he went to all this time?
You are no longer under strange effects.
Pathfinders are up!

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Mivvy circles round to attack, following her allies’ directions.
attack, PS: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d6 + 14 ⇒ (3) + 14 = 17
miss chance, high is good: 1d100 ⇒ 34

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Last one, between Mivvy and me.
Urzaia lines up with Mivvy and swings at the remaining ghost.
Attack, Power Attack, Divine Favor, Flank: 1d20 + 12 - 2 + 3 + 2 ⇒ (3) + 12 - 2 + 3 + 2 = 18
Damage, Power Attack, Vital Strike, Divine Favor, Ghost Touch: 1d6 + 9 + 6 + 1d6 + 3 ⇒ (6) + 9 + 6 + (4) + 3 = 28
May you and your brethren find peace.

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"Urzaia! Where were you? The rest of the group was fighting some folks without telling me," she says, working on boxing up her cards.
"Speaking of which, let me know if you need my help, but it kind of seems like you've got it?"
She starts working her fingers together, generating a bit of static.
She'll cast Haste if combat isn't concluded at the end of the round.

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The final undead falls onto the ground, and the invisibility enshrouding it fades to nothing. It coughs and spasms with the last of its strength. In between coughs and dying gasps, it retails its somber tale. Its voice now a weak whisper as it grabs Urzaia's arm to hold him long enough to focus on its final words.
“We were lied to... Ages ago, a woman came to us while we kept watch over our fellow soldiers... She had a fiend’s horns and burned black fingers, and her tail was like a giant serpent... She promised we’d survive if we just abandoned our comrades and retreated into the woods... She was so frightening, we knew she’d take our souls if we stood our ground... We left our comrades behind, asleep and defenseless... We know they all died, but we never heard even one of them scream..."
“We ran when she didn’t come back... We tried to find someone to help avenge our comrades, but we were lost... She chased us, and then there were sounds like children crying, and we were so hungry... And now you, with your warm heartbeats and flowing blood..."
The eyes in this pitiful creature then lose their glimmer, and as a final tear sheds it collapses into a limp corpse.
Quest: We Were Soldiers: Complete.
• A Slain Father’s Peace
Destroy the haunt in Cassomir.
• With this Ring
Acquire the ring from Gill’s scorned fiancée.
• Fiendish Trophies
Destroy the fiend wearing a quicksand cloak.
• Finding Strange Beasts
Provide the druids of the Wildwood Order with trophies or descriptions of up to three new creatures encountered in the woods.
• Arboreal Arachnids
Destroy the giant black widow and her fiendish ettercap keeper.
• Harpy Help
Slay the harpies and return the lost cargo found in their Lair.
• Rest in Peace
Transport the remains of those lost to Cassomir for interment.

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Rest now, she's as dead as you.

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Go ahead and decide which quest to tackle next. Taking their remains back to Cassomir will fulfill the Rest in Peace quest. Just a reminder; you were given a bag of holding to transport quest items, such as dead bodies.

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Let's get the remains in the bag. Then there's speed to be a spider lair around here somewhere.

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Fen lets his concentration break as they destroy the final undead. "Interesting that all the undead we have encountered are always human, not many Dwarves or other races." Fen helps with putting the bodies in the bag. "Yes tracking a large spider would be best, need to cleanse these woods of that which pervets them."
Track: 1d20 + 6 + 3 ⇒ (4) + 6 + 3 = 13

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"We humans have two distingushing features: we breed like rabbits and we are nedlessly naive. It's a perilous combination that leaves us in all sorts of trouble."
She sighs extravagantly, "Really, we need your help!"
perform (oratory): 1d20 + 11 ⇒ (2) + 11 = 13

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The party begins the trek into the woods for evidence of a spider presence. Certainly, plenty of smaller spiders have taken over parts of these woods.
With time and patience you find the tracks of something with eight consecutive prints. This must belong to a spider of considerable size. Following it, you come to a dense stand of trees grows here, the spaces between them obscured by thick webs and piled branches. The interior of the stand is dark, almost like a cave. The entrance is large enough for a horse to pass through.

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Survival: 1d20 + 3 ⇒ (9) + 3 = 12

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Survival 1d20 + 9 ⇒ (14) + 9 = 23
Keene leads the others along the tracks, warning them that the spider was quite large. As they neared the copse, he warned them. ”I think it’s close now. This looks like a good spot for ambush, in this darkness.”

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Mivvy activates her wayfinder for some more light, then follows it up with another set of dancing lights that explore the darkness.
"That's much better. A little less gloomy."

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Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Doesn't seem so dark to me, but I still don't see spiders.

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The large wolf awakens, wearing robes of a thick black material that looks more like a blanket. Putting on bunny slippers and grabbing a cup of coffee, the massive wolf walks over to a computer. "Ah yes, I should probably keep working on my novel." He chuckles to himself. Taking a seat, he begins typing away...
The sound of chittering begins to fill the air around the party, and most of you get the impression you are not alone. Creeping along the ceiling, most of you see what looks like a large, demented spider that walks on two legs and has large wings coming forth from its back. It hisses at you all, then the space around it goes pitch black.
Darkness
Thankfully, the darkness doesn't hinder what happened for you. You can see it skittering towards the northern wall, and about to scurry out into another passage of web and tree.
Slide 6

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Oh, she's still here. Trying to hide on the ceiling.
Urzaia mutters to his friends.
But we have things for that.
He chants a quick prayer to Gorum and pulls his bow off his back for what feels like the first time.
Cast Divine Favor, Draw a bow, tell the party where the spider creature is.

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I'll be sure to let her know how you feel.
Attack, Composite Longbow, Divine Favor, Haste: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, Divine Favor: 1d8 + 6 ⇒ (1) + 6 = 7
Attack, Composite Longbow, Divine Favor, Haste: 1d20 + 9 ⇒ (13) + 9 = 22
Damage, Divine Favor: 1d8 + 6 ⇒ (5) + 6 = 11
Urzaia looses a pair of arrows at the spidery thing.

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One of the arrows hits the creature, and a loud hiss is heard. It scurries away into the cavernous shelter.

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She's hiding further in. Grab on and I'll guide you through the darkness.

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Mivvy sends her dancing lights forward, probing the edges of the magical darkness, ”It should be right in the middle of that, equidistant between the lights.”
She spreads them in a wide-as-she-can net.
Then Mivvy strides after Urzaia, rapier in hand.

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Initiative Mivvy Hetherington: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative Fen Vion: 1d20 + 8 ⇒ (15) + 8 = 23
Initiative Father Urzaia Conflict: 1d20 + 0 ⇒ (8) + 0 = 8
Initiative Rondolpho Keene: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Prakriti: 1d20 + 7 ⇒ (11) + 7 = 18
Initiative Kasumi the Vexatious: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Red Spider Creature: 1d20 + 8 ⇒ (16) + 8 = 24
Initiative Blue Giant Black Widow: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Green Giant Spider: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Orange Giant Spider: 1d20 + 3 ⇒ (8) + 3 = 11
Round 1: FIGHT!
Light Condition: Bright Light and Darkness
Active Party Buffs: Haste (Kasumi, Round 0)
Active Penalties: None
Red Spider Creature(-6,Fine)
Fen Vion(-0,Fine)
Rondolpho Keene(-0,Fine)
Prakriti(-0,Fine)
Mivvy Hetherington(-0,Fine)
Kasumi the Vexatious(-0,Fine)
Father Urzaia Conflict(-0,2 Charisma Drain)
The fiendish spider creature disappears further along the cavernous webs.
Pathfinders are up.

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Losing sight as the fiendish spider scurries away Urzaia guides the party through the patch of darkness to the top of the stairs.
I don't know where she went, but you can be sure she'll pop up soon enough.
double move

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That's what happens when you're sent to kill a beast. It runs and hides and you have to go in after it.

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Oh, I'm not disagreeing. Chasing them into their lairs almost always sucks. But it always happens anyway.

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I have moved everyone on the map, just to speed things along.
Don't forget, haste give a +30 to your movement speed. This means it only took us all a move action to catch up to Urzaia and we all have a standard left if anyone wants to do something fun.
Mivvy's light from her wayfinder illuminates around the party, while her dancing lights probe the passage up ahead.

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Prakriti follows along with the rest, morningstar ready to swing should they catch a glimpse of the elusive spider in the enveloping darkness.

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Round 2: FIGHT!
Light Condition: Bright Light and Darkness
Active Party Buffs: Haste (Kasumi, Round 0)
Active Penalties: None
Red Spider Creature(-6,Fine)
Fen Vion(-0,Fine)
Rondolpho Keene(-0,Fine)
Prakriti(-0,Fine)
Mivvy Hetherington(-0,Fine)
Kasumi the Vexatious(-0,Fine)
Father Urzaia Conflict(-0,2 Charisma Drain)
The party rushes forward, ready to find the fiend and destroy it! Weapons drawn and spells cast, they rush for-
FWOOSH!
Urzaia Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Urzaia barely dodges the web pit that was right before him and on the path. With careful climbing or a good jump, getting past the trap pit is possible.

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Mivvy shakes her head, ”somebody pass me a rope.”
Haste gives a +12 to jump checks, by the way.
jump: 1d20 + 14 + 12 ⇒ (13) + 14 + 12 = 39