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Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Red Spider(-0,Fine)
Victor(-0,Fine)
Darrioos(-0,Flanker Mesmerist Trick)
Edwin Towerfall(-12,Fort Save, Grabbed)
Volsung Dreamborn(-0,Fine)
Tesson(-0,Fine)
Blue Spider(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
Slide 4
Phase Sider
N Large Magical Beast
This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.
1 Question @20, 2 Questions @25

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"I think we have worn out our welcome! Let us retreat for now.
How easy it for us to move out?

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Edwin tries to return favor to the blue spider.
FORT: 1d20 + 9 ⇒ (20) + 9 = 29
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14

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Sorry, but I'm a little confused. The orange circles are what?

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GM: what's "overhead"? Can we see it?
Tesson goes in for the kill and Edwin in melee!
He attacks with his sparky tankard, making it magical!
Mighty Sparky Tankard: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
for Bludgeoning, magical: 1d3 + 4 + 2 ⇒ (1) + 4 + 2 = 7 and Electricity: 5d6 ⇒ (6, 4, 6, 4, 1) = 21
Knowledge Arcana: 1d20 + 13 ⇒ (6) + 13 = 19
"Phase spiders, magical beast." he shouts over the sound of melee.
Parry?: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Riposte?: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
for Blugeonning: 1d3 + 4 + 2 ⇒ (3) + 4 + 2 = 9

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”Great Black Butterfly! What are those things?”
Knowledge (arcana): 1d20 + 4 ⇒ (11) + 4 = 15
Volsung steps up in order to be adjacent to Dolph and focuses his hypnotic stare upon the red spider thing. 5-ft step and swift action
He then casts oneric horror upon the red spider making it believe that a giant flyswatter is descending upon it.
standard action and DC 17 Will save with -2 penalty for stare
Finally, he draws his rapier amidst a spray of tiny bubbles.

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The giant orbs of the observatory are overhead, thus the orange circles. Not important, but just to help you know your location on the map on slide 3.
By order of initiative, Volsung casts the spell and Tesson moves in.
Will Save: 1d20 ⇒ 8
Attack Roll Phase Spider Bite VS Tesson: 1d20 + 10 ⇒ (5) + 10 = 15
Damage Roll Phase Spider Bite VS Tesson: 2d6 + 7 ⇒ (6, 3) + 7 = 16
The bubbles pop and plop onto the battle field, and the spider seems to be staring at some unseen threat. It appears that the spider is too distracted to get a proper attack of opportunity against Tesson.
Darrioos delays.
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Red Spider(-42,Fine)
Darrioos(-0,Flanker Mesmerist Trick, Delays)
Edwin Towerfall(-12,Fort Save, Grabbed)
Volsung Dreamborn(-0,Fine)
Tesson(-0,Fine)
Blue Spider(-0,Fine)
Victor(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
The second ping that Las felt is now moving in, as a second spider phases into the fight! It goes after Volsung!
Attack Roll Phase Spider Bite VS Volsung Dreamborn: 1d20 + 10 ⇒ (18) + 10 = 28
Damage Roll Phase Spider Bite VS Volsung Dreamborn: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Mirror Images 1=Hit: 1d3 ⇒ 3
The spider bites at a mirror image and fails to deal damage to Volsung!

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Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Red Spider(-42,Trippin' Out)
Darrioos(-0,Flanker Mesmerist Trick, Delays)
Edwin Towerfall(-12,Fort Save, Grabbed)
Volsung Dreamborn(-0,Fine)
Tesson(-0,Fine)
Blue Spider(-0,Fine)
Victor(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
Victor, we have poachers.

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I'm not clear which spider bit me. I thought I hit the red spider before it could move and attack me. I am color blind so I can get confused about these things.

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K. Arcana: 1d20 + 11 + 1d6 ⇒ (13) + 11 + (4) = 28
With Edwin grabbed, retreat was no longer an option. As Las moves behind Volsung, he pull out his wand of grease and tries to coat the paladin.
UMD: 1d20 + 12 + 1d6 ⇒ (10) + 12 + (4) = 26<--Edwin gets +10 to his CMB to escape the grapple, so that looks like a +19 total.
Want to know special abilities. Comparative save strength

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Map fixed. Edwin attacked red, blue shows up behind Volsung and attacks him.
Las Lejas knows that these creatures can shift between the Ethereal Plane and Material plane very rapidly. Their bite can deal deadly poison and allows them to grapple. Poison DC Save 18.
Worst Save: Will.

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Changed my position based on the change in location of the others.
@Dolph, next round I am probably going to try and hit your spider and stop it from using AoOs, that will give you a chance to flank it. So next round, maybe wait for me to attack first?

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@Darrios, remember you've got false flanker which will let you do sneak attack damage for one round without need for a real PC providing flanking.

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@Las Lajas I appreciate the offer, but I can handle it for this round. Only Victor will be provoking and he has DR
Dolph circles around outside the spider’s reach, then calls for Victor. ”VICTOR. WE HAVE POACHERS.” He readies for a flank with Victor
The goat charges in to flank, as per his master’s command, and they both strike.
Dolph Attack with +1 adamantine dorn dergar (outflank): 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23
Dolph Damage: 1d10 + 7 ⇒ (9) + 7 = 16
Victor Gore Attack (outflank, power attack): 1d20 + 9 + 4 - 2 ⇒ (13) + 9 + 4 - 2 = 24
Victor Damage (power attack): 1d4 + 6 + 6 ⇒ (2) + 6 + 6 = 14

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Las ok, I'll try and finish one
@GmMWarg - I know Azlanti was I able to read the writings?
Darrioos moves and casts a spell at the spider near him. red, magic missile
damage: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9
SR if needed: 1d20 + 6 ⇒ (7) + 6 = 13

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@Darrioos Yes, but it still takes time to understand it.
Short post, as I woke up feeling not good.
Red gets pelted by missiles. It lashes out as Victor comes near, then collapses.
Attack Roll Phase Spider Bite VS Victor: 1d20 + 10 ⇒ (5) + 10 = 15
Damage Roll Phase Spider Bite VS Victor: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Red Spider(-51,Vanquished )
Edwin Towerfall(-12,Fine)
Volsung Dreamborn(-0,Fine)
Tesson(-0,Fine)
Blue Spider(-30,Fine)
Darrioos(-0,Flanker Mesmerist Trick)
Victor(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)

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Volsung now turns his attention toward the remaining spider and fixes it with his stare and steps over to engage it. swift action and 5ft step.
Bubbles flying, he engages the spider with his rapier. standard action
to hit with flanking: 1d20 + 12 ⇒ (15) + 12 = 27
damage piercing and percision: 1d6 + 5 + 1d6 + 2 ⇒ (1) + 5 + (1) + 2 = 9

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Las takes turns and strides clear of the spider to flank with the rest of the party. Drawing his whip as me moves, he swiftly studies the phase spider and attacks
Whip with Studied Combat: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Spider cannot take AoOs if whip hits.
Studied Strike if attack hits: 1d6 ⇒ 3

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Tesson steps north and tries to cast and strikes the beast twice! As he strikes the creature, a mark of a tankard appears on its flesh.
Concentration DC 15: 1d20 + 11 ⇒ (9) + 11 = 20
Mighty Magical Tankard 1: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Threat!
for Blugeonning: 1d3 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Mighty Magical Tankard 2: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
for Blugeonning: 1d3 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Confirm?: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Nope!
Spellcombat with arcane mark

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If 51 killed the first spider, then this spider is dead.
After talking with Tesson about spellcraft, he hands the dhampir the necklace. "I think you're are the one most qualified to wear this."

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Edwin moves closer and attacks the Blue spider.
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14

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The second phase spider falls stone cold against the floor, as its magical blood seeps from its dead form.
With the threat now eliminated, it is back to the other threat of this device. The warnings on the stele also advise against reckless use, for arcane energy can cause all kinds of issues if used incorrectly.
Spellcraft DC40 to disable
Current Bonuses: +5 with Necklace, +5 with Instructions (+10 if you can read it for 1 minute with an Identify spell).
Requirements for Aiding: 4 ranks in Spellcraft.
Other parts of the island might have more resources available for this check.

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"Perhaps we should look for more aid in the use of this device?"
No longer protected by the necklace, Las will wait outside.

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Tesson nods, accepting the necklace.
"Aye. Maybe sum other trinkets on this island can help!"

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"Back to that big fish bowl perhaps?"

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The party exits the observatory and makes their way for the big fish bowl.
A sheet of muddy water flowing up from the floor forms the door to this domed, shell-like structure. The liquid moves in a continuous loop, flowing from a large central pool across the floor and up the walls in a thin sheet, then falling from the domed crystal ceiling in a cylinder of water. A large bubble of murky water floats in the air above the pool. Detailed mosaics of fantastic sea creatures and undersea motifs adorn the coral-colored walls.
Perception Darrioos: 1d20 + 9 ⇒ (4) + 9 = 13
Perception Dolph, Son of a Shepherd: 1d20 + 12 ⇒ (20) + 12 = 32
Perception Victor: 1d20 + 6 ⇒ (7) + 6 = 13
Perception Tesson: 1d20 + 10 ⇒ (18) + 10 = 28
Perception Volsung Dreamborn: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Edwin Towerfall: 1d20 - 1 ⇒ (15) - 1 = 14
Perception Las Lejas: 1d20 + 10 ⇒ (19) + 10 = 29
Dolph, Las, and Tesson notice something strange as you all approach. In the large central pool, a cloud of darkness seems to be expanding from a certain point. There also appears to be a dead body with a satchel on the far side of the pool at the rear of the building.
Apologies for the map, but they didn't give me much to work with for this encounter. I'll let you decide if you wish to engage the octopus in combat, or have some other means of getting the dead body.
Slide 4.

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Las turns to Dolph, "I have heard that hunters, such as yourself, have a way with animals. Would you be able to coax that octopus into retrieving that body for us?"

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Any other solutions anyone would like to consider? Otherwise, combat or retreating will be decided based on first 2 voted strategies.

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Could Dolph try a Handle Animal for us? I'm not totally sure how that would work with an octopus.

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Tesson has no other way than combat to deal with this situation.

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It would be wild empathy, not handle animal iirc. I’m not exactly great at it with a -2 charisma—even with adding my level—but I can try it
Dolph tries to offer the octopus some food, while using some of the techniques he has learned for dealing with landbound animals, sadly being inexperienced with sea creatures.
Wild Empathy: 1d20 + 3 ⇒ (10) + 3 = 13

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Dolph, with his ridiculously large stash of food, manages to entice the octopus in the water. Gave you a bonus because of your food.
The octopus swims to the bottom of the pool, allowing you to pass. Swiftly the party goes to retrieve the dead body. It is another skum, with a satchel and a very nice cloak that looks incredibly water resistant. There is also a copper case containing two scrolls of Freedom of Movement, and an elixir of Swimming.
Cloak of the Manta Ray
This cloak appears to be made of leather until the wearer enters salt water.
At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.
The cloak does allow the wearer to attack with a manta ray‘s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
***************************************************
The wisps meet you outside.
”How disappointing.”
“To not eat the watery beasts fear.”
“Though we did feast on the spiders.”
“Tell you of the Graveyard we shall.”
“The former masters are there now.”
“The masters to the skum.”
“The skum keep returning to the graveyard.”

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Willing and able to aid a Spellcraft check if that is possible, but probably not the best to act as primary. Obviously ignore the check below if aid is not possible.
Aid Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
"Sounds like we have a lovely graveyard to explore next."

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Las will probably get it. His SC is pretty good and he’s got the necklace.
A low wall encircles seven radiating pools containing silvery liquid. Thousands of dark motes gently float in each reservoir. Crumbling markers of an etched coppery metal lie half buried among the ruins. The stench of rot spoils the tranquil scene, and gulls pick at a neatly arranged pile of discarded bodies nearby.
Near the corpses stands a coppery plaque with tiny inscriptions written in the lost language of Ancient Azlanti. Which Darrioos can read.
Aulus, Observant Councilor Most High, his speech on solar calculation, Lesson 3 of 6.
Ossoryol, Master of Lenses & Optics, the Master’s final lecture on celestial alignment, Part the All.
Erinthander, Grand Provost of Spheres & Glyphs, his platform on the implications of solar sigils & wards, Lesson 2 of 3.

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Tesson inspects the cloak. Actually, Las gave the necklace to Tesson if I remember well.
Spellcraft: 1d20 + 14 + 10 ⇒ (9) + 14 + 10 = 33
"Yeah that's a cloak for swimming that toughens your skin. Cool thingy."

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Yes, gave it to Tesson. FYI, it only gives +5 on Spellcraft, but I think we get another +5 when trying to use the glyphs.
"I find it odd we should find all these aids to a swimmer on a dead man in the water!"
On the way, Las queries the wisps, "What is waiting for us in the graveyard?"
Right before entering, Las drinks his shield extract (5 minutes).
Anyone know how long it takes Las to copy Freedom of Movement into his formula book?

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A mild look of disgust crosses Volsung's face.
"Something awful has happened here. I will see if it left any residue."
His eyes glow for a moment as he casts detect psychic significance.

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@Las 1 Hour per spell level.
@Volsung Knowledge. Lecture. Secrets. Sacrifice. Respect.
Nearby the corpses, you can make out a stone mounted plaque. It appears to have been recently cleaned, and lays out instructions for some kind of ritual. With rudimentary knowledge of the Arcane, it is easy to decipher.
When a living person reaches into the waters with bare flesh and calls forth a specific person by name and title, the pool forms a mercurial likeness of the individual for the length of the requested lecture. There is enough energy remaining for one more summon.
If you would like to perform the summoning for a lecture, determine who you will call upon.

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Volsung smiles.
"For all of us who hated school, it appears that I was correct. We can summon ...
Dramatic pause
... a LECTURER!"
In a more normal voice.
"Given the dangers of this place, I suggest we summon the specialist on wards."

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"NOOOoooOOOOOO!" shouts Tesson, falling dramatically on his knees, holding his head with both hands.
After a moment, he stands up, brushes dust off his clothes, and asks: "But do you know a being with this power?"

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Las beams, "A lecture? That sounds wonderful."

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Apologies, sleep schedule has been rough since I am trying to make sure I can return to work when it happens and be able to do my shifts.
The party decides on summoning Erinthander for a lecture.
To no one's surprise, it is a long and boring lecture. The most notable moment being..
"... Thus the orrey lenses located in Armillary Tower can be used as replacement, should the lense be damaged or missing. If you do not replace the orrey's lense, the magical effects of the observatory can become chaotic.."
You now know about the Orrey Lenses in the Armillary Tower, B8, and know that replacing it can have effects that could save the village. Information added to slide 2, along with your observatory info you have so far.
Suddenly, the simulacrum begins to seep back into the ground, and out comes a large ooze!
Initiative Darrioos: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Dolph, Son of a Shepherd: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Victor: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Tesson: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Volsung Dreamborn: 1d20 + 11 ⇒ (6) + 11 = 17
Initiative Edwin Towerfall: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Las Lejas: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Ooze: 1d20 - 5 ⇒ (18) - 5 = 13
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Delays)
Edwin Towerfall(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Volsung Dreamborn(-0,Fine)
Ooze(-0,Fine)
Victor(-0,Fine)
Las Lejas(-0,Fine)
Tesson(-0,Fine)
Combat on Slide 4, Quest info on slide 2.