
GM Doug Henderson |


Bauxite Dolgrin |

Baux looks at the webs, then the rats.
Rubbing his beard, he says “Lot of webs, but they don’t seem that thick. Are ya thinking there’s some sort of monster made them? I figured it was just lots of little spiders and too much time.”

Kruppe Delat |
1 person marked this as a favorite. |

Kruppe looks sadly at his prized fish, and then the webbing. Box and Kruppe will soon see if this creature is pescetarian!
He steps forward and tries to throw the halibut as far as he can!
Ranged Halibut: 1d20 + 1 ⇒ (2) + 1 = 3
It lands in the webbing at his feet.

Biltri Gimhargruest |

"One or a lot, better they be busy eating rats we killed than us," he says just before Kruppe tosses a dead fish.
"Huh," he grunts and waits.

GM Doug Henderson |

Baux, Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Dethor, Avoid Notice: 1d20 + 7 ⇒ (3) + 7 = 10 +1 vs traps
Biltri, Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Spider, Perception: 1d20 + 7 ⇒ (2) + 7 = 9
The halibut sends a tremor up and down the webs and something begins to stir in the northeast corner of the cavern!
Biltri
Kruppe
Baux
Dethor
???
Bold may act. Squares with webs are difficult terrain.

Bauxite Dolgrin |

Box and Kruppe will soon see if this creature is pescetarian!
Baux gives a baffled look. “Pescitarian? Is that some sort of weird bull creature?”
Then the fish hits the webbing and he sees something with too many legs stirring in the corner.
He raises his shield and comes up beside Kruppe with his war hammer at the ready.

Kruppe Delat |

It very well could be, but Kruppe hopes not! Bovine are well-known chargers, and valiant Kruppe is exposed here on the front line! As an ecclesiastic of the Starsong would opine, it would be unlucky indeed!
Nevertheless, Kruppe picks up his prized halibut. Its fail flops against Biltri 's arm and Kruppe apologizes with one of his sesquipedalian phrases. Casting Physical Boost on Biltri.
With his free hand, Kruppe blows his nose with his handkerchief. Shield
Assuming the melee will want to move forward, so I might as well stay put.

Biltri Gimhargruest |

Biltri draws his axe back out of his belt and marches forward. Once in the middle of the cave, he raises his shield and prepares for the spider's assault.
Interact, Stride, Raise Shield
Reaction: Shield Block -> AOO

![]() |

Dethor moves up, draws a javelin, and chucks it at the spider.
The spider is flat footed to him
javelin, 40', vs FF: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 P + precision: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4

GM Doug Henderson |

Dethor's javelin hits the spider squarely in the abdomen and it chitters in anger!
The spider then moves down its web and tries to bite the nearest target, aka Biltri.
Fangs P. Finesse: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 + Giant Spider Venom!
Venom DC 16 Fort: 1d12 ⇒ 1
A target damaged by the spider’s fangs must succeed at a DC 16 Fortitude save or take 1d12 poison damage and gain the flat-footed condition for 1 round.
Biltri Fort save needed
Kruppe
Baux
Dethor
Spider -4
Bold may act!

Biltri Gimhargruest |

Shield Block 5
Fortitude: 1d20 + 8 ⇒ (2) + 8 = 10
Biltri moves his shield in defense, catching the spider's fangs with a clang. One of the fangs punches through the edge of his shield and lodges in his arm.
"Ouch! Feisty one!" he shouts. "Stings, too."
He pushes the spider's weight back and hacks at it with his axe before raising his shield to protect himself again.
Strike, Strike, Raise Shield
Reaction: Shield Block -> AOO
Battle Axe #1: 1d20 + 6 ⇒ (7) + 6 = 13
S: 1d8 + 2 ⇒ (4) + 2 = 6
Battle Axe #2: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7
S: 1d8 + 2 ⇒ (4) + 2 = 6
Flat-footed: AC 18

Bauxite Dolgrin |

Baux raises his shield and moves up to the spider. He moves far enough so as to make it easy for Dethor to get into a flanking position on the other side.
Provokes if the spider has an AoO
Worried about the poison, he then provides Biltri a little divine guidance.
Cast Guidance on Biltri, +1 to one attack roll, Perception check, saving throw, or skill check the target attempts before the start of my next turn.

Kruppe Delat |

Kruppe is concerned about the poison too, and wondering how to make his Physical Boost spell better because six seconds is not enough!
He moves for a clear shot then points his halibut at the spider! Frost shoots out of the fish's open mouth!
Ray of Frost: 1d20 + 7 ⇒ (20) + 7 = 27
Cold: 1d4 + 4 ⇒ (1) + 4 = 5
–10-foot status to Speeds for 1 round if crit, which this was!
The watery blue ray freezes one of the spider's thing's eight eyes! Kruppe and his trusty hippoglossus will eradicate all pestilential arachnids!

GM Doug Henderson |

Biltri swings twice with his axe, but both attacks miss.
Baux moves into position for a potential flank with Dethor and casts guidance on Biltri.
With the help of a halibut, Kruppe shoots a well aimed Ray of Frost that nearly kills the spider! Crit for -10hp!
The spider squeals in pain, but lives! For now...
Biltri
Kruppe
Baux
Dethor
Spider -14
Dethor is up!

![]() |
1 person marked this as a favorite. |

Dethor moves around, being careful to not to be in range for any attack of opportunity. He then stabs at the spider, now that he has a flank.
Stabby w/ Rapier: 1d20 + 7 ⇒ (20) + 7 = 27 piercing + precision: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15 30 damage!
On the off chance the spider still moves after his perfect strike, he stabs again.
Stabby w/ Rapier: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17 piercing + precision: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13

Kruppe Delat |

Kruppe waves the halibut at the spider-guts splattered all over the place.
Kruppe wonders if, perhaps, that was excessive. Showy? Undoubtedly. Garish? Some may say so. More important to Kruppe are his comrades. He hopes Biltri can recover from his arthropodic malediction rapidly. For now, Kruppe can do nothing to minister, and so he will observe.
Nice crit :)

GM Doug Henderson |

With incredible precision, Dethor skewers the spider, making it very dead.
Out of combat!
I don't see anything that says the poison persists.
Baux, Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Dethor, Percepion: 1d20 + 7 ⇒ (13) + 7 = 20 +1 vs traps
Biltri, Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Inside the spider’s lair, Baux and Dethor find a wrapped-up bundle of bones and dried skin that looks like it was some sort of small, reptilian creature!
The reptilian creature has a few items of value: a non-magical shortsword with a small emerald in the pommel, and a healing potion that restores 1d8 Hit Points.
Well done! I'll move you on in the morning!

Kruppe Delat |

Society (T): 1d20 + 7 ⇒ (16) + 7 = 23
Kruppe would have expected another Brobdingnagian rattus (or two) wrapped in this deinopidae's silk. A chromatic tetrapod such as the common Kobold on the other hand would be quite odd indeed. Is.

Bauxite Dolgrin |

“Excellent work, Dethor!”
Turning to Kruppe, he replies “A lone kobold, here? That does seem strange.”
He puts away his hammer and gets out his healing kit. “Let me see that bite. I want to make sure you are alright, Biltri.”
Medicine: 1d20 + 7 ⇒ (4) + 7 = 11
Shaking his head, he says “Will need to use magic on this wound. Do you want me to do it now, or wait?”

Kruppe Delat |

Kruppe will refocus.
Kruppe would not mind harvesting chanterelles. We could also give Biltri the healing potion? He's down 4… if not, waiting might not be a bad idea since Box only has a couple of channels.

GM Doug Henderson |

You've gotten your first clue as to what might be going on down here! You may also backtrack and return to the surface for healing, supplies, etc. whenever you'd like. The dungeon will not reset.
Kruppe harvests the mushrooms, which are edible but bitter, although nothing Kruppe's culinary skills can't overcome should he apply himself to the task.
After the web-infested cave, the passageway leading deeper underneath the streets of Otari appears to be mostly natural, but someone, or something, has worked to open the cavern and level out the floor, making the passage easy to travel.
A crude barricade made from old wooden planks and part of a barrel blocks the entrance to a side tunnel, while the main passage continues off into the gloom.
Baux, Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Dethor, Percepion: 1d20 + 7 ⇒ (4) + 7 = 11 +1 vs traps
Biltri, Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Baux, Kruppe, and Biltri hear a faint clattering noise coming from somewhere beyond the barricade. The area is totally unlit, but with darkvision you can all see the tunnel beyond the barricade opens up into a larger room ahead, with a large rectangular object in the middle.
Which way would you like to go first?

Kruppe Delat |

I vote to go through the barricade after we're healed up.

GM Doug Henderson |


Biltri Gimhargruest |

"Eh. All bleeding stops eventually," Biltri remarks. "But if we're going to run into more kobolds, maybe I should do something about it sooner."
He eyes the barricade with a dwarf's eye. "Might try to take it apart. What do you think's down that way?" he asks pointing at the continuing tunnel.
Can wait 50 more minutes to try again or drink a potion. I wouldn't recommend spending a spell slot.

Bauxite Dolgrin |

I would suggest we do a new medicine check in 50 minutes. If we get into a bad battle, I use a spell slot.
"Something that knows tools. I could smash this with my hammer if'n you don't mind the noise..." He gestures towards the barracade with his war hammer.

GM Doug Henderson |

I think we've got one vote for smashing the barricade and one vote for taking it apart.
Do you want to wait outside the barricade until it's time for your medicine check? There's no time pressure, so I believe we can just say it's been 50 minutes and do the check.

Kruppe Delat |

Kruppe likes puzzles. It would be a pleasure to carefully take it apart.

![]() |

"I can take care of that barricade. Shouldn't be too hard." says Dethor, sounding eager to show off his skills a little. "And I can do it quietly. In fact, I'll sneak up to it, just to be sure. Stay back hear, I will give a shout if I need any help."
After all, he is a rogue!

Bauxite Dolgrin |

“Sounds better than my method, Kruppe and Delthor. Go ahead.”
I had intended my post as more of an indication some other character should get us through.
After enough time has passed, Baux checks Biltri’s wounds again.
Medicine: 1d20 + 7 ⇒ (16) + 7 = 23
Healing: 2d8 ⇒ (1, 6) = 7

![]() |

Dethor will make sure that all of his gear is properly stowed, as well as retrieving his javelin. He then sneaks forward in the darkness, pulls out his tools, and starts working to carefully take down the barricade.
Stealth +7
disable device: 1d20 + 7 ⇒ (8) + 7 = 15
Was anyone else hurt? Dethor does also have medicine

GM Doug Henderson |

Dethor stealthily and quietly takes part the barricade!
I assume you want to explore beyond the barricade next. If everyone is ready, I'll move you on in the morning!

Biltri Gimhargruest |

"Alright. Let me take the front," Biltri says and trundles back to the barricade.

GM Doug Henderson |

Beyond the barricade, an old cavern corridor winds down into the earth, ending in an ancient burial vault lit by a strange torch with a blue flame.
Alcoves line the walls, each one containing a rotten wooden coffin, while the center of the room has a raised platform holding a stone sarcophagus.
The lids to the coffins slide aside as soon as you enter!
Baux, Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Dethor, Avoid Notice: 1d20 + 7 ⇒ (14) + 7 = 21 Trap spotting +8
Biltri, Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Zombie: 1d20 + 0 ⇒ (2) + 0 = 2
Skeletons: 1d20 + 2 ⇒ (5) + 2 = 7
Dethor
Kruppe
Biltri
Baux
Skeleton 1
Skeleton 2
Skeleton 3
Skeleton 4
Zombie
Bold may act!

Bauxite Dolgrin |

Baux tries to recall what he knows of such creatures. While he is pondering that, he gets his shield into position so he is ready to defend himself.
Recall Knowledge Skeletons, Recall Knowledge Zombie, Raise Shield
Kn: Religion for Skeletons: 1d20 + 7 ⇒ (17) + 7 = 24
Kn: Religion for Zombie: 1d20 + 7 ⇒ (2) + 7 = 9

Biltri Gimhargruest |

"Ah! Yes! These are worth the effort!" Biltri shouts as the coffin lids slide back. His eyes gleam with excitement and he grins ferally as he rushes into the middle and takes a swing at the fleshier of the rising dead. "Come and get me, skinny bones!" he shouts as he takes another swing at the rising zombie.
Stride, Strike, Strike
Battle Axe vs. Zombie: 1d20 + 6 ⇒ (5) + 6 = 11
S, Death Warden: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Battle Axe vs. Zombie: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20
S, Death Warden: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Kruppe Delat |

Kruppe blows his nose and accidentally brushes the hanky against Biltri's axe. The moist silk transfers Kruppian magic to the blade, and it now glows with potency!
Magic weapon!! I'd like to have cast it before Biltri went if that's OK, so 12 to hit and 21 to hit and another d8 for every successful Strike.
Strike 1: 1d8 ⇒ 2
Strike 2: 1d8 ⇒ 6
Kruppe then moves back from the frightening undead. His voice shakes. Kruppe is an excellent manager; in universities the world over, it is taught that the most talented leaders watch from the back lines so as to view the whole field like a chessboard, so as to better command the field. Knowledge is power. Thus, Kruppe will wait where it is safe, here in the tunnel.

Biltri Gimhargruest |

"Sounds good, Kruppe!" Biltri shouts back once the academic dwarf finishes his soliloquy. "More for me!"

GM Doug Henderson |

Baux isn't sure about the zombie, but he recalls that skeletons are immune to mental effects, and are resistant to piercing and slashing damage.
Kruppe makes Biltri's axe magical!
Biltri's first swing slashes the zombie and does even more damage than expected (-16 hp instead of -11!) His second swing then shreds the zombie to pieces! (An additional -16 hp of damage!)
Dethor
Kruppe
Biltri
Baux
Skeleton 1
Skeleton 2
Skeleton 3
Skeleton 4
Zombie (Destroyed!)
Bold may act!

Bauxite Dolgrin |

"Great work, Biltri! Gonna warn ya though, hard ta cut or puncture skeleton bones. Might want ta switch ta a bashing weapon!" He hefts his own war hammer as he says this.

![]() |

I am assuming that you are rolling stealth for my init, so..
Dethor moves up to skeleton #4, who is caught flat-footed by the sneaky dwarf. He stabs it twice.
sneaky stabby: 1d20 + 7 ⇒ (4) + 7 = 11 P + precision: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8
sneaky stabby: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20 P + precision: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9

GM Doug Henderson |

Yes, Dethor, I am.
Dethor's first attack misses skeleton #4, but the second attack hits! It doesn't look as though all of the damage went through, but it is enough for the skeleton to crumble!.
Zombie #1 shambles around the sarcophagus and tries to claw at Biltri!
Claw: 1d20 + 6 ⇒ (7) + 6 = 13
Damage S: 1d4 + 2 ⇒ (4) + 2 = 6
Zombie #2 shambles toward Baux and attempts to claw him twice!
Claw 1: 1d20 + 6 ⇒ (4) + 6 = 10
Damage S: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Damage S: 1d4 + 2 ⇒ (3) + 2 = 5
Zombie #3 moves toward Dethor and tries to claw twice!
Claw 1: 1d20 + 6 ⇒ (8) + 6 = 14
Damage S: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Damage S: 1d4 + 2 ⇒ (4) + 2 = 6
Dethor
Kruppe
Biltri
Baux
Skeleton 1
Skeleton 2
Skeleton 3
Back to the top of the round!

Biltri Gimhargruest |

"Hey! I'm fighting you!" Biltri steps between the skeletons and sweeps his battle axe toward two of the skeletons.
Step, Strike, Strike
Battle Axe, MW vs. Skeleton #1: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
S, MW, DW: 2d8 + 3 + 1 ⇒ (6, 7) + 3 + 1 = 17
Battle Axe, MW, Sweep vs. Skeleton #2: 1d20 + 6 + 1 + 1 - 5 ⇒ (1) + 6 + 1 + 1 - 5 = 4
S, MW, DW: 2d8 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7

Bauxite Dolgrin |

Baux raises his shield and then swings at the nearby skeleton with his war hammer.
"Time to break things up!"
Warhammer vs Skeleton #2: 1d20 + 4 ⇒ (14) + 4 = 18
Warhammer, MAP: 1d20 + 4 - 5 ⇒ (2) + 4 - 5 = 1
Bludgeoning: 1d8 + 1 ⇒ (4) + 1 = 5

GM Doug Henderson |

Biltri swings and misses both skeletons #1 and #2.
But Baux swings and smashes skeleton #2 to pieces with his warhammer!
Dethor
Kruppe
Biltri
Baux
Skeleton 1
Skeleton 2
Skeleton 3
Dethor and Kruppe are up!

![]() |

More of a finesse fighter than one who stays standing toe to tow, Dethor takes a step away from #3. He then tumbles through #1 to get a flank.
tumble through: 1d20 + 7 ⇒ (11) + 7 = 18
If he succeeds, he then stabs the skellie.
Stabby w/ flank: 1d6 + 7 ⇒ (4) + 7 = 11 P + precision: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6
"One good strike is better than two bad ones, but I wish that had been a good one.'

Kruppe Delat |

Kruppe basks in the destruction his Magic Weapon has wrought.
The joys of strategy.
He blasts a ray of frost at the nearest skeleton (#1) (probably has cover).
Ray of Frost: 1d20 + 7 ⇒ (19) + 7 = 26
Cold: 1d4 + 4 ⇒ (1) + 4 = 5
–10-foot status to Speeds for 1 round if crit

GM Doug Henderson |

And we're back!
Dethor tumbles through, but his attack misses.
Kruppe blasts skeleton #1 with a ray of frost, but it seems to resist the cold damage! Looks like it has soft cover to me too, so I believe that will prevent the crit. But if not, then it's destroyed despite resisting cold.
Skeleton #1 tries to claw Dethor!
Claw 1: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw 2: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw 3: 1d20 + 6 - 8 ⇒ (1) + 6 - 8 = -1
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Skeleton #3 tries to claw Biltri!
Claw 1: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw 2: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21 Hit?
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw 3: 1d20 + 6 - 8 ⇒ (5) + 6 - 8 = 3
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Dethor
Kruppe
Biltri
Baux
Skeleton 1
Skeleton 3
Dethor and Kruppe are up!

Kruppe Delat |

Blast! Tactics dictate Kruppe should have prepared more than one type of deadly cantrip, but his expansive brain is already brimming with other spells! No option but for Brave Kruppe to step to the front lines.
Ray of Frost vs #3: 1d20 + 7 ⇒ (18) + 7 = 25
Cold: 1d4 + 4 ⇒ (3) + 4 = 7
–10-foot status to Speeds for 1 round if crit

![]() |

Dethor chuckles as his dwarven agility once again saves him! Note: he has no armor... couldn't afford it!
He then stabs away.
Rapier: 1d20 + 7 ⇒ (20) + 7 = 27 Piercing + precision: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7 deadly: 1d8 ⇒ 2 That is 14 + 2 = 16 damage. Unfortunately pretty low
He then draws his clan dagger, and uses it to parry.
AC to 19
"Ok, lads! Your turn!"