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The pool in this damp chamber is only a few inches deep. The sound of dripping water echoes throughout the cave. Thick webbing covers a large boulder protruding from the floor at the center of the pool. The desiccated husks of dozens of insects and arachnids, and the bones of a few small mammals, lie in the water. One recently dead spider with an intricate pattern on its abdomen lies near the boulder, a dagger embedded deep in its thorax.
You see someone trapped within the webbing.

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You can go to see if there is something of interest. I cover you with my pistol.
The dwarf raises his shield looking also for danger coming from the ceiling.

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Damian nods at the dwarf then moves up to free the trapped person with his kukri.

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The person trapped in the web is unconscious and appears to be part orc. You can revive her by healing her magically or treating her wounds.

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Come here with her. I will treat her wounds.
The dwarf casts a spell and treats the wounds.
Medicine. Healing plaster: 1d20 + 7 ⇒ (19) + 7 = 26
Damage healed: 4d8 ⇒ (4, 4, 3, 3) = 14
You should feel better now.

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The woman regains consciousness. At first she's confused when she sees you standing around her.
"What... what happened? Who are you?" she asks as she rubs the back of her head, and then moves her hand to look at the blood that is caked in her hair. "Oh... The last I remember is heading into a cavern system, looking for signs of ancient ruins. I found a cave... there was a loud shriek... and a spider..."
"I am Unzgrin. By the looks on your faces, I'd say you found my note. Do you by any chance have some water? I was exploring the caves to see if I can find any sign of the dwarves who fled here thousands of years ago after the fall of Koldukar. After this long, any bodies would likely be
gone, but I had hoped that I might find historic relics they left behind, or perhaps another ancient ruin of some kind to which they had fled. I believed I was on the cusp of an important breakthrough in understanding the history of the dwarves of Koldukar. I admit I was reckless in my excitement."
As she continues to talk about what she's been researching, you hear a skittering noise and three spiders turn the corner and attack.
Kromrock Crushmaster, Search: 1d20 + 8 ⇒ (7) + 8 = 15
Damian Darkblood, Search: 1d20 + 6 ⇒ (18) + 6 = 24
Zekki, Investigate: 1d20 + 8 ⇒ (9) + 8 = 17
Shagrat, Scout: 1d20 + 5 ⇒ (9) + 5 = 14
Mordok Dune, Search: 1d20 + 4 ⇒ (9) + 4 = 13
Griphook Ragnok, Search: 1d20 + 6 ⇒ (13) + 6 = 19
Blue/Green/Pink Init: 3d20 + 6 ⇒ (11, 1, 15) + 6 = 33
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Damian Darkblood AC 17, 18/18
Pink
Griphook Ragnok AC 17 (18 w/shield), 19/19
Blue
Zekki AC 18, 15/15
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Shagrat AC 18, 22/22
Mordok Dune AC 14, 18/18
Green

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Damian finds himself caught out investigating while Kromrock tends to Unzgrin.
"Spiders!" he exclaims while moving closer to his allies. He pulls a vial from his bandolier and drinks, his body growing sturdier and more hale as the elixir takes effect.
◆ Stride
◆ Quick Tincture (lesser juggernaut mutagen)
◆ Interact to drink
mutagen: +5 temp hp, +2 Fort; -2 Will, Perception

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Damien gulps down a potion and seems to bulk up. Pink skitters forwards and tries to bite:
1-Shagrat 2-Damian: 2d2 ⇒ (2, 1) = 3
Fang vs Damian AC 17: 1d20 + 7 ⇒ (14) + 7 = 21
Piercing Damage: 1d6 ⇒ 6
Damian's arm is pierced by the fang, and he feels a burning pain as poison is injected.
Fang vs Shagrat AC 18: 1d20 + 2 ⇒ (4) + 2 = 6
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Damian Darkblood AC 17, 17/18 (+2 Fort, -2 Will/Perc; DC 16 Fort Save pending)
Pink
**Griphook Ragnok AC 17 (18 w/shield), 19/19
Blue
Zekki AC 18, 15/15
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Shagrat AC 18, 22/22
Mordok Dune AC 14, 18/18
Green

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Fortitude: 1d20 + 5 ⇒ (19) + 5 = 24
Damian's fiendish blood quickly purges the poison.

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------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Damian Darkblood AC 17, 17/18 (+2 Fort, -2 Will/Perc)
Pink
**Griphook Ragnok AC 17 (18 w/shield), 19/19
Blue
Zekki AC 18, 15/15
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Shagrat AC 18, 22/22
Mordok Dune AC 14, 18/18
Green

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Griphook plays his whistle flute, filling the caves with his beautiful music and inspiring his allies as well. He then moves to the other side of the cavern still near the wall and raises a magical shield.
Performance check for Lingering Composition: 1d20 + 7 ⇒ (14) + 7 = 21 (Inspire Courage lasts for three rounds)
◇ Cast a Spell, Lingering Composition
◆ Cast a Spell, Inspire Courage
◆ Stride
◆ Cast a Spell, Shield

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Blue skitters up to behind Pink. Suddenly a string of webbing shoots out at Damian and Shagrat in turn.
Web Trap vs Damian AC 17: 1d20 + 7 ⇒ (9) + 7 = 16
Web Trap vs Shagrat AC 18, MAP: 1d20 + 2 ⇒ (16) + 2 = 18
Damian manages to duck in time but Shagrat isn't so lucky. The spider's web covers him and he's stuck to the floor.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (3 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 17/18 (+2 Fort, -2 Will/Perc)
Pink
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Blue
**Zekki AC 18, 15/15
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20
**Shagrat AC 18, 22/22 (Immobilized, FF; DC 16 Fort Save Pending)
**Mordok Dune AC 14, 18/18
Green
Shagrat is immobilized until he successfully escapes

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Zekki scurries up behind Shagrat, spits an antidote into her hand, and gives it to Shagrat (pours down throat if he allows). +2 vs. poison

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The dwarf casts a spell upon the pink one tearing open the ground under her then slaming it shut.
Crushing Ground, inspiring boost:2d6 + 1 ⇒ (1, 2) + 1 = 4
Reflex DC 17
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, is flat-footed, and takes a –10-foot circumstance penalty to Speed.
Critical Failure The target takes double damage and is flat-footed and immobilized. It can attempt to Escape against your spell DC. If it doesn't Escape, the target takes an additional 2d6 bludgeoning damage when the spell ends.
Then he fires towards it with his gun.
Dragon mouth pistol, inspiring boost:1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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Shagrat had a practice of never questioning what he was about to eat or drink, so he opened his mouth wide to swallow whatever Zekki was feeding him. Whatever it was seemed to help, and he easily withstood the spider's poison.
But attempting to get out of the spider web was a different matter. Shagrat squirms but can't break free. Held fast, he tries to attack the spider in front of him with the two weapons he has in hand.
"Good eats after we kill it!" he says.
Fort save: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
athletics: 1d20 + 5 ⇒ (7) + 5 = 12
Escape action ◆
rapier +9/+4/-1 ◆(P)(disarm, deadly 1d8, finesse): 1d20 + 9 ⇒ (2) + 9 = 111d6 + 2 ⇒ (1) + 2 = 3
dogslicer +9/+5/+1 ◆(S)(backstabber, agile, finesse): 1d20 + 9 ⇒ (10) + 9 = 191d6 + 2 ⇒ (5) + 2 = 7

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Pink Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Pink lets out a scream as the ground opens up beneath it and slams shut. It tries to avoid the ground slamming shut but fails and is pinned by its legs. Kromrock then points his Dragon Mouth pistol at Pink and fires, missing, but doing some damage to everything around Pink.
(1 splash damage to everything within 5' of the target).
Shagrat beats back to poison's effects but does not escape the web. He also fails to connect with his weapon strikes. Escape is considered an attack action and your other 2 attacks will have the MAP applied

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------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (3 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 16/18 (+2 Fort, -2 Will/Perc)
Pink (-8, Immobilized, FF)
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Blue (-1)
Zekki AC 18, 15/15
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Shagrat AC 18, 21/22 (Immobilized, FF)
**Mordok Dune AC 14, 18/18
Green

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Reflex Pink: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex Blue: 1d20 + 7 ⇒ (4) + 7 = 11
Mordok sends fire at Blue and Pink. Neither get away and Pink is incinerated.
Green skitters up and sends webs at Mordok and Zekki.
Web Trap vs Mordok, AC 14: 1d20 + 5 ⇒ (17) + 5 = 22
Web Trap vs Zekki, AC 18: 1d20 ⇒ 18
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (2 rds)
Escape DC: 16
------------------
Those with ** may go
**Damian Darkblood AC 17, 16/18 (+2 Fort, -2 Will/Perc)
**Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Blue (-8)
Zekki AC 18, 15/15 (Immobilized, FF; DC 16 Fort Save pending)
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Shagrat AC 18, 21/22 (Immobilized, FF)
Mordok Dune AC 14, 18/18 (Immobilized, FF; DC 16 Fort Save pending)
Green

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Damian devises a stratagem against blue
Devise a Stratagem: 1d20 ⇒ 11
Spotting an opening, he steps forward and Strikes with his kukri.
Attack vs Blue: 11 + 7 + 1 = 19
Slashing: 1d6 + 2 + 1d6 + 1 ⇒ (6) + 2 + (4) + 1 = 13

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Damian steps forward and with one stroke, cuts Blue in half.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (2 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 16/18 (+2 Fort, -2 Will/Perc)
**Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
**Zekki AC 18, 15/15 (Immobilized, FF; DC 16 Fort Save pending)
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20
**Shagrat AC 18, 21/22 (Immobilized, FF)
**Mordok Dune AC 14, 18/18 (Immobilized, FF; DC 16 Fort Save pending)
Green

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"You really don't think up is going to help you, do you?" Zekki addresses the spider as she pulls a crossbow off her back.
Devise a Strategem: 1d20 ⇒ 10
Not entirely sure about the best place to hit the creature, she lets loose anyway.
Attack w/Int: 10 + 7 = 17
damage: 1d8 + 1d6 ⇒ (8) + (2) = 10 piercing or 4 on a miss
◆ Draw crossbow
◆ Devise a Strategem
◆ Shoot

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Zekki Fort Save: 1d20 + 4 ⇒ (7) + 4 = 11
Zekki pulls out his crossbow and fires it at Green, hitting it.
Why do you get 4 damage on a miss?
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (2 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 16/18 (+2 Fort, -2 Will/Perc)
**Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Zekki AC 18, 15/15 (Immobilized, FF; Stupefied 1)
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20
**Shagrat AC 18, 21/22 (Immobilized, FF)
**Mordok Dune AC 14, 18/18 (Immobilized, FF; DC 16 Fort Save pending)
Green (-10)

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I think I'm misremembering when I get int damage on a miss. Too many systems in my head now. And sorry about missing the Fort save.

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The dwarf casts a cold spell towards the last spider.
Ray of frost:1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Then he reloads his pistol.

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Griphook moves close to Green and hurls a small sharp stone from the ground into it.
Spell Attack vs Green: 1d20 + 7 ⇒ (15) + 7 = 22
Spell Damage: 1d6 + 4 ⇒ (3) + 4 = 7 slashing damage
◆ Stride
◆◆ Cast a Spell, Telekinetic Projectile

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Shagrat just seems to get more and more entangled as he tries to escape the web.
"Gah! Too sticky!" he exclaims.
athletics: 1d20 + 5 ⇒ (3) + 5 = 8
athletics: 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5
athletics: 1d20 + 5 - 10 ⇒ (3) + 5 - 10 = -2

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I think I'm misremembering when I get int damage on a miss. Too many systems in my head now. And sorry about missing the Fort save.
No worries. Swashbucklers get half precision damage when they use confident finisher when they miss. I had to double check you were really an investigator

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Kromrock sends a snowball at Green and ends its life.
Those who are stuck, you just need to try to escape. Those who failed their initial Fortitude Save (Zekki and Mordok), you can try to escape 3 times before making another Fort Save. We need to remain in initiative to resolve this. Those who can heal may do so.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Inspire Courage (2 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 16/18 (+2 Fort, -2 Will/Perc)
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
**Zekki AC 18, 15/15 (Immobilized, FF; Stupefied 1; DC 16 Fort Save Pending or Stage 2 Poison)
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
**Shagrat AC 18, 21/22 (Immobilized, FF)
**Mordok Dune AC 14, 18/18 (Immobilized, FF; Stupefied 1; DC 16 Fort Save Pending or Stage 2 Poison)

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AH! Getting my investigator and my swashbuckler confused! I knew I had that from somewhere, but was utterly failing to remember where.
Fort: 1d20 + 4 ⇒ (2) + 4 = 6 Ummm, let's hero point that
Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Zekki sways on her feet for a moment before finding her balance. She spits another vial into her hand and drinks it (another antidote) before ripping her way out of the web.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21
◆ Spit
◆ Drink
◆ Struggle

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Zekki manages to defeat the poison and tear herself free of the web.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Inspire Courage (2 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 16/18 (+2 Fort, -2 Will/Perc)
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Zekki AC 18, 15/15
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
**Shagrat AC 18, 21/22 (Immobilized, FF)
**Mordok Dune AC 14, 18/18 (Immobilized, FF; Stupefied 1; DC 16 Fort Save Pending or Stage 2 Poison)

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If Zekki has another antidote, she could give it to Mordok after his next save. Otherwise, Damian will create an elixir of life to give Mordock an item bonus to the saving throw.
If someone has a healer's kit, they can Treat Poison, as well.

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Shagrat strains at the web until it finally breaks.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Inspire Courage (2 rds)
Escape DC: 16
------------------
Those with ** may go
Damian Darkblood AC 17, 16/18
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Zekki AC 18, 15/15
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Shagrat AC 18, 21/22
**Mordok Dune AC 14, 18/18 (Immobilized, FF; Stupefied 1; DC 16 Fort Save Pending or Stage 2 Poison)

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fort: 1d20 + 6 ⇒ (14) + 6 = 20 Yeah, healed, or at least to stage 1.
do I got to roll again for the round after that, to make it to stage 0? Spiders are dead fort: 1d20 + 6 ⇒ (2) + 6 = 8

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Mordok manages to fight off the poison and recover his wits.
Unzgrin sighs with relief after you defeat the spiders. She notices you have her backpack.
"Oh, I see you have my backpack. I thank you for recovering it. I need to log what happened, return to Belkzen for supplies, and perhaps hire a guide for her next cave adventure. Of course, there's the matter of the fee I promised you, which I'll definitely pay. But let's get out of here and settle outside. What do you say?"

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I'm going to assume 3 things - you're sticking together and heading towards the nearest exit (which would be to the north)? Marching Order will pretty much be as per the slides?

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Damian waits a minute for the effects of his mutagen to subside, then says, ”Glad that you are safe. Let’s get you out of here.”

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Zekki looks around to make sure no one else needs healing or antidotes, then follows along. I assume we'll check each room for anything we might have missed, but otherwise staying together.

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The dwarf lets Zekki do a visit of the cave but himself as he said goes away as soon as possible with Unzgrin.

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As you all make your way to the cave exit, a spectral pile of dust, broken shards of pottery, and bones materializes from the ground, blocking your way.
"That's odd, " Unzgrin says quietly, "That wasn't there before. That appears to be the ruins I was searching for, how remarkable!"
Kromrock Crushmaster, Search: 1d20 + 8 ⇒ (14) + 8 = 22
Damian Darkblood, Search: 1d20 + 6 ⇒ (6) + 6 = 12
Zekki, Investigate: 1d20 + 8 ⇒ (20) + 8 = 28
Shagrat, Scout: 1d20 + 5 ⇒ (8) + 5 = 13
Mordok Dune, Search: 1d20 + 4 ⇒ (10) + 4 = 14
Griphook Ragnok, Search: 1d20 + 6 ⇒ (12) + 6 = 18
Red/White/Blue/Green/Pink Init: 5d20 + 5 ⇒ (9, 9, 3, 8, 8) + 5 = 42
HOSD Init: 1d20 + 7 ⇒ (20) + 7 = 27
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Zekki AC 18, 15/15
Ruins (Religion to ID)
Kromrock Crushmaster AC 17 (19 w/shield), 20/20
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Mordok Dune AC 14, 18/18
GM
Shagrat AC 18, 21/22
GM
Damian Darkblood AC 17, 16/18
GM

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Zekki peeks around everyone to see what they are talking about.
Religion (U) to ID: 1d20 + 2 ⇒ (14) + 2 = 16
Not sure if that will do anything.
Seeing the spectral nature of the ruins, Zekki spits another vial into her hand and pours an extra bit of...something? into it making it glow faintly.
◆ ID
◆ Cheek Pouches
◆ Versatile Vial Ghost Charge