City of the Spider Queen


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[sblock=OOC] In reference to what is going on here, let's make sure everyone tries to keep to their roles and in character. And when I give options they are usually to help speed things along, there is no first door or second door, they each are specific.

But to speed things along I will have Aedan open the first doors listed in the module (as he would need a break DC28 to open the second one listed). [/sblock]

Largest mausoleum...
Great stone double doors bar the entrance to this mausoleum. The doors or the lintel may once have borne an inscription or crest, but centuries of wind and rain have erased any such marking, just as they have slowly eroded the structure of the building itself, leaving cracked walls and crumbling mortar in their wake.

The stone doors, though heavy, pivot open easily.

Though coated with dust, this large stone chamber has clearly not lain undisturbed since it's crafting. Human refuse is strewn around the room as if the place had served as a campsite for more than one group of travelers, bndits, or grave robbers.

Four closed doors lead out if the chamber.

OOC: And for those who need a map.

l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l lDl l lDl l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l lDl l l l lDl l l l l l l l l l l l l l l l
l l l l l lDlDl l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l lDl l l l
l l l l l l l l l l l l l l l l l l l l lDl l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l lDlDl l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l

KEY:

l l = open area
l l = hill
l l = path
l l = building
lDl = door (normal)
lDl = door (large)
 

Morrolan suggests, "Well, it looks empty. Aden, you want to search for traps first or should we just go in?"

[sblock=Mini Stats]Morrolan AC: 23 (12 Touch; 21 Flatfooted)
HP: 120 (DR 2/-)
Spells Available: 6 O-Level; 7 1st Level; 8 2nd Level

Fafnir AC: 25 (17 Touch; 20 Flatfooted)
HP: 65
Spell Resistance: 19[/sblock]_______________________________

Morrolan1.jpg
Morrolan Character Sheet & Fafnir the Pseudodragon
 

Aden nods and sneaks in, his crossbow ready, and then looks at the first door to the right, searching for traps and, if possibly, opening it. He does the same procedure with the other doors. As the man focuses his attention on the different doors, he limps across the room, looking slightly awkward. When he thinks the room is clear, and motions the others to close in. Then, gracefully, he steps aside to let another go first.

[sblock=OOC]
To speed things up, I have done several rolls. Aden will look for traps at all the doors.

Listen, Search, Disable Device, Open Lock (1d20+12=22, 1d20+18=19, 1d20+22=26, 1d20+19=23) (this is for the first door to the right)

The next three doors (listen, search, disable, open) (1d20+12=18, 1d20+18=34, 1d20+22=34, 1d20+19=21, 1d20+12=14, 1d20+18=23, 1d20+22=30, 1d20+19=26, 1d20+12=29, 1d20+18=27, 1d20+22=23, 1d20+19=22)
(other doors, counter-clockwise) [/sblock]

[sblock=Combat Stats]
o HP = 62 (+20 temp. HP)
o AC: 23 = 10 + 7 [armor] + 0 [shield] + 6 [DEX]
o AC Touch: 16 = 10 + 6 [DEX]
o AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
o INIT: +6 = +6 [DEX]
o Active Spells: Heart of Air (+10 jump, +10 ft. to fly speed), Heart of Water (swim speed, breath water, +5 escape artist), Heart of Earth (2 times caster level temp HP, +8 versus bull rush, overrun, trip), Heart of Fire (+10 land speed, fire resistance 20) -- if two are active: gain light fortification; if all are active: immune to criticals and sneak attacks. All of these last for 10 hours.


[sblock=Spells Prepared]

(*) = Divination
(_) = Conjuration

- 0 – (4+1 – DC 16)
Acid Splash, Dancing Lights, Detect Magic, Mage Hand, Silent Portal (SC)

- 1 – (4+1+2 – DC 17) +1 repeat (PoP)
Dawnburst (CM), Disguise Self, Grease, Guided Shot* (SC), Orb of Sound, lesser (SC), Prot. from Evil, Shield, Targeting Ray* (SC)

- 2 – (4+1+2 – DC 18)
Cloud of Knives (PHBII), Glitterdust, Heart of Air (CM), Hunter’s Eye* (PHBII) (2), Invisibility, Seeking Ray (PHBII)

- 3 – (3+1+1 – DC 19)
Blacklight (SC) (2), Blink, Heart of Water (CM), Icelance (SC)

- 4 – (2+1+1 – DC 20)
Black Tentacles, Orb of Force (SC), Heart of Earth (CM), Improved Invisibility

- 5 – (1+1+1 – DC 21)
Cloudkill, Dragonsight (SC), Heart of Fire (CM)

[/sblock]
[/sblock]
 
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Talhia Shen, human beguiler

Talhia holds her position a moment, eyes scanning the open area about them before she finally decides there is no apparent ambush. She carefully moves to join the others at the mausoleum door. She stays silent as Aden does his work.

[sblock=OOC]Sorry to take so long. Was trying to figure out if I had everything for this combat block (below). Let me know if you want more (or less).[/sblock]

[sblock=Stats]Languages: Common, Sylvan, Draconic, Elven, Undercommon, Dwarven

[sblock=Combat]
HP: 90 = [10d6 + 30]
AC: 18 = 10 + 7 [armor] + 0 [shield] + 1 [DEX]
AC Touch: 11 = 10 + 1 [DEX]
AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
INIT: +1 = +1 [DEX]
BAB: +5 = +5[Beguiler]
Fort: +6 = +3 [base] + 3 [stat]
Reflex: +4 = +3 [base] + 1 [stat]
Will: +7 = +7 [base] + 0 [stat]
SPECIAL: +1 vs. spells/spell-like abilities (Nymph's Kiss)
Speed: 30'
Spell Resistance: 20 (Necklace of Protection)
Special: fire resist (10)[/sblock]
[sblock=Weapon Stats]
Dagger +1 (melee): +5 = +5 [BAB] -1 [STR] / DMG = 1d4, CRIT 19-20x2
Dagger +1 (ranged): +7 = +5 [BAB] +1 [DEX] / DMG = 1d4, CRIT 19-20X2, range 10 ft.
MW Crossbow: +7 = +5 [BAB] +1 [DEX] +1 [MW] / DMG = 1d8, CRIT 19-20/x2, range 80 ft.
[/sblock]
[sblock=Class Features]
--Beguiler--
* Armored mage (no spell failure in light armor)
* Trapfinding (as rogue)
* Cloaked casting (+1 DC and +2 vs. SR if opponent flat-footed)
* Surprise casting (move action)
* Advanced learning (3rd: Distract Assailant)
* Advanced learning (7th: Shadow Binding)
* Spells: All spells on spell list count as spells known:

Spell mods: +1 DC, +1 CL for enchantment spells

Cantrips (6/day) (DC 15): Dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1st level (6+2/day)(DC 16): charm person, color spray, comprehend languages, distract assailant (advanced learning 3rd), detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm
2nd level (6+1/day)(DC 17): blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
3rd level (6+1/day)(DC 18): arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, shadow binding (advanced learning 7th), slow, suggestion, vertigo field, zone of silence
4th level (5+1/day)(DC 19): charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog
5th level (3/day)(DC 20): break enchantment, dominate person, feeblemind, friend to foe, hold monster, incite riot, mind fog, Rary's telepathic bond, seeming, sending, swift etherealness

[/sblock]

[sblock=Feats&Flaws]
Spell Focus (enchantment)(1st)
Nymph's Kiss(bonus human)
[sblock]Book of Exalted Deeds, pg. 44
By maintaining an intimate relationship with a good-aligned fey
(such as a nymph or dryad), you gain some of the characteristics
of fey.
Benefit: Fey creatures regard you as though you were fey. You
gain a +2 circumstance bonus on all Charisma-related checks,
and a +1 bonus on all saving throws against spells and spell-like
abilities. Starting with the level when you take this feat, you
gain 1 extra skill point per level.[/sblock]
Stealthy (campaign bonus, +2/+2 only)
Deft Hands (campaign bonus, +2/+2 only)
Unsettling Enchantment (3rd)
[sblock]Complete Mage, pg. 48
Your enchantment spells cloud the minds of even those who
would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter
level 1st.
Benefit: Any foe required to save against an enchantment
spell you cast takes a -2 penalty on attack rolls and to AC for
1 round, regardless of the result of the save. This is a mindaffecting
effect.
Special: An enchanter can select this feat as a wizard
bonus feat.[/sblock]
Silent Spell(beguiler 5th)
Touch of Distraction (6th)
[sblock]Complete Mage, pg. 48
Your touch briefly clouds the mind of a foe, impeding its
efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd
level or higher available to cast, you can cloud the mind of a
creature within 30 feet as a standard action. The target takes
a -2 penalty on its next single attack roll or Reflex saving
throw. If the target makes no attacks or Reflex saves within
a number of rounds equal to the level of the highest-level
enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment
(compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting enchantment spells.[/sblock]
Still Spell(beguiler 10th)
Rapid Metamagic (9th)
[sblock]Complete Mage, pg. 46
You possess an uncanny mastery of your magic, enabling you
to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously
cast spells.
Benefit: When you apply a metamagic feat to a spontaneously
cast spell, the spell takes only its normal casting
time.
Normal: Spontaneous casters applying metamagic must
either take a full-round action (if the spell normally requires
a standard action or less) or add a full-round action to the casting
time (if the spell takes 1 full round or longer to cast).[/sblock]
[/sblock]

[sblock=Skill Tricks (Complete Scoundrel)]
Conceal Spellcasting (SoH vs. Spot)
Swift Concentration (maintain concentration as swift action)[/sblock][/sblock]
 
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As Aden sneaks in to check the doors, Dargun follows acting as bodyguard. Thus while Aden's attention is on the door, Dargun's attention is everywhere else. As he continually scans around the room including the ceiling and floor.

[sblock=Stonecunning]This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching

Search (+2) plus above.[/sblock]
 

Morrolan and with Fafnir on his shoulder follows in after Aden and Dargun have cleared the entryway. He asks Platinus, "For standard procedure after they have cleared the doors for traps, you going to be able to open them or is that primarily my job?"

<<OOC: Morrolan would probably already know this answer, but I do not. >>

[sblock=Mini Stats]Morrolan AC: 23 (12 Touch; 21 Flatfooted)
HP: 120 (DR 2/-)
Spells Available: 6 O-Level; 7 1st Level; 8 2nd Level

Fafnir AC: 25 (17 Touch; 20 Flatfooted)
HP: 65
Spell Resistance: 19[/sblock]_______________________________

Morrolan1.jpg
Morrolan Character Sheet & Fafnir the Pseudodragon
 

The druid had been starring over at the doors in the hillside when Morrolan begins speaking to him. "If the door stands tall enough, our strength knows no bounds." He states, indicating himself and Slash. Their reptilian arms are much longer than most common bipedal dinosaurs, being nearly as long as their legs ending with 4 dexterous clawed fingers. "Yet should the road be narrow, your stalwart skill shall be tested."
 

A large stone sarcophagus rests in the center of this otherwise bare room. Unlike the other chamber, this room shows no sign of habitation, and dust lies thick on the floor and on the carved lid of the stone coffin.

[sblock=OOC]
To save time that is a standard descrption of all four rooms. With all these doors I was hoping for an SOP to speed things along later. I do have one question as I thought Aedan's modifiers were pretty high I counted up his ranks. Please someone else double check my math:

Total Ranks 96 = 8 [Rogue] + 8 [Wizard] + 30 [Unseen Seer] + 50 [INT]
Total Used in RG = 147 [51 extra]

Did you use your INT ranks and then forget and use them again?[/sblock]

l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l lDl l lDl l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l lAl l l l l l l l l l l l l l l l l l l l
l l l lDlMl lDl lDl l l l l l l l l l l l l l l l
l l l l l lDlTl l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l lSlSl l lPlPl l l l l l l l l l l lDl l l l
l l l lSlSl l lPlPl l l l l l l l l l l lDl l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l lDlDl l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l
l l l l l l l l l l l l l l l l l l l l l l l l l

KEY:

l l = open area
l l = hill
l l = path
l l = building
lDl = door (normal)
lDl = door (large)
 
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Aden lets Morrolan enter the room first, then he follows. He searches the room, and has a look at the the sarcophagus.

[sblock=OOC]Any runes / writings on there? Traps?
Search check (1d20+18=20)
[/sblock]

[sblock=Combat Stats]
o HP = 62 (+20 temp. HP)
o AC: 23 = 10 + 7 [armor] + 0 [shield] + 6 [DEX]
o AC Touch: 16 = 10 + 6 [DEX]
o AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
o INIT: +6 = +6 [DEX]
o Listen +12, Spot +15, Search +18
o Active Spells: Heart of Air (+10 jump, +10 ft. to fly speed), Heart of Water (swim speed, breath water, +5 escape artist), Heart of Earth (2 times caster level temp HP, +8 versus bull rush, overrun, trip), Heart of Fire (+10 land speed, fire resistance 20) -- if two are active: gain light fortification; if all are active: immune to criticals and sneak attacks. All of these last for 10 hours.


[sblock=Spells Prepared]

(*) = Divination
(_) = Conjuration

- 0 – (4+1 – DC 16)
Acid Splash, Dancing Lights, Detect Magic, Mage Hand, Silent Portal (SC)

- 1 – (4+1+2 – DC 17) +1 repeat (PoP)
Dawnburst (CM), Disguise Self, Grease, Guided Shot* (SC), Orb of Sound, lesser (SC), Prot. from Evil, Shield, Targeting Ray* (SC)

- 2 – (4+1+2 – DC 18)
Cloud of Knives (PHBII), Glitterdust, Heart of Air (CM), Hunter’s Eye* (PHBII) (2), Invisibility, Seeking Ray (PHBII)

- 3 – (3+1+1 – DC 19)
Blacklight (SC) (2), Blink, Heart of Water (CM), Icelance (SC)

- 4 – (2+1+1 – DC 20)
Black Tentacles, Orb of Force (SC), Heart of Earth (CM), Improved Invisibility

- 5 – (1+1+1 – DC 21)
Cloudkill, Dragonsight (SC), Heart of Fire (CM)

[/sblock]
[/sblock]
 

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