City of the Spider Queen

Platinus: Celestial Fleshraker, Druid Warshaper

Platinus and Slash take their places to pull one of the massive stone doors open once the signal is given.

[sblock=Combat Blocks][sblock=Slash]Slash
Earthbound Fleshraker Warbeast
Large Animal, Earth Subtype
Hit Dice: 11d8+54 (142 hp)
Initiative: +4
Speed: 60 ft. (12 squares), Burrow 10ft. (2 squares)
Armor Class: 31 (+3 Dex, +15 natural, +3 armor, -1 size), touch 13, flat-footed 22
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (1d8+10+poison+1d4 force)
Full Attack: 2 claws +15 melee (1d8+10+poison+1d4 force) and bite
+15 melee (1d8+5+1d4 force) and tail +15 melee (1d8+5+poison+1d4 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, Poison 1d6Dex/1d6Dex DC 21, rake 1d8+10+1d4 force
Special Qualities: Low-light vision, scent
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), Earth Mastery
Saves: Fort +13, Ref +10, Will +6(+10)
Abilities: Str 31, Dex 17, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +8*, Jump +35, Tumble +11, Survival +5
Feats: Improved Natural Attack (claw), Track, Raptor School, Multi-Attack, Improved Multi-Attack
Gear: Piercer Cloak, Pearl of Speech, Psychokintetic Belt of Mighty Fists, Studded Leather Barding
[sblock=Description]Slash is all claws and spines dripping poison. Much of her mottled gray and black hide is covered by her simple black studded leather barding. She always moves right next to Platinus unless he tells her otherwise. The fact that she can now speak in her native elemental tongue gives her no end of joy.[/sblock]
[sblock=Features]Earthbound Companion: She gains +2Str, -2Dex, +3NA, 10ft burrow
Earth Mastery(Ex), DR 5/magic (Ex)
- Earth Mastery: +1/+1 hit/dmg when both she and enemy touch ground.
-4/-4 hit/dmg vs air or waterborn enemies.
Warbeast Training: +1HD, +3Str, +3Con, +2Wis, +10ft speed, Proficiency with L/M/H armor,
Can be ridin as mount with +2Ride, +1Spot, +1Listen
Natural Bond: Gains bonuses as 9th lvl druid companion.
+6 HD, +6 NA, +3str, +3Dex, +4 Tricks, Link, Shared Spells, Evasion, Devotion, Multi-Attack[/sblock][/sblock][sblock=Platinus]Platinus
Celestial Fleshraker
Large Magical Beast, Extraplanar Subtype
HP: 109/110 = [10d8 + 30]
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 30 (+2 Dex, +8 natural, +8 armor, +3 shield, -1 size), touch 19, flat-footed 28
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7+poison*)
Full Attack: 2 claws +12 melee (1d8+7+poison*) and bite
+12 melee (2d6+3*) and tail +12 melee (2d6+5+poison*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, rake 1d8+5*,Poison 1d6Dex/1d6Dex DC19, Smite Evil 1/day
Special Qualities: Darkvision 60ft, * Vampiric: +1d6 dmg vs living enemies, I heal same amount
Resistances: Acid 10, Cold 10, Lightning 10
Immunities: Stunning, Critical Hits, Poison
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), SR 15
Supernatural Abilities: Morphic Weapons
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 25, Dex 15, Con 19, Int 14, Wis 18, Cha 8
Skills: Concentration +16, Spot +18, Jump +21, Survival +18
Feats: Natural Spell, Exalted Wild Shape, Improved Multi-Attack, Multi-Attack
Gear: See Equipment
[sblock=Features]Celestial Template added
Morphic Weapons - All Natural Weapons are +1 size category[/sblock][/sblock][sblock=prepared Spells]
0: Create Water X3, Cure Minor Wounds X3
1: Claws of the Bear X2, Beast Claws, Lesser Vigor X2
2: Mass Snake Strike X2, Nature's Favor, Lesser Resoration X2
3: Girallon's Blessing X2, Junglerazor, Mass Lesser Vigor
4: Bite of the Wereboar, Moonbolt, Jaws of The wolf
5: Bite of the Weretiger[/sblock][/sblock]
 

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[sblock=OOC] This door is not locked it is plastered shut so it will need to be broken in (DC 28 STR check) or broken down (hardness 8; hp 60; AC 5) [/sblock]
 

Platinus: Celestial Fleshraker, Druid Warshaper

The druid runs his reptilian fingers over the unbroken plaster seam between the doors. "This place has been undisturbed. Do we really need to shake the dead from their slumber, that even grave robbers have not been able to dispel? Let us move on to more promising options." He nods to the doors set into the side of the hill.
 

Aden looks at the druid, then shrugs and mutters, more to himself "leave the dead to their sleep, whether a dream, or a nightmare it is," then he looks towards the hillside doors.

[sblock=OOC]
Unless someone insists on going in here, Aden will now search the hillside doors

Listen, Search, Disable Device, Open on hillside door (1d20+12=13, 1d20+18=38, 1d20+22=29, 1d20+19=21)
[/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 Fort: +4 = +2 [base] +2 [CON]
o Reflex: +8 = +4 [base] +4 [DEX]
o Will: +8 = +8 [base] +0 [WIS]
o Speed: 30 ft.
o Hand Crossbow (ranged): +14 = +5 [BAB] + 6 [DEX] + 1 [Hand Crossbow Focus] +2 [Crossbow]/ DMG = 1d4+5 (P) [Crossbow Sniper], CRIT 19-20x2
o Short Sword (melee): +4 = +5 [BAB] -1 [STR]/ DMG = 1d6-1(S), CRIT 19-20x2
o Caster Level: 10 (Divinations: 11)
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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Morrolan grunts in agreement, but waits until the trapfinder changes his mind before moving his watchful position.

[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
 


Talhia Shen, human beguiler

"It's unlikely the drow would have taken the time to re-seal their entrance to the surface this way," she agrees. "If the hillside doors don't prove fruitful, though, I have a spell that can open this more gently than having to smash things in."
 

Aden makes eye contact with both Dargun and Morrolan. Obviously, his delicate ways of opening a passage for the small band were of little use here. He had already packed his tools. Breaking in with force, it is, then he thought, until Talhia spoke. He nods at her, takes another look at the stone doors and mutters "A quick, fail-safe and quiet way in? That might be a good idea."

He draws his weapon, waiting for the others to open the door.
 
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Talhia Shen, human beguiler

When everyone has indicated their readiness, Talhia turns toward the doors. She tilts her head, clucks her tongue, and suddenly the plaster seal of the giant doors crumbles away.

"That should do it" she says.

[sblock=OOC]Casting knock.

[sblock=Stats]Spells cast: 2nd level: 1/7

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][/sblock]


EDIT: I got confused about doors, honestly, and had myself convinced it was the hillside doors that were sealed. It was never my intent to unseal the tomb (and Talhia, who's actually there physically, wouldn't suffer from my textural confusion as a player).
 
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[sblock=OOC] I'm a little confused as I read this for the first time but I think you all wish to have a look at the thrid set of doors before casting any spells or breaking anything down, and that is fine with me. [/sblock]

Another large pair of doors is set into the hillside. These are flanked by a pair of columns carved to resemble skeletal warriors in full plate armor, their visored helments open to reveal their leering skulls. The doors are unadorned except for two stone handles, although gouge marks indicate that heavy tools dealt some damage to the doors in the past.

Aden finds no traps around the doors or coulmns, and when he looks he sees no way to lock the doors. But when the party tries to open the doors they find they are indeed locked, from the other side. The clinking of chains can be heard as the doors pull open a crack and stop.

Looking a chain is indeed linked across the doors on the inside, holding them in place. Looking you can also just make out the side of a padlock that must be what is keeping the doors sealed fast.
 

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