The big spider, perhaps daunted by Noriaki's swift recovery after being knocked down, decides to go after easier prey. Its leaping strike knocks over Gelik and another enormous jump takes it safely away again.
More poisonous spittle is shot out of the foliage, striking Noriaki and Castile. Though the small spiders continue to keep to the undergrowth, some of them now can be easily seen.
One swarm of spiderlings continues to harass Castile, without much effect on her, although Ishirou and Sasha feel the bites; the other scrambles desperately away from the Irregulars, but is terribly hindered by their formation.
[sblock=actions and rolls]No reply from Cleverusername. Rather than NPC Alkas for potentially the entire fight, I'm going to pretend he's not there.
Ishirou and Sasha take 5 from Swarm 2's aura.
Joompin Spider standard: leaps to E16, attacks Gelik:
death from above vs AC, Gelik; damage (1d20+7=21, 1d8+4=11) Gelik takes 11, ongoing 5 poison (save ends), and falls prone.
Joomping Spider move: prodigious leap to L11.
Spitter 1:
poison spit vs AC, Dartmoor (1d20+9=13), miss. Spitter moves and hides.
Spitter 2:
poison spit vs AC, Noriaki (1d20+9=28), hit for 5 poison damage. Spitter moves and hides.
Spitter 3:
poison spit vs AC, Noriaki (1d20+9=16), miss. Spitter moves and hides.
Spitter 4:
poison spit vs AC, Castile (1d20+9=11), miss. Spitter moves and hides.
Spitter 5:
poison spit vs AC, Castile (1d20+9=26), hit for 5 poison damage. Spitter moves and hides.
Spiderling Swarm 1: moves to H18, falls “prone” owing to the Irregulars’ zone. “Crawls” to G18.
Spiderling Swarm 2:
swarm of fangs vs AC, Castile; damage (1d20+4=5, 1d6+2=8) miss.
LOL at how bad the spitters' stealth rolls are this round. Remember that they still have concealment or total concealment if you go after them, though.[/sblock]
[sblock=Special rules and terrain]
NPCs: As a minor action, you can command any NPC to take a move. Or, at your option, you can move an NPC at the same time as your character moves, if that NPC is in your way. No NPC can take more than two moves a round.
Terrain Rules
The dark green terrain is
heavy undergrowth. It is
difficult terrain. A creature who is
prone in this terrain gains
concealment. If there are at least two squares of heavy undergrowth between such a creature and an observer, the prone creature gains
total concealment with respect to that observer.
The light brown areas are relatively clear and count as
normal terrain.
The dark brown circles are trees; they are blocking terrain.
The webs look like they will slow you down at the very least; should you enter a square containing a web, you can consult the spoiler block in the Enemies and Hazards section to learn its specific effects. Note that all the webs are in heavy undergrowth squares; the heavy undergrowth has its usual effects in addition to the web effects.[/sblock]
[sblock=Perception 25]There is a small spider hidden in C12.[/sblock]
[sblock=Perception 12]There is a small spider hidden in J13.[/sblock]
[sblock=Perception 10]There is a small spider hidden in M13.[/sblock]
[sblock=Perception 23]There is a small spider hidden in J15.[/sblock]
[sblock=Perception 11]There is a small spider hidden in M21.[/sblock]
[sblock=status]
PCs
Alkas (A18) HP 35/35; surges 10/13
Castile (F18) HP 30+3/33; surges 9/13
Dartmoor (B17) HP 28/28; surges 8/10
Hú Lí (B18) HP 24/24; surges 6/8
Noriaki (E17) HP 3/27; surges 4/9; bloodied, ongoing 5 poison (save ends)
Takahaan (F17) HP 9/24; surges 4/8; bloodied, ongoing 5 poison (save ends)
NPCs
Aerys (C18) HP 29/29; surges 9/11
Gelik (D17) HP 11/22; surges 3/6, bloodied, ongoing 5 poison (save ends)
Ishirou (D18) HP 19/24; surges 5/7
Jade (C17) HP 28/28; surges 6/10
Sasha (E18) HP 18/23; surges 4/6
Bad Guys
Jumping Spider (L11), AP spent
Spiderling Swarm 1 (G18), 37 damage taken, bloodied, prone; aura 1 does 5 at the start of the enemy’s turn (7 if another swarm is adjacent to the target); any PC that hits swarm 1 regains 4 HP
Spiderling Swarm 2 (E19), 31 damage taken, bloodied, marked by Castile; aura 1 does 5 at the start of the enemy’s turn (7 if another swarm is adjacent to the target)
Others: "hidden"
[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs, or when you enter a square containing a web.
[sblock=Jumping Spider]Joompin Spider
AC 17, Fort 17, Ref 16, Will 13; HP 56, bloodied 28

bite +7 vs. AC, 1d8+3 damage and ongoing 5 poison damage (save ends)
[sblock=When spider is bloodied]Nothing special happens. Gotcha![/sblock][/sblock]
[sblock=Spidering Swarm]Spiderling Swarm
AC 14, Fort 14, Ref 15, Will 10; HP 44, bloodied 22
Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks
Aura 1: each enemy that starts its turn in the aura takes 5 damage +2 extra damage per additional swarm adjacent to the enemy

Swarm of Fangs +4 vs. AC, 1d6+2 damage and ongoing 5 poison damage (save ends). A creature already taking poison damage is also weakened (save ends). The swarm’s attack deals 2 extra damage for each additional swarm adjacent to the target.
[sblock=When hit by an area or close attack]The swarm shifts reactively. Please wait for me to resolve this.[/sblock][/sblock]
[sblock=Spitter]Spitter
AC 16, Fort 13, Ref 16, Will 13; HP 1 (minion)

Bite +7 vs. AC, 5 poison damage
Note: The spitters are quite small and can gain concealment/total concealment from heavy undergrowth as though they are prone.[/sblock]
[sblock=Web Hazard]When you enter a web, it makes an opportunity attack against you:
Sticky Web Attack: +4 vs. Reflex
Hit: you are restrained (save ends)
Miss: you are slowed until the end of your turn.
Special: when you are restrained by a web and succeed on your save, the web in your square is destroyed.
Restrained: you are immobilized, grant CA, take a -2 penalty to attack rolls, and cannot be pushed, pulled, or slid.[/sblock][/sblock]