The spider attacks Castile, easily getting past her defenses and injecting its poison as she struggles to free herself from the web. But when it tries to spring away, about a dozen of the Irregulars grab onto its trailing legs, dragging it back down again. Meanwhile, from the undergrowth, one spider spits at Hú Lí and one at Dartmoor, but both shots go wide.
[sblock=actions and rolls]Joompin spider attacks Castile:
double attack vs AC, Castile; attack 1; damage; attack 2; damage
9(1d20) +7 = 16; 2(1d8) +4 = 6; 15(1d20) +7 = 22; 5(1d8) +4 = 9. Forgot to include CA for restrained, so two hits for a total of 15 damage and ongoing 5 poison (save ends).
Joompin spider jumps to L12.
Spitter 1
poison spit vs AC (+2 CA), Hú Lí
3(1d20) +9 +2 = 14, miss. It moves and hides.
Spitter 5
poison spit vs AC (+2 CA), Dartmoor
4(1d20) +9 +2 = 15, miss. It moves and hides.[/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 21]There is a small spider hidden in D11.[/sblock]
[sblock=Perception 22]There is a small spider hidden in M21.[/sblock]
[sblock=status]
PCs
Alkas (A18) HP 35/35; surges 10/13
Castile (M13) HP 24/33; surges 9/13, restrained (save ends), ongoing 5 poison (save ends)
Dartmoor (M15) HP 18/28; surges 8/10, beast form
Hú Lí (I14) HP 24/24; surges 6/8
Noriaki (L15) HP 14/27; surges 2/9; swift panther rage
Takahaan (K15) HP 9/24; surges 3/8; bloodied, restrained (save ends)
NPCs
Aerys (A17) HP 24/29; surges 9/11
Gelik (D17) HP 6/22; surges 3/6, bloodied, prone
Ishirou (C18) 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 (L12), 36 damage taken, slowed, bloodied, marked by Castile, AP spent
Spiderling Swarms 1, 2 dead
Spitters 2, 3, 4 dead
Spitters 1, 5 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+4 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]