Six From Gate Pass - Chapter 3: Shelter From The Storm

OOC: To DM: Bannock will try to attack the swarm coming up the side of the rock in E2, but in order to gain line of sight while also using his weapon at full reach, I would like to move off the grid a bit (F0). If that's not possible, instead he will move to F1 and will use the Pole Fighting feat to shorten his grip and attack at close range, in which case just put a -4 penalty on my attack roll.


Bannock's face twists in a grimace of pure revulsion at the approaching swarms. Three massive spiders is bad enough, but there is something particularly terrifying about the writhing mass of little predators headed for Arnir. He steps to the edge of the precarious walkway and beats at the approaching swarm with the flat of his blade.

"Gah! What evil litt'l pests! Kill the buggers! Kill them with fire! Get back Arnir, you don't want to get any spider guts on your princely attire!"
 

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Hrimr, you realize that the huge spider is something not entirely natural. Given its colouring and strange glowing eyes, you're sure that it is not from the realm of nature.

Bannock, you chop down with your glaive, cutting a gooey line through the mound of spiders crawling up the wall. The swarm splits apart and then reforms, continuing its climb. You find that attacking hundreds, if not thousands of diminutive critters, quite challenging with a weapon.

The first large spider crawls up the far stone wall and sits perched upon the broken section of flooring (L,M,12,13). Its eyes glitter in the light and it quickly aims its abdomen over its head and squirts webbing towards Kirio, hoping to secure the fresh meal in place. The webbing falls short however, adhering to the side of the stone at Kirio's feet.

The second of the two large spiders (A,B,8,9) lifts its wounded abdomen towards Arnir and sprays a hot gooey jet of white webbing towards the elf. The substance strikes Arnir in the torso, arms and legs, securing him into place and entangling him. It then moves forward quickly on its hairy limbs and rapidly climbs the stone wall, turning to face Alric and Kirio with dripping fangs (F,G,7,8).


GM: Bannock, we'll put you in F1 just for ease of use on the map. Hrimr, generally you can make one knowledge check as a free action (free actions can't be taken in mass quantities and still count as free actions), doing three would probably constitute your whole round, or at least your standard action. I'll assume that you casting a spell is more important and let that go forward. However, I'll only grant you information on the one check.

Arnir, you're now entangled. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell. You can try to break free with a Strength check or an Escape Artist check.
 
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Kirio's feels mildly nauseated at the near miss of the webbing... not to mention the writhing masses of arachnids making their way to them. His initial instinct is to run, if only to fight them anywhere but in their nest.

He runs back (G1) "I would like to strongly suggest that it may be wise not to fight these things in their nest, and that bannock shows wisdom beyond his years in wanting to put those swarms to the flame... Arnir?" He tries to remember if he's ever read anything about the enormous spider with glowing eyes before, as he turns and fires his bow at the closest of the two smaller spiders (F,G,7,8)...
 

Kirio, your arrow lodges itself into the spider with a sickening crunch. Another watery wail is emitted from the vermin but it remains in the fight.

Kirio you are also quite sure that the school of Arcana has nothing to tell you about the huge spider.
 
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South Harbour (Roof of Warehouse)

Lars, as you crawl along, your hand suddenly goes through an old clay tile with an audible snap. Though you're unharmed, you remain perfectly still, listening for anything indicating that those below you heard anything. You soon hear a muted heavy laugh from inside and continue on secure in the thought that you were undetected.

It takes you some time to move across the top of the building on your way to the front. When you arrive, you find no other windows or entranceways. Peering over the lip of the roof, you now see that one other thug is standing outside of the building smoking a pipe. After a few moments of watching you spy a man making his way up the street. He dodges piles of garbage, drunks and clumps of wet rope with obvious distaste and even from this distance you can tell that he is impeccably dressed. He strolls nervously up to the front door and you faintly hear the thug say: "...ate! Lowduke ain't screwin' around with this purchase. Git yer rich ass in there. In the office, on your ..."
 
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Arnir dry-heaves as the thick liquid covers him, hindering his movement. Seeing the impending wave of miniature spiders he struggles with his bow in the webbing before growling in frustration "Someone help me get out of this!"

OOC: Arnir is delaying until someone can assist him with a strength check
 

The swarms ripple forward in a disgusting wave. The first moves up the rest of the wall and attempts to crawl up Arnir's leg. Just as the beasties crest the lip of the stone, Bannock swoops in with his glaive and scatters the spiders away in a spray of slime, legs and gore.

The second carpet of vermin slides forward towards Alric. Though Alric is able to crush a wide smear with his sword, it is not enough and the critters begin to cover him: crawling up his legs, running into armor plates, under chainmail and up towards his neck and face. They bite at him in hundreds of places, leaving small bloody cuts that weep a greenish ooze.

The huge spider then dashes along the web floor, seeking to hide in a different location.

GM: Party members who can reach Arnir can either, as a standard action, attempt to aid him in his strength check (you need to make a strength check yourselves and beat DC 10) which gives him +2 on his roll, OR they can try to rip the web off him by making a strength check against an unknown DC.

Arnir, since you've elected to delay, you can jump in whenever you like and I will reorder the initiative accordingly.

Alric, at the start of your turn DC 11 Fortitude save or be nauseated for 1 round.


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Initiative
1 - Arnir (swarms 1 and 2)
2 - DM #1 (H)
3 - Hrimr
4 - Bannock
5 - Alric
6 - DM #2 (L)
7 - Kirio


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Spider Lair - Round 2
 
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As Hrimr finishes the words of his spell a quick flash of light and a the peal of thunder is heard about the room. Clouds have gathered over head. Hrimr points his warhammer at the Spider in front of the party (F7) and shouts in Dwarven.

From the clouds over head a bolt of lightning comes down and strikes the spider.

OOC: DC on reflex save for the spider is 16
 

Hrimr, the spider is able to dodge the main strike of lightning, but your spell still manages to wound it. Though burnt and weeping from its many wounds, the spider lives on.
 

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