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

The massive spider locks its otherworldly eyes onto Bannock and his ichor-covered glaive. Its forelimbs tremble before it, as if sniffing the air where the human stands. As if repulsed by what it senses, it begins to click and hiss in some strange manner of complaint. Whether angered by the death of one of its clutch mates, or mere hunger, the beast catapults itself forward in part charge, part leap which sends the giant vermin forward, limbs splayed and scimitar-sized fangs bared for a strike. The long limbed monster has no trouble landing and standing partly on the stone platform and partly on the web floor. When it lands, the fangs descend like some horrible guillotine, aimed at Bannock's shoulders. With a screech of carapace on metal and a spray of blood, the fangs drive into Bannock with terrible force.

Bannock as soon as the fangs pierce you, it feels as if pure evil has touched you. Deep to your core you feel as if a black essence, the antithesis of your goodness, has caressed your heart. Then, you feel an injection into your body that feels as if a pint of pure acid has been poured into your blood. It staggers you, but your toughness helps you to shake it off.

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Initiative

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

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Spider Lair - Round 4
 
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Hrimr yells in pain as the spiders bite his flesh and crawl over his body. He attempts to keep is composure lest he becomes sick from their stench. He keeps it together and steps back a little (To G1) and draws his warhammer. Still entangled in web he attempt to call the lightning again on the spider nearest to him (H2). The storm obliges him and bolt comes down to strike the spider.
 
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Bannock staggers back under the weight of the gargantuan spider's blow and gargles up some blood, which he spits in the direction of the massive arachnid's compound eyes. Spitting is about all he has the strength remaining to do.

He makes an expeditious retreat (retreat as full round action), fencing with the spider's scythe-like forelegs as he moves backwards, ending up standing shoulder to shoulder with Alric.

"I'm going to be honest, I signed up to fight your countrymen, Alric, not 12 foot high man eating spiders!", he says, panting and bleeding.

OOC: Bannock is now at 9 hp
 
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Alric's eyes bulge in horror as he watches the scene of Bannock being scythed by the huge, other-world-like spider. If there is one thing he has learned in all his time selling his sword: it's when he's plainly beaten.

"Everyone out! Out now! We can't handle this!"

Knowing he's probably the only fighter in reasonable shape to put up a fight, he draws his sword and attacks the large spider beside him in order to cover his comrade's retreat.

"I'll cover your rear! Waste no time!"
 

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Seaquen (Warehouse)

Lars, you dart for the trap door to the ocean below the warehouse. To your right, the plain clothed thug emerges from the shadows and begins to quickly chant arcane words while moving his hands in a specific pattern. When he finishes speaking, an arrow of pure acid is conjured before him and it flies towards you. As you reach for the trap door, the acid strikes you, burning through clothing and flesh in a painful and smoky haze. The acid lingers on your clothing and is lodged in your flesh as well.

Elsewhere in the warehouse you hear a door open and slam, followed by a gruff call of: "What in Malar's bloody rage is happening in here?!"

The crossbowmen and the thug with the twin swords are hot on your tail, running behind you.

GM: Lars, you're up.


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Initiative

1 - DM #5 (NL)
2 - DM #2 (TWF)
3 - DM #4 (CB)
4 - Lars
5 - DM #1 (THF - dead)
6 - DM #3 (S)

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Warehouse - Round 2
 
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Caves (Spider Lair)

Alric, you drive your blade into the head of the nearby spider. Your keen new blade cleaves through its carapace and splatters ooze, ichor, internal brain matter and many eyes on the stones before you. The spider squeals a strange sound, vomits ooze from the wicked wound you delivered and quivers in its death throws on the webbed floor.
 

Lars opens the trap door, pulls out the wand from his belt, and jumps in, pulling the door closed behind him. Once below, he aims his wand at the closed door and speaks the activation word.

OOC: Wand of Hold Portal. All the above assumes the trap door is not locked or otherwise barred, of course.
 

GM: Way too many actions for one round Lars. Opening the trap door is a move action, moving into the hole is another move action, closing the door behind you is yet another move action. Using the wand is a standard action.

Please refer here for how certain actions are considered during the combat round: Actions in Combat

Also, you are jumping into the rough ocean: waves rolling under the docks, slapping against the breakwall, etc. You need to succeed on a DC 15 swim check in order to tread water / swim well enough to use the wand.

I'll let you edit before we continue the initiative.
 

Arnir needs no encouragement to retreat from this hell. His face contorts in fear as the enormous spider at the end of the stone pier skewers Bannock with its ghastly pincer. Reluctantly turning from his comrades still engaged, Arnir flees as fast as he can, back into the chamber with the cursed statue.

OOC: Arnir has withdrawn and is able to move 30ft as he is currently webbed
 

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