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Six From Gate Pass - Chapter 3: Shelter From The Storm
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<blockquote data-quote="Gregor" data-source="post: 5698987" data-attributes="member: 11751"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p> </p><p></p><p>[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.</p><p></p><p>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.[/GM]</p></blockquote><p></p>
[QUOTE="Gregor, post: 5698987, member: 11751"] 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.[/GM] [/QUOTE]
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